I loved this map before the new version came out. New version is very imbalanced and I didn't like the changes in gameplay. I'd go back to the previous version and drop the changes in the current one.
+ Sun Tzu: The Art of War
+ Hide & Seek
+ Blood Marathon: Race of Doom
EU Map Nights:
+ Risk: Rise of Empires
The fault in this game is that your income is too dependant on the number of bases you own. This way, if a player is owning, other players can't do anything to stop him.
Protoss bases are useless as they can only warp in 1 unit at once.
+ RuneCraft:
You succeed at reducing the lag in the game. You'll have to tell me how you did.
I agree immortals are op. But the game seems much better balanced now.
+ SquadCraft:
We played your map at EU Map Nights and I think we all agree it was too slow paced. I think you should reduce turn timer to 60 seconds.
Weapons are too powerful, you can almost kill a whole team in an only turn. You should increase units life and armor.
There were some bugs when you shooted at some direction and the bullet targeted another unit in some random direction.
I don't think I've reduced lag, but just reduced the game length. Zelda and I aimed at short game times, but after we moved away from our original (and bad) income system, the game time increased to the point where units start causing lag (Plus it was easier to get more money).
And yea, I'm gonna nerf immortals... Probably increase their spawn time and maybe even the price.
Also, I see RC got a 4 in "Bug Free"-ness. Can you tell me what those bugs were, so that I can fix them?
Thx a lot for the feedback ;) (And for this entire thread. I really like the list ;) )
Also, what does the last column stand for? I see most maps just have a 1 or 2 there, but RuneCraft is one of only 5 maps with a yellow 5 or 6 apparently, and I cant find an explanation on that column in the OP.
I played your map as well yesterday. The thing about weapons was that you could hit the enemy without the enemy shooting back, so you could easily take down the entire enemy squad quickly. Add AoE weapons to that and it gets even more ridiculous.
Also, when one player loses all units, he still gets a turn.
Having shorter turns forces players to think and act quickly (or think ahead), which makes them end their turns faster.
I think you should have a look at the game Frozen Synapse. The main difference between that game and your map is that turns are simultaneous there: You order your units to perform actions, while having to predict the enemy in the same time. When you are satisfied, you hit "end turn", and then everything happens. Each turn is 5 seconds (That is, units spend 5 seconds doing ordered actions.), and all units are ordered at the same time so it is pretty much like a real-time battle, but with long pauses in between to micro units in advance.
I highly doubt you will consider making the game this way, seeing as its almost a completely different engine... Apart from being able to "simulate the results", it would be easy to implement though I think (using the shift key one can easily qeue up orders, you'd just have to create dummy abilities for Waits)
Still, that game might give you some ideas.
Also, for crouching, you might want to try and scale down marines Z values, to make them look smaller. Try playing around with LoS blockers, and have marines crouching behind cover be invisible or something.
I don't think I've reduced lag, but just reduced the game length. Zelda and I aimed at short game times, but after we moved away from our original (and bad) income system, the game time increased to the point where units start causing lag (Plus it was easier to get more money).
And yea, I'm gonna nerf immortals... Probably increase their spawn time and maybe even the price.
Also, I see RC got a 4 in "Bug Free"-ness. Can you tell me what those bugs were, so that I can fix them?
Thx a lot for the feedback ;) (And for this entire thread. I really like the list ;) )
Also, what does the last column stand for? I see most maps just have a 1 or 2 there, but RuneCraft is one of only 5 maps with a yellow 5 or 6 apparently, and I cant find an explanation on that column in the OP.
There was some bugs, maybe you already got rid of them:
- The game caused some players to be dropped.
- My game crashed after winning the game.
The last RG stands for Rated Games. It's the number of times I've played and rated each map. Ratings shouldn't be considered reliable until I've played them at least 5 times. Games are marked in yellow when they reach 5 rated games.
It's true the game isn't too fast paced, and I'm improving this in my new project, but if players felt each turn was too long couldn't they end their turn sooner?
I wanted weapons to be somewhat powerful so the game doesn't drag for too long. Since the game is already slower (compared to others) for being turn based, I thought quick takedowns would complement that.
When you could "almost kill an entire team in 1 turn", was that with a small force (like 2 units)? If they were well equipped (and the enemies weren't), I consider that balanced. If it took your whole squad, then you must have micro-managed your troops very well (considering the energy cost of movement and other things). Is the 'team' you refer to as one player's units? Was it all weapons that you felt op, or only particular ones?
Sorry for lots of questions, but the more specific you are the better I can improve the map ;)
I agree with TheAlmaity as well. What's the last column (with some yellow numbers) for?
I killed a whole team in 1 turn by using grenades. I think they are op.
+ Cortex Roleplay - Él NÃcio Forest
+ Cat N Mouse WW
+ Pimp My Footman!
The version in the Fun or Not list starts with 8v2 team settings. It's lame.
You have a serious problem with people leaving the game in the first minute. I thing it has something to do with initial weapons not being powerful enough to kill ships. Newbies won't see they can buy additional weapons at the start of the game, and the default ones they got when buying a ship are too week.
