Hex'd
EU: Hex'd** (Updated April 26th 2011)**
US: Hex'd (NA) (Updated April 26th 2011)
Eight player spellcasting arena battle. Master your spells and outsmart your opponents with them. Nine different game modes. Four arenas. Empty player slots or players who leave will be replaced by an AI with four difficulty settings that can be changed on the move. You can find a thorough review of version 2.4 http://sclegacy.com/feature/5-weekly/743-legacy-weekly-29 (scroll down).
Thanks for the suggestion. :-) Doing so sure could get interesting. Another idea that suddenly strikes me is to perhaps base the number of points you gain to spend next round based on your score you achieved the previous round, i.e. people lower on the leaderboard would get more points, this might even it up a bit for new players.
I really love this game. It's just simple and fun.
I wanted to suggest making the specializations persistent in a game, so if you rematch, you get 5 more points to spend on specializations. You'd have to make a maximum though, otherwise you'd have some really overpowered players.
At this point players have no choice but to publish a lot of these maps so they can play on them. I did try but I get error while uploading.
Do you mind if I publish it up on U.S. bnet? Otherwise it can't be played here without map swapping.
The current version can't be found using search on bnet for us.
Thumbs up for your excellent work :)
works fine with deDE client. No Param/... etc. but the original english texts.
Let me know if you need strings translated into german.
Hey everyone, I've uploaded a version which should be localized for every region out there. Please comment if there is any issues with this. So far I have only confirmed that it actually works on enGB...
can you add ruRU localisation?
I'm only playing on EU and I've published it there - dunno if anyone's playing it in the US atm?
Excellent map! I love it. I hope you keep it up and improve it.
First played it online and than found your map here :).
All in all, great game, but won't play it more until it contains more stuff.
:O
I can't imagine what could possibly cause that... I've tried up to round 15 something total when chasing bugs myself but never came across something like that, was there anything else odd at the same time? Like double messages or double something else? Any other anomalies? I'll check through my triggers immediately. Did you do anything special?
My friends and I were playing you're game for a while haha
Hey AnEcho, glad you liked it. I've never heard of or played this 'Warlock' game. Several people have pointed out the resemblance, so I'll be sure to go check that one out and perhaps get some ideas.
About the custom spells, only two of them are trigger-connected (the missile based ones). I just used the editor's trigger editor for that. So to answer your question that would be the Galaxy language I suppose. I don't do any writing myself as I find it quicker to stick to the GUI.
And a bit off-topic but if I may suggest a language for you I'd recommend C or Java - I'm studying those two and compared to python I think they're awesome. However, I'm by no means an expert in any of them, I've just started a few months ago so you'd better consult someone more knowledgeable about it. ;)
Just played a few games vs bots and the game is really great as is and also has tons of potential.
First off it reminds me a lot like Warlock ( one of my favorite wc3 games)
also how did u code the custom spells ? did u need to code them yourself or just use the map editor.
if u coded them with use of something else what language did you use? because i am starting to get into programming ( will likely learn a language over the summer ) and need something useful because python is getting a bit boring ( i love codeing but its lack of uses makes it a bit useless as a first language)
Hi everybody. I love the feedback you've provided, cheers. :)
@ slightlyoff, the offensive use of the dampening field is an interesting concept for sure. What you suggest doesn't sound impossible to make, but there are a few issues I started pondering about. How would the game know if you meant to use it defensively or offensively? If it slowed enemy missiles as well as enemy units while doing nothing to your own it would seem to become a bit overpowered, wouldn't it? As it is now it's sort of 'neutral' - only the positioning determines it's consequences. An enemy can even turn your own dampening field to his advantage.
@ payne ;), I pondered to just make the respawn buff an invulnerability thing but this seemed more interesting - I really don't know what would be better (or if it even matters much). Perhaps a third opinion, anyone? I'm also very grateful for your amazing feedback in your last post (as seen in the latest changes :p). <3
Let me just start by saying this is the most fun UMS game I've played so far and I've played over 30 so kudos to you. As far as suggestions, adding more players later on would up the intensity and fun factor I think.
Also, the single fire, line spell needs to be slightly larger. It is difficult to see especially when inside the time shell.
I'd also be interested in seeing offensive use of the time shells but that may involve much more complex coding. What I mean is if you cast the time shell on an opponent they are slowed by like 50% and your projectiles aren't slowed. Gives the player the choice of using it for defense or offense and if you use it offensively you are chancing that you will be vulnerable.