Dude, cool story, but iSaintx was talking about the developers of CoD, not Blizzard.
Which is probably why he started off by talking about Activision, and how they are staying afloat because of Blizzard (thanks to the Activision merger with Vivendi).
Ya, and also Blizzard and Activision are technically partners, not one company. In fact, they have very different views on how to make money. Activision would die before allowing customers to mess with COD gameplay.
Seriously, if I had time I would find the old article on how much Activision is against modding. And then Blizzard, providing us with the editor! Partners, VERY different companies.
Also, I agree with you. Games should cost more. However, they are starting to figure it out, but charging so much for new map packs. The Xbox marketplace, I predict, is going to be the primary way these companies (Whoever makes Halo, Activision, Infinity Ward if they ever come back, ETC) to make their money.
Just my prediction, no real facts behind it at all.
This. Do you really believe that increasing the price will help in profits? To me it seems that it'll only discourage more players from buying it. As Maknyuzz said before, micro-transactions are actually the way to go. Release map-packs and stuff at a more reasonable price then I'm sure much more people would buy them. Sorta like the elusive Sc2 marketplace.
It's not much of a solution. There are thousands of other factors the bring the market up and down, from economic standards to psychological tendencies to advertising to people simply recognizing the name. And that receipt is about useless; it shows almost nothing.
You're talking about multibillion dollar companies (both of which are primarily owned by Vivendi, so it really doesn't matter what one brings in more money. In the end, it's basically all the same thing. It's just cheaper and lessens the liability to have a giant clusterfuck of intermixed companies, especially when you buy them) with a lot of subsidiaries and a lot of headache in going through it all.
If you price a decent game at five bucks, people are going to assume it's shit. If you price a shitty game at sixty, people are going to assume it's AAA. Most gamers, as this thread is beginning to prove, are for the most part idiots when it comes to anything about actually making or selling them.
Then take into account development costs, royalties, advertising expenditures, the timeframe you're looking at until another release, the cost of maintaining servers for the game, etc, it adds up and suddenly isn't so simple as to go "Oh well let's just lower the price and divide it into DLC".
Well you can, but chances are if that's what you're doing it's either a hobby (as it probably is for everyone in support of that) or you're not very good at your job.
(Made it a bit easier on the eyes to read, hope it's ok /Zar (Didn't edit any of your sentences))
It looks nice, could even say awesome. But due all the hyping you done it still doesnt impress me...cmon, It still seem just like a dota/arena game with minor changes. And Im starting to believe you are not going to deliver totally new "this is not starcraft" experience.
I was really expecting to see something out of normal, but I guess it will turn out to be just a decent/good arena game or whatever you want to call it.
It looks nice, could even say awesome. But due all the hyping you done it still doesnt impress me...cmon, It still seem just like a dota/arena game with minor changes. And Im starting to believe you are not going to deliver totally new "this is not starcraft" experience.
I was really expecting to see something out of normal, but I guess it will turn out to be just a decent/good arena game or whatever you want to call it.
There are always going to be people disappointed with whatever we do because we didn't do what they thought we should do - and I do not necessarily mean you. But as it stands, there are maybe about 5,000 unique people that know about this project - the main b.net crowd has no idea that any maps exist past the first couple of pages, or that our map making community even exists.
The very first time I loaded the game up after adding the new UI I went, Wow ... this is my game - this isn't Starcraft anymore. It is one thing watching the videos, it's another thing being in the game and moving the UI around, seeing it in action and it really looks like we stole Sc2's models and imported them into another game engine.
The style of gameplay that we have created has never really been done anywhere else, ever - so we don't have anything to compare Tofu to - to know if it will succeed or fail. But this is what most people want right? Unique gameplay that is not a clone of other maps - as it stands at this moment in the Sc2 Custom Map scene, it is mainly stagnant - due in part yes, to B.net 2.0, but also due to the part that the people who think up new ideas are immediately attacked by part of the community (I am not talking about Tofu) because it is not a cookie cut preformatted style of gameplay that people have got accustomed to. - but those who do clone other maps are also attacked because they didn't think of anything new, it is a catch 22.
