3D City Defense is now release on the Battlenet arcade starting with US Region.
We currently had no time to make a new video showing all the cool new features and designs about this map. So this gives you a good reason to try it out!
Fun & Satisfaction garantied!
THIS IS A BASIC GAMEPLAY OF 3D CITY DEFENSE
This is a 3rd person view MOD with (WASD) movement. This game is based on a coop & defense strategy. You will need to protect the City against the Zerg Race. You will have 9 heroes to choose from:
The game will also contain Random & Specific events all around the city to maximize the action! You will need to defend each area to maintain your current buffs. The game should be suitable of any computer that can handle starcraft 2, We have custom options to Maximize performence. We also have customize menu for camera features.
We have brand new functions for the game, Exemple :
-New bunker designs
-Boss drop system
-Class items
-Driving vehicles
-Customize your camera
-Real Indoor area
-City Real Ai
-And much more
Hey there! I saw the video and started up a game with just myself to see how it felt, and I wanted to leave you some feedback.
First off the look is absolutely amazing! It's no secret you put a tremendous amount of time and effort into the project. I also enjoyed the voice-acting and the tutorial very much.
On the negative front, the feel of the game was very difficult for me to get used to. Input lag always makes WASD controls a little clunky, but the lag associated with right-clicking to move the camera around made camera-movement frustrating.
I noticed that in the video, the minimap shows where your screen is looking; however, when I played it the minimap only showed my unit as a little dot, making navigation very difficult. It was also tough to distinguish my dot from the other dots that were mostly green on the minimap. Perhaps making a player's Hero unit a larger dot would help.
The dialogs and items were very professional-looking but the text was pretty small-I actually had to scooch up to my screen to read what the items did. Unfortunately, the game started so very quickly, I did not get a chance to figure out the inventory/equipment system.
One other thing that was difficult for me was using abilities. I wasn't sure of the range for my attack-perhaps having a range indicator around the Hero like how a sieged tank does in a melee game would help players. Also, some of the abilities felt clunky, mostly because of the orientation of the camera (having to click on the ground was surprisingly difficult).
As you may have noticed, all of my negative feedback is entirely with the UI. I think the game itself and especially the visuals are amazing! If it were a little easier to use, especially for first-timers like me, I think this game could be one of the best!
First of all , The only complaint i will disregard is about the camera system. First of all many players forget that there is an (F2) option that allows you to fully customize your camera settings,
also in that F2 menu, You are able to toggle On/Off the camera zoom collision system
for the key movement, Those issues usually happens when your graphic settings are too high for the map. Ultra settings are not recommended
You have to tweak your graphic until you get it right to atleast 30-60fps.
Input lag always makes WASD controls a little clunky, but the lag associated with right-clicking to move the camera around made camera-movement frustrating.
I wish there was more I could do about the key latency. Most games I don't even notice it, but there are times when I can feel the delay (guess it depends on a good/bad day of bnet). I don't even use the right click to move camera, I always use Q its a lot easier to me. But many requested that the mouse be able to move the camera as well.
I noticed that in the video, the minimap shows where your screen is looking; however, when I played it the minimap only showed my unit as a little dot, making navigation very difficult. It was also tough to distinguish my dot from the other dots that were mostly green on the minimap. Perhaps making a player's Hero unit a larger dot would help.
Hero units will hopefully eventually have minimap icons like bosses do. The minimap field of view was removed for that addition, unfortunately it didn't make it into release. Icons are set in the actor, and I only want them to show for the "controlled" unit, hero or vehicle. I knew if it was possible to enable/disable it would take catalog functions and experimentation, so I left this addition to a near future update.
The dialogs and items were very professional-looking but the text was pretty small-I actually had to scooch up to my screen to read what the items did. Unfortunately, the game started so very quickly, I did not get a chance to figure out the inventory/equipment system.
