Si usted no habla o comprende ingles bien dime porque yo hablo un poco espaniol.
The game looks interesting, although I haven't played it or anything. What you could do is ask husky starcraft, he has the biggest starcraft 2 channel on youtube I think and ask him to make a video of your custom game, he sometimes makes videos of custom games. As far as i know he is open to map makers such as yourself sending him a request to consider looking at your game and possibly making a video of it. This could really help get your game out there, it helped me, although i didn't ask him he just found my game and decided to play it and liked it. The first game i made for SC2 was only being played by a small amount of people but when he made a video of it it got on the first page basically over night and was ranked #2 most played map in the world after a day or two, here is the video he did of my game:
So its worth a try it could help you too. Getting your maps name out there is the biggest thing, and that is hard to do with the arcade/popularity system and there just not being many mediums for advertising or anything.
3. The view that comes with third person mode is kind of all over the place at times especially when turning, but you may not be able to do anything about that.
4. Movement in general does not seem really fluid, movement/footwork is extremely important for first person shooters.
5. The player can zoom out to overhead view (you should lock their view in third person, or maybe make it first person if you can, if it would be better as that's what people are used to in FPS games).
6. The cross-hairs are not that great.
7. Sometimes things do not react in the way you would expect, sometimes when after reloading it would still say i have no bullets, and sometimes when attempting to fire the cross-hair would get big, and the character would make the motion of firing but the gun would not actually fire.
8. I'm not sure that jumping actually works, not sure why its in the game other than to bunny hop to avoid being shot.
9. The games unit pathing can cause some unexpected movement, like pressing forward and your goes left to avoid rubble on the ground, but again im not sure you can do anything about the units Pathing AI, it may just be another problem with trying to convert a RTS engine to an FPS engine, maybe take this stuff off the ground as you cant see it anyways, it just surprises you when your trying to move straight and for some reason your character is running to the left.
10. Not really a problem, but you have 3 different maps or so, why not put them all on the same map and just spawn the units into whatever part of the map the players vote to play in.
11. Miscellaneous cleaning up, for example the UI that shows dead/alive could be cleaned up a little, you have some english and spanish mixed in together, like dead/vivo.
12. Your loading screen inst really well organized and efficient in terms of telling the player what they need to know which is often times the only opportunity you have as they are usually too lazy to actually read how to play the game on its arcade page, but i don't think it really matters given pretty much everyone knows how to play counter-strike, but some don't there are a lot of kids that play SC2 that where born when CS came out.
13. In the maps where it takes more than one hit to kill a person, there does not seem to be any way for the player to know if their shots are hitting the enemy unit, i know if they miss they hit the ground and it kicks up dirt, but maybe if it hits a unit have a blood splatter effect or something.
On top of this you would obviously have to get rid of the AI players and make the game multilayer and remove the cheat code or whatever it is before you could/should put it on the arcade. This should be a multiplayer arcade map, not a single player map with AI, in my opinion, and also there should be multiple rounds, like first team win 3 rounds wins or something.
So ya, when your making a game its extremely important that before you post it, that everything plays well and that there are no technical issues. Once your at that stage you beta test it for balancing, which im not sure you would need to really do much of, given it seems everyone has the same weapons.
You have a very good concept and I would think most of the work is done, you seem to have done a lot of work given you have 5,500 lines of code in your game which is quite a lot. It also makes me happy to see someone pushing the boundaries of the editor and doing something different. But quality is extremely important, many if not most people are not patient enough to deal with some of these things, and at the least improving upon them would make people play the game longer. Other people on this site might tell you differently, but you have to keep in mind that they ARE NOT representative of the actual Starcraft 2 player base. Its the biggest thing that i have to stress, EVERYTHING has to work properly, and when i say that i mean as close to perfect as you can get it. You can not have crashes, you cannot have a view perspective that is jumping all over the place, you cannot have the players aim being thrown off, and movement has to be fluid just like it is in any first person shooter. Work on your game and try to get it so that it plays as well and as smoothly as counter strike.
Once you get it to a point where it is high quality and everything works very well, then maybe put it out there or ask someone like husky to look at the map. You could send him the map now if you want, and he might be impressed with the idea and the engine, but there are glaring problems. After playing only a few rounds the initial impression with the game may wear off and he may not want to do it, or if he does the same thing may happen with the people who do end up playing it may too lose interest after a few rounds. Even if you put it out there and a decent number of people played it, if the game wasn't ready then those people would play it, see the problems and form a negative opinion of the game, and never play the game again. Even if you fixed the problems and re-uploaded the map, people would just see the game and say, "oh ya i played that along time ago, it wasn't any good" and they would never give your game another chance even though the problems where fixed. That first impression is important.
