This thread is about my upcoming map Pit of Infestation. It's a coop-ARPG map for 2-4 players. Every player chooses a hero with specialized abilities in order to stop the Zerg from infesting the planet.
The map is playable as a beta version under the name of "Pit of Infestation I: The Arrival". Only on EU and Arcade Beta right now (Arcade beta has some different dialog images).
Feedback is welcomed in any form.
Preview
Information
The map is currently in open-beta status, meaning it is open to everyone but the map is not completely finished yet. Whats missing until release are dialogs/quests, some tooltips, terrain/actor adjustments and better enemy AI (aside from some bugs and balancing). The longtime plan is to add more heroes to choose from (there are only 4 right now) and more maps to create a coop-campaign and tell a consistent story. I will probably release the map shortly after the time the 1.5 patch gets released as there are many features added with the patch.
The story is still not complete but here's a preview:
Research station Molgen V, orbiting the planet Balcor Usoz, has been destroyed. The exact cause is unknown. Molgen V was specialized in genetic manipulation of the Zerg. Some of their experiments have survived and are landing on Balcor Usoz. We are giving you, the Sigma Squad, the task to free the planet of the Zerg infestation.
Do not forget about the abberation and vent zerg models. Are those xerg combs just doodads ot buildings? Consider adding the boss life bar at the top of the screen. Were all those hyfralisks, roaches, zerglings and fattys the same or different units? If so consider retexturing some to make them less plain (might also make your bosses better).
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Aww, it's another project thread teasing us with something that we can't play, how sad ;/
Can't tell much without playing it, from video it feels like something is a bit off, but I can't quite tell what. Still, it's great to know that another arpg will be coming on b-net, I really miss those.
So far, based on video, my only gripe is that you decided to go against standard command panel layout (1st row - movement controls, 2nd/3rd - ability controls). Seems like an unnecessary change that only adds to discomfort (I mean if I'm constantly playing normals sc and most maps follow same principle, why would you invert it? A minor detail that leaves me confused and thrown off a little).
So far, based on video, my only gripe is that you decided to go against standard command panel layout (1st row - movement controls, 2nd/3rd - ability controls).
Yeah you're right. I thought it will make it simpler since the abilities lie on hotkeys Q-T but going with standards is probably better.
I always like seeing that I am not the only one who wants to make an RPG that makes it :) . Good luck with your project man, hope I someday get mine done, a quality RPG take so much longer to make than I thought.
Yeah, I know your pain, making a map takes a really long time. Because of that I decided from the beginning that I won't do any items or a custom interface for example. I simply don't have that much time to get that right. The goal of this map is to be a fun short map without much complexity and it still requires too much development time.
Yeah, I know your pain, making a map takes a really long time. Because of that I decided from the beginning that I won't do any items or a custom interface for example.
A wise plan there Slarti, particularly the items section, I cannot tell you how long I have spent getting an inventory system working the way I want it, suppose it is partially my fault for deciding one hero gets to triwield weapons. But alas I'm not ready to give up on all the ideas I have yet, especially considering the inventory is finally fully operational. Way I am plodding along feels like it may be a Christmas release, lol.
I couldn't help noticing in your intro video that just about EVERY fight had zerglings involved, I would definitely aim to mix that up more. Looks interesting anyways, even if someone does have to be stetmann :)
I couldn't help noticing in your intro video that just about EVERY fight had zerglings involved, I would definitely aim to mix that up more. Looks interesting anyways, even if someone does have to be stetmann :)
Well, yeah, there are many zerglings involved but they die pretty fast most of the time. And there are other enemies, maybe playing the map will change your mind. If not, I will see what can be done. And, yes, one has to be (or should be) Stetmann. But I tried to make him fun to play so it's not a punishment to play him.
I'm not a fan of having maps lobby cluttered with computer slots;
Perhaps disable pick timer for single-player;
I can't see heroes weapon and its basic damage(marine);
Add some sort of brief hero description (role/playstyle), reading what all skills do just to get the hang of what you're gonna be doing isn't a great start for 1st 2 minutes of the game;
Would like some indication when exhaust vent hits enemy (the little *poof* animation makes this skill look so incredibly weak and lackluster);
Medic can only heal and has no any damage output possibility? Being a fan of diablo-style games I'm upset when some classes are completely excluded from single-player, but it might just be me;
Speaking about single-player, I got a feeling it doesn't scale in any way (other than you get exp that would otherwise be divided between all players) and is really designed to be played with 3-4 players;
Moving dialogs are fancy, but I think I'd prefer them to be instant, at least for skill menu;
Maybe add dialog log where all the transmissions are recorder in case if someone skips them (doesn't pay attention when they're playing);
Terran base has empty bunkers, why would terrans have unfilled bunkers when there are zerg nearby?
