Honestly I'm surprised nexus fortress and archers were the top 2, don't get me wrong both were good games, but just not what i thought the top picks would be. I do like how politely Tya responded to that one guy, same for pirate (even though that guy semi dissed dwarven combat).
Also super surprised that escort ships got 7th, even though it was the worst of the 10 (IMO). I personally thought the top five would consist of reach and breach, doodad hunt 2, siege, archers, and battlegrounds or get hypered.
Not mad this mapsters put lots of work on this projects they deserve lots of credits and Blizzard better come through given them as well as us the DAMMMM icons they say like 100 years ago they were going to give us. Maybe you guys forgot cause i have not seen somebody mention the dammmmmmmm icon that the pretty boys on team liquid got and not us. Just saying the reason Im mad. :-|
Ooh, at least 5874 people voted on games.. somehow I'm surprised, seems so big for the arcade.
Shame that DH2 didn't make it in top 5, hope fortune befalls on bounty in some other way.
That @Tya hate is irritating tho. Especially because it's not the first time I've seen it. I suppose that's what comes with scale. At least he's got a long way to go till he reaches David Kim level :D
I'm surprised that, even among the Top 10, there is a good balance between original concepts and WC3 remakes. It's the best of both worlds I guess.
Seeing "Archers" and "Siege" having so many votes actually proofs that a simple game idea without many art assets or huge amount of content can win. The gameplay won them over, not a ton of custom assets. It's the pure modding/mapping spirit!
That said, I feel bad for "Doodad Hunt 2", which was legitimately fun despite having a ton of assets. Also feel bad for "Ruined Cave" which had some custom-made models (and I think we all know how difficult it is to create working models for SC2).
There should be a honorable mention for sub-categories, like "Best Original Fantasy Theme" that awards people which have done more than just using the WC3 mod. Or "Best UI" which reward maps that took the extra effort and did more with the UI than just using a WC3 skin for the command panel.
Not mad at all myself, although do feel a little bad for Bounty not making the top 5, and by a somewhat narrow margin too. Ultimately surprised that Archers got #1 though, very very surprised. My votes were Doodad Hunt 2/Dwarven Combat/Nexus Fortress/Get Hypered/Archers, with Archers being my last pick between Sheep Tag Rivals and Reach and Breach.
Judging by the top 5, apparently could just as easily be played on a mobile device is a pretty popular genre... 3 of the 5 easily fit that category.
I would be mad if there was a point to it, since there isn't.. i'll wait until next year to be mad.
Not mad from the winners.. just for the fact that i radio sc2 most of the time and no one ever cares or discusses rtc. As to go further and say no one cares but a few hundred people (notably mapmakers) i would .. sad panda that the arcade is certain people's playground and that it is cut off from most.. but that is the way blizzard has done things, so more power to them.
Sorry for posting.
Ah, didn't know you were the one who made JetCraft! Loved your use of custom assets in SIEGE!! (did you use new layout animation features or just move dialog items over time?). I'd like to see crazier special abilities, and the ability to use them earlier in the game though.
Here's one.
I'm usually not active on forums in general.
Oh, hey. Pirate says you created JetCraft and Siege. So, I want to ask, how come your're still using SC2 editor instead of something like Unity or Unreal?
Oh, hey. Pirate says you created JetCraft and Siege. So, I want to ask, how come your're still using SC2 editor instead of something like Unity or Unreal?
Oh, there you are. Wouldn't be a Mapster thread without your incessant flogging of other engines.
Probably the same usual reasons that anyone else does?
1) I don't want to code in raw code
2) I don't want to have to find assets
3) I don't want to acquire or build a network protocol
4) I don't want to setup hosting or figuring out how to do hosting with any providers like Steam.
TL;DR I'm someone who can make games, but is not a programmer. Or someone who wants something OTHER then normal programming (aka me, I burn my brain out at work with normal coding, SC2 is a VERY nice departure from that, don't have to figure out how to unfuck the system, the system is far better designed then what I deal with at work).
Oh and the last one
5) Unity/Unreal have an even steeper learning curve, if you are not already a programmer.
@LucidIguana: Go
Oh, hey! Yep, I do. There's usually a reason. Like if you see someone pulling a rock, and he really needs that rock, and you want to help out of empathy, and ask, what if he use a cart. Someone's once done it to me, I tried - zero regrets, pure joy.
Yea, some of these points are reasonable. May I again argue a bit? We had this talk earlier, but I got some experience since.
Quote:
1) I don't want to code in raw code
2) I don't want to have to find assets
3) I don't want to acquire or build a network protocol
4) I don't want to setup hosting or figuring out how to do hosting with any providers like Steam.
