i think if it wasn't him, you guys wouldn't have posted in this thread...
Not for nothing but between the post of people whining about people whining, there were some interesting stuff about 'games"...
Personally i don't like tds (funsies: makes me think of s tds :) ).. but that's just it.. having little game time on them, i don't know them that much (what the addict players like about them) .
So?? why not be"useful" in this type of thread by giving "one's two cent" (from both sides, why this is awesome, why this shit..)..?
..if enticed or made curious from what i read, i might try a td or a least not despise them as much (because i'd "know" more about them (even though it is not to my "original" taste to "find out")).
Last but not leas: mr alves is who he is.. that he typed "sucked".. that you misrepresent him as "aggressive" : ALL HORSE SHIT
he typed "sucked" for advertising purposes
you overreacted "all high and mighty", cause you feel entitled ...
I'm tired of the personal attacks too. The first few responses from soulcarver, vexal, and chiquhiat were direct flames to rodrigo. They seem to really like to flame people, I myself got personally flamed by that chiquit guy not long ago. I realized flaming is a way to win arguments by making opposing posters not want to participate, and a lot of posters in this forum like to use that tactic. The OP isn't far off, but its only the half truth.
The other half of the truth is people also hate really simple and easy games. A truly popular map is actually one that's not too simple-minded and not frustrating hard. Really simple maps are for beginners and kids, while the frustrating hard maps are for hardcore players. TD maps are just really stripped down versions of RTS defense games, with many elements removed - like resource gathering and base building. You just build towers while retaining the defense aspect of the game.
The problem is that he attributes the fact that his maps are not played frequently to Blizzard's Battle.net setup.
These thinly-veiled passive-aggressive "popularity sucks" posts such as this thread (and you can say that it is not so, as much as you want, but the truth is that it is about the popularity system).
To provide a more clear example of this: when a player loses a standard melee game, he proceeds to inundate the Battle.net forums with "my race sucks!!" That's exactly what Rodrigo is doing and it's annoying. I don't even know why this thread is still here. It goes against any sort of community spirit and should have been locked from the get-go.
@Klishu: i agree that mr alves comes to talk about his maps, defending his chapel so to say (don't most poster do this, more or less bluntly shrewdly loly rudely stupidly etc..?) i also agree about the passive aggressiveness :) but i asked that, since this is a given, why the hate.. ???
i get the silent treatment.. no one answers my post (bou hou hou, gonna tell mommy blablabla..), the "ignore rule" applies i think is what i meant.. :
"x" sucks, and this is why" ? should get 3 pages of lol and some "nicer" poster arguing why "x" is great.. with no attacks or even reference to the "suck bid"...
@Vexal: "you are an idiot" (addressed to sandround) : takes one to recognize one .. right? :)
Too much hate on Rodrigo. If you don't like him, don't troll his threads. I sometimes get bored of his anti-pop-sys threads, but this has nothing to do with that, and it's something I agree with. Some people seem to be stalking him just to flame his posts. Seriously, stop.
TDs have become "for dumbs" and any relatively hard TD doesn't have success. People just want to see their op towers killing stuff around, and earn achievements and rewards for it.
Squadron has everything you need to succeed:
Easy as hell, and if you fail, you learn fast watching other players.
Rewards and achievements for playing, and levels with experience depending on killed stuff.
Slow pace, so you play relaxed (this one bores me to death, but a lot of people loves it).
If you fail, you don't get punished too much (your allies kill your surviving mobs, and the boss helps).
The only bad thing about it is that if you fail one of the first waves, you won't have minerals to play decently for the rest of the game.
People just love dumb games where they farm and get profit without working hard at all.
Thats why you invent a style of TD where it goes as follows:
First 5 rounds, standard TD
The screen fades out
A small minigame is randomly chosen, if you win you get 2 Vespene
(Vespene is required to build towers) and the rest get 1.
Next 5 rounds, Standard TD
The Screen fades out
5 Leves of a Hero defense on part of the map is spawned, and the kills
you earn in that give you Minerals to help upgrade towers.