I like your implementation of fatty.
I gave up on Queen, no way it can be done in single player (at least with marauder).
Overall, I'm not sure of what to think yet, I'll give this another try when I get a chance to play with 4 players (regular b-net makes me feel forever alone).
Wonderful news. Any chance you'll upload it to arcade? It's worldwide and I can't really stand current b-net.
I will see what I can do. Problem is: I don't even have the arcade beta installed. I have to download it first (I don't have the fastest Internet) and then hope that the map will just work in the arcade beta. If it does I will upload it there, if not I won't make any adjustments until the real 1.5 patch arrives.
I can't see heroes weapon and its basic damage(marine);
Yeah, thats a problem with him I don't know how to fix. Since he has multiple (three) weapons and is a hero, There is not enough room to show the weapons and every weapon is hidden... I have already tried the "hidden" option on two of the weapons but that does nothing...
Add some sort of brief hero description (role/playstyle), reading what all skills do just to get the hang of what you're gonna be doing isn't a great start for 1st 2 minutes of the game;
Would like some indication when exhaust vent hits enemy (the little *poof* animation makes this skill look so incredibly weak and lackluster);
Yes, there are many missing effects right now. As a quick fix damage numbers can be activated in the options menu in the top right, showing what enemies were hit.
Medic can only heal and has no any damage output possibility? Being a fan of diablo-style games I'm upset when some classes are completely excluded from single-player, but it might just be me;
He had damage abilities in the early versions but the problem was that nobody used them and used the healing abilities instead. I'm also pretty happy with a dedicated (team fortress 2 style) healer.
Speaking about single-player, I got a feeling it doesn't scale in any way (other than you get exp that would otherwise be divided between all players) and is really designed to be played with 3-4 players;
Yeah, as said earlier the map is meant to be played with more players (sorry, I missed that in the description). The final version will feature difficulty settings but I don't know if it will ever be playable in singleplayer.
Thanks, I'm waiting for the 1.5 units-as-missiles feature to get the banelings launched a small distance ahead. I don't want them to spawn "instantly" but still want them to be killable.
I gave up on Queen, no way it can be done in single player (at least with marauder).
Wow, getting there alone is pretty hard. I have tested it multiple times with the different characters and I die so very often on the way to the queen...
Overall, I'm not sure of what to think yet, I'll give this another try when I get a chance to play with 4 players (regular b-net makes me feel forever alone).
Thank you VERY much for your feedback. Maybe we can get some people together and play the map. I don't have any time this week but maybe the next one.
Good News: it's now also available on the arcade beta. Some dialog images are different but I did not want to change them since the arcade is still in beta.
Closed game lobby makes baby pandas cry (Map->Arcade Info->General: Options: uncheck "Hide Lobby");
When player dropped his unit wasn't removed (we could control it, but it didn't help cause he leeched exp and there was no way to up his abilities);
Please give players shared vision (It'll give dead players something to watch, and will make possible to heal players who are on higher ground than medic);
Protoss obelisk event: tunnelings had sphere models/green box wireframes.
Protoss obelisk event: we gave up on it during 1st game :D
Would be convenient to have cooldowns reset on revive;
Thanks again for playing. New version has been uploaded to EU and arcade beta.
Players not having shared vision was not intended. Don't know when this bug slipped into the code. Regardless, it's fixed.
Thanks for the "Hide Game Lobby" info (I don't want to hurt baby pandas :( ).
Heroes of leaving players are now removed from the game. Don't know if this will stay that way in the long run.
Just played the map through, and I gotta say that I was amased. I really like the love you've put into the enemies, they look so badass and makes some nice fights with fantastic AI. The interface was clean and polished as well; I really liked that.
What I'd like to see in the game, is first of all a vote-to-skip dialog button. Could work like, if all players click skip, the dialog will be skipped and game continues.
It would also be nice with one more skill for each class. Especially the Corpsman - it really lacked an offensive ability. Could perhaps be a semi-low cooldown single target spell that deals damage and adds a temporary debuff or something like that.
I felt the difficulty was nice, however, the obelisk was a little too hard. We managed to kill it, but I am afraid it is too difficulty to make players stay in the game for long, which would be a shame, considering all the incredibly well made content that lies behind the obelisk.
Well, I honestly wanted to write something mean because of my dislike for non-flexible (at least on first sight) heroes and multiplayer only requirement.
And it was infuriating to lose on obelisk time and time again.
But I forgot all of my grudges after exploring post obelisk content. Pretty damn cool high quality stuff, must have taken a while to make it. It's a shame that most people won't see what you've created because they'll die on that obelisk. Although cool, It's the most difficult part of the game, all later areas are a cakewalk compared to that one, and because of that it feels especially off. It feels like obelisk is the final boss and post-obelisk game is simply a reward for living through that event.
