Lol, I love the competition. Already more than 5 DotAs on battle.net. Once more :D .
Yes, competion makes games better, but I think that DotA SCV has it's own unique charm.
And I am also watched how is yout Dota going, from very first versions. Any way I wish you luck with your map project.
Please note that in a competetive and fast played game like DotA, all storyline and hero background references should be cut to minimum in order to actually make the players read it. Because hero picking and inventory setup instantly starts after the map is loaded, hero descriptions are most probably never read, even if they are short. This means that a basic background description on the loading screen and changing loadscreen tips which describe the background of every hero will most probably reach more players than ingame descriptions.
Please also note that this is not to discourage good storywriting at all, but to increase the number of players you reach with the story.
Please note that in a competetive and fast played game like DotA, all storyline and hero background references should be cut to minimum in order to actually make the players read it. Because hero picking and inventory setup instantly starts after the map is loaded, hero descriptions are most probably never read, even if they are short. This means that a basic background description on the loading screen and changing loadscreen tips which describe the background of every hero will most probably reach more players than ingame descriptions.
Please also note that this is not to discourage good storywriting at all, but to increase the number of players you reach with the story.
I agree,
Such thing as background story, should be optional and not intrusive. I see only 3 possible places to tell player story of heroes they choose.
1. Tooltip description when pickin hero. It should be 2-3 short sentences telling about hero personality. And then 2 short, telling his gameplay strenghts.
2. Name and Class Name, like Chen - Holy Knight
3. Ability tooltips of the hero, can contain 1-2 short sentences of literary description on what does hero do. After that, we should give clear to understand description with exact numbers, like damage, aoe, duration, cooldown etc.
Yes, nobody have time to read this stories in dynamic multiplayer game. But, when you already played alot of games, you start pay attention on personalities and stories. And this is great part cause it dive player into the story. That DotA SCV not just only a game for fun, but a unique and complete world with its own background.
If you are going to participate in the map contest... You shouldn't have posted this thread. If I recall right you are not allowed to show off any of your work to the public before the 13th or something. Correct me if I'm wrong (They might have changed it).
I think it's cool that you've taken the time to duplicate all the DotA mechanics. A lot of people don't realize how different the DotA systems were from actual WC3 mechanics.
You said its a WIP, but you might want to pay some attention to the tree placement in the forests. I see that you've copied the DotA layout, but there are some things like the little bend in the bottom lane on the "Sentinel" side. It has a small kink in the path that will probably a) slightly extend the length of that path and b) block line of sight.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
updating
Lol, I love the competition. Already more than 5 DotAs on battle.net. Once more :D .
http://www.youtube.com/user/RussianMapster
I'd do the writing ;)
Moved to a more appropriate forum :)
Yes, competion makes games better, but I think that DotA SCV has it's own unique charm.
And I am also watched how is yout Dota going, from very first versions. Any way I wish you luck with your map project.
Just send me an email. I realy need urgent help in this part.
Please note that in a competetive and fast played game like DotA, all storyline and hero background references should be cut to minimum in order to actually make the players read it. Because hero picking and inventory setup instantly starts after the map is loaded, hero descriptions are most probably never read, even if they are short. This means that a basic background description on the loading screen and changing loadscreen tips which describe the background of every hero will most probably reach more players than ingame descriptions.
Please also note that this is not to discourage good storywriting at all, but to increase the number of players you reach with the story.
I agree,
Such thing as background story, should be optional and not intrusive. I see only 3 possible places to tell player story of heroes they choose.
1. Tooltip description when pickin hero. It should be 2-3 short sentences telling about hero personality. And then 2 short, telling his gameplay strenghts.
2. Name and Class Name, like Chen - Holy Knight
3. Ability tooltips of the hero, can contain 1-2 short sentences of literary description on what does hero do. After that, we should give clear to understand description with exact numbers, like damage, aoe, duration, cooldown etc.
Yes, nobody have time to read this stories in dynamic multiplayer game. But, when you already played alot of games, you start pay attention on personalities and stories. And this is great part cause it dive player into the story. That DotA SCV not just only a game for fun, but a unique and complete world with its own background.
Still need your help, writers/designers/gameplay designers
@GECGEC: Go
I´ll help you with the writing i really like your map so far
@Osmar90: Go
just send you PM
I'll help with BETA testing if you need anyone. I'm on US server.
Thank you, I guess I will need this soon.
I'll make you know when DotA SCV will be ready.
Still need story, tooltips writers
First post is updated, so there is more info on how it is going now.
up to the top
http://forums.sc2mapster.com/development/project-workplace/8129-dot-a-scv
update
If you are going to participate in the map contest... You shouldn't have posted this thread. If I recall right you are not allowed to show off any of your work to the public before the 13th or something. Correct me if I'm wrong (They might have changed it).
I think it's cool that you've taken the time to duplicate all the DotA mechanics. A lot of people don't realize how different the DotA systems were from actual WC3 mechanics.
You said its a WIP, but you might want to pay some attention to the tree placement in the forests. I see that you've copied the DotA layout, but there are some things like the little bend in the bottom lane on the "Sentinel" side. It has a small kink in the path that will probably a) slightly extend the length of that path and b) block line of sight.