Next 5 rounds, Standard TD
The screen fades out
Random Minigame
Next 5 rounds, Standard TD
The Screen fades out
5 Leves of a Hero defense on part of the map is spawned, and the kills
you earn in that give you Minerals to help upgrade towers.
So on and so forth, so you combine multiple aspects of fun genres into 1
game that goes on longer than a standard tower defense, and its still
fun!
Idea Copyrighted by Pshyched, no other person/s may not use this idea to
create said map or game without consent from myself, Pshyched.
Another example of its existence: Ryoko TD, my favorite W3 TD (well, was 100% minigames, I don't remember if there was an hero arena between them).
Skibi's Castle TD had minigames on it, too, I think. Don't remember how good they were anyway.
It bothers me that threads like this get so much attention, when threads
about actual maps get a lot less. Every time Rodrigo makes a new thread,
it gets 10 times the replies of most project threads.
It makes this community look really, really bad.
Then why were you one of the firsts to post?
I think you, with your constant trolling and flaming (90% of your posts seem to go in that direction lately), make it much more worse, but well, to each his own.
Hard TD's don't have success? Explain the success of mine then. It was on the front page of the 'all' category for months, and is still the #3 TD.
If you haven't played it, a good example of how it's hard:
There's a round where mobs can blink. They don't just randomly blink, either. They blink when they're attacked. In a TD where you can maze.
There's another round with hardened shields.
The list goes on. My eventual goal was to have every round contradict the strategy needed for at least one other round. Even though TD's are not real-time games, I wanted to keep players on their feet so that their building and selling of towers and their decision making were as close to real-time as possible.
My TD developed an exclusive community of super-elite players. At its peak point in popularity, there were 3 chat channels, channel Vexal, channel Vexal2, channel Vexal3 which were completely full of players looking for groups to play my TD or discuss it with other players. The channel limit is 100 players. That's 300 people at any given time.
That's how hard my TD was.
It only lost popularity once everyone eventually figured out how to win, and I lost interest in updating it when I realized adding a race comprised entirely of hero-towers made balancing too hard for me to do myself without beating myself up about it.
I can't imagine the point of playing a map that's easy. I made sure to make mine as difficult as possible, and give nothing to players. My goal was to give players no slack.
To me, if someone beats my map, I've failed. I feel like them beating my map is the same as them defeating myself.
In other words, everything you've said is wrong.
EDIT: Lastly, the reason I flame everyone is because this community isn't a community. It's just a bunch of people out for themselves. All I wanted was to work with other people passionate about design and technology. That never happened. I still have to do everything myself. I made a popular map. It was easy. It's something I'm good at. The people complaining can't make a popular map because it's not something they're good at.
I completely feel this community is just too immature and undeveloped. And they can't just admit to themselves that their problems with the popularity system are their own fault.
@Lonami: Go
I completely feel this community is just too immature and undeveloped. And they can't just admit to themselves that their problems with the popularity system are their own fault.
Aren't you a part of the community?
As for the popularity system, it does have a lot of massive weak points. In WC3, I could play any map I wanted at any time and get it full with people. In SC2, I get to choose from 10 maps (20 if at prime time) and that's about it.
Hard TD's don't have success? Explain the success of mine then. It was on the front page of the 'all' category for months, and is still the #3 TD. If you haven't played it, a good example of how it's hard:
There's a round where mobs can blink. They don't just randomly blink, either. They blink when they're attacked. In a TD where you can maze.
There's another round with hardened shields.
The list goes on. My eventual goal was to have every round contradict the strategy needed for at least one other round. Even though TD's are not real-time games, I wanted to keep players on their feet so that their building and selling of towers and their decision making were as close to real-time as possible.
My TD developed an exclusive community of super-elite players. At its peak point in popularity, there were 3 chat channels, channel Vexal, channel Vexal2, channel Vexal3 which were completely full of players looking for groups to play my TD or discuss it with other players. The channel limit is 100 players. That's 300 people at any given time.
That's how hard my TD was.
It only lost popularity once everyone eventually figured out how to win, and I lost interest in updating it when I realized adding a race comprised entirely of hero-towers made balancing too hard for me to do myself without beating myself up about it.
