Yeah, another attempt to import a known concept from Warcraft 3 to Starcraft 2.
CAREFUL: Massive amounts of text incoming.
This text will be edited for some amount of time, I think.
Preamble:
This is actually the map I started with, when I got my fingers on the Starcraft 2 editor during the beta. I tested out everything I learned so far in this map basically. I do create this thread for feedback and some kind of brainstorming, but also for my own motivation. I would not call the map ready for release right now, but it begins to take form slowly. In this thread, I'd like to present some of the things I have done so far to you, obviously to get some general feedback (like if this map concept will work and be fun at all in SC2 and stuff). I would also like to give a brief overview to stuff I am thinking about, plans I might have for the map and so on.
This thread is absolutely open for discussion (well, which one is not? ;) ), I apprechiate any comments.
I hereby present you:
Hero Line Wars
(Starcraft 2)
(map name is definitely up for discussion, working title will be simply Hero Line Wars or HLW)
History (will keep it short ;) )
Everything started in Warcraft 3 about 5 years ago; a custom map called Hero Line Wars was very popular
A friend and I started creating a HLW for Reign of Chaos, HLW RoC was born (some WC3 players might recognize it).
CAREFUL: Strange music ahead
It was quite popular and we kept updating it for a very long time
When sc2 came out, I wanted to create a HLW-Map as well, but at first I played around to get used to the editor (I am still in that stage, though). My friend did quit mapping, so its just me for now.
After month of getting used to the editor, I have a somewhat half-way working HLW Map I wanted to show you.
The Game
The gameplay is quite simple:
2 teams
separated corridors for each team, no direct interaction (like hero vs hero fights)
everyone has a mercenary camp to hire fighters for his team
everyone picks one hero to defend against enemy incoming mercenaries.
mercenaries try to reach a certain point, if they suceed, the respective team loses a life
if all lifes are lost, the team lost the game
sending mercenaries provides more income to be able to spawn even stronger mercenaries
as the game progresses, heroes gain experience and get mighty abilities to defeat the stronger mercenaries
eventually one team gets overwhelmed by the masses of mercenaries
Why Hero Line Wars?
Seriously? Because its fun! Back in Wc3 it was more of a casual game, not nearly perfectly balanced but hell, it was fun. Getting a stronger and stronger hero while repelling masses of enemy forces, purchasing mighty items, putting on serious pressure to your opponent and ultimately utterly crushing your enemy with overwhelming forces are things I hope to achieve in Starcraft 2 as well.
Also I thing, the concept works quite well with the SC2 Gameplay/Philosophy. Masses of units (hopefully not absolutely out of control), defending against waves of incoming attackers, everything works nice with the SC2 universe and it "feels" good (at least for me, but I might be preoccupied :p)
What to keep from WC3
So what do we want to absorb from the WC3 HLW and put it in SC2:
The general gameplay obviously
The big battles, masses of units vs a small group of strong heroes
More strange music incoming:
What to leave in WC3
What I want to make differently would be:
The theme: I did not plan on using the mystic WC3 stuff. This is STAARCRAAAFT! (sounds like Sparta, doesn't it?) We want some MiZZiLe/LaZ0r/PLaZma action! We want Raynor and Kerrigan as playable heroes with awesome spells! We want to send mass armys of Zerg, Protoss and Hybrid Monsters!
The balance: I will try to do my best to keep the game balanced. While this is not my absolute focus (still thinking of a more casual approach, but we will see what time dictates), I will watch it carefully.
The performance: The engine itself is made for much more units than the warcraft engine. This is great for us, since the biggest performance problems in wc3 resulted from the massive amounts of units sent. I do not want to cut visual effects as much as possible, but I want a playable map. I hope this works out well ;)
The terrain: Honestly, I suck at terraining. No single HLW map in WC3 I know of has a nice terrain at all. Not even ours, because I am not able to create a good-looking one :)
I hope to change that some time for Starcraft 2, but thats not a top priority right now. The terrain should not be ugly, but we do not create an RPG here, so some compromises can be made (however, at least I want the terrain to be better than in WC3 xD)
Features
So, lets talk about specific features I already added to the map and/or I plan to add in the future.