We have a really cool project here; Is it game changing? Is it going to be the most played custom map ever? Is it going to revolutionize Sc2? Meh, who knows? who cares? As long as we are proud of what we have done mate, and we had a shitload of fun making it, and a shitload of fun playing it, it is all worth it in the end :)
Your not at all addressing the issue of "way too much hype"
You can say "meh, who knows, who cares?" all you want - but it still stands that your trailer contains the words "Impressed?" and you had a month+ long marketing campaign on the front page of Mapster hyping this project. Your project looks decent, if not good. But it still stands that it IS so very clearly Starcraft, and another arena game. There is nothing that warrants the amount of attention you've manufactured here. Let your project stand on its own merit.
Is there custom content (artwork, music, sound, special FX)? Haven't seen anything.
Is there a new storyline/singleplayer missions with something genuinely new? Again, doesn't look like it.
This is the type of stuff we were expecting. Not yet another hero/arena styled game with a modified UI.
Mate, we know we have something awesome because so far everyone who has played it has been blown away, including Sixen. There is no way in he'll we could have got the support we did if we didn't have something good. We had to make the choice between what we release first and what will have to wait, we chose to release the Arenas first because it offers a huge amount of replayability, with the most minimal effort (engine wise). Once the Arenas are released we can move our attention to the other stages of the project.
There is not going to be one map, or even two - The Arenas and the AOS. There are many other projects we have planned that will use the same Mod and Engine. As stated in another thread it sounds like we are building a franchise which is true. There are storylines written out for the entire project, each hero and their background, and the background of each Arena, which will be published in due time.
The are two obvious reasons we can't expand too much upon what we have planned at this early stage, one is that if we announce something we want to deliever it, both Dryeyece and I have extremely high work ethics, and saying we are going to do something and then bail on it, is not something we want attached to our names.
The second reason is that if we announce things now, there is an extremely high chance people will copy the idea before we get a chance to release it, and by the time we release it, it will not be new.
You kind sir are obviously trolling, but I will bite. :) If you are sincere in not seeing any custom content then yeah, +1 glasses are in order, or a bigger screen mate.
Hey, really nice map. I haven't played a lot of custom maps for awhile but, Ill definitely play this when it's out. It's all clean and polish, also I personally am impressed with the data work and the UI cause I can't do stuff like that. It's not from watching the first trailer you guys had, like a lot of people, really turned me away from the map. The Pyro tutorial got me interested again, fantastic job on that.
You guys should've made develop logs way back before Smashcraft to build up anticipation instead of this hype in the past few weeks. Also shouldn't worry about people stealing your ideas cause if they do, they can't compete. Look at Hive Keeper and Project Vector. Project Vector makes all other attempt for TPS game look like crap.
I have talked with Meph about Tofu and Smashcraft, and he is a smart cookie :) The maps are not competitors, and this he has admitted to me, regardless what people may suggest or what Mephs himself may say to his community (to unite it and bring it closer together - nothing like a common enemy). We actually get along really well and have long before Tofu was released so I am glad that announcing the project hasn't changed that.
There are always going to be people who compare the two maps, and Meph's label of Tofu as the "Smashcraft Killer Map" is a very smart advertising trick right out of my book, and it is obvious that through a few simple ideas that I was able, along with Sixen's help, build up a shitload of hype about a map that isn't even released yet - perhaps the most hype that has been achieved for an unpublished map so far. But this hype exists only within the map making community, we do not have that type of hype within the general community - that being said, as I mentioned before no matter what we release there are always going to be people that are not happy because we didn't do what they thought we should do.
We are going to release quick few-minute intro guides to all the heroes in the game before release, as well as make a mechanic video within the next few days. In hindsight we should have released the trailer with at least a few hero videos as the trailer existed merely to show off the UI and the eye-candy of big battles, not the gameplay itself nor the heros specific abilities. Alas, this is a map making community and the majority of people here are interested in the technical side of things, not the candy side - where as the vast majority of players are the direct opposite.
There is another video that I uploaded last night where Dryeyce introduces Morbius.
The Morbius video made me fall in love. I would love to test the map if you still need testers. I am a hardcore SotIS and Smashcraft player so I could probably catch on pretty fast.
Muhahahaha wait until you guys see the vids for the rest of the heroes 8-).
Now granted Morbius is one of the more complicated of all the heroes, his potential dps reflects it though. But there are 16 more heroes to do vids for and you guys haven't really seen anything yet. As different and unique from each other as those 2 heroes are, is the exact same kind of unique quality each hero shares among themselves.