TL;DR I'm someone who can make games, but is not a programmer. Or someone who wants something OTHER then normal programming (aka me, I burn my brain out at work with normal coding, SC2 is a VERY nice departure from that, don't have to figure out how to unfuck the system, the system is far better designed then what I deal with at work).
Oh and the last one
5) Unity/Unreal have an even steeper learning curve, if you are not already a programmer.
1) Yes, I presume a person to move sc2 -> Unity is a coder. And for a coder C# feels very comfortable after Galaxy, and turning coding into a kind of sc2 data editing is a trivial step with a simple and robust object oriented language such as C#.
2) Yea, in sc2 we have a set of assets available for everyone, so mapmakers importing custom stuff to make their game look original. In Unity ecosystem we have a set of artists who really want to create original art for games, they constantly check for new projects, and write letters offering themselves as artists, and many of them are good. Lack of assets is never a problem for smaller games. And for the bigger one people collaborate.
3) Yea, a challenge. I wonder, if learning it would take more time than learning how to create a chain lightning in sc2 data...
4) Is it a challenege? Not sure about Steam, but Google play publishing routine is the same as for bnet - type some descriptions, pick a couple of icons and screenshots, click "publish", done.
5) I'd say both are a hell for a non-programmer. Sc2 editor is too specific, lots of systems created, users have to learn buildings, not bricks. Unity is low level, thus it's easy to learn a small set of base simple structures. And as a programmer, I'd say Unity is definitely multiple times easier to learn. Huge, but not last argument here is that Unity has a comprehensive documentation and a wide set of tutorials. (But still learning sc2 stuff is very useful, it teaches architecture of data. After making a bunch of games in unity, I think sc2 is a genius masterpiece).
TL;DR Learning and doing new things takes time. But rewarding.
Besides the cons, there are pros too in moving to Unity. Heavy ones. So, I'm curious about cgsource's view.
And I ask not because it's a common direction, but because cgsouorce is a notably exceptional game designer/coder. I was amazed by his work, and also I know what pain it is to do anything exceptional/unique/out of limits in sc2, and what pleasure to do in Unity.
I havent tryed any of those games to be honest, but i voted for Bounty, Dustin and a few guys from sc2mapster.
Honestly I'm surprised nexus fortress and archers were the top 2, don't get me wrong both were good games, but just not what i thought the top picks would be. I do like how politely Tya responded to that one guy, same for pirate (even though that guy semi dissed dwarven combat).
Also super surprised that escort ships got 7th, even though it was the worst of the 10 (IMO). I personally thought the top five would consist of reach and breach, doodad hunt 2, siege, archers, and battlegrounds or get hypered.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Not mad this mapsters put lots of work on this projects they deserve lots of credits and Blizzard better come through given them as well as us the DAMMMM icons they say like 100 years ago they were going to give us. Maybe you guys forgot cause i have not seen somebody mention the dammmmmmmm icon that the pretty boys on team liquid got and not us. Just saying the reason Im mad. :-|
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
http://us.battle.net/arcade/en/blog/20020254/rock-the-cabinet-2015-the-final-five-1-22-2016
Ooh, at least 5874 people voted on games.. somehow I'm surprised, seems so big for the arcade.
Shame that DH2 didn't make it in top 5, hope fortune befalls on bounty in some other way.
That @Tya hate is irritating tho. Especially because it's not the first time I've seen it. I suppose that's what comes with scale. At least he's got a long way to go till he reaches David Kim level
:D
Im just happy "siege" made it into the top 5. In terms of pure quality, that game is part of a rare breed indeed.
I'm surprised that, even among the Top 10, there is a good balance between original concepts and WC3 remakes. It's the best of both worlds I guess.
Seeing "Archers" and "Siege" having so many votes actually proofs that a simple game idea without many art assets or huge amount of content can win. The gameplay won them over, not a ton of custom assets. It's the pure modding/mapping spirit!
That said, I feel bad for "Doodad Hunt 2", which was legitimately fun despite having a ton of assets. Also feel bad for "Ruined Cave" which had some custom-made models (and I think we all know how difficult it is to create working models for SC2).
There should be a honorable mention for sub-categories, like "Best Original Fantasy Theme" that awards people which have done more than just using the WC3 mod. Or "Best UI" which reward maps that took the extra effort and did more with the UI than just using a WC3 skin for the command panel.
Just wondering. Where are you getting the idea that people are mad? If it's blizzard forum comments, they also complain about everything.
