I recently published Hero Attack to the European Server. It's a really fun game but thanks to the wonderful popularity system, it probably won't get played very much due to the fact that it isn't popular enough to get played. If you could try out Hero Attack on the EU I would appreciate it. The game is second in popularity on the North American server (after having zero popularity for months), so clearly many people like it.
As I replied to your PM:
Alright, we'll give it a shot. What's the player number, and how many players are needed to be properly played, and do we need equal teams or something?
Wont be able to make it tomorrow. Lately Iv been having really fun moments playing my Goku map, but in mapnights its never been a success...So I guess there is no reason to publish it this time. Ill polish it more and we can play it next week hopefully :)
Very well done eiviyn. Magicide was fun, really fun.
Things I would like changed. OP archon...I dont even think the archon fits the style of the game. They cause super slow movements or void archon wont let you escape...anoying...
mm I didnt yet test all spells but I just went with ball spells cause they were the most expensive ones. the shops should have close button top right or somwhere, revive time is a bit too high for no apparent reason on the other hand the capture time seems quite long too.
Oh and its really anoying that capture buildings are so big. You can run around them and cannot target with enemies with anything else than archon...maybe just make it ground runes or something you can shoot over.
- Magicide: Azure Strand: I loved the map. Regular players having their spells saved from previous games is very unfair for new players. Ice archons are someway op. You can spawn them in front of your enemy to easily slow him down. Water shouldn't be walkable, right now its too easy to escape from your enemies.
Magicide is pretty good, but even with all the possible combinations its kinda lacking different player roles. The only strong build is basically full damage spells, with maybe an ice archon to slow down the enemy. Summoners can work, but 99% of the time they dont.
What I'm saying is, why do you only have damage and summoning spells? What about movement control (blink or stun), healing and protection based spells?
I plan to develop supportive and summoning roles further, as well as preparing the groundwork for melee based builds, something I am taking very slowly to avoid harming the ranged play. Healing is something I am undecided on. I'm not convinced that it would add enjoyment to the game, though I'm not immune to changing my mind.
One method of healing I had in mind was elemental shields. These would be targettable on any unit, and absorb 250 (talentable) damage. They would have traits depending on their element, and cause the shielded unit to absorb the shield's element. So if I threw a fire shield on a unit, fire spells would heal it. To balance things out, the shield's opposite (ice) would bypass the shield entirely and deal bonus damage.
I'm currently working on cleaning up the map's internal workings and reworking the whole spell creation system, as well as steadily developing supportive spells. With that said, the map is far from finished and I have a lot of things I want to streamline and add.
For those wondering "WTF?", here's 2 replays if you are interested.
Today, I will throw in my diablo map again.
I've added charges on staves, dungeons aren't empty rooms anymore, arrows have now a chance to hit decrease due to flight time, made 17 functional spells which I will try to balance out today, overall speed was raised by 15%. I'm currently playing with formulas etc and will implement them later...
So I'm on a good way to release a public version next month.
Hmm meh...I guess I will go to do a basic and simple map now. Kinda dissapointed that combo arena 2 wasnt as fun as I had hoped, yet it was to be expected. Its pretty much 4 players map that it doesnt become utter chaos. I was hoping of using the system for my project, but I guess Ill just go with normal spell system and do synergy/upgrade system to them.
what a shame...I do not really like to do normal stuff, but I guess Ill go back to my drawing board and try new things out yet again.
as someone suggested to make it more "simple". That is a bit simplier, yet still takes skill to play.
I cant still say which system was better. The combo system or this...In the video its really hard to tell the difference. They do share similar feeling, but ninja versions is more of using skills one in a good order, while in combo arena you have to combine spells to even hit they enemy.
Perhaphs I could combine those both and try to add combos as upgrades later...I dont know...
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I recently published Hero Attack to the European Server. It's a really fun game but thanks to the wonderful popularity system, it probably won't get played very much due to the fact that it isn't popular enough to get played. If you could try out Hero Attack on the EU I would appreciate it. The game is second in popularity on the North American server (after having zero popularity for months), so clearly many people like it.
As I replied to your PM: Alright, we'll give it a shot. What's the player number, and how many players are needed to be properly played, and do we need equal teams or something?