Now I am not saying every hero I made was totally unique from any other hero ever made because they aren't, by any means. A lot of what they do should be familiar to many. Many of us who are familiar with Project TMA right now are custom map makers, and we all know there is a limited amount of stuff you can do to produce damage which is basically what most abilities do, its an intrinsic quality if you want to do more than stand there autoattacking someone to death. What I tried to do was think of interesting ways to do it, and most of all to find ways to motivate players to do more than just spam 1 ability over and over, because I didn't want to put giant cooldowns on every ability, but if you have X ability that has basically no cooldown whats the incentive to use any other ability? So I asked myself that about everything, whats the incentive to use this over this, or this and then this. From there I would design how they would interact with one another for the most part, .
Also featured in Tofu is a new kind of battlefield control, allow me to explain. See in World of Warcraft you have Warlocks, who can cast a spell called "Fear", I am sure many of you know what it is and does but for those who dont, you cast it at an enemy and it forces them to run around randomly "in fear" for X amount of time. There are Druids who can cast Entangling Roots, which removes your ability to move at all, but you can still fight. I would make you guys some Dota or Smashcraft, or other custom Warcraft/SC2 map example of these battlefield control abilities but to be honest I don't know jack diddly about them. So in these cases there is no choice on the recievers side of things, they get the fear and they have to run around, they get the root and they have to stand still there are no 2 ways about it. While I am a fan of these types of battlefield control and I even have some very very similiar abilities in my game I also designed some very unique ones that I am particularly proud of.
An example would be Vorkan and his ability Kinetic Field. Kientic Field puts a powerful debuff on the target and if they stand still, they dont take any damage and the effects of Kinetic Field are reduced dramatically, although Vorkan can still access bonuses on some of his abilities regardless. However if you are moving you take tons of damage, and you also send out Kinetic Shocks that deal damage to any allies near you at this time. This is a root spell, but it doesnt root anyone, it makes the reciever choose, to either stand still, and be rooted, or to move freely but take loads of damage. Now I am not sure if any other game uses non-enforced roots such as that as I have never played a game that did, that or I just didn't notice which is possible. This is just one of a handful of my own personal blend of abilities that are designed to take the game out of the computers hands and put it back into the hands of the player, as well as add some real time deciion making to the combat process aside from who to attack etc...
More will be explained in the hero video's as this is already getting to be a big ass post lol.
Holy American accent, Dryeyece! If you could sound any more American an eagle donning cowboy boots would come flying out of my screen, wrap me up in the star-sprangled banner and assault me with falcon punches while reciting the constitution =P
That said: it's kooking very smooth. The polish is definitely there, and the ability graphics are flawless. I had kind of expected that. It'll be an enjoyable map regardless of what happens. That said - I do hope you will manage to balance it well, as I've heard the story of CC, burst damage and healing more often (WoW arenas) and there's a reason I never found those fun to play, while I did like Bloodline Champions.
Funny that the only things in TMA that you see that are NOT custom are the visuals like explosions etc... for abilities, the models that are the heroes, and the art on them few of which were left stock btw. Ohh and we use a good bit of blizzards sound FX, but we also use custom sounds. The simple fact is creating those things takes more time than anything else in the whole process. Not to mention the actual cost, and we simply can't afford it 8-).
There is no rule anywhere that says you can't make a great game that revoutionizes the mindset of a genre or creates its own with the assets provided by the editor. I am not saying that Tofu is that game but I for one believe it is. Either way thats not something the creators can decide, all we can do is pour into it all the creativity and ingenuity we have at our disposal and see what the world does with it.
A lot of people say "Overhyped", it's been thrown at a game that almost no one has ever played like it's beads in a parade but the fact of the matter is you don't know, no one does. The popularity system will undeniably reveal the merit of that. Apparently Sixen was impressed enough that he agreed to put us on the front page. I don't know about any of you but I personally respect his opinion on custom maps as I am sure we all know he see's quite a damn bit of them come and go. I believe him to be a truly impartial third party in the matter who has been nothing but honorable about it all, especially with not leaking any information we could not thank him enough, truly. For the record we didn't hype TMA up, you guys did, everyone who has made a comment about the game, anywhere has contributed to the hype, all we did was present our game to Sixen, ask him what he thought, and asked him if he would post images on the front page which he did. If no one had commented on the 1st image, or at least by the 2nd or 3rd you can believe Sixen would have told us no, we had to wait until release or more info was available before posting anything else, but thats not what happened, tons of people started commenting, even started their own threads to discuss it. Admittedly we got the ball rolling but its the community which sustains it, and I truly hope they continue.
