Also a suggestion from me is to have the Units flagged as heros so that there is the hero panel - and when you die it tells you you will revive in x and have the camera pan. first time i died i thought it was over for quite a while :P untill i found my unit in the middle of a lil army.
Thanks for all the feedback guys. It's really helpful stuff! I should have most of this finished along with a much larger variety of weapons/drones by tomorrow.
+ 4 new weapon types.
+ 2 new drone types.
+ Lots of gameplay and bug fix changes.
- The repair beam graphic is rather... eccentric at times. The weapon works perfectly however.
I released this earlier than I expected in order to address various bugs people were reporting, and gameplay issues that I quite strongly agree with.
Again, thank you for all the feedback!
This will be my project for the entirety of SC2. More map layouts will be coming, along with a lot more features. I really appreciate people testing and giving feedback for this!
Uploading a fixed video too. Being stuck on processing for a week now, raises some alarm bells.
Either that's some awful windows update timing or one very major bug. Has this happened to anyone else?
Can you replicate it yourself?
P.s. the computer player system is *almost* working. I'll probably hotfix this one in as soon as it's ready, so that playing alone isn't so dull! There's a few gameplay balance changes too.
It could be because of the amount of new models the game has to load after that timer expires. That shouldn't be too difficult to fix, in fact I'll do it when I hotfix this AI in which should be in an hour or so.
As mentioned by Otixa and me, you need to work a lot on balance. Also the weapons need a lot more variaty (Minelayer, Tracking Darts, etc). The Base Defense is too weak in mid- & late-game. Also, add the Power-Node System we suggested. Besides that, very good Battletanks adaption, was fun to play. Most of the other stuff has already been said (reduce base speed, shields totally op before the drain weapon, etc.)
Gonna give it a public push on Custom Live again. Feel free to join Skype that evening, we could use a female voice to keep people busy *lol*
Oh yeah. There are a lot of things I want to add. It's what I love about this style of map, there's literally hundreds of different kinds of items that are available. On the topic of mine laying, it's definitely something I want. Alongside deployable turrets (1 turret per turret item, 3 mines per mine item etc).
The power node system is... half in. Right now the AI will work on all 5 nodes though there's no hard barrier stopping you getting into the base before you control the closer outposts. I probably would add this, but right now I'm swamped with trying to make everything run properly.
I did up the base defence recently. Though, the games are only supposed to last around 20 real-time minutes. The goal for me is that by level 3 weaponry comes around, you should be able to end the game. The base defences are only designed to handle level 2 items. If they aren't even doing that properly, that's something I'd like to know.
Anyway; the AI system is pretty much done. I'll update in a few minutes.
I really liked this map compared to traditionnal DotA type maps (yeah it looks like that, arena, one hero, equipements, allied AI-controlled waves... ;)).
But unfortunately, with massive shield regeneration you can be unkillable :( Items are actually really unbalanced.
And yes, on the south side (blue), when you change your unit, it's appearing on the south of the building, and big ones are stucked. Another player have to buy a Blink if you didn't had it in the first place to unstuck yourself.
+ Minor balance, performance and gameplay changes.
+ Added AI support. Add computer players to the lobby to create AI players. Hopefully should help substitute players for the time being!
The AI is far from perfect and is rather predictable. However, in my opinion, it's better than nothing. It's an area I would like to expand upon a lot in the future, though this would come after I've added all the hundreds of ideas for weapons, abilities and items have been implemented.
I really liked this map compared to traditionnal DotA type maps (yeah it looks like that, arena, one hero, equipements, allied AI-controlled waves... ;)).
But unfortunately, with massive shield regeneration you can be unkillable :( Items are actually really unbalanced.
And yes, on the south side (blue), when you change your unit, it's appearing on the south of the building, and big ones are stucked. Another player have to buy a Blink if you didn't had it in the first place to unstuck yourself.
The shield regeneration is a bit of an issue. I think a solution would be to make the shield repair ability repair a static amount rather than a % of max shields. I'll look into it.
The changing unit bug *should* be fixed. I altered the pathing around the factory to compensate. If it's still not fixed, I'll see about adding a more direct solution. Thanks for the report!
Also a suggestion from me is to have the Units flagged as heros so that there is the hero panel - and when you die it tells you you will revive in x and have the camera pan. first time i died i thought it was over for quite a while :P untill i found my unit in the middle of a lil army.
