Ah, I remembered about this tread and played map today. Hotkeys, a-move and objective ping made it even more enjoyable.
Some new notes from my playtrough.
- Combine bnet lobby teams into one team;
- Change color/transparency of 0 damage tags to be less distracting (gray them out with 40-50% fade?) In the start of the game we were quite spammed with those, it felt weird;
- Announce and display somewhere the chosen difficulty, I had no idea what difficulty we played on in 6 player game, I chose "very easy", but we started with level 30 enemies and 10 min into game we ran into a bunch of swordsmen that pretty much wiped out our party.
- So many abilities are timed passive boosts, please make behavior icons and spell button icons the same so that I have easier time determining when what is active;
- I think sometime 20 min into the game music loop stopped. Made me sad, I enjoyed it quite a bit :/
- Localization is tough. Have you considered making something like a language toggle button, based on which language is toggled - UI would switch to that language (you'd need to make a trigger which rewrites button tooltips/names and some world speech/text to predefined english/german translations);
I came to really appreciate all the terrain work while running away from those swordsmen that took me from 12000 to 1000 life in a span of 10 seconds. Still feel like the first time I've played this that this is something special.
Charming map. It takes me right out of SC2 into something I like. The music, all custom UI (super nice icons you've got there), and fantasy models all greatly contribute.
Unfortunately I had no idea what was happening with quests. Thankfully we had some guy who knew german who was translating for us wtf were the characters saying.
I also like the huge life pool heroes initally get. It makes that heroes can't really lose in first 10 minutes of the game, tho it also makes it so much easier to screw up and not heal initially only to suddenly be around 1k life when game becomes more difficult and you realize there is no "full hp heal" in the game.
Now, for other things:
- I think the first thing that everyone does is resetting camera to usual RTS perspective >.>
- It's weird not having A-move command. As the german guy with whom I played said "Not having a-move is a literal cancer".
- I was feeling really angsty when I realized that the reason I was starting to feel exponentially weaker was because you really needed to the one who last-hits enemies. I had around 100 kills while our mage guy had around 300. He had most masteries unlocked while I only had the 2 I unlocked early game both of which only contributed to my survivability, leaving me utterly useless.
- To add to last point - would be nice if at least milestone/quest rewards were shared, as opposed to rewarding only the player who gets to finish line first. (At least that's how I think it works? For example when someone reaches first town - only the first player to enter the town recieves 100 bonus gold).
- When people started leaving - their characters remained in game with shared control. Feels wonky. Also, I suppose difficulty doesn't adjust when people leave, because when I remained alone, I just got murdered q.q
If I were to wish upon something to be improved it would be abilities and masteries. I mean, you have 9 hero classes but they all feel samey when abilities 1-4 are pretty much identical (selfheal, summon, selfbuffs). And masteries also are just stat increases. Would be interesting to classes have unique masterise which would affect abilities/characters differently. For example a frozen mastery that makes enemies that hit you freeze or slow. Or a mastery that gives % to launch triple fireball instead of regular fireball (if any characters had a fireball spell that is). Even tho with these dull abilities it feels like game is more tactical (since you can't wipe out entire screen in a matter of seconds) and I appreciate it, I feel like game could become even more tactical if more status affects were introduced (bleed, freeze, burn, sleep, etc) alongside with abilities/masteries that allowed players to use them.
In the end, yeah, it's just like you said, a pretty simple map with a stellar atmosphere. I hope you continue to grow as editor so that the map grows alongside with you :D
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Ah, I remembered about this tread and played map today. Hotkeys, a-move and objective ping made it even more enjoyable.
Some new notes from my playtrough.
- Combine bnet lobby teams into one team;
- Change color/transparency of 0 damage tags to be less distracting (gray them out with 40-50% fade?) In the start of the game we were quite spammed with those, it felt weird;
- Announce and display somewhere the chosen difficulty, I had no idea what difficulty we played on in 6 player game, I chose "very easy", but we started with level 30 enemies and 10 min into game we ran into a bunch of swordsmen that pretty much wiped out our party.
- So many abilities are timed passive boosts, please make behavior icons and spell button icons the same so that I have easier time determining when what is active;
- I think sometime 20 min into the game music loop stopped. Made me sad, I enjoyed it quite a bit :/
- Localization is tough. Have you considered making something like a language toggle button, based on which language is toggled - UI would switch to that language (you'd need to make a trigger which rewrites button tooltips/names and some world speech/text to predefined english/german translations);
I came to really appreciate all the terrain work while running away from those swordsmen that took me from 12000 to 1000 life in a span of 10 seconds. Still feel like the first time I've played this that this is something special.
Charming map. It takes me right out of SC2 into something I like. The music, all custom UI (super nice icons you've got there), and fantasy models all greatly contribute.
Unfortunately I had no idea what was happening with quests. Thankfully we had some guy who knew german who was translating for us wtf were the characters saying.
I also like the huge life pool heroes initally get. It makes that heroes can't really lose in first 10 minutes of the game, tho it also makes it so much easier to screw up and not heal initially only to suddenly be around 1k life when game becomes more difficult and you realize there is no "full hp heal" in the game.
Now, for other things:
- I think the first thing that everyone does is resetting camera to usual RTS perspective >.>
- It's weird not having A-move command. As the german guy with whom I played said "Not having a-move is a literal cancer".
- I was feeling really angsty when I realized that the reason I was starting to feel exponentially weaker was because you really needed to the one who last-hits enemies. I had around 100 kills while our mage guy had around 300. He had most masteries unlocked while I only had the 2 I unlocked early game both of which only contributed to my survivability, leaving me utterly useless.
- To add to last point - would be nice if at least milestone/quest rewards were shared, as opposed to rewarding only the player who gets to finish line first. (At least that's how I think it works? For example when someone reaches first town - only the first player to enter the town recieves 100 bonus gold).
- When people started leaving - their characters remained in game with shared control. Feels wonky. Also, I suppose difficulty doesn't adjust when people leave, because when I remained alone, I just got murdered q.q
If I were to wish upon something to be improved it would be abilities and masteries. I mean, you have 9 hero classes but they all feel samey when abilities 1-4 are pretty much identical (selfheal, summon, selfbuffs). And masteries also are just stat increases. Would be interesting to classes have unique masterise which would affect abilities/characters differently. For example a frozen mastery that makes enemies that hit you freeze or slow. Or a mastery that gives % to launch triple fireball instead of regular fireball (if any characters had a fireball spell that is). Even tho with these dull abilities it feels like game is more tactical (since you can't wipe out entire screen in a matter of seconds) and I appreciate it, I feel like game could become even more tactical if more status affects were introduced (bleed, freeze, burn, sleep, etc) alongside with abilities/masteries that allowed players to use them.
In the end, yeah, it's just like you said, a pretty simple map with a stellar atmosphere. I hope you continue to grow as editor so that the map grows alongside with you
:D