Advice: you've dissapointed a lot of us here with the overhype, I'd suggest more modesty (eg. dont write "impressed?" and "this is not starcraft"). Let US tell YOU if your project is awesome, it shouldn't be the other way around.
I don't need someone else to tell me whether or not its awesome before I start thinking its awesome. I have been forming my own opinions about things for a long time now and I don't intend to stop now. I was very impressed with the video when I saw it completed, as I am impressed with what we have achieved in so far with Tofu. I tell you right now I knew we would get some negative feedback on the Impressed part at the end, but that's ok, my feelings aren't hurt and neither are Dogmai's. You guys are absolutely entitled to your own opinions, and the right to express them, but that means we are too, and we proudly expressed ours with the Trailer.
Proverbs Chap 23, verse 7
As a man thinketh in his heart, so is he.
Maybe you aren't christian or w/e, I don't mean to offend but that is one thing that I live by.
Well, I'd have to agree that the video wasn't very impressive, which makes the "impressed?" line at the end rather ridiculous to me. A collection of flashy spell graphics and techno music is not impressive; I am a human being, not a magpie.
Not to say that I think the map seems bad. It's just that there's no real information about it in the video that would help me form some sort of opinion, which to me is a bad video, as it fails to entice me. I will reserve judgment on the actual gameplay and quality of the map itself until I've played it.
Just wondering, if you knew you would get negative feedback on "impressed?" and such, why did you do it? It seems counter-productive. Your arrogance, or at least what some people perceive as arrogance, puts people off, people who otherwise might be fans of your work. I've irritated and scared people off with what they see as arrogance, but at least when I did it I wasn't aware of how I was being perceived or I wasn't trying to win people over. Are you trying to promote your map or not? Something you should think about.
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Which is probably why he started off by talking about Activision, and how they are staying afloat because of Blizzard (thanks to the Activision merger with Vivendi).
Administrator of Staredit.net and GalaxyWiki.net
@Maknyuzz: Go
Ya, and also Blizzard and Activision are technically partners, not one company. In fact, they have very different views on how to make money. Activision would die before allowing customers to mess with COD gameplay.
Seriously, if I had time I would find the old article on how much Activision is against modding. And then Blizzard, providing us with the editor! Partners, VERY different companies.
Also, I agree with you. Games should cost more. However, they are starting to figure it out, but charging so much for new map packs. The Xbox marketplace, I predict, is going to be the primary way these companies (Whoever makes Halo, Activision, Infinity Ward if they ever come back, ETC) to make their money.
Just my prediction, no real facts behind it at all.
Great to be back and part of the community again!
@Maknyuzz: Go
Dude, I was talking about Call of Duty. Calm down. I am like a Blizzard fanboy man, no hate would come from me!
This. Do you really believe that increasing the price will help in profits? To me it seems that it'll only discourage more players from buying it. As Maknyuzz said before, micro-transactions are actually the way to go. Release map-packs and stuff at a more reasonable price then I'm sure much more people would buy them. Sorta like the elusive Sc2 marketplace.
The map looks promising. Will def check it out on release
@Shad0wsEdge: Go
It's not much of a solution. There are thousands of other factors the bring the market up and down, from economic standards to psychological tendencies to advertising to people simply recognizing the name. And that receipt is about useless; it shows almost nothing.
You're talking about multibillion dollar companies (both of which are primarily owned by Vivendi, so it really doesn't matter what one brings in more money. In the end, it's basically all the same thing. It's just cheaper and lessens the liability to have a giant clusterfuck of intermixed companies, especially when you buy them) with a lot of subsidiaries and a lot of headache in going through it all.
If you price a decent game at five bucks, people are going to assume it's shit. If you price a shitty game at sixty, people are going to assume it's AAA. Most gamers, as this thread is beginning to prove, are for the most part idiots when it comes to anything about actually making or selling them.