For a releasable map, I would like to have (this is not to be seen as a strict goal, more of a guideline):
Heroes:
at least 10 playable Heroes with somewhat unique and polished spells
currently finished: 9 heroes + 2 pending ones, currently blocked from picking
maximum level currently at 25, up for discussion ;)
3 attributes
str: increases hp and melee damage
agi: increases attackspeed and ranged damage
int: increases energy and spell damage
Hero Selection:
Spells: My current system is:
3 normal spells per hero (5 levels each, learnable from lvl 1 every 2 levels)
1 advanced spell (4 levels, learnable from lvl 6 every 4 levels)
1 ultimate spell (3 levels, learnable from lvl 10 every 5 levels)
currently finished: All heroes marked as finished have their complete skillset, the pending ones are missing some spells.
Gui Montag
Roach Soldier
Erekul
(prepare for some music again, but this time my own taste ;) )
Mercenaries:
3 chooseable races
upgradeable, 3 tiers each
makes 129 sendable mercs (14+upgrade for each tier to fill one command card, 15 for last tier, no further slot for upgrade required)
the units should be quite unique (not that I want to change every single Starcraft unit into some other unit; more like I do not want to have like 10 different kinds of marines, just with increased damage and hitpoints) and get some spells; however nothing too fancy. Not every creep needs to have 3 active spells; if they use their standard spells this should be enough (like marine will use stimpacks, zealots will charge etc). The flashy, awesome spells should be located at the heroes imo.
currently finished: Singular units still missing, but almost done :)
I tried to create some diversion for the units, for example the general concept for Protoss would be first tier usual protoss units, second tier all dark protoss, third tier all hero protoss units. However this does not mean I just want to repeat everything with more damage and HP, lets take the Scout for example: The tier 1 version attacks with the photon blasters. The Tier2 Dark Scout uses his anti-matter missiles instead. The Tier 3 Hero Scout will use both at the same time. Another example: Tier 1 High Templars attack with a kind of melee psionic shock attack, no abilities yet. Tier 2 Dark High Templars would be able to utilize Feedback somehow, while Tier 3 Hero High Templars would finally be able to cast mighty Psi storms - something like this.
Balance needs some work, also very few units have spells right now, I will add more over time.
Items:
at least some general items you need for a nice gameplay, like basic regeneration items
currently finished: Working inventory and item buying, some regeneration consumables, some other upgradeable equipment items. Needs some balancing.
UI and Help:
clean, collapsable UI containing vital information like lifes of each team and income. No desparate need for a whole custom UI, though (not a top priority at least)
Access to important information; clean tooltips for heroes, mercs, abilities and items
Walkthrough for the gameplay, tips, hints, alerts, the usual stuff.
currently finished: Sort of an UI; most hero tooltips completed. Still in need of way more information and hints for beginners.
Modes:
the bare minimum would be random race/race pick and random hero/hero pick modes.
later on full configuration of game constants could be nice (like start income, income rate, start resources, start lifes etc etc)
currently done: the random modes are chooseable in lobby and 100% functional.
Screenshots
Here some presentations of my work so far:
My terrible excuse for a terrain xD
This would be the team 1 start area, the place the mercenaries have to reach to take a life
Same place, more of an in-game perspective
Team 2 start area (note that the pylon is just a visual indicator; ingame it does not show up)
...and from another perspective
The hero pick dialog (my first approach was using the lobby to pick heroes, but it was quite ugly and a dialog seems to be way nicer - maybe not in this picture, though xD)
This is a hero I created. As you can see, I tried to put in a little Starcraft background, by taking an actual firebat name for my firebat hero with some tidbit of background information.
You can hover the mouse over the ability buttons; again a little background in the explanation of the ability
This, of course, works with all abilities
after learning the spell, the tooltip looks this way (the fluff is only included for learning and hero pick tooltips, the cast button does only contain needed information
...and the Fireball in action ;)
Future
I will further develop and update the map, maybe one day I will even release it (if I am satisfied with it, I can be quite a perfectionist some times).
