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    posted a message on GOKU - Development thread

    Fair enough, after all it's still in development, a time for all sorts of experiments.

    Also, another thing I remembered. In battle I unintentionally zoomed in a little and then realized that I can't zoom back to the way it was before. (I mean your camera is further from battlefield than default one. Perhaps add extra zoom-out level for default camera aswell?)

    Posted in: Map Feedback
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    posted a message on GOKU - Development thread

    Hehe, truth be told, on mapnight, I was roach and I got destroyed by reaper(It was back then that I said he had 2 attacks, but I guess you were in another game.. or I in my wisdom typed in ally chat -.-'), so I'd prefer if you only buffed roach ^_^. Oh and Preserver, he's my original hero so buff him too. I probably should try zealot, he seemed quite strong last time I played against one.

    Among other things, do you think you really need to create those "control(resource) points"? If you implement them you might reduce overall freedom. I like the game for feeling of power and freedom. Fight everywhere with anyone. Don't bind us any more than you already have.

    Heroes are already forced to constantly search/stay near mob fight. If hero does not hang around warring units he won't get exp. and will be hopelessly overpowered by those who did stay near exp. pools. For same reason fighting against each other early on is foolish - you'll miss essential experience from mob kills, and for that you'll be in disadvantage for the rest of the game.

    Perhaps you could replace classic exp. system with the one where you get exp .for landed hits? You know, the more you attack, the more powerful you grow. This change would encourage fight between players since first seconds of the game, and lazy players who just hang around mob battles wouldn't get crazy amount of experience.

    Posted in: Map Feedback
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    posted a message on GOKU - Development thread

    "added balance" <- that's the funniest and most enjoyable thing I've ever read xD.

    Maybe you could also remove supplies and gas icons? or at least make heroes cost 0 supply.
    I wish i could test but I probably won't be able to make it today.

    Posted in: Map Feedback
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    posted a message on Blasterbots

    Little update:
    Map testing on mapnight crashed and burned. Which led me to decision to patch all holes map had. Then I figured that without any game breaking bugs I might as well make this public.

    As it stands right now for next few days I'll be fixing any game breaking flaws I know about. After that I'll make Loading Screen and maybe gameplay video (kind of want to inform b-net forums too, but I'm afraid that without video I can't expect anything from there). Since I'm complete newb when it comes to image and video editing, this might take 2-3 more days, if all goes as planned.

    Hopefully by the end of the week Bomberman lovers will have a new map to play.

    Posted in: Project Workplace
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    posted a message on found a torrent full of memories!

    Good old rpgs..
    Seeing this torrent made me want to go back to SC1. Too bad b-net1 is ruined.

    I just want to play some simple Hack&Slash rpgs.. I don't want to see new UIs and 3rd person camera makes me sick. I don't want to play against other players, I despise PvP. I don't want to play Hero defense/Survivals, sitting at one place repeating same stuff for infinite amount of time.

    I just want simple rpg, killing stuff while exploring different areas, learning spells, searching for secrets, traveling between towns, doing quests, learning storyline. Of course, complex and unique rpgs are all good, and they're interesting to work with from mappers point of view, but I want stability in what I play. Same looking ui, not too rich terrain, easy to grasp mechanics. This is supposed to be starcraft, and i want to feel like i'm playing rpg made in starcraft, not something else. I almost wish that editor was easier so that kids would be able to play with it too and make some simple, enjoyably stuff.
    /end rant.

    Posted in: General Chat
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    posted a message on Blasterbots

    @zenx1: Go

    I'm trying to make it so that players can start playing right away without customizing anything, thus most choices are hidden behind buttons. Could you elaborate on what exactly you're having troubles with? And Powerup Schemes.. I agree, those are old and badly made. I want to remake them next week. So hopefully they'll become more friendly.