Then take into account development costs, royalties, advertising expenditures, the timeframe you're looking at until another release, the cost of maintaining servers for the game, etc, it adds up and suddenly isn't so simple as to go "Oh well let's just lower the price and divide it into DLC".
Well you can, but chances are if that's what you're doing it's either a hobby (as it probably is for everyone in support of that) or you're not very good at your job.
(Made it a bit easier on the eyes to read, hope it's ok /Zar (Didn't edit any of your sentences))
An introduction to Pyro, an Armoured Type Hero has been released.
Tell us what you think :)
It looks nice, could even say awesome. But due all the hyping you done it still doesnt impress me...cmon, It still seem just like a dota/arena game with minor changes. And Im starting to believe you are not going to deliver totally new "this is not starcraft" experience.
I was really expecting to see something out of normal, but I guess it will turn out to be just a decent/good arena game or whatever you want to call it.
There are always going to be people disappointed with whatever we do because we didn't do what they thought we should do - and I do not necessarily mean you. But as it stands, there are maybe about 5,000 unique people that know about this project - the main b.net crowd has no idea that any maps exist past the first couple of pages, or that our map making community even exists.
The very first time I loaded the game up after adding the new UI I went, Wow ... this is my game - this isn't Starcraft anymore. It is one thing watching the videos, it's another thing being in the game and moving the UI around, seeing it in action and it really looks like we stole Sc2's models and imported them into another game engine.
The style of gameplay that we have created has never really been done anywhere else, ever - so we don't have anything to compare Tofu to - to know if it will succeed or fail. But this is what most people want right? Unique gameplay that is not a clone of other maps - as it stands at this moment in the Sc2 Custom Map scene, it is mainly stagnant - due in part yes, to B.net 2.0, but also due to the part that the people who think up new ideas are immediately attacked by part of the community (I am not talking about Tofu) because it is not a cookie cut preformatted style of gameplay that people have got accustomed to. - but those who do clone other maps are also attacked because they didn't think of anything new, it is a catch 22.
We have a really cool project here; Is it game changing? Is it going to be the most played custom map ever? Is it going to revolutionize Sc2? Meh, who knows? who cares? As long as we are proud of what we have done mate, and we had a shitload of fun making it, and a shitload of fun playing it, it is all worth it in the end :)
Relax mate, it's all good.
@DogmaiSEA: Go
Your not at all addressing the issue of "way too much hype"
You can say "meh, who knows, who cares?" all you want - but it still stands that your trailer contains the words "Impressed?" and you had a month+ long marketing campaign on the front page of Mapster hyping this project. Your project looks decent, if not good. But it still stands that it IS so very clearly Starcraft, and another arena game. There is nothing that warrants the amount of attention you've manufactured here. Let your project stand on its own merit.
Is there custom content (artwork, music, sound, special FX)? Haven't seen anything.
Is there a new storyline/singleplayer missions with something genuinely new? Again, doesn't look like it.
This is the type of stuff we were expecting. Not yet another hero/arena styled game with a modified UI.
Mate, we know we have something awesome because so far everyone who has played it has been blown away, including Sixen. There is no way in he'll we could have got the support we did if we didn't have something good. We had to make the choice between what we release first and what will have to wait, we chose to release the Arenas first because it offers a huge amount of replayability, with the most minimal effort (engine wise). Once the Arenas are released we can move our attention to the other stages of the project.
There is not going to be one map, or even two - The Arenas and the AOS. There are many other projects we have planned that will use the same Mod and Engine. As stated in another thread it sounds like we are building a franchise which is true. There are storylines written out for the entire project, each hero and their background, and the background of each Arena, which will be published in due time.
The are two obvious reasons we can't expand too much upon what we have planned at this early stage, one is that if we announce something we want to deliever it, both Dryeyece and I have extremely high work ethics, and saying we are going to do something and then bail on it, is not something we want attached to our names.
The second reason is that if we announce things now, there is an extremely high chance people will copy the idea before we get a chance to release it, and by the time we release it, it will not be new.
You kind sir are obviously trolling, but I will bite. :) If you are sincere in not seeing any custom content then yeah, +1 glasses are in order, or a bigger screen mate.
@DogmaiSEA: Go
Hey, really nice map. I haven't played a lot of custom maps for awhile but, Ill definitely play this when it's out. It's all clean and polish, also I personally am impressed with the data work and the UI cause I can't do stuff like that. It's not from watching the first trailer you guys had, like a lot of people, really turned me away from the map. The Pyro tutorial got me interested again, fantastic job on that.