Thanks for all the feedback guys. It's really helpful stuff! I should have most of this finished along with a much larger variety of weapons/drones by tomorrow.
1.1 is up.
+ 4 new weapon types.
+ 2 new drone types.
+ Lots of gameplay and bug fix changes.
- The repair beam graphic is rather... eccentric at times. The weapon works perfectly however.
I released this earlier than I expected in order to address various bugs people were reporting, and gameplay issues that I quite strongly agree with.
Again, thank you for all the feedback!
This will be my project for the entirety of SC2. More map layouts will be coming, along with a lot more features. I really appreciate people testing and giving feedback for this!
Uploading a fixed video too. Being stuck on processing for a week now, raises some alarm bells.
How to play (13/09/10)
+ Hit "Show more" - Catalyst is on page 4
or
+ Tick "Show new only" - Catalyst is on page 2
Still EU only right now. Sorry, it's not my fault :((
your on road to success :P. loved the map btw.
ooh a new version *plays it* Robot voice:
Ready
set
go
Either that's some awful windows update timing or one very major bug. Has this happened to anyone else?
Can you replicate it yourself?
P.s. the computer player system is *almost* working. I'll probably hotfix this one in as soon as it's ready, so that playing alone isn't so dull! There's a few gameplay balance changes too.
happend twice in a row bu t now its ok
@deleted_4551290: Go
It could be because of the amount of new models the game has to load after that timer expires. That shouldn't be too difficult to fix, in fact I'll do it when I hotfix this AI in which should be in an hour or so.
Oooh I disable that on every release. Plus, even if I forgot, it only works if there's 1 player in the game!
As mentioned by Otixa and me, you need to work a lot on balance. Also the weapons need a lot more variaty (Minelayer, Tracking Darts, etc). The Base Defense is too weak in mid- & late-game. Also, add the Power-Node System we suggested. Besides that, very good Battletanks adaption, was fun to play. Most of the other stuff has already been said (reduce base speed, shields totally op before the drain weapon, etc.)
Gonna give it a public push on Custom Live again. Feel free to join Skype that evening, we could use a female voice to keep people busy *lol*
I tried finding it but as you can't sort by name (WTF?!) I gave up. Blizzard sure must hate custom mappers. Ok...I finally found it.
Oh yeah. There are a lot of things I want to add. It's what I love about this style of map, there's literally hundreds of different kinds of items that are available. On the topic of mine laying, it's definitely something I want. Alongside deployable turrets (1 turret per turret item, 3 mines per mine item etc).
The power node system is... half in. Right now the AI will work on all 5 nodes though there's no hard barrier stopping you getting into the base before you control the closer outposts. I probably would add this, but right now I'm swamped with trying to make everything run properly.
I did up the base defence recently. Though, the games are only supposed to last around 20 real-time minutes. The goal for me is that by level 3 weaponry comes around, you should be able to end the game. The base defences are only designed to handle level 2 items. If they aren't even doing that properly, that's something I'd like to know.
Anyway; the AI system is pretty much done. I'll update in a few minutes.
I really liked this map compared to traditionnal DotA type maps (yeah it looks like that, arena, one hero, equipements, allied AI-controlled waves... ;)).
But unfortunately, with massive shield regeneration you can be unkillable :( Items are actually really unbalanced.
And yes, on the south side (blue), when you change your unit, it's appearing on the south of the building, and big ones are stucked. Another player have to buy a Blink if you didn't had it in the first place to unstuck yourself.
Version 1.11 (minor update)
+ Minor balance, performance and gameplay changes.
+ Added AI support. Add computer players to the lobby to create AI players. Hopefully should help substitute players for the time being!
The AI is far from perfect and is rather predictable. However, in my opinion, it's better than nothing. It's an area I would like to expand upon a lot in the future, though this would come after I've added all the hundreds of ideas for weapons, abilities and items have been implemented.
How to play
The shield regeneration is a bit of an issue. I think a solution would be to make the shield repair ability repair a static amount rather than a % of max shields. I'll look into it.
The changing unit bug *should* be fixed. I altered the pathing around the factory to compensate. If it's still not fixed, I'll see about adding a more direct solution. Thanks for the report!
@Eiviyn: Go
Very impressive doodad and terrain use! Very clean but detailed!
Should be used as a standard for the terrain one should expect in bnet maps ;p.
Thank you!
Hotfixed a bug with the AI. Apart from that, it seems to work quite well!
The AI doesn't use level 4 items yet though. I'll get around to that when I get back home.