I can't imagine the point of playing a map that's easy. I made sure to make mine as difficult as possible, and give nothing to players. My goal was to give players no slack.
To me, if someone beats my map, I've failed. I feel like them beating my map is the same as them defeating myself.
In other words, everything you've said is wrong.
EDIT: Lastly, the reason I flame everyone is because this community isn't a community. It's just a bunch of people out for themselves. All I wanted was to work with other people passionate about design and technology. That never happened. I still have to do everything myself. I made a popular map. It was easy. It's something I'm good at. The people complaining can't make a popular map because it's not something they're good at.
I completely feel this community is just too immature and undeveloped. And they can't just admit to themselves that their problems with the popularity system are their own fault.
And you fix these "problems" you speak about by adding more problems and ruining everything with flames? Seriously -_-.
My point is that TDs are popular because they're easy, and that hard TDs don't make it to the top anymore, unless some reduced group starts playing it like mad.
My point was that my TD was popular specifically because I stuck to my initial belief that a game should not cater to what players think they want. When players asked for something to be made easier, I made it more difficult just to spite them. Designing a game should feel like you're a dungeon master, not like you're just trying to get players to play with you.
I hate games that give you what you need so you can always win. Look at Half Life 2... it's a terrible, terrible game. Ammo boxes EVERYWHERE. Seriously. What the hell? You come across a giant walking strider robot, and there's conveniently a box of infinite rockets nearby? How is that fun? It just makes the game lame. Players shouldn't always be guaranteed a victory. I bet Newell was thinking "hmm, I bet players would like more rockets here. So I'll give them rockets."
Crysis... it had so much potential to be an incredible game. Yet it was ruined with a single poor design decision. Health regeneration. Can you believe that? All it took was one poor choice and the game is completely ruined. Health regeneration took out every single piece of necessary strategy, and replaced it with "shoot twice, duck, wait, recover, shoot twice, duck, wait, recover, repeat..". They did this because of what players said about their previous game, FarCry.
Yet games like this still continue to sell. And the industry appears to be going further and further in this direction.
What difficulty did you play HL2? Cause on normal I really had a lack of ammo. The deal is that I don't miss, but still. Also, striders take some shots from rocket laucher, not 1. If you'll not have enough rockets, then you'll fail the game. That ain fun, because If you don't have rockets, then you spent them earlier, when needed. It aint bad decision. Just don't play on easy, that will help ;)
Planing ussualy means that you have some information about what is waiting for you in the future. In games like Half-Life, nobody tells you what is next (except for main goals of chapter/mission).
On Crysis 2... Well, tactical information did give some bonuses, but they were to small and to few. I could plan out something, but in that game something complex didn't work out. I don't know, maybe I failed with it, but the game is passable without planning, but with skill.
Plus, I think it is too much of a hardcore option. Ussualy people want to get interesting expirience from the game (storyline, flashy flashy graphics, but so hard but no so easy gameplay) and to relax a bit. For users, games are entertainment, not exhausting hard work/thinking.
I hate games that give you what you need so you can always win. Look at Half Life 2... it's a terrible, terrible game. Ammo boxes EVERYWHERE. Seriously. What the hell? You come across a giant walking strider robot, and there's conveniently a box of infinite rockets nearby? How is that fun? It just makes the game lame. Players shouldn't always be guaranteed a victory. I bet Newell was thinking "hmm, I bet players would like more rockets here. So I'll give them rockets."
Wow... just wow... I really feel sorry for you that you feel like that about the game.
For me gaming is almost never about challenge. HL2 could have an auto-godmode and I still would have had 99% of the fun.
Go play Ninja Gaiden or Battletoads (which is a great game, actually) if you need to prove yourself, or try to get into Grandmaster League if you're more the competetive type. HL was not about beating it, HL was about the atmosphere, it was about experiencing this piece of art.
I'm not competitive and I have nothing to prove. What you are describing is a movie. Go watch a movie. Games aren't for you. Half life 2 is only fun once. Just like a movie.
Tell me a movie that features the immersiveness of HL2, I will be happy to hear.
