Feedback coming! As requested by TheAlmaity, I'll write a few things down about Gates of Darkness.
Last time I played (before last night), I went solo. It seemed completely different at that time and it was also much, much longer to reach the end. Last night was fun, I would have enjoyed it more if it lasted longer though (yeah I know, "that's what she said"). It's much easier as a team, because you have backup if needed. That's why I tend to always use arithmetic when spawning masses of units, so that the more players there is the more enemies are spawned. That would make the game more even, be there 1 or 12 guys playing. The big boss is probably a bit too easy by the way, especially when we're many. Aside from that, I liked the map... It's "yet another TD" (kinda) but it has some cool features and the heroes are fine. I'm glad you reduced the lag too, which was probably due to the red omni lights around the spawn points. Maybe the summoner is a bit too strong though, I haven't tried it but from what I saw last night, it seemed like a walk in the park to whoever played with him (without counting the button spamming bug).
EU map night was kinda meh in sense of how much community cared and how well plans of that map night was even followed.
Then otherside, I got some real testing for Fortress Fight, awesome darkspore beta key and to play some maps what are hardly known until 1.3.0 patch comes out.
EU map night was kinda meh in sense of how much community cared and how well plans of that map night was even followed.
Yea, this weeks wasnt as fun as the first two times :( Very little people showed up, and most of the time we had an odd number of people so some maps couldn't be played >.>
@ZealNaga
Yea, i shortened it and completely changed the terrain. Ive got a lot of balancing to do though... It wouldve been longer if my voting system wouldnt be bugged (i dont see why :( ) and my heroes would be balanced (and someone hadn't just spam clicked :p)
I'll remove the spam clicking and heavily nerf the heroes...
Also, number of units spawn does somehow depends on players playing - as long as every player activates a beacon.
Funny thing is, yesterday it was a walk in the park, the day before i and Wolf just kept getting roflstomped because some things were just imba :/ (Siege tanks did 10 times the damage they do now, archons as well, a lot of things had way more health...)
Lots of hero nerfs incoming.
If you got specific things that can be fixed/changed, plz point them out. I'll probably do this on monday since i got my darkspore beta key as well and server is only up over the weekend :p
I played the rift stalker. While his concept was pretty cool, there was one thing I didn't really like. The teleport skill on itself was pretty awesome, but the way it behaved could be annoying. The thing is that I kind of want him to chain cast that because it deals more damage than using melee attack. On the other side, I had the problem that ocassionaly my hero would teleport into an engaging Zergling, 1-shot it with the teleport AoE and teleport off to the next one - that happened multiple times in a row. I think I died once or twice because I was looking at a battle between one of you guys (+a gazillion roaches) and a force of Zerg. The next second I was dying and couldn't find my hero for the heck of it. When I clicked the portrait he apparently had teleported all the way to a spawner and was now getting his ass handed to him by a new wave of Zergs.
As a general rule, I really like the concept (because I'm a fan of mindfuck heroes that consistantly teleport all over the place and are impossible to kill because of that), but this one ocassionaly did so good a job at the mindfuck that even I didn't know what he was up to.
Lol, mozared...
Yea, the teleporting autocast is done through triggers, ive got a data way set up halfway, but because im missing a few million validators and tests its acting retarded and far less useful than the trigger one. I'll be working on that soon then, being able to disable the autocast should be useful. But i have no idea how to stop the hero from teleporting all across the map zergling by zergling :(
I'll also increase the cooldown by a second or two, should make the hero more controllable :p
Thx for the feedback =D Expect more teleporting abilities once i add them, lol. Thinking of a few things... Most of which include teleporting your enemies (Swapping positions, or just teleporting everything to or away from you)
If you got specific things that can be fixed/changed, plz point them out. I'll probably do this on monday since i got my darkspore beta key as well and server is only up over the weekend :p
Yeah, the beta only lasts for a few hours... The download is taking ages, it's only half done. :'(
About Gates of Darkness, so far the only main bug I've seen is the vote dialog not closing after voting. I remember it happened in the previous version as well when I played solo. So basically you may have some mistake in your triggers... Sometimes the order at which you place your actions in a trigger can completely change the way it behave, especially with the lag when online. Oh, and I also noticed there were really few items on the ground this time, but I guess that's because you reduced the items generation rate. I don't know if it's normal but my murloc wasn't able to pick any item, in fact I don't even remember seeing the inventory UI.
The items dropping was a bug, i removed the loot and inventories completely, i have no idea how they dropped items O.o I'll double check...