Currently, I am working absolutely alone. I am not searching for someone to join me specifically (I enjoy mapping by myself; I think I actually work better in smaller numbers ;) ), however if someone happens to be really interested in this project, just ask me about it (or help me by providing feedback :D)
Conclusion
Wow, that did become quite a long text. If you did read until now, thank you, you seem to care about this map ;)
I really think, this map can be a lot of fun. But I am curious: What do you think? Can this work? Would you play the map? Does it sound/look good so far? (aside from the terrain :p)
What could I improve for the map or this thread, too? I will try to add more information and pictures, maybe even videos over time (my comp cannot handle recording videos probably, though)
oooo! finally some competition! Our team will be looking eagerly to see how you resolve certain issues (not that they can't be resolved, but we always like seeing how other mappers figure things out). Cant wait to see more of this project Kueken531. BTW, kudos for you if you are working solo, three people on our team and we are only 50-60% finished.
I am interested in your progress as well. Do you have a thread/website/something (or some other means of communication?)
€ nvm, found your thread (I searched before, did not find anything, must have been a typo or something...)
Feel free to ask me if you encouter some issues; my basic concept is basically finished and making this map kind of release-ready is in my opinion just a matter of time and motivation on my part ;) So I am interested if I missed something (either I am wrong in my assumption that my concept works or I know the solution to your problem :D - Either way, I would like to know)
Glad I am not the only one working on a Hero Line Wars (kinda disappointed, though, I imagined there would be a few attempts on bnet already, but until now, I did find nothing at all)
Well when we started ours we were thinking we could have something out by the end of beta but as we delved deeper into the editor and realized we could expand past the typical HLW we decided to add our own spin on the predecessors. The biggest thing I can warn you about is watch your team sizes. Our team has had to scale back to 4v4 because of the massive lag we are getting fairly early on. While its always been an issue in HLW it's still especially bad in SC2 in general so just be warned. Other than that your map looks like its coming along nicely. Hoping you can preview some video of your skills sometime. Hopefully we can also get some video up and give you some ideas too. The hero skills took us a hell of a long time to polish and make look like blizzard quality.
Overall I'm glad to see some competition it helps motivate the team!
PS glad to see that you wanted to make good terrain, we also noticed that no previous HLWs had nice looking terrain and wanted to change that, glad we weren't the only ones thinking that way.
EDIT: also some problems we have had you probably won't face, we've had some map size concerns since are lucky enough to have an artist who is doing custom images for us and you wouldn't think it but a bunch of 76x76 image files start to add up.
I decided on 4v4 teams right at the start; I thought of the same issues. I did some intense testing with a friend of mine; we were only 2 but with some excessive debug cheat usage we spawned unreal masses of units, even for a 4on4 game. At some point, it lagged pretty badly, but for the most time I was surprised, how well it worked. It started lagging when wc3 probably would have crashed already :D.
Yeah, polishing the skills takes quite some time; however I think I have an eye for this (at least a bit). My skills until now are pretty much straight forward (as you can see in the 2 available descriptions, 2 quite simple AoE-damaging spells with no real twist to them), however I think they do not look that bad (and ultra- fancy spells with overcomplicated effects might be not the best anyways imo ;) )
When you want to emphasize more on teamplay, your spells will be more complex anyway, I guess? And most likely not that powerful to give teams a challenge.
Btw where are you guys releasing it? I hang around in the EU realm.
€ well, I noticed the rapid size changes as well. I added some modified models and textures to get some additional dark protoss units (like a dark scout or a dark phoenix) and suddenly my map was 3 MB in size.
Yeah some of the abilities aren't as straight forward. For example we have a hero that builds a defensive base platform with a shield emitting function giving shields to nearby heroes (or adding addition shields to Heroes that have shields already). Nothing too complicated or fancy, if a spell is too fancy it takes too long to actually do something it loses it usefulness especially in HLWs where most everything is fast paced. (our goal with spells was generally to modify animations enough where players will be wondering if that animation was actually in base SC2)
our Release date? Overall I'd just check our progress report every so often that's the best way to determine how close we are to releasing. I've stopped trying to predict a release date in general, but we are hoping sometime near Christmas to be in beta. We are on the US realm but hopefully we will get a version to EU and Ocean as well.
custom models or textures will shoot the map size right up, makes me sort of angry that the map limit is 10mb, while we haven't had to cut anything yet, we are getting close to 7mb and still have 4 more heroes' spell icons, talent buttons, and several other random images to finish, which is making us extremely worried.