    @petrov1: Go

    Thanks. If you're on EU come to mapnight today, hopefully we'll have another test.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Blasterbots

    formerly known as Bomberot

    My tribute to classic bomberman game.
    (Now published worldwide and available for starters edition(for free))

    If you don’t know what Bomberman is all about, check wikipedia article:

    The general goal is to complete the levels by strategically placing bombs in order to kill enemies and destroy obstacles. Exploding bombs can set off other bombs, kill or injure enemies and destroy obstacles. However, they can also kill or injure the player character and destroy powerups

    But really, it’s about destroying stuff while having fun.

    Embed Removed: https://www.youtube.com/v/VhAo-2qu3Is?fs=1

    So, what do I have so far (aside from 13 player bomberman madness)?

    Powerups:

    • Extra Bomb, Firepower, Speed(Self-explanotary);
    • Shields (Grants Bombebot 3 second invincibility when hit);
    • Wall Pass (Allows Bomberbot to pass through obstacles);
    • Bomb Kick (Allows Bomberbot to kick bombs away from him);
    • Line Bomb (Allows Bomberbot to unload bombs in front of himself);
    • Bomb Throw (Allows Bomberbot to throw bomb 3 squares forward (bomb passes all obstacles));
    • Remote Control (Allows Bomberbot to remotely detonate his bombs);
    • Pierce Bomb (Bombs blast destroys all soft blocks in its way);
    • Power Bomb (Has default firepower of 8, but only 1 bomb at a time can have this effect);
    • Tracer Bomb (The most sinister powerup yet, makes bomb chase any enemy that enters its detect range (5), only 1 bomb at a time can have this effect);

    2 Game modes

    Deathmatch and Team Versus;

    4 Arena Themes

    • Laboratory;
    • Jungles (2 variants);
    • Otherworld;
    • Winter;

    Customizable arena sizes

    (7 sizes, from small (standard 11x13) to huge (small x4))
    After all, battlefield for 4 players shouldn’t be the same size as battlefield for 12;

    Additional options such as

    • Random start position;
    • Define what happens to players powerups after player is defeated (nothing happens/ they randomly scatter across stage or are all spawned at players position)
    • Give victor of previous round random powerup for next round.
    • Convert % of stage into hard blocks (stage alteration may lead to unexpected results, laughs and ragequits);
    • Check screenshot bellow
      Game Properties

    ~~~~~~~~~~~~~~~~~~~~
    I'm looking forward to thoughts/suggestions/criticism/any feedback really.

    Very old(29/07) gameplay demonstration, I'll leave it here for comparison with never vers. (skip to 1.55.35)
    [ <3 to Exaken/Action for streaming]
    ~~~~~~~~~~~~~~~~~~~~
    Additional gameplay videos provided by awesome people:



    Posted in: Project Workplace
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    posted a message on GOKU - Development thread

    Don't forget about not widescreen folks.
    Also, I'm not sure if I like teamcolors. Maybe a better choice would be splats(or whatever it is) bellow heroes (like smashcraft) http://img535.imageshack.us/img535/3861/screenshotqs.jpg

    Posted in: Map Feedback
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    posted a message on Malum Ruina - A beginner's guide

    Thanks for posting this.

    My only concern that players who need to read this (first timers who just started the game) won't read this.. cause they're in game getting confused and leaving cause nothing happens. I wish that you would create an in-game tutoral movie. If I remember you have some short of main menu before players start playing. In there put a warning that game may last up to 30 minutes and it would be advisable to spend 2 minutes watching tutorial. In that movie cycle different scenes graphically displayng tips, this way players will familiarize themsalfes with game before even playing it.

    I realize that not everyone will watch it, but those who don't watch tutorial, don't read, and leave games when confused .. thoose folks are better off playing nexus wars =).

    Posted in: Project Workplace
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    posted a message on Before you flame Blizzard. . . again. . .

    Strong post. People wine cause nothing (nothing radical) is being done, and here you propose to do something. A group of people to take guidance of wining masses and strengthen them. Nothing ever gets done by itself, someone needs to take control, that is true.
    I hope you find people whom you're searching for.

    (and I'll play my regular shmoes part by frequenting player zone and workplace.)

