Probably won't get anything from this, but can my map in progress "Attack on Mar Sara" be on the next NA map night? Don't feel bad about rejecting it, as it does suck.
I would like to join you guys for this. My game needs a bit more polish (Though I don't have much time to work on it) and content and I would like to know which direction I should take it by getting more feedback from people who have tried it out.
The game is called Temple Siege 2, if any of you would like to try it out. I will try to be on and ready to play any maps other people put forward when map night starts as well. I'm a sucker for a fun game =)
I would like to join you guys for this. My game needs a bit more polish (Though I don't have much time to work on it) and content and I would like to know which direction I should take it by getting more feedback from people who have tried it out.
The game is called Temple Siege 2, if any of you would like to try it out. I will try to be on and ready to play any maps other people put forward when map night starts as well. I'm a sucker for a fun game =)
Giving some feedback, just keep in mind that me and Hero Wars types games do NOT get along, been happening since brood wars. Never could figure out how to get the shop working, even with you in the game telling me what to do.... That should probably not be happening. The whole 3 lives thing, I can kind of understand in one sense, but what is the point of having a temple to defend then? Can't say I'm a fan of rules that reward being a coward either, but that is just me. You mentioned that it had features other Hero Wars do not have to set it apart. What features really set it apart then? Besides the upgrades being GUI controlled instead of building controlled like in brood wars which is standard now, and the weird night/day thing, I noticed nothing I didn't see 15 years ago. Again, take this with some salt, these types of games hate me and I hate them historically :)
In other news, I forget what the map was called, but Rut's map was the funnest by far for me. Besides the plethora of white guys so you can attempt to be sneaky... After about 10 mins I said screw sneaking and just made myself as visible as possible so I could get targets to shoot at. Really need to make the turning rate of vehicles much slower, or make their health worse, or maybe make their rams have a longer cool-down. Or maybe make their max speed get worse with damage taken, say their tires got blown out? Dunno, but they super OP atm, lol. A WASD system would be peachy keen there too, so I can keep my mouse focused on the task of fragging. Best control setup of the night though, probably why I liked this one the most.
I thought it was really cool in past weeks that the players made short reviews for the games that were tested, so I’m gonna throw in my 2 cents for the games I got to play tonight. (Please forgive the length of these reviews, concisenessicity has never been my strong point.)
War Pigs – by Bratzo
I was excited to try this game, as I had heard a lot about it beforehand. I loved the UI and the concept was very easy to understand. It also looks like it’s geared towards additional features like new classes, maps, gamemodes, etc., so I’m really looking forward to how it turns out.
On the downside, the controls were incredibly awkward. I assume they’re intentionally difficult to get used to in order to differentiate between skilled and noob players, so it’s hard for me to say whether this is a good or a bad thing. I was also confused about the Perk points and how they functioned. It looked like I started with 4 points but I didn’t seem to be able to do anything with them. I noticed other players could attack while moving so I assume they allocated their points to that at some point (whether in game or before it started I’m not sure). Just a little bit of clarification on that for a beginner would be great.
There was one graphical bug with an explosion creating weird shadows. I haven’t seen that before so I wonder if it could be changed to a different explosion and the problem would go away.
I wasn’t sure what the difference was between my two gun-firing abilities. One fired instantly at the point I was facing while the other was targeted but restricted to a small circle (no doubt to make it more difficult to aim accurately). Several times I tried to use the latter ability but clicked just outside the green circle, resulting in my marine doing nothing. I recommend the Marine move to where the targeted point is in range and then fire away.
Ammunition was something that I’m not sure what to think about. It seemed like units died pretty quick, in general, but in a game like this it doesn’t seem all that necessary to me.
Oh yeah, one more thing I’d love to see is a stronger melee attack. Considering the range of all the units it felt very difficult to score a direct melee hit, but it was unfortunately not much stronger than a normal attack. I’d probably make it a near instant kill considering how tough it is to pull off!
Not to be too critical, the map was really cool and I think it has a ton of potential!
Temple Siege 2 – by Oparcus
The problem with any game resembling a DOTA is that it will inevitably be compared to the many existing MOBA maps already out there (sorry if I’m messing up the terminology here). Now I admit the only game I’ve experienced within the genre is Hero Attack, but I can’t help compare the two.
I liked the small size of the map and the many Heroes. I also like the “King of the Hill” type of feeling it has, rewarding positional play and giving you something to fight over during the beginning of the game. The problem I see with that, however, is the potential for snowballing. One bad beginning and a team would likely be overwhelmed. (Not that I know for sure, as this was my first time playing.)