I read about your map. I'd like to give you useful feedback, but unfortunately I can't visualize what the game will look like. I've never played a Hero Line Wars map. I'd like to offer my encouragement and support though.
Also, I think the terrain looks good! The base with the statues looks grander than the other starting area though.
I read about your map. I'd like to give you useful feedback, but unfortunately I can't visualize what the game will look like. I've never played a Hero Line Wars map. I'd like to offer my encouragement and support though.
Also, I think the terrain looks good! The base with the statues looks grander than the other starting area though.
I tried some video uploading, here are the first results: (not very sophisticated, though ;) - these are my first tries to upload youtube videos ever :p )
Hero Pick:
Gui Montag (Firebat Hero):
There will be some better videos in the future, I think. These are just tests on how videos will actually look on youtube, thats why they are not listed yet and comments are disabled. This will be different for future videos.
Maybe you could let me know what you think about the quality, though - first one is fullscreen recorded and scaled to 1280*720, second one is cut to the same size, so its missing some part of the UI, however quality should be better(? dunno, I have no widescreen, no idea what looks better on those)
Whatever, not that important, i guess; I am quite fine with the overall quality.
I dunno if its spelt differently where ever you are located but your scorboard has "lifes" I think you mean "lives"?
Thanks for pointing that out, english is not my first language, I still struggle with it some times. Indeed, I was under the impression, that "lifes" would be the correct way of spelling it.
Quote:
But other than that, some more videos of the heroes would be awesome. I'm really interested in this gameplay!
Working on it ;) Still a lot of work to do for the map, actually it becomes a little much for one person to handle :D
Will all of the game settings be available still? -arstns is a must!
We will see. As of now, there are no shrines so -ns is obsolete right now. Might be changed, though.
-ar is present currently
-st is a somewhat two-edged knife: It forces some kind of balance, because each team gets the same heroes. But at the same time, it kills the balance in the long run, because when every game is equal hero teams fightning each other, you will never see if one hero is significantly stronger than another.
I would like to have a same teams mode available, however if it would establish as the standard game mode, it would be harder to actually balance the game based on those games played.
Also I like to have variety on the teams :p
Well, thats just personal, though, at some point i will definitely implement such a mode, even if I do not like it that much.
Obviously one should strive for balance over just forcing people to play the same heros on both sides, but it is so hard to have it perfectly balanced when you start getting so many different heros with so many different types of spells, it's pretty impossible I think. For competitive matches, -st would be preferred, although this probably won't be needed on the game's initial release.
For example on balance, even games like Diablo and WoW struggle. I haven't played WoW or fought in the arenas there, but from what I hear, it's pretty much just a few different types of heros that are effective.
I just wanted to pass by and say that this looks promising. Finally some action with heroes where I'm not forced to kill enemy heroes ..directly. One thing that really makes me happy is that you decided to keep this starcraft themed. Because of that, I'm sure that many players are used to it and probably like it, but, "str/agil/int" really just screams WARCRAFT 3! Maybe you could rename them?
And also, description of archons final ability is silly due to part where we're told that protoss are afraid to lose souls. (Also in starcraft its "ability", not "spell".)
This said I'm extremely happy happy happy happy happy to see starcraft themed quality map in development. Thank you very much and best of luck.
Edit: it says ability in dialog but spell in tooltip, that's what i was referring to.
I just wanted to pass by and say that this looks promising. Finally some action with heroes where I'm not forced to kill enemy heroes ..directly. One thing that really makes me happy is that you decided to keep this starcraft themed. Because of that, I'm sure that many players are used to it and probably like it, but, "str/agil/int" really just screams WARCRAFT 3! Maybe you could rename them?
If you have some fitting suggestions, yeah, why not? Hard to find something that fits heroes like a mech, a protoss templar and a hydralisk, though... and I really do not want to use different attributes for different heroes.