I wasn't impressed with heroes and their abilities at first, they seemed so boring and role oriented, nevertheless, game dragged me in and I found myself enjoying it, both the enemies, terrain and abilities. (Though what if medic decides not to go for beam first, what if he decides to go for insta-heal and chain-heal? It's really sad when you got all your abilities on cooldown and can't do a thing to aid your companions. It would be great to have a choice between pure healer and combat healer, at least in early stages).
Overall Score: Thank you for enjoyable time spent playing this map <3
Looking forward to full version.
P.S. It's less of an RPG and more of an Action game. And skills are those of action game. It feels like an action game, fast, flashy and SC universe based. I think I just played too many fantasy-like maps and that's why I was grumpy with this map. I was wrong. 10/10
Pit of Infestation
This thread is about my upcoming map Pit of Infestation. It's a coop-ARPG map for 2-4 players. Every player chooses a hero with specialized abilities in order to stop the Zerg from infesting the planet.
The map is playable as a beta version under the name of "Pit of Infestation I: The Arrival". Only on EU and Arcade Beta right now (Arcade beta has some different dialog images).
Feedback is welcomed in any form.
Preview
Information
The map is currently in open-beta status, meaning it is open to everyone but the map is not completely finished yet. Whats missing until release are dialogs/quests, some tooltips, terrain/actor adjustments and better enemy AI (aside from some bugs and balancing). The longtime plan is to add more heroes to choose from (there are only 4 right now) and more maps to create a coop-campaign and tell a consistent story. I will probably release the map shortly after the time the 1.5 patch gets released as there are many features added with the patch.
Btw: the triggers of this map are 100% Galaxy
++
Story
The story is still not complete but here's a preview:
Research station Molgen V, orbiting the planet Balcor Usoz, has been destroyed. The exact cause is unknown. Molgen V was specialized in genetic manipulation of the Zerg. Some of their experiments have survived and are landing on Balcor Usoz. We are giving you, the Sigma Squad, the task to free the planet of the Zerg infestation.
Screenshots
At the bottom.
Do not forget about the abberation and vent zerg models. Are those xerg combs just doodads ot buildings? Consider adding the boss life bar at the top of the screen. Were all those hyfralisks, roaches, zerglings and fattys the same or different units? If so consider retexturing some to make them less plain (might also make your bosses better).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Aww, it's another project thread teasing us with something that we can't play, how sad ;/
Can't tell much without playing it, from video it feels like something is a bit off, but I can't quite tell what. Still, it's great to know that another arpg will be coming on b-net, I really miss those.
So far, based on video, my only gripe is that you decided to go against standard command panel layout (1st row - movement controls, 2nd/3rd - ability controls). Seems like an unnecessary change that only adds to discomfort (I mean if I'm constantly playing normals sc and most maps follow same principle, why would you invert it? A minor detail that leaves me confused and thrown off a little).
Very impressive.
ETA till public playability?
Yeah, I already use some more models but they are not visible in the preview.
Just doodads.
Good idea. Will be implemented in the release version.
Yeah sorry, I have do admit Diablo 3 was/is a big blocker... :(
Yeah you're right. I thought it will make it simpler since the abilities lie on hotkeys Q-T but going with standards is probably better.
Sadly, I really don't know since I'm currently also doing my Master Thesis. I plan to release a public beta version before patch 1.5.
I always like seeing that I am not the only one who wants to make an RPG that makes it :) . Good luck with your project man, hope I someday get mine done, a quality RPG take so much longer to make than I thought.
@joecab: Go
Yeah, I know your pain, making a map takes a really long time. Because of that I decided from the beginning that I won't do any items or a custom interface for example. I simply don't have that much time to get that right. The goal of this map is to be a fun short map without much complexity and it still requires too much development time.
@Slarti: Go
A wise plan there Slarti, particularly the items section, I cannot tell you how long I have spent getting an inventory system working the way I want it, suppose it is partially my fault for deciding one hero gets to triwield weapons. But alas I'm not ready to give up on all the ideas I have yet, especially considering the inventory is finally fully operational. Way I am plodding along feels like it may be a Christmas release, lol.
I couldn't help noticing in your intro video that just about EVERY fight had zerglings involved, I would definitely aim to mix that up more. Looks interesting anyways, even if someone does have to be stetmann :)
Love the usage of overseer cocoon on the queen's back :)
I'm trying to get a beta of the map released this week. If everything fails, the map will be released next week.
Well, yeah, there are many zerglings involved but they die pretty fast most of the time. And there are other enemies, maybe playing the map will change your mind. If not, I will see what can be done. And, yes, one has to be (or should be) Stetmann. But I tried to make him fun to play so it's not a punishment to play him.