The tooltips are blizzards standard tooltips, and unfortunately they don't accept text styles (which changes the font/size). The only work around I could think of is create custom dialogs on hover, but that's more work than what it's worth. There's definitely a learning curve, but once you do learn it, you know it forever (hopefully lol).
One other thing that was difficult for me was using abilities. I wasn't sure of the range for my attack-perhaps having a range indicator around the Hero like how a sieged tank does in a melee game would help players. Also, some of the abilities felt clunky, mostly because of the orientation of the camera (having to click on the ground was surprisingly difficult).
That's actually a good idea. I'm not sure exactly how range indicators are done at the moment, but it's definitely something I'll look into. Again try the Q button for camera lock, that frees up having to use your mouse to position the camera and focus it only on clicking. SC2 is limited when it comes to this style of play, but we tried to take every advantage that we could to get the best possible experience with the camera. Of course there's always room for improvement, its a constant struggle to get it to be the "best it can be".
Played this through to level 71 which I assume is the current last level since nothing spawns after that, very good game and well made. Here's some feedback:
Good Stuff:
- Dialogues were well done.
- Voice acting is always a plus.
- Music was good (although repetitive).
- Great city design.
- Vehicles are awesome and well implemented.
- Fun to play.
Not So Good Stuff:
- Gets repetitive after a while.
- Gets overly bursty is higher waves; you're either at 100% or getting 1 shot when 50 enemies turn to you.
- Items are boring in that you just buy upgrades since it's clear what is best for each class.
- Too easy, I realize it's a beta but I beat it with three people.
Bugs?:
- On the loading screen change Your to You're.
- The auto attack booster ability isn't affected by +range items.
- The auto attack booster ability doesn't work if an enemy is targeted rather than A move.
- The Infestor possibly doesn't work right or is just really really easy.
- The wall created by the builder can be used to troll by locking people out of certain sections if placed in chokes.
Animations for massive units should be slower. The amount of distance covered in one swing from the ultralisks blades is enormous. Looks really nice otherwise.
Rollback Post to RevisionRollBack
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CREATED BY : StRoNgFoE & Zarltok
3D City Defense is now release on the Battlenet arcade starting with US Region.
We currently had no time to make a new video showing all the cool new features and designs about this map. So this gives you a good reason to try it out! Fun & Satisfaction garantied!
THIS IS A BASIC GAMEPLAY OF 3D CITY DEFENSE
This is a 3rd person view MOD with (WASD) movement. This game is based on a coop & defense strategy. You will need to protect the City against the Zerg Race. You will have 9 heroes to choose from:
-Builder -Gunner -Machinist -Wildcat -Flame-buggy -Speedster -Medic -Sniper -Commando
The game will also contain Random & Specific events all around the city to maximize the action! You will need to defend each area to maintain your current buffs. The game should be suitable of any computer that can handle starcraft 2, We have custom options to Maximize performence. We also have customize menu for camera features.
We have brand new functions for the game, Exemple : -New bunker designs -Boss drop system -Class items -Driving vehicles -Customize your camera -Real Indoor area -City Real Ai -And much more
Have fun all !
CREATED BY : StRoNgFoE & Zarltok
Looks very impressive ;)
Can we play as Nova please?
@Wunterwaffen: Go
NOVA is actually the new sniper for the release version, enjoy :P
Hey there! I saw the video and started up a game with just myself to see how it felt, and I wanted to leave you some feedback.
First off the look is absolutely amazing! It's no secret you put a tremendous amount of time and effort into the project. I also enjoyed the voice-acting and the tutorial very much.
On the negative front, the feel of the game was very difficult for me to get used to. Input lag always makes WASD controls a little clunky, but the lag associated with right-clicking to move the camera around made camera-movement frustrating.
I noticed that in the video, the minimap shows where your screen is looking; however, when I played it the minimap only showed my unit as a little dot, making navigation very difficult. It was also tough to distinguish my dot from the other dots that were mostly green on the minimap. Perhaps making a player's Hero unit a larger dot would help.