Quote:
And also, description of archons final ability is silly due to part where we're told that protoss are afraid to lose souls.
These can be easily changed. Again, if you have good suggestions, feel free to write them ;) I am not that into the backgrounds of each race and stuff, I pretty much made that up from some information I know, some half-knowledge and some random infos google spit out (this is true for every description of heroes or spells so far :D )
Quote:
This said I'm extremely happy happy happy happy happy to see starcraft themed quality map in development. Thank you very much and best of luck.
Not exactly sure what you mean, because I think there are a fairly huge amount of promising projects, which are mostly starcraft-themed, but thank you very much ;)
Quote:
(Also in starcraft its "ability", not "spell".) Edit: it says ability in dialog but spell in tooltip, that's what i was referring to.
Well, I guess everyone gets the meaning. I could change it later for some consistency, but more important things first :)
Current Version:
Beta version is now public on Europe, NA and SEA servers
Current version: 0.12 (Changelogs)
Might not be up to date on NA and SEA servers.
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Spotlight:
Now available:
Introduction
Yeah, another attempt to import a known concept from Warcraft 3 to Starcraft 2.
CAREFUL: Massive amounts of text incoming.
This text will be edited for some amount of time, I think.
Preamble:
This is actually the map I started with, when I got my fingers on the Starcraft 2 editor during the beta. I tested out everything I learned so far in this map basically. I do create this thread for feedback and some kind of brainstorming, but also for my own motivation. I would not call the map ready for release right now, but it begins to take form slowly. In this thread, I'd like to present some of the things I have done so far to you, obviously to get some general feedback (like if this map concept will work and be fun at all in SC2 and stuff). I would also like to give a brief overview to stuff I am thinking about, plans I might have for the map and so on.
This thread is absolutely open for discussion (well, which one is not? ;) ), I apprechiate any comments.
I hereby present you:
Hero Line Wars
(Starcraft 2)
(map name is definitely up for discussion, working title will be simply Hero Line Wars or HLW)
History (will keep it short ;) )
CAREFUL: Strange music ahead
The Game
The gameplay is quite simple:
Why Hero Line Wars?
Seriously? Because its fun! Back in Wc3 it was more of a casual game, not nearly perfectly balanced but hell, it was fun. Getting a stronger and stronger hero while repelling masses of enemy forces, purchasing mighty items, putting on serious pressure to your opponent and ultimately utterly crushing your enemy with overwhelming forces are things I hope to achieve in Starcraft 2 as well.
Also I thing, the concept works quite well with the SC2 Gameplay/Philosophy. Masses of units (hopefully not absolutely out of control), defending against waves of incoming attackers, everything works nice with the SC2 universe and it "feels" good (at least for me, but I might be preoccupied :p)
What to keep from WC3
So what do we want to absorb from the WC3 HLW and put it in SC2:
More strange music incoming:
What to leave in WC3
What I want to make differently would be:
Features
So, lets talk about specific features I already added to the map and/or I plan to add in the future.
For a releasable map, I would like to have (this is not to be seen as a strict goal, more of a guideline):
Heroes:
Spells: My current system is:
Gui Montag
Roach Soldier
Erekul
(prepare for some music again, but this time my own taste ;) )
Mercenaries:
Items:
UI and Help:
Modes:
Screenshots
Here some presentations of my work so far:
Future
I will further develop and update the map, maybe one day I will even release it (if I am satisfied with it, I can be quite a perfectionist some times).
Currently, I am working absolutely alone. I am not searching for someone to join me specifically (I enjoy mapping by myself; I think I actually work better in smaller numbers ;) ), however if someone happens to be really interested in this project, just ask me about it (or help me by providing feedback :D)
Conclusion
Wow, that did become quite a long text. If you did read until now, thank you, you seem to care about this map ;)
I really think, this map can be a lot of fun. But I am curious: What do you think? Can this work? Would you play the map? Does it sound/look good so far? (aside from the terrain :p)
What could I improve for the map or this thread, too? I will try to add more information and pictures, maybe even videos over time (my comp cannot handle recording videos probably, though)
Changelogs
v0.12:
v0.11:
v0.10:
v0.9:
v0.8:
v0.7:
(does not move the camera when clicking)
(each sentry can use force fields only once, also added a cooldown to the target)
Picking a hero manually is not restricted
v0.6:
v0.5:
v0.4:
v0.3:
v0.2:
v0.1:
oooo! finally some competition! Our team will be looking eagerly to see how you resolve certain issues (not that they can't be resolved, but we always like seeing how other mappers figure things out). Cant wait to see more of this project Kueken531. BTW, kudos for you if you are working solo, three people on our team and we are only 50-60% finished.