    Posted in: General Chat
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    posted a message on Map of the Week: Rodrigo's Idea

    If I understand this correctly, you choose a host, host uploads "Mapsters map of the week", then after the week passes host "updates" old map with new map, basically switching maps in list. I'm not sure if it would work, but I know that I enjoy maps played on MapNight. It would be fun to easily play at least one of those map with pubs. And loading screen could contain list of all previous maps, so that people know when what was played. I don't think Blizzards EULA prohibits anyone from doing such a thing.

    I do agree that it is an interesting idea, in the end, starcraft is a game, and map list is one of it's components, so why not to play with it a little?

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    I beginning to fall in love with this event, every game we played was enjoyable, it's like current maps system doesn't exist.

    Diablo:

    What I liked most was recreated Tristram with original soundtrack and voices.

    Though I realize that it’s far from done, I’ll still say something about dungeon.
    Cathedral doesn’t feel the same.
    It might be inability to zoom that is causing everything to look small. It might be walls that just seem too thin. It might be the fact that I can see empty terrain behind walls which absolutely ruins dungeon immersion, it might be emptiness of rooms and lack of decorations(I did see corpses). Other things that bothered me was lack of spellcast animation and those things that connect levels, add text tags to them. Also, what’s with random immunities when one shot is immune’d but other is completely fine and kills monster?

    And for my favourite part which is dialogs: red background symbolizes unability to equip/use item, there are plenty of border images that you can use for default background. Please, no more red, unless Character can’t equip item, then it’s fine.
    Another good idea would be possibility to use/equip item on double click (especially for using potions from inventory).
    Another idea: maybe you could show a new dialog near clicked item displaying picture of item and “Use/Drop” options for it. I don’t feel that reaching up high to top of menu to do stuff with item is right choice. As added bonus you could implement “Click outside of inventory to drop selected Item”. But that’s .. yeah, graphical part which most ppl seem to do last.

    War Pigs:

    Simple enjoyable polished map, really liked it.

    Malum Runia:

    I really liked the atmosphere.. and quality, really cool stuff. I wish survivors had a leader which would band us together and tell us what to do. Cause without one we just waited to be killed. It was the same in “The Thing” in sc1, only there we would die in 10 minutes, while here the torment lasted for 40. If we play it again I’ll defiantely read everything, and hopefully won’t run into aliens.

    Goku Firebat:

    As always awesome and fun. You should nerf “TheWatcher” though, that hero is OP. And maybe add more range indicators, all spells should have one (unless you have reasons).

    Star Strikers:

    Unexpectedly fun. Even though I was worst player of the game, which probably played a part in our teams defeat, I still had fun (after I changed hydra to DT, I prefer to be on defensive). Heh, I guess I’ll be better next time we play.

    Posted in: General Chat
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    posted a message on 1 Year of Starcraft. What Blizz brought to us...
    Quote from BasharTeg: Go

    The best thing to do, in my opinion, is band together as the Sc2mapster community and continue having map nights and Streamster highlights, etc. Play the good maps then. The PC gaming scene has changed dramatically since Warcraft 3 so we're dealing with a much more casual audience.

    You make it sound like we're the last of dying breed banding together just to survive another night. :P

    Quote from BloodClud: Go

    We need 2 mapnights for week!

    Must admit it would be cool to have another day when mappers could find testers and we could play something other than Nexus wars.

    Posted in: General Chat
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    posted a message on Blizzard and Map Creators

    Popularity system is the way that maps are sorted when you press "Join custom games" and/or lack of any other way to sort maps.

    Posted in: General Chat
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    posted a message on Blizzard Comment About Talented Mappers

    You know what's funny?

    US announced maps:
    "Desert Strike, Storm of the Imperial Sanctum, Marine Arena, Zealot Frenzy, Star Battle and, of course, Nexus Wars"

    EU announced maps:
    "Desert Strike, Storm of the Imperial Sanctum, City of Tempest , The Star Strikers, Smashcraft ,Star Battle and, of course, Nexus Wars"

    Edit: Korea has the same list as EU, so It's either a mistake on blizzards part or US really prefers Marine Arena and Zealot Frenzy over Smashcraft/CoT/TSS.

    Posted in: General Chat
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