About the voting dialog, it bugged for me during the first game, but the second time it disappeared. The trigger is identical to the other voting trigger (well, i changed the variables so that it would work), so either both or none should be broken >.> I dont know how the hell this happens. Phase Assasins buttons are flashing, one of my text tags is broken (and all text tags are handled through the exact same actions, theres no way only ONE can be broken...), some of my missiles run along the floor (even though i set attachment points)... I sometimes have the feeling the editor is screwing with me...
I'll just look at the triggers again and make more triggers and variables to get rid of the damn dialog if its not gonna work...
Lol, mozared...
Yea, the teleporting autocast is done through triggers, ive got a data way set up halfway, but because im missing a few million validators and tests its acting retarded and far less useful than the trigger one. I'll be working on that soon then, being able to disable the autocast should be useful. But i have no idea how to stop the hero from teleporting all across the map zergling by zergling :(
Well, I've got two suggestions; One would be to make the hero more visible. Out of all heroes I saw in our match, mine was the least visible. Mine was also the most fragile to dying, being in the middle of everything consistantly and jerking out of view when space allowed it. That's a bad combination.
The other one is to do something else with the teleportation. The skill as it is is pretty nice, but you should either remove autocast or in some way make it replace the move function, so his playstyle would revolve more around clicking a location and teleporting there. This would keep the teleport gameplay but still give the player control. To make it interesting, the teleporting around would be interrupted with other abilities. Don't get me wrong, I loved the concept of someone who was all over the place. Ever heard about Bloodline Champions? If you want to turn this hero into an awesome character, check out first to gain a quick (4 minute) understanding into how the game works, and then this short video (3 minutes) to gain an understanding to it's "Stalker" class, a unit very similar to the hero you've created. Check out what they have done and you'll see what I mean with my feedback.
I couldn't be there yesterday. I have watched your CoreFight match in the stream. You seem to have learnt how to counter void rays :D. Mozared, you told something about the water and that it was the cause of lag. Is there some way to reduce this lag?
Maybe next week we can play the TEST version with some new features. It's unfinished, but I think it's playable.
Cant watch the vids atm, but will later. Thx for the suggestion.
The teleport ability is already on smart cast, so it reacts to right clicks (if you click a unit). A coolodown will probably prevent the hero from going too far in a too short time.
I'll see if i can mess with the model a bit, i changed the lighting around without actually checking whether the model was properly visible anymore >.>
And as you are the terrain god of mapster, mind commenting on it? :) Youve got 3 pics at ultra settings on my project page (link in sig)
@guy with unspellable name
Id really like it if Core Fight would be updated at least partially :) Its real fun, but could really use some more stuff! Hope to see it next week.
I couldn't be there yesterday. I have watched your CoreFight match in the stream. You seem to have learnt how to counter void rays :D. Mozared, you told something about the water and that it was the cause of lag. Is there some way to reduce this lag?
Yes, but I regret to have to say that I don't directly do now. It's waves hitting the land that cause humongous lag. They are generated for every straight section of land - when you create a flowing river, it will have extremely smooth edges and will thus generate a gazillion waves, causing massive (up to 20 FPS) framedrops.
For now, if you want to know how to fix this, PM Bronxsy. I'll add it to the FAQ once I figure out all the details.
@TheAlmaity; in regards to your terrain, I'll check the map out again when I can and comment then. Since the map was so active it played a very small role, as you barely spend any time looking at any of it. I'd say it's at least decent enough to suit that need, but I'll see if there's something you could spice up without losing performance.
Yes, but I regret to have to say that I don't directly do now. It's waves hitting the land that cause humongous lag. They are generated for every straight section of land - when you create a flowing river, it will have extremely smooth edges and will thus generate a gazillion waves, causing massive (up to 20 FPS) framedrops.
For now, if you want to know how to fix this, PM Bronxsy. I'll add it to the FAQ once I figure out all the details.
I'm rather sure that water was only designed to be used next to cliff tiles for this very reason.
Hide & Seek. It's a map based off Bounty's Doodad Hunt - I'm not sure if it's been made in co-operation with Bounty, been shamelessly stolen, or been made as an improvement upon the original concept, but it's tons and tons of fun with even just 2 players - let alone full slots. Check the video in the link for more details on it - this one has to be in there.
I'll add it. Played Doodad hunt a long time ago, liked it. Can you just give me author and player number? thx.
About the water... Isn't it possible to change the water settings to get rid of or reduce the waves against shore? Or does that not help at all? Or am i just imagining things?