I am interested in your progress as well. Do you have a thread/website/something (or some other means of communication?) € nvm, found your thread (I searched before, did not find anything, must have been a typo or something...)
Feel free to ask me if you encouter some issues; my basic concept is basically finished and making this map kind of release-ready is in my opinion just a matter of time and motivation on my part ;) So I am interested if I missed something (either I am wrong in my assumption that my concept works or I know the solution to your problem :D - Either way, I would like to know)
Glad I am not the only one working on a Hero Line Wars (kinda disappointed, though, I imagined there would be a few attempts on bnet already, but until now, I did find nothing at all)
Well when we started ours we were thinking we could have something out by the end of beta but as we delved deeper into the editor and realized we could expand past the typical HLW we decided to add our own spin on the predecessors. The biggest thing I can warn you about is watch your team sizes. Our team has had to scale back to 4v4 because of the massive lag we are getting fairly early on. While its always been an issue in HLW it's still especially bad in SC2 in general so just be warned. Other than that your map looks like its coming along nicely. Hoping you can preview some video of your skills sometime. Hopefully we can also get some video up and give you some ideas too. The hero skills took us a hell of a long time to polish and make look like blizzard quality.
Overall I'm glad to see some competition it helps motivate the team!
PS glad to see that you wanted to make good terrain, we also noticed that no previous HLWs had nice looking terrain and wanted to change that, glad we weren't the only ones thinking that way.
EDIT: also some problems we have had you probably won't face, we've had some map size concerns since are lucky enough to have an artist who is doing custom images for us and you wouldn't think it but a bunch of 76x76 image files start to add up.
I decided on 4v4 teams right at the start; I thought of the same issues. I did some intense testing with a friend of mine; we were only 2 but with some excessive debug cheat usage we spawned unreal masses of units, even for a 4on4 game. At some point, it lagged pretty badly, but for the most time I was surprised, how well it worked. It started lagging when wc3 probably would have crashed already :D.
Yeah, polishing the skills takes quite some time; however I think I have an eye for this (at least a bit). My skills until now are pretty much straight forward (as you can see in the 2 available descriptions, 2 quite simple AoE-damaging spells with no real twist to them), however I think they do not look that bad (and ultra- fancy spells with overcomplicated effects might be not the best anyways imo ;) )
When you want to emphasize more on teamplay, your spells will be more complex anyway, I guess? And most likely not that powerful to give teams a challenge.
Btw where are you guys releasing it? I hang around in the EU realm.
€ well, I noticed the rapid size changes as well. I added some modified models and textures to get some additional dark protoss units (like a dark scout or a dark phoenix) and suddenly my map was 3 MB in size.
Yeah some of the abilities aren't as straight forward. For example we have a hero that builds a defensive base platform with a shield emitting function giving shields to nearby heroes (or adding addition shields to Heroes that have shields already). Nothing too complicated or fancy, if a spell is too fancy it takes too long to actually do something it loses it usefulness especially in HLWs where most everything is fast paced. (our goal with spells was generally to modify animations enough where players will be wondering if that animation was actually in base SC2)
our Release date? Overall I'd just check our progress report every so often that's the best way to determine how close we are to releasing. I've stopped trying to predict a release date in general, but we are hoping sometime near Christmas to be in beta. We are on the US realm but hopefully we will get a version to EU and Ocean as well.
custom models or textures will shoot the map size right up, makes me sort of angry that the map limit is 10mb, while we haven't had to cut anything yet, we are getting close to 7mb and still have 4 more heroes' spell icons, talent buttons, and several other random images to finish, which is making us extremely worried.