Wont be able to make it tomorrow. Lately Iv been having really fun moments playing my Goku map, but in mapnights its never been a success...So I guess there is no reason to publish it this time. Ill polish it more and we can play it next week hopefully :)
It's map night :D
Be great if you guys can try 15 Assassins again.
With a full house would be even more extra epic.
I'm gonna be sitting out pretty much the whole map night btw. Cleaning my PC and doing some other stuff on the side, and MLG starts at 11 or so.
1 hour left before EU Map Night!!! [http://isitfridayalready.com/]
Can we test the new artillery in my map?
Uh new Core Fight version? I want :D
Very well done eiviyn. Magicide was fun, really fun.
Things I would like changed. OP archon...I dont even think the archon fits the style of the game. They cause super slow movements or void archon wont let you escape...anoying...
mm I didnt yet test all spells but I just went with ball spells cause they were the most expensive ones. the shops should have close button top right or somwhere, revive time is a bit too high for no apparent reason on the other hand the capture time seems quite long too.
Oh and its really anoying that capture buildings are so big. You can run around them and cannot target with enemies with anything else than archon...maybe just make it ground runes or something you can shoot over.
That is all. Good job.
- Magicide: Azure Strand: I loved the map. Regular players having their spells saved from previous games is very unfair for new players. Ice archons are someway op. You can spawn them in front of your enemy to easily slow him down. Water shouldn't be walkable, right now its too easy to escape from your enemies.
Magicide is pretty good, but even with all the possible combinations its kinda lacking different player roles. The only strong build is basically full damage spells, with maybe an ice archon to slow down the enemy. Summoners can work, but 99% of the time they dont.
What I'm saying is, why do you only have damage and summoning spells? What about movement control (blink or stun), healing and protection based spells?
Thank you for the feedback! Always appreciated.
I plan to develop supportive and summoning roles further, as well as preparing the groundwork for melee based builds, something I am taking very slowly to avoid harming the ranged play. Healing is something I am undecided on. I'm not convinced that it would add enjoyment to the game, though I'm not immune to changing my mind.
One method of healing I had in mind was elemental shields. These would be targettable on any unit, and absorb 250 (talentable) damage. They would have traits depending on their element, and cause the shielded unit to absorb the shield's element. So if I threw a fire shield on a unit, fire spells would heal it. To balance things out, the shield's opposite (ice) would bypass the shield entirely and deal bonus damage.
I'm currently working on cleaning up the map's internal workings and reworking the whole spell creation system, as well as steadily developing supportive spells. With that said, the map is far from finished and I have a lot of things I want to streamline and add.
For those wondering "WTF?", here's 2 replays if you are interested.
Today, I will throw in my diablo map again. I've added charges on staves, dungeons aren't empty rooms anymore, arrows have now a chance to hit decrease due to flight time, made 17 functional spells which I will try to balance out today, overall speed was raised by 15%. I'm currently playing with formulas etc and will implement them later...
So I'm on a good way to release a public version next month.
well
thast what I got for today. so combo arena returns!
and another random video, if you want to take a look (not related to anything)
Plz check my new map at map night, called: Random TD . (I want suggestions!)
Also you guys may want to try Cuba tag, I think it has lots of potential.
Hmm meh...I guess I will go to do a basic and simple map now. Kinda dissapointed that combo arena 2 wasnt as fun as I had hoped, yet it was to be expected. Its pretty much 4 players map that it doesnt become utter chaos. I was hoping of using the system for my project, but I guess Ill just go with normal spell system and do synergy/upgrade system to them.
what a shame...I do not really like to do normal stuff, but I guess Ill go back to my drawing board and try new things out yet again.
TheAlmaity, you don't upload the streams on livestream anymore ?
He never did that, they were auto uploaded. Also the stream was moved to justinTV: http://de.twitch.tv/exaken
@Hobrow: Go
Thanks.
Combo arena is now ninjas
as someone suggested to make it more "simple". That is a bit simplier, yet still takes skill to play.
I cant still say which system was better. The combo system or this...In the video its really hard to tell the difference. They do share similar feeling, but ninja versions is more of using skills one in a good order, while in combo arena you have to combine spells to even hit they enemy.
Perhaphs I could combine those both and try to add combos as upgrades later...I dont know...