Well, yeah - that's the whole fix for the problem. I just haven't a clue how, as it's not in the water options afaik. I know Bronxsy knows how, but I'm still trying to figure it out.
As for the Doodad hunt map: it's called Hide'n Seek and uploaded to EU by Aurifax. It's got 12 player slots.
im alone in sc2mapster channel :\
Feedback coming! As requested by TheAlmaity, I'll write a few things down about Gates of Darkness.
Last time I played (before last night), I went solo. It seemed completely different at that time and it was also much, much longer to reach the end. Last night was fun, I would have enjoyed it more if it lasted longer though (yeah I know, "that's what she said"). It's much easier as a team, because you have backup if needed. That's why I tend to always use arithmetic when spawning masses of units, so that the more players there is the more enemies are spawned. That would make the game more even, be there 1 or 12 guys playing. The big boss is probably a bit too easy by the way, especially when we're many. Aside from that, I liked the map... It's "yet another TD" (kinda) but it has some cool features and the heroes are fine. I'm glad you reduced the lag too, which was probably due to the red omni lights around the spawn points. Maybe the summoner is a bit too strong though, I haven't tried it but from what I saw last night, it seemed like a walk in the park to whoever played with him (without counting the button spamming bug).
It's funny because it's daytime in the EU right now.
EU map night was kinda meh in sense of how much community cared and how well plans of that map night was even followed.
Then otherside, I got some real testing for Fortress Fight, awesome darkspore beta key and to play some maps what are hardly known until 1.3.0 patch comes out.
long live map night
:( i gotta work...
Gah I missed gates of darkness. Fortress fight was cool but lol'd at muta stack. That was sick
Yea, this weeks wasnt as fun as the first two times :( Very little people showed up, and most of the time we had an odd number of people so some maps couldn't be played >.>
@ZealNaga
Yea, i shortened it and completely changed the terrain. Ive got a lot of balancing to do though... It wouldve been longer if my voting system wouldnt be bugged (i dont see why :( ) and my heroes would be balanced (and someone hadn't just spam clicked :p)
I'll remove the spam clicking and heavily nerf the heroes...
Also, number of units spawn does somehow depends on players playing - as long as every player activates a beacon.
Funny thing is, yesterday it was a walk in the park, the day before i and Wolf just kept getting roflstomped because some things were just imba :/ (Siege tanks did 10 times the damage they do now, archons as well, a lot of things had way more health...)
Lots of hero nerfs incoming.
If you got specific things that can be fixed/changed, plz point them out. I'll probably do this on monday since i got my darkspore beta key as well and server is only up over the weekend :p
Since I promised feedback;
I played the rift stalker. While his concept was pretty cool, there was one thing I didn't really like. The teleport skill on itself was pretty awesome, but the way it behaved could be annoying. The thing is that I kind of want him to chain cast that because it deals more damage than using melee attack. On the other side, I had the problem that ocassionaly my hero would teleport into an engaging Zergling, 1-shot it with the teleport AoE and teleport off to the next one - that happened multiple times in a row. I think I died once or twice because I was looking at a battle between one of you guys (+a gazillion roaches) and a force of Zerg. The next second I was dying and couldn't find my hero for the heck of it. When I clicked the portrait he apparently had teleported all the way to a spawner and was now getting his ass handed to him by a new wave of Zergs.
As a general rule, I really like the concept (because I'm a fan of mindfuck heroes that consistantly teleport all over the place and are impossible to kill because of that), but this one ocassionaly did so good a job at the mindfuck that even I didn't know what he was up to.
Lol, mozared...
Yea, the teleporting autocast is done through triggers, ive got a data way set up halfway, but because im missing a few million validators and tests its acting retarded and far less useful than the trigger one. I'll be working on that soon then, being able to disable the autocast should be useful. But i have no idea how to stop the hero from teleporting all across the map zergling by zergling :(
I'll also increase the cooldown by a second or two, should make the hero more controllable :p
Thx for the feedback =D Expect more teleporting abilities once i add them, lol. Thinking of a few things... Most of which include teleporting your enemies (Swapping positions, or just teleporting everything to or away from you)
Yeah, the beta only lasts for a few hours... The download is taking ages, it's only half done. :'(
About Gates of Darkness, so far the only main bug I've seen is the vote dialog not closing after voting. I remember it happened in the previous version as well when I played solo. So basically you may have some mistake in your triggers... Sometimes the order at which you place your actions in a trigger can completely change the way it behave, especially with the lag when online. Oh, and I also noticed there were really few items on the ground this time, but I guess that's because you reduced the items generation rate. I don't know if it's normal but my murloc wasn't able to pick any item, in fact I don't even remember seeing the inventory UI.