You guys should've made develop logs way back before Smashcraft to build up anticipation instead of this hype in the past few weeks. Also shouldn't worry about people stealing your ideas cause if they do, they can't compete. Look at Hive Keeper and Project Vector. Project Vector makes all other attempt for TPS game look like crap.
@DrHu: Go
I have talked with Meph about Tofu and Smashcraft, and he is a smart cookie :) The maps are not competitors, and this he has admitted to me, regardless what people may suggest or what Mephs himself may say to his community (to unite it and bring it closer together - nothing like a common enemy). We actually get along really well and have long before Tofu was released so I am glad that announcing the project hasn't changed that.
There are always going to be people who compare the two maps, and Meph's label of Tofu as the "Smashcraft Killer Map" is a very smart advertising trick right out of my book, and it is obvious that through a few simple ideas that I was able, along with Sixen's help, build up a shitload of hype about a map that isn't even released yet - perhaps the most hype that has been achieved for an unpublished map so far. But this hype exists only within the map making community, we do not have that type of hype within the general community - that being said, as I mentioned before no matter what we release there are always going to be people that are not happy because we didn't do what they thought we should do.
We are going to release quick few-minute intro guides to all the heroes in the game before release, as well as make a mechanic video within the next few days. In hindsight we should have released the trailer with at least a few hero videos as the trailer existed merely to show off the UI and the eye-candy of big battles, not the gameplay itself nor the heros specific abilities. Alas, this is a map making community and the majority of people here are interested in the technical side of things, not the candy side - where as the vast majority of players are the direct opposite.
There is another video that I uploaded last night where Dryeyce introduces Morbius.
I would be interested in beta testing today, if you're still accepting more testers
The Morbius video made me fall in love. I would love to test the map if you still need testers. I am a hardcore SotIS and Smashcraft player so I could probably catch on pretty fast.
@DogmaiSEA: Go
from one developer to another, was trying to give some reasonable advice.
@apple321: Go
Muhahahaha wait until you guys see the vids for the rest of the heroes 8-).
Now granted Morbius is one of the more complicated of all the heroes, his potential dps reflects it though. But there are 16 more heroes to do vids for and you guys haven't really seen anything yet. As different and unique from each other as those 2 heroes are, is the exact same kind of unique quality each hero shares among themselves.
Now I am not saying every hero I made was totally unique from any other hero ever made because they aren't, by any means. A lot of what they do should be familiar to many. Many of us who are familiar with Project TMA right now are custom map makers, and we all know there is a limited amount of stuff you can do to produce damage which is basically what most abilities do, its an intrinsic quality if you want to do more than stand there autoattacking someone to death. What I tried to do was think of interesting ways to do it, and most of all to find ways to motivate players to do more than just spam 1 ability over and over, because I didn't want to put giant cooldowns on every ability, but if you have X ability that has basically no cooldown whats the incentive to use any other ability? So I asked myself that about everything, whats the incentive to use this over this, or this and then this. From there I would design how they would interact with one another for the most part, .
Also featured in Tofu is a new kind of battlefield control, allow me to explain. See in World of Warcraft you have Warlocks, who can cast a spell called "Fear", I am sure many of you know what it is and does but for those who dont, you cast it at an enemy and it forces them to run around randomly "in fear" for X amount of time. There are Druids who can cast Entangling Roots, which removes your ability to move at all, but you can still fight. I would make you guys some Dota or Smashcraft, or other custom Warcraft/SC2 map example of these battlefield control abilities but to be honest I don't know jack diddly about them. So in these cases there is no choice on the recievers side of things, they get the fear and they have to run around, they get the root and they have to stand still there are no 2 ways about it. While I am a fan of these types of battlefield control and I even have some very very similiar abilities in my game I also designed some very unique ones that I am particularly proud of.