The point here is, if this is your "one big chance" you have to make the most of it, and that means making your map so that it is as ready as it can be when that time comes, you don't want to waste your chance by asking him to do a video on your map when its not ready, but you can do what you want, this is just my opinion.
Yeah, I know how you feel. Blizzard really F over the mappers with their b.net 0.2. There's lots helpful suggestions, but ultimately, they are more trouble than they are worth.
I really miss sc1. You put a name BETA on your new map, and people floods in trying to play it. If its good, you see it getting re-hosted all over the lobby. If its bad, it disappears into the sunset. People loved trying new and interesting maps all the time. And I keep seeing new and interesting maps popping up all the time and able to play them...
No one will play your map under b.net 0.2, that's the reality regardless of all the 'helpful' suggestions. But if you can accept it and just map for fun, that's all you need.
I just recently finished a 2.5d sidescroller platformer map. 0 people have played it (except JacktheArcher!). That's the way it goes, but I had fun making it. And will continue to make more even though no one will ever play it. That's the new reality, just map for fun! Your map definitely looks interesting, and if we were using b.net 1.0, people would likely be hosting your map at one point or another and others would be joining to try out. Oh well, opportunities lost, sorry about your disappointment.
On another note, if we can have a 'library' category in starcraft2. For example, I can click on the player 'sc2mapster' in the arcade. And a list of maps would show up. They can be maps like yours. Someone would have to maintain the library to keep it small and interesting. And instead of maps getting popular, this player can become 'popular' and tons of people click on this player to play maps. That would automatically give exposure to new interesting maps, so long as the player is popular. Just a random idea to fix this horribly broken b.net 0.2.
The map cost me nearly six months of preparation {on and nobody has downloaded wrong I really like this:Projecto Strike-Craft
@hemanbrian: Go
Si usted no habla o comprende ingles bien dime porque yo hablo un poco espaniol.
The game looks interesting, although I haven't played it or anything. What you could do is ask husky starcraft, he has the biggest starcraft 2 channel on youtube I think and ask him to make a video of your custom game, he sometimes makes videos of custom games. As far as i know he is open to map makers such as yourself sending him a request to consider looking at your game and possibly making a video of it. This could really help get your game out there, it helped me, although i didn't ask him he just found my game and decided to play it and liked it. The first game i made for SC2 was only being played by a small amount of people but when he made a video of it it got on the first page basically over night and was ranked #2 most played map in the world after a day or two, here is the video he did of my game:
So its worth a try it could help you too. Getting your maps name out there is the biggest thing, and that is hard to do with the arcade/popularity system and there just not being many mediums for advertising or anything.
Here is his contact information:
http://www.youtube.com/user/HuskyStarcraft/about
@Trieva: Go
I'd love to, but I Can't,I'm retired from this, thank you ;)
your project is Great :)
@lemmy734: Go
Thanks, I understood everything;)
Ingles:I do not speak English if you could contact them for me would greatly appreciate it
Español:Yo no hablo Inglés si usted pudiera ponerse en contacto con ellos y pasarle el mapa para mí sería de gran aprecio ;) Gracias
@hemanbrian: Go
I looked at your maps, they have some problems:
1. Crashing is fairly common it seems.
2. Th aim is sometimes off.
3. The view that comes with third person mode is kind of all over the place at times especially when turning, but you may not be able to do anything about that.
4. Movement in general does not seem really fluid, movement/footwork is extremely important for first person shooters.
5. The player can zoom out to overhead view (you should lock their view in third person, or maybe make it first person if you can, if it would be better as that's what people are used to in FPS games).
6. The cross-hairs are not that great.
7. Sometimes things do not react in the way you would expect, sometimes when after reloading it would still say i have no bullets, and sometimes when attempting to fire the cross-hair would get big, and the character would make the motion of firing but the gun would not actually fire.
8. I'm not sure that jumping actually works, not sure why its in the game other than to bunny hop to avoid being shot.
9. The games unit pathing can cause some unexpected movement, like pressing forward and your goes left to avoid rubble on the ground, but again im not sure you can do anything about the units Pathing AI, it may just be another problem with trying to convert a RTS engine to an FPS engine, maybe take this stuff off the ground as you cant see it anyways, it just surprises you when your trying to move straight and for some reason your character is running to the left.
10. Not really a problem, but you have 3 different maps or so, why not put them all on the same map and just spawn the units into whatever part of the map the players vote to play in.
11. Miscellaneous cleaning up, for example the UI that shows dead/alive could be cleaned up a little, you have some english and spanish mixed in together, like dead/vivo.