+ No Man's Land Survival
+ Hero Line Wars
Kueken, your game is terribly broken. There's a point when you have used all the charges to spawn units and you won't be able to send new units to your enemies.
+ Space Station Defense
+ The Urban Thing
+ Catch 'n' Run
+ Fatty Fight
AI and income are bugged.
+ RuneCraft
+ Game of Drones
I think you should find some way to make the game last longer.
You may consider adding more teams, so it's 2v2v2v2 instead of 5v5.
Kueken, your game is terribly broken. There's a point when you have used all the charges to spawn units and you won't be able to send new units to your enemies.
I think I should point out he stopped working on the map before that patch that changed how charges worked (Before it was "Time Start" being the time it takes to regenerate charges and "Time Use" being something else, now they switched it around so it no longer works)
I'll tell him about this though when he's on skype, should hopefully be an easy fix :p
And yea, no questions about the ratings this week, I know what the bugs were this time... But mind just sharing what you think was imbalanced? It's hard to fix if I don't know. I'm guessing spells was part of it, I'll probably make spell runes more expensive. Anything else?
Oh, and and keep up this thread ;) I think it's great.
I think I should point out he stopped working on the map before that patch that changed how charges worked (Before it was "Time Start" being the time it takes to regenerate charges and "Time Use" being something else, now they switched it around so it no longer works)
I'll tell him about this though when he's on skype, should hopefully be an easy fix :p
And yea, no questions about the ratings this week, I know what the bugs were this time... But mind just sharing what you think was imbalanced? It's hard to fix if I don't know. I'm guessing spells was part of it, I'll probably make spell runes more expensive. Anything else?
Oh, and and keep up this thread ;) I think it's great.
- Someone in my team was telling he wasn't able to counter zealots.
- I was able to easily beat any army with banelings, no matter what they were building.
- I suspect sentry is op, but i'd have to test it further.
- Regeneration spell is op.
Once you have completed your AI, you will be able to better balance everything, just by watching AI teams play the game. This helped me a lot when balancing CoreFight.
I played some kind of "Cat and mouse" map today and it was easy to understand. Just run away catcher :) There was also some kind buildings to build but I had no time to think or read what to build.
You have a serious problem with people leaving the game in the first minute. I thing it has something to do with initial weapons not being powerful enough to kill ships. Newbies won't see they can buy additional weapons at the start of the game, and the default ones they got when buying a ship are too week.
I've found what is the problem which is making people leave the game. The tutorial seems to be preventing people from launching their ships.
Actually, no. The tutorial does allow you to launch your ships. The problem is people often don't follow instructions correctly. The thing with the tutorial is i've been trying to force players to read through the tutorial carefully(and hopefully understand them) before they actually get into battle. However, most players have a huge ego and think they can grasp the game immediately without properly reading the tutorial, hence they tend to just skip the instructions that would actually allow them to launch their ships. This measure is extreme yes, but i find that it's necessary to do so else they won't read the tutorials.
But then again it doesn't seem to be effective either. I really don't know what to do to make the learning curve easier for the newbies. The ways for making tutorials on SC2 is really limited. =/
Anyway, the steps to get out of the tutorial section successfully is done in 4 steps:
1) Buy Ship
2) Buy an Item
3) Move an Item in inventory to another slot
4) Launch Ship
If they can't even follow these simple instructions properly....
+ Rising Nations Under God
+ Blood Marathon: New Edition
+ Cascade TD
+ Genetic Wars
+ TrolloBattles Prototype
What does the red plus sign indicate?
The game is bugged and prevented me from properly rating it. I started this game with no builder, so I couldn't play it.
Hi, can you tell me if SC Expanded is on EU? It shouldn't be, but who knows... If if is I'd love to get a review.
@SoulFilcher: Go
It's not
@Trieva: Go
Confirmed.
+ DotA: Reload
+ Heroes of Might and Magic
+ Temple arena beta.
+ Sun Tzu: The Art of War
+ Hide & Seek
+ Blood Marathon: Race of Doom
EU Map Nights:
+ Risk: Rise of Empires
+ RuneCraft:
+ SquadCraft:
@IliIilI: Go
I don't think I've reduced lag, but just reduced the game length. Zelda and I aimed at short game times, but after we moved away from our original (and bad) income system, the game time increased to the point where units start causing lag (Plus it was easier to get more money).
And yea, I'm gonna nerf immortals... Probably increase their spawn time and maybe even the price.
Also, I see RC got a 4 in "Bug Free"-ness. Can you tell me what those bugs were, so that I can fix them?
Thx a lot for the feedback ;) (And for this entire thread. I really like the list ;) )
Also, what does the last column stand for? I see most maps just have a 1 or 2 there, but RuneCraft is one of only 5 maps with a yellow 5 or 6 apparently, and I cant find an explanation on that column in the OP.
@Trieva: Go
I played your map as well yesterday. The thing about weapons was that you could hit the enemy without the enemy shooting back, so you could easily take down the entire enemy squad quickly. Add AoE weapons to that and it gets even more ridiculous.