Not mad at all myself, although do feel a little bad for Bounty not making the top 5, and by a somewhat narrow margin too. Ultimately surprised that Archers got #1 though, very very surprised. My votes were Doodad Hunt 2/Dwarven Combat/Nexus Fortress/Get Hypered/Archers, with Archers being my last pick between Sheep Tag Rivals and Reach and Breach.
Judging by the top 5, apparently could just as easily be played on a mobile device is a pretty popular genre... 3 of the 5 easily fit that category.
Wow, Pirate and Tya made it in top 5! Good job dudes!
Who are the other 3 topfivers? Never seen them on sc2mapster. Were they just lurkers, or learned editor on their own?
And poor Bounty! He's like Dicaprio, lots of good stuff done, no official reward.
I would be mad if there was a point to it, since there isn't.. i'll wait until next year to be mad.
Not mad from the winners.. just for the fact that i radio sc2 most of the time and no one ever cares or discusses rtc. As to go further and say no one cares but a few hundred people (notably mapmakers) i would .. sad panda that the arcade is certain people's playground and that it is cut off from most.. but that is the way blizzard has done things, so more power to them.
Sorry for posting.
lmao!
Battlegrounds is by people from Team Genesis. Though the members aren't particularly active here on mapster. Can't speak for the others though.
Here's one.
I'm usually not active on forums in general.
@cgsource: Go
Ah, didn't know you were the one who made JetCraft! Loved your use of custom assets in SIEGE!! (did you use new layout animation features or just move dialog items over time?). I'd like to see crazier special abilities, and the ability to use them earlier in the game though.
Good luck today :D
@PirateArcade | I make games | Ask me things on Discord
Oh, hey. Pirate says you created JetCraft and Siege. So, I want to ask, how come your're still using SC2 editor instead of something like Unity or Unreal?
Oh, there you are. Wouldn't be a Mapster thread without your incessant flogging of other engines.
@Zolden: Go
Probably the same usual reasons that anyone else does?
1) I don't want to code in raw code
2) I don't want to have to find assets
3) I don't want to acquire or build a network protocol
4) I don't want to setup hosting or figuring out how to do hosting with any providers like Steam.
TL;DR I'm someone who can make games, but is not a programmer. Or someone who wants something OTHER then normal programming (aka me, I burn my brain out at work with normal coding, SC2 is a VERY nice departure from that, don't have to figure out how to unfuck the system, the system is far better designed then what I deal with at work).
Oh and the last one
5) Unity/Unreal have an even steeper learning curve, if you are not already a programmer.
@LucidIguana: Go Oh, hey! Yep, I do. There's usually a reason. Like if you see someone pulling a rock, and he really needs that rock, and you want to help out of empathy, and ask, what if he use a cart. Someone's once done it to me, I tried - zero regrets, pure joy.
@ArcaneDurandel: Go
Yea, some of these points are reasonable. May I again argue a bit? We had this talk earlier, but I got some experience since.
1) Yes, I presume a person to move sc2 -> Unity is a coder. And for a coder C# feels very comfortable after Galaxy, and turning coding into a kind of sc2 data editing is a trivial step with a simple and robust object oriented language such as C#.
2) Yea, in sc2 we have a set of assets available for everyone, so mapmakers importing custom stuff to make their game look original. In Unity ecosystem we have a set of artists who really want to create original art for games, they constantly check for new projects, and write letters offering themselves as artists, and many of them are good. Lack of assets is never a problem for smaller games. And for the bigger one people collaborate.
3) Yea, a challenge. I wonder, if learning it would take more time than learning how to create a chain lightning in sc2 data...
4) Is it a challenege? Not sure about Steam, but Google play publishing routine is the same as for bnet - type some descriptions, pick a couple of icons and screenshots, click "publish", done.
5) I'd say both are a hell for a non-programmer. Sc2 editor is too specific, lots of systems created, users have to learn buildings, not bricks. Unity is low level, thus it's easy to learn a small set of base simple structures. And as a programmer, I'd say Unity is definitely multiple times easier to learn. Huge, but not last argument here is that Unity has a comprehensive documentation and a wide set of tutorials. (But still learning sc2 stuff is very useful, it teaches architecture of data. After making a bunch of games in unity, I think sc2 is a genius masterpiece).
TL;DR Learning and doing new things takes time. But rewarding.
Besides the cons, there are pros too in moving to Unity. Heavy ones. So, I'm curious about cgsource's view.
And I ask not because it's a common direction, but because cgsouorce is a notably exceptional game designer/coder. I was amazed by his work, and also I know what pain it is to do anything exceptional/unique/out of limits in sc2, and what pleasure to do in Unity.
I can make data chain lightning with infinite jumps using one action actor and one beam!!!