12. Your loading screen inst really well organized and efficient in terms of telling the player what they need to know which is often times the only opportunity you have as they are usually too lazy to actually read how to play the game on its arcade page, but i don't think it really matters given pretty much everyone knows how to play counter-strike, but some don't there are a lot of kids that play SC2 that where born when CS came out.
13. In the maps where it takes more than one hit to kill a person, there does not seem to be any way for the player to know if their shots are hitting the enemy unit, i know if they miss they hit the ground and it kicks up dirt, but maybe if it hits a unit have a blood splatter effect or something.
On top of this you would obviously have to get rid of the AI players and make the game multilayer and remove the cheat code or whatever it is before you could/should put it on the arcade. This should be a multiplayer arcade map, not a single player map with AI, in my opinion, and also there should be multiple rounds, like first team win 3 rounds wins or something.
So ya, when your making a game its extremely important that before you post it, that everything plays well and that there are no technical issues. Once your at that stage you beta test it for balancing, which im not sure you would need to really do much of, given it seems everyone has the same weapons.
You have a very good concept and I would think most of the work is done, you seem to have done a lot of work given you have 5,500 lines of code in your game which is quite a lot. It also makes me happy to see someone pushing the boundaries of the editor and doing something different. But quality is extremely important, many if not most people are not patient enough to deal with some of these things, and at the least improving upon them would make people play the game longer. Other people on this site might tell you differently, but you have to keep in mind that they ARE NOT representative of the actual Starcraft 2 player base. Its the biggest thing that i have to stress, EVERYTHING has to work properly, and when i say that i mean as close to perfect as you can get it. You can not have crashes, you cannot have a view perspective that is jumping all over the place, you cannot have the players aim being thrown off, and movement has to be fluid just like it is in any first person shooter. Work on your game and try to get it so that it plays as well and as smoothly as counter strike.
Once you get it to a point where it is high quality and everything works very well, then maybe put it out there or ask someone like husky to look at the map. You could send him the map now if you want, and he might be impressed with the idea and the engine, but there are glaring problems. After playing only a few rounds the initial impression with the game may wear off and he may not want to do it, or if he does the same thing may happen with the people who do end up playing it may too lose interest after a few rounds. Even if you put it out there and a decent number of people played it, if the game wasn't ready then those people would play it, see the problems and form a negative opinion of the game, and never play the game again. Even if you fixed the problems and re-uploaded the map, people would just see the game and say, "oh ya i played that along time ago, it wasn't any good" and they would never give your game another chance even though the problems where fixed. That first impression is important.
The point here is, if this is your "one big chance" you have to make the most of it, and that means making your map so that it is as ready as it can be when that time comes, you don't want to waste your chance by asking him to do a video on your map when its not ready, but you can do what you want, this is just my opinion.
Why not add it for the Map Night? Then some players may play it if no one has tried it or played it.
@hemanbrian: Go
Yeah, I know how you feel. Blizzard really F over the mappers with their b.net 0.2. There's lots helpful suggestions, but ultimately, they are more trouble than they are worth.
I really miss sc1. You put a name BETA on your new map, and people floods in trying to play it. If its good, you see it getting re-hosted all over the lobby. If its bad, it disappears into the sunset. People loved trying new and interesting maps all the time. And I keep seeing new and interesting maps popping up all the time and able to play them...
No one will play your map under b.net 0.2, that's the reality regardless of all the 'helpful' suggestions. But if you can accept it and just map for fun, that's all you need.
I just recently finished a 2.5d sidescroller platformer map. 0 people have played it (except JacktheArcher!). That's the way it goes, but I had fun making it. And will continue to make more even though no one will ever play it. That's the new reality, just map for fun! Your map definitely looks interesting, and if we were using b.net 1.0, people would likely be hosting your map at one point or another and others would be joining to try out. Oh well, opportunities lost, sorry about your disappointment.
On another note, if we can have a 'library' category in starcraft2. For example, I can click on the player 'sc2mapster' in the arcade. And a list of maps would show up. They can be maps like yours. Someone would have to maintain the library to keep it small and interesting. And instead of maps getting popular, this player can become 'popular' and tons of people click on this player to play maps. That would automatically give exposure to new interesting maps, so long as the player is popular. Just a random idea to fix this horribly broken b.net 0.2.
Maps only live if they are awesome or you are constantly tweaking them to improve it until it is awesome.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Maps only live if they are spotlighted by Blizzard.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
if it really is frustrating, but much enjoyment doing, thank you all for your advice pd:excuse my bad English