Also, when one player loses all units, he still gets a turn.
Having shorter turns forces players to think and act quickly (or think ahead), which makes them end their turns faster.
I think you should have a look at the game Frozen Synapse. The main difference between that game and your map is that turns are simultaneous there: You order your units to perform actions, while having to predict the enemy in the same time. When you are satisfied, you hit "end turn", and then everything happens. Each turn is 5 seconds (That is, units spend 5 seconds doing ordered actions.), and all units are ordered at the same time so it is pretty much like a real-time battle, but with long pauses in between to micro units in advance.
I highly doubt you will consider making the game this way, seeing as its almost a completely different engine... Apart from being able to "simulate the results", it would be easy to implement though I think (using the shift key one can easily qeue up orders, you'd just have to create dummy abilities for Waits)
Still, that game might give you some ideas.
Also, for crouching, you might want to try and scale down marines Z values, to make them look smaller. Try playing around with LoS blockers, and have marines crouching behind cover be invisible or something.
There was some bugs, maybe you already got rid of them:
- The game caused some players to be dropped.
- My game crashed after winning the game.
The last RG stands for Rated Games. It's the number of times I've played and rated each map. Ratings shouldn't be considered reliable until I've played them at least 5 times. Games are marked in yellow when they reach 5 rated games.
I killed a whole team in 1 turn by using grenades. I think they are op.
+ Cortex Roleplay - Él NÃcio Forest
+ Cat N Mouse WW
+ Pimp My Footman!
+ Zealot Wars
+ Fatty Fight
+ Hero Attack
+ BomberBot
+ MageCraft
+ Blood Marathon: New Edition
+ Fleet Assault
+ tc's Power Towers
+ Desert Strike Hero 2
+ ZombiePröject306
+ BomberBot
+ Fleet Assault
+ No Man's Land Survival
+ Hero Line Wars
+ Space Station Defense
+ The Urban Thing
+ Catch 'n' Run
+ Fatty Fight
+ RuneCraft
+ Game of Drones
I think I should point out he stopped working on the map before that patch that changed how charges worked (Before it was "Time Start" being the time it takes to regenerate charges and "Time Use" being something else, now they switched it around so it no longer works)
I'll tell him about this though when he's on skype, should hopefully be an easy fix :p
And yea, no questions about the ratings this week, I know what the bugs were this time... But mind just sharing what you think was imbalanced? It's hard to fix if I don't know. I'm guessing spells was part of it, I'll probably make spell runes more expensive. Anything else?
Oh, and and keep up this thread ;) I think it's great.
- Someone in my team was telling he wasn't able to counter zealots.
- I was able to easily beat any army with banelings, no matter what they were building.
- I suspect sentry is op, but i'd have to test it further.
- Regeneration spell is op.
Once you have completed your AI, you will be able to better balance everything, just by watching AI teams play the game. This helped me a lot when balancing CoreFight.
+ C.T City of Tempest
+ Hero Attack
+ Cat vs Mouse
+ Nexus Wars - Next Level
+ Malum Ruina
+ Temple Arena BETA
+ Alien versus Predator
+ Fatty Fight
+ Lane TD
I played some kind of "Cat and mouse" map today and it was easy to understand. Just run away catcher :) There was also some kind buildings to build but I had no time to think or read what to build.
Cat and mouse is quite imbalanced. I played as Cat 2 times and I easily owned both games. Mouses couldn't do anything to stop me.
+ Landing
+ Catalyst: War Machines BETA
+ WinterMaul: The remake
+ Pimp My Footman!
+ Fury Under the Stars
+ Catalyst: Cityspace
+ TrolloBattles Prototype
Yeah, I am.
@IliIilI: Go What is that? Some kind of moving ship where you can build your weapons?
+ WinterMaul: The Remake
+ Zenith - Random Team MonoBattles
+ Star Evolution
+ Fleet Assault
+ TrolloBattles Prototype
+ Racing Tower Defense
+ Swarm TD Battle!
+ Galaxy Vampirism
+ Pimp My Footman
+ Hide'n Seek
+ Marine Arena v2.0 Latest Version
Actually, no. The tutorial does allow you to launch your ships. The problem is people often don't follow instructions correctly. The thing with the tutorial is i've been trying to force players to read through the tutorial carefully(and hopefully understand them) before they actually get into battle. However, most players have a huge ego and think they can grasp the game immediately without properly reading the tutorial, hence they tend to just skip the instructions that would actually allow them to launch their ships. This measure is extreme yes, but i find that it's necessary to do so else they won't read the tutorials.
But then again it doesn't seem to be effective either. I really don't know what to do to make the learning curve easier for the newbies. The ways for making tutorials on SC2 is really limited. =/
Anyway, the steps to get out of the tutorial section successfully is done in 4 steps:
1) Buy Ship 2) Buy an Item 3) Move an Item in inventory to another slot 4) Launch Ship
If they can't even follow these simple instructions properly....
If you have any suggestions for an effective tutorial system, i'd be happy to hear it....