The limited lives thing felt like a bad idea at first but I grew fond of it by the end of the game. It’s a way for the game to end without dragging on too much and also makes it more rewarding to score a kill, along with adding more tension to the game in general. The drawback to that is how unforgiving it is to get knocked out quickly. I guess the player ought to just leave the game immediately since they won’t be able to do anything for the rest of the game.
The UI was difficult to get used to. I strongly advise all the upgrades being stored next to eachother in the same menu instead of being spread across the in-game UI. It’s hard to compare prices and things when you have to move your mouse so far around the screen.
I wasn’t sure what to think of my Hero (the Goliath). It was hard to keep track of his abilities since they changed whenever he transformed to another unit. His ability to spawn 2 sieged tanks that last a few seconds was underwhelming and the Vulture’s mines attack was extraordinarily hard to aim. Transformation between units is cool and all but I think most of his abilities could be implemented in a cleaner, more user-friendly way.
There are some other minor things both pro and con but the honest truth is that the game feels like a work-in-progress compared to the DOTA games out there. If it’s your passion please keep it up, but realize it’s going against a MOUNTAIN of competition. Was very fun to try though!
StarWorkInProgress – by rut
The last game I got to play was my own with three other players. I’m happy the game’s been getting positive reviews despite the lack of features. Onorodon (spelling?) used the Hijack ability to run people over all game long so I’ll probably be modifying the car a little bit. It’s really supposed to be more of a surprise, specialist tactic than a game-long strategy! Also kind of ruins the subtlety of the game a little.
In the future I’d like to have a whole bunch of game modes and game options, including an option to turn off neutral Marine traffic (I know it will make you happy, Deadzergling!) and an option for adjusting how many city blocks make up the playable map (it's set to 1 currently, the very smallest size). If you guys have any ideas for names please let me know, it won’t stay a Work In Progress forever!
Thanks for the fun games, hope to be available again next week!
Probably won't get anything from this, but can my map in progress "Attack on Mar Sara" be on the next NA map night? Don't feel bad about rejecting it, as it does suck.
@Mongrel21: Go
Join map night when its happening and we will play any of your maps and will provide constructive criticism:D
@Hookah604: Go
Ok, is there some sort of group we play in?
Thanks in advance.
" EU Friday 18:00 GMT starcraft://group/2/130284
NA Saturday 16:00 EST starcraft://group/1/129749 "
Right, guys, I have no idea why I didn't do this before, but I unstickied the old, outdated map night thread and stickied this one. Have fun :)
4 hour and NA map night.
@Hookah604: Go
dang, and I just woke up from the last one haha
NA map night highlight in my opinion was Random Slide. It was so dam funny and well made.
@Mongrel21: Go
thx:)
Have a nice Crhistmas time everyone! Will there be a map night on Fr, 27th?
MAP NIGHT IS ON!
I hope ill be around on EU today and not forget about this again :D
1-2 hour and map night!
NA map night in a hour!
EU map night in a hour!
I would like to join you guys for this. My game needs a bit more polish (Though I don't have much time to work on it) and content and I would like to know which direction I should take it by getting more feedback from people who have tried it out.
The game is called Temple Siege 2, if any of you would like to try it out. I will try to be on and ready to play any maps other people put forward when map night starts as well. I'm a sucker for a fun game =)
Giving some feedback, just keep in mind that me and Hero Wars types games do NOT get along, been happening since brood wars. Never could figure out how to get the shop working, even with you in the game telling me what to do.... That should probably not be happening. The whole 3 lives thing, I can kind of understand in one sense, but what is the point of having a temple to defend then? Can't say I'm a fan of rules that reward being a coward either, but that is just me. You mentioned that it had features other Hero Wars do not have to set it apart. What features really set it apart then? Besides the upgrades being GUI controlled instead of building controlled like in brood wars which is standard now, and the weird night/day thing, I noticed nothing I didn't see 15 years ago. Again, take this with some salt, these types of games hate me and I hate them historically :)
In other news, I forget what the map was called, but Rut's map was the funnest by far for me. Besides the plethora of white guys so you can attempt to be sneaky... After about 10 mins I said screw sneaking and just made myself as visible as possible so I could get targets to shoot at. Really need to make the turning rate of vehicles much slower, or make their health worse, or maybe make their rams have a longer cool-down. Or maybe make their max speed get worse with damage taken, say their tires got blown out? Dunno, but they super OP atm, lol. A WASD system would be peachy keen there too, so I can keep my mouse focused on the task of fragging. Best control setup of the night though, probably why I liked this one the most.