I read about your map. I'd like to give you useful feedback, but unfortunately I can't visualize what the game will look like. I've never played a Hero Line Wars map. I'd like to offer my encouragement and support though.
Also, I think the terrain looks good! The base with the statues looks grander than the other starting area though.
rly nice terrain, gl with your map !
Good to hear that :).
Thanks.
Tbh I spent like 20 minutes for the terrain, just to have one. I will try to refine it, though ;)
Maybe I will try to do some simple videos some time.
I tried some video uploading, here are the first results: (not very sophisticated, though ;) - these are my first tries to upload youtube videos ever :p )
Hero Pick:
Gui Montag (Firebat Hero):
There will be some better videos in the future, I think. These are just tests on how videos will actually look on youtube, thats why they are not listed yet and comments are disabled. This will be different for future videos.
Maybe you could let me know what you think about the quality, though - first one is fullscreen recorded and scaled to 1280*720, second one is cut to the same size, so its missing some part of the UI, however quality should be better(? dunno, I have no widescreen, no idea what looks better on those)
Whatever, not that important, i guess; I am quite fine with the overall quality.
I dunno if its spelt differently where ever you are located but your scorboard has "lifes" I think you mean "lives"?
Use of the different terms:
I read a book about the life of Mark Twain.
Many people lost their lives in the war.
But other than that, some more videos of the heroes would be awesome. I'm really interested in this gameplay!
Thanks for pointing that out, english is not my first language, I still struggle with it some times. Indeed, I was under the impression, that "lifes" would be the correct way of spelling it.
Working on it ;) Still a lot of work to do for the map, actually it becomes a little much for one person to handle :D
€ searching for some help now, have a look here
Will all of the game settings be available still? -arstns is a must!
We will see. As of now, there are no shrines so -ns is obsolete right now. Might be changed, though.
-ar is present currently
-st is a somewhat two-edged knife: It forces some kind of balance, because each team gets the same heroes. But at the same time, it kills the balance in the long run, because when every game is equal hero teams fightning each other, you will never see if one hero is significantly stronger than another.
I would like to have a same teams mode available, however if it would establish as the standard game mode, it would be harder to actually balance the game based on those games played.
Also I like to have variety on the teams :p
Well, thats just personal, though, at some point i will definitely implement such a mode, even if I do not like it that much.
Obviously one should strive for balance over just forcing people to play the same heros on both sides, but it is so hard to have it perfectly balanced when you start getting so many different heros with so many different types of spells, it's pretty impossible I think. For competitive matches, -st would be preferred, although this probably won't be needed on the game's initial release.
For example on balance, even games like Diablo and WoW struggle. I haven't played WoW or fought in the arenas there, but from what I hear, it's pretty much just a few different types of heros that are effective.
I just wanted to pass by and say that this looks promising. Finally some action with heroes where I'm not forced to kill enemy heroes ..directly. One thing that really makes me happy is that you decided to keep this starcraft themed. Because of that, I'm sure that many players are used to it and probably like it, but, "str/agil/int" really just screams WARCRAFT 3! Maybe you could rename them?
And also, description of archons final ability is silly due to part where we're told that protoss are afraid to lose souls. (Also in starcraft its "ability", not "spell".)
This said I'm extremely happy happy happy happy happy to see starcraft themed quality map in development. Thank you very much and best of luck.
Edit: it says ability in dialog but spell in tooltip, that's what i was referring to.
If you have some fitting suggestions, yeah, why not? Hard to find something that fits heroes like a mech, a protoss templar and a hydralisk, though... and I really do not want to use different attributes for different heroes.
These can be easily changed. Again, if you have good suggestions, feel free to write them ;) I am not that into the backgrounds of each race and stuff, I pretty much made that up from some information I know, some half-knowledge and some random infos google spit out (this is true for every description of heroes or spells so far :D )
Not exactly sure what you mean, because I think there are a fairly huge amount of promising projects, which are mostly starcraft-themed, but thank you very much ;)
Well, I guess everyone gets the meaning. I could change it later for some consistency, but more important things first :)
Added videos of 2 additional heroes: and .