Thanks, she also has a lurker egg as head ;)
Bump, "Pit of Infestation I: The Arrival" is now available as an open beta (on EU).
Hope you have fun with it!
@Slarti: Go
Wonderful news. Any chance you'll upload it to arcade? It's worldwide and I can't really stand current b-net.
Here are some 1st impressions:
*poof*
animation makes this skill look so incredibly weak and lackluster);Overall, I'm not sure of what to think yet, I'll give this another try when I get a chance to play with 4 players (regular b-net makes me feel forever alone).
I will see what I can do. Problem is: I don't even have the arcade beta installed. I have to download it first (I don't have the fastest Internet) and then hope that the map will just work in the arcade beta. If it does I will upload it there, if not I won't make any adjustments until the real 1.5 patch arrives.
Will change it sometime in the future, but is not high priority
Will do that, but the map is not really meant to be played in singleplayer
Yeah, thats a problem with him I don't know how to fix. Since he has multiple (three) weapons and is a hero, There is not enough room to show the weapons and every weapon is hidden... I have already tried the "hidden" option on two of the weapons but that does nothing...
It's on the todo list.
Yes, there are many missing effects right now. As a quick fix damage numbers can be activated in the options menu in the top right, showing what enemies were hit.
He had damage abilities in the early versions but the problem was that nobody used them and used the healing abilities instead. I'm also pretty happy with a dedicated (team fortress 2 style) healer.
Yeah, as said earlier the map is meant to be played with more players (sorry, I missed that in the description). The final version will feature difficulty settings but I don't know if it will ever be playable in singleplayer.
Will add an option for that
Good idea, will add that. Skipping transmissions is also on the todo list.
Somehow I missed that... Will get changed.
Thanks, I'm waiting for the 1.5 units-as-missiles feature to get the banelings launched a small distance ahead. I don't want them to spawn "instantly" but still want them to be killable.
Wow, getting there alone is pretty hard. I have tested it multiple times with the different characters and I die so very often on the way to the queen...
Thank you VERY much for your feedback. Maybe we can get some people together and play the map. I don't have any time this week but maybe the next one.
Have to let us know when it is available to get played on US, like to give it a run through at least in the near future.
Good News: it's now also available on the arcade beta. Some dialog images are different but I did not want to change them since the arcade is still in beta.
Okay, here goes multiplayer feedback;
Want to finish game till final verdict.
@DuckyTheDuck: Go
Thanks again for playing. New version has been uploaded to EU and arcade beta.
Players not having shared vision was not intended. Don't know when this bug slipped into the code. Regardless, it's fixed. Thanks for the "Hide Game Lobby" info (I don't want to hurt baby pandas :( ). Heroes of leaving players are now removed from the game. Don't know if this will stay that way in the long run.
Just played the map through, and I gotta say that I was amased. I really like the love you've put into the enemies, they look so badass and makes some nice fights with fantastic AI. The interface was clean and polished as well; I really liked that.
What I'd like to see in the game, is first of all a vote-to-skip dialog button. Could work like, if all players click skip, the dialog will be skipped and game continues.
It would also be nice with one more skill for each class. Especially the Corpsman - it really lacked an offensive ability. Could perhaps be a semi-low cooldown single target spell that deals damage and adds a temporary debuff or something like that.
I felt the difficulty was nice, however, the obelisk was a little too hard. We managed to kill it, but I am afraid it is too difficulty to make players stay in the game for long, which would be a shame, considering all the incredibly well made content that lies behind the obelisk.
Well, I honestly wanted to write something mean because of my dislike for non-flexible (at least on first sight) heroes and multiplayer only requirement. And it was infuriating to lose on obelisk time and time again.
But I forgot all of my grudges after exploring post obelisk content. Pretty damn cool high quality stuff, must have taken a while to make it. It's a shame that most people won't see what you've created because they'll die on that obelisk. Although cool, It's the most difficult part of the game, all later areas are a cakewalk compared to that one, and because of that it feels especially off. It feels like obelisk is the final boss and post-obelisk game is simply a reward for living through that event.
I wasn't impressed with heroes and their abilities at first, they seemed so boring and role oriented, nevertheless, game dragged me in and I found myself enjoying it, both the enemies, terrain and abilities. (Though what if medic decides not to go for beam first, what if he decides to go for insta-heal and chain-heal? It's really sad when you got all your abilities on cooldown and can't do a thing to aid your companions. It would be great to have a choice between pure healer and combat healer, at least in early stages).
Overall Score: Thank you for enjoyable time spent playing this map <3
Looking forward to full version.
P.S. It's less of an RPG and more of an Action game. And skills are those of action game. It feels like an action game, fast, flashy and SC universe based. I think I just played too many fantasy-like maps and that's why I was grumpy with this map. I was wrong. 10/10