An example would be Vorkan and his ability Kinetic Field. Kientic Field puts a powerful debuff on the target and if they stand still, they dont take any damage and the effects of Kinetic Field are reduced dramatically, although Vorkan can still access bonuses on some of his abilities regardless. However if you are moving you take tons of damage, and you also send out Kinetic Shocks that deal damage to any allies near you at this time. This is a root spell, but it doesnt root anyone, it makes the reciever choose, to either stand still, and be rooted, or to move freely but take loads of damage. Now I am not sure if any other game uses non-enforced roots such as that as I have never played a game that did, that or I just didn't notice which is possible. This is just one of a handful of my own personal blend of abilities that are designed to take the game out of the computers hands and put it back into the hands of the player, as well as add some real time deciion making to the combat process aside from who to attack etc...
More will be explained in the hero video's as this is already getting to be a big ass post lol.
Holy American accent, Dryeyece! If you could sound any more American an eagle donning cowboy boots would come flying out of my screen, wrap me up in the star-sprangled banner and assault me with falcon punches while reciting the constitution =P
That said: it's kooking very smooth. The polish is definitely there, and the ability graphics are flawless. I had kind of expected that. It'll be an enjoyable map regardless of what happens. That said - I do hope you will manage to balance it well, as I've heard the story of CC, burst damage and healing more often (WoW arenas) and there's a reason I never found those fun to play, while I did like Bloodline Champions.
Funny that the only things in TMA that you see that are NOT custom are the visuals like explosions etc... for abilities, the models that are the heroes, and the art on them few of which were left stock btw. Ohh and we use a good bit of blizzards sound FX, but we also use custom sounds. The simple fact is creating those things takes more time than anything else in the whole process. Not to mention the actual cost, and we simply can't afford it 8-).
There is no rule anywhere that says you can't make a great game that revoutionizes the mindset of a genre or creates its own with the assets provided by the editor. I am not saying that Tofu is that game but I for one believe it is. Either way thats not something the creators can decide, all we can do is pour into it all the creativity and ingenuity we have at our disposal and see what the world does with it.
A lot of people say "Overhyped", it's been thrown at a game that almost no one has ever played like it's beads in a parade but the fact of the matter is you don't know, no one does. The popularity system will undeniably reveal the merit of that. Apparently Sixen was impressed enough that he agreed to put us on the front page. I don't know about any of you but I personally respect his opinion on custom maps as I am sure we all know he see's quite a damn bit of them come and go. I believe him to be a truly impartial third party in the matter who has been nothing but honorable about it all, especially with not leaking any information we could not thank him enough, truly. For the record we didn't hype TMA up, you guys did, everyone who has made a comment about the game, anywhere has contributed to the hype, all we did was present our game to Sixen, ask him what he thought, and asked him if he would post images on the front page which he did. If no one had commented on the 1st image, or at least by the 2nd or 3rd you can believe Sixen would have told us no, we had to wait until release or more info was available before posting anything else, but thats not what happened, tons of people started commenting, even started their own threads to discuss it. Admittedly we got the ball rolling but its the community which sustains it, and I truly hope they continue.
I don't need someone else to tell me whether or not its awesome before I start thinking its awesome. I have been forming my own opinions about things for a long time now and I don't intend to stop now. I was very impressed with the video when I saw it completed, as I am impressed with what we have achieved in so far with Tofu. I tell you right now I knew we would get some negative feedback on the Impressed part at the end, but that's ok, my feelings aren't hurt and neither are Dogmai's. You guys are absolutely entitled to your own opinions, and the right to express them, but that means we are too, and we proudly expressed ours with the Trailer.
Proverbs Chap 23, verse 7
As a man thinketh in his heart, so is he.
Maybe you aren't christian or w/e, I don't mean to offend but that is one thing that I live by.
Well, I'd have to agree that the video wasn't very impressive, which makes the "impressed?" line at the end rather ridiculous to me. A collection of flashy spell graphics and techno music is not impressive; I am a human being, not a magpie.
Not to say that I think the map seems bad. It's just that there's no real information about it in the video that would help me form some sort of opinion, which to me is a bad video, as it fails to entice me. I will reserve judgment on the actual gameplay and quality of the map itself until I've played it.
Just wondering, if you knew you would get negative feedback on "impressed?" and such, why did you do it? It seems counter-productive. Your arrogance, or at least what some people perceive as arrogance, puts people off, people who otherwise might be fans of your work. I've irritated and scared people off with what they see as arrogance, but at least when I did it I wasn't aware of how I was being perceived or I wasn't trying to win people over. Are you trying to promote your map or not? Something you should think about.