I thought it was really cool in past weeks that the players made short reviews for the games that were tested, so I’m gonna throw in my 2 cents for the games I got to play tonight. (Please forgive the length of these reviews, concisenessicity has never been my strong point.)
War Pigs – by Bratzo
I was excited to try this game, as I had heard a lot about it beforehand. I loved the UI and the concept was very easy to understand. It also looks like it’s geared towards additional features like new classes, maps, gamemodes, etc., so I’m really looking forward to how it turns out.
On the downside, the controls were incredibly awkward. I assume they’re intentionally difficult to get used to in order to differentiate between skilled and noob players, so it’s hard for me to say whether this is a good or a bad thing. I was also confused about the Perk points and how they functioned. It looked like I started with 4 points but I didn’t seem to be able to do anything with them. I noticed other players could attack while moving so I assume they allocated their points to that at some point (whether in game or before it started I’m not sure). Just a little bit of clarification on that for a beginner would be great.
There was one graphical bug with an explosion creating weird shadows. I haven’t seen that before so I wonder if it could be changed to a different explosion and the problem would go away.
I wasn’t sure what the difference was between my two gun-firing abilities. One fired instantly at the point I was facing while the other was targeted but restricted to a small circle (no doubt to make it more difficult to aim accurately). Several times I tried to use the latter ability but clicked just outside the green circle, resulting in my marine doing nothing. I recommend the Marine move to where the targeted point is in range and then fire away.
Ammunition was something that I’m not sure what to think about. It seemed like units died pretty quick, in general, but in a game like this it doesn’t seem all that necessary to me.
Oh yeah, one more thing I’d love to see is a stronger melee attack. Considering the range of all the units it felt very difficult to score a direct melee hit, but it was unfortunately not much stronger than a normal attack. I’d probably make it a near instant kill considering how tough it is to pull off!
Not to be too critical, the map was really cool and I think it has a ton of potential!
Temple Siege 2 – by Oparcus
The problem with any game resembling a DOTA is that it will inevitably be compared to the many existing MOBA maps already out there (sorry if I’m messing up the terminology here). Now I admit the only game I’ve experienced within the genre is Hero Attack, but I can’t help compare the two.
I liked the small size of the map and the many Heroes. I also like the “King of the Hill” type of feeling it has, rewarding positional play and giving you something to fight over during the beginning of the game. The problem I see with that, however, is the potential for snowballing. One bad beginning and a team would likely be overwhelmed. (Not that I know for sure, as this was my first time playing.)
The limited lives thing felt like a bad idea at first but I grew fond of it by the end of the game. It’s a way for the game to end without dragging on too much and also makes it more rewarding to score a kill, along with adding more tension to the game in general. The drawback to that is how unforgiving it is to get knocked out quickly. I guess the player ought to just leave the game immediately since they won’t be able to do anything for the rest of the game.
The UI was difficult to get used to. I strongly advise all the upgrades being stored next to eachother in the same menu instead of being spread across the in-game UI. It’s hard to compare prices and things when you have to move your mouse so far around the screen.
I wasn’t sure what to think of my Hero (the Goliath). It was hard to keep track of his abilities since they changed whenever he transformed to another unit. His ability to spawn 2 sieged tanks that last a few seconds was underwhelming and the Vulture’s mines attack was extraordinarily hard to aim. Transformation between units is cool and all but I think most of his abilities could be implemented in a cleaner, more user-friendly way.
There are some other minor things both pro and con but the honest truth is that the game feels like a work-in-progress compared to the DOTA games out there. If it’s your passion please keep it up, but realize it’s going against a MOUNTAIN of competition. Was very fun to try though!
StarWorkInProgress – by rut
The last game I got to play was my own with three other players. I’m happy the game’s been getting positive reviews despite the lack of features. Onorodon (spelling?) used the Hijack ability to run people over all game long so I’ll probably be modifying the car a little bit. It’s really supposed to be more of a surprise, specialist tactic than a game-long strategy! Also kind of ruins the subtlety of the game a little.
In the future I’d like to have a whole bunch of game modes and game options, including an option to turn off neutral Marine traffic (I know it will make you happy, Deadzergling!) and an option for adjusting how many city blocks make up the playable map (it's set to 1 currently, the very smallest size). If you guys have any ideas for names please let me know, it won’t stay a Work In Progress forever!
Thanks for the fun games, hope to be available again next week!
rut
First EU Mapnight with the new patch in 2 hours!
10 minute and NA mapnight!