The dialogs and items were very professional-looking but the text was pretty small-I actually had to scooch up to my screen to read what the items did. Unfortunately, the game started so very quickly, I did not get a chance to figure out the inventory/equipment system.
One other thing that was difficult for me was using abilities. I wasn't sure of the range for my attack-perhaps having a range indicator around the Hero like how a sieged tank does in a melee game would help players. Also, some of the abilities felt clunky, mostly because of the orientation of the camera (having to click on the ground was surprisingly difficult).
As you may have noticed, all of my negative feedback is entirely with the UI. I think the game itself and especially the visuals are amazing! If it were a little easier to use, especially for first-timers like me, I think this game could be one of the best!
LOVES THE BUNKER BUILD if i wasnt darn late on exam's homeworks, which exam is tomorow morning I WOULD PLAY ALL NIGHT
@mnadeau1992: Go
Thanks for your feedbacks everyone
First of all , The only complaint i will disregard is about the camera system. First of all many players forget that there is an (F2) option that allows you to fully customize your camera settings,
also in that F2 menu, You are able to toggle On/Off the camera zoom collision system
for the key movement, Those issues usually happens when your graphic settings are too high for the map. Ultra settings are not recommended You have to tweak your graphic until you get it right to atleast 30-60fps.
Hope it helps
I'll try to address your concerns best I can.
I wish there was more I could do about the key latency. Most games I don't even notice it, but there are times when I can feel the delay (guess it depends on a good/bad day of bnet). I don't even use the right click to move camera, I always use Q its a lot easier to me. But many requested that the mouse be able to move the camera as well.
Hero units will hopefully eventually have minimap icons like bosses do. The minimap field of view was removed for that addition, unfortunately it didn't make it into release. Icons are set in the actor, and I only want them to show for the "controlled" unit, hero or vehicle. I knew if it was possible to enable/disable it would take catalog functions and experimentation, so I left this addition to a near future update.
The tooltips are blizzards standard tooltips, and unfortunately they don't accept text styles (which changes the font/size). The only work around I could think of is create custom dialogs on hover, but that's more work than what it's worth. There's definitely a learning curve, but once you do learn it, you know it forever (hopefully lol).
That's actually a good idea. I'm not sure exactly how range indicators are done at the moment, but it's definitely something I'll look into. Again try the Q button for camera lock, that frees up having to use your mouse to position the camera and focus it only on clicking. SC2 is limited when it comes to this style of play, but we tried to take every advantage that we could to get the best possible experience with the camera. Of course there's always room for improvement, its a constant struggle to get it to be the "best it can be".
@zarltok: Go
Played this through to level 71 which I assume is the current last level since nothing spawns after that, very good game and well made. Here's some feedback:
Good Stuff:
- Dialogues were well done.
- Voice acting is always a plus.
- Music was good (although repetitive).
- Great city design.
- Vehicles are awesome and well implemented.
- Fun to play.
Not So Good Stuff:
- Gets repetitive after a while.
- Gets overly bursty is higher waves; you're either at 100% or getting 1 shot when 50 enemies turn to you.
- Items are boring in that you just buy upgrades since it's clear what is best for each class.
- Too easy, I realize it's a beta but I beat it with three people.
Bugs?:
- On the loading screen change Your to You're.
- The auto attack booster ability isn't affected by +range items.
- The auto attack booster ability doesn't work if an enemy is targeted rather than A move.
- The Infestor possibly doesn't work right or is just really really easy.
- The wall created by the builder can be used to troll by locking people out of certain sections if placed in chokes.
Thank you for your suggestion rpc190! We will be adding many new features in the upcoming patches. There is a lot of work involve.
The wall troll is a good point out ! Thank you very much
Animations for massive units should be slower. The amount of distance covered in one swing from the ultralisks blades is enormous. Looks really nice otherwise.