The items dropping was a bug, i removed the loot and inventories completely, i have no idea how they dropped items O.o I'll double check...
About the voting dialog, it bugged for me during the first game, but the second time it disappeared. The trigger is identical to the other voting trigger (well, i changed the variables so that it would work), so either both or none should be broken >.> I dont know how the hell this happens. Phase Assasins buttons are flashing, one of my text tags is broken (and all text tags are handled through the exact same actions, theres no way only ONE can be broken...), some of my missiles run along the floor (even though i set attachment points)... I sometimes have the feeling the editor is screwing with me...
I'll just look at the triggers again and make more triggers and variables to get rid of the damn dialog if its not gonna work...
Well, I've got two suggestions; One would be to make the hero more visible. Out of all heroes I saw in our match, mine was the least visible. Mine was also the most fragile to dying, being in the middle of everything consistantly and jerking out of view when space allowed it. That's a bad combination.
The other one is to do something else with the teleportation. The skill as it is is pretty nice, but you should either remove autocast or in some way make it replace the move function, so his playstyle would revolve more around clicking a location and teleporting there. This would keep the teleport gameplay but still give the player control. To make it interesting, the teleporting around would be interrupted with other abilities. Don't get me wrong, I loved the concept of someone who was all over the place. Ever heard about Bloodline Champions? If you want to turn this hero into an awesome character, check out first to gain a quick (4 minute) understanding into how the game works, and then this short video (3 minutes) to gain an understanding to it's "Stalker" class, a unit very similar to the hero you've created. Check out what they have done and you'll see what I mean with my feedback.
I couldn't be there yesterday. I have watched your CoreFight match in the stream. You seem to have learnt how to counter void rays :D. Mozared, you told something about the water and that it was the cause of lag. Is there some way to reduce this lag?
Maybe next week we can play the TEST version with some new features. It's unfinished, but I think it's playable.
@Mozared: Go
Cant watch the vids atm, but will later. Thx for the suggestion.
The teleport ability is already on smart cast, so it reacts to right clicks (if you click a unit). A coolodown will probably prevent the hero from going too far in a too short time.
I'll see if i can mess with the model a bit, i changed the lighting around without actually checking whether the model was properly visible anymore >.>
And as you are the terrain god of mapster, mind commenting on it? :) Youve got 3 pics at ultra settings on my project page (link in sig)
@guy with unspellable name
Id really like it if Core Fight would be updated at least partially :) Its real fun, but could really use some more stuff! Hope to see it next week.
Yes, but I regret to have to say that I don't directly do now. It's waves hitting the land that cause humongous lag. They are generated for every straight section of land - when you create a flowing river, it will have extremely smooth edges and will thus generate a gazillion waves, causing massive (up to 20 FPS) framedrops.
For now, if you want to know how to fix this, PM Bronxsy. I'll add it to the FAQ once I figure out all the details.
@TheAlmaity; in regards to your terrain, I'll check the map out again when I can and comment then. Since the map was so active it played a very small role, as you barely spend any time looking at any of it. I'd say it's at least decent enough to suit that need, but I'll see if there's something you could spice up without losing performance.
I'm rather sure that water was only designed to be used next to cliff tiles for this very reason.
I wouldn't be surprised.
Anyway, I want to add a map to the map list!
Hide & Seek. It's a map based off Bounty's Doodad Hunt - I'm not sure if it's been made in co-operation with Bounty, been shamelessly stolen, or been made as an improvement upon the original concept, but it's tons and tons of fun with even just 2 players - let alone full slots. Check the video in the link for more details on it - this one has to be in there.
I'll add it. Played Doodad hunt a long time ago, liked it. Can you just give me author and player number? thx.
About the water... Isn't it possible to change the water settings to get rid of or reduce the waves against shore? Or does that not help at all? Or am i just imagining things?
@TheAlmaity: Go
Well, yeah - that's the whole fix for the problem. I just haven't a clue how, as it's not in the water options afaik. I know Bronxsy knows how, but I'm still trying to figure it out.
As for the Doodad hunt map: it's called Hide'n Seek and uploaded to EU by Aurifax. It's got 12 player slots.
Hopefully we'll get it news'd again this time and get a big crowd participating :p