There is so much wrong in the industry, but thank god that you don't decide how games look.
To put in bluntly, don't waste your damn time complaining when you can make a damn game by your own damn self. If you can't do that, STFU you don't have a right to be complaining.
i like rodrogo
i like mapster
i think if it wasn't him, you guys wouldn't have posted in this thread...
Not for nothing but between the post of people whining about people whining, there were some interesting stuff about 'games"...
Personally i don't like tds (funsies: makes me think of s tds :) ).. but that's just it.. having little game time on them, i don't know them that much (what the addict players like about them) .
So?? why not be"useful" in this type of thread by giving "one's two cent" (from both sides, why this is awesome, why this shit..)..?
..if enticed or made curious from what i read, i might try a td or a least not despise them as much (because i'd "know" more about them (even though it is not to my "original" taste to "find out")).
Last but not leas: mr alves is who he is.. that he typed "sucked".. that you misrepresent him as "aggressive" : ALL HORSE SHIT
he typed "sucked" for advertising purposes
you overreacted "all high and mighty", cause you feel entitled ...
...
lol
glhf to all genres of rts
I'm tired of the personal attacks too. The first few responses from soulcarver, vexal, and chiquhiat were direct flames to rodrigo. They seem to really like to flame people, I myself got personally flamed by that chiquit guy not long ago. I realized flaming is a way to win arguments by making opposing posters not want to participate, and a lot of posters in this forum like to use that tactic. The OP isn't far off, but its only the half truth.
The other half of the truth is people also hate really simple and easy games. A truly popular map is actually one that's not too simple-minded and not frustrating hard. Really simple maps are for beginners and kids, while the frustrating hard maps are for hardcore players. TD maps are just really stripped down versions of RTS defense games, with many elements removed - like resource gathering and base building. You just build towers while retaining the defense aspect of the game.
@sandround: Go
You're an idiot.
@houndofbaskerville: Go
The problem is that he attributes the fact that his maps are not played frequently to Blizzard's Battle.net setup.
These thinly-veiled passive-aggressive "popularity sucks" posts such as this thread (and you can say that it is not so, as much as you want, but the truth is that it is about the popularity system).
To provide a more clear example of this: when a player loses a standard melee game, he proceeds to inundate the Battle.net forums with "my race sucks!!" That's exactly what Rodrigo is doing and it's annoying. I don't even know why this thread is still here. It goes against any sort of community spirit and should have been locked from the get-go.
@Klishu: i agree that mr alves comes to talk about his maps, defending his chapel so to say (don't most poster do this, more or less bluntly shrewdly loly rudely stupidly etc..?) i also agree about the passive aggressiveness :) but i asked that, since this is a given, why the hate.. ???
i get the silent treatment.. no one answers my post (bou hou hou, gonna tell mommy blablabla..), the "ignore rule" applies i think is what i meant.. :
"x" sucks, and this is why" ? should get 3 pages of lol and some "nicer" poster arguing why "x" is great.. with no attacks or even reference to the "suck bid"...
@Vexal: "you are an idiot" (addressed to sandround) : takes one to recognize one .. right? :)
@houndofbaskerville: Go
No.
bait bete bet behhh
ps: need a translation.. just ask ;^p
Too much hate on Rodrigo. If you don't like him, don't troll his threads. I sometimes get bored of his anti-pop-sys threads, but this has nothing to do with that, and it's something I agree with. Some people seem to be stalking him just to flame his posts. Seriously, stop.
TDs have become "for dumbs" and any relatively hard TD doesn't have success. People just want to see their op towers killing stuff around, and earn achievements and rewards for it.
Squadron has everything you need to succeed:
The only bad thing about it is that if you fail one of the first waves, you won't have minerals to play decently for the rest of the game.
People just love dumb games where they farm and get profit without working hard at all.
Another example of its existence: Ryoko TD, my favorite W3 TD (well, was 100% minigames, I don't remember if there was an hero arena between them).
Skibi's Castle TD had minigames on it, too, I think. Don't remember how good they were anyway.
Then why were you one of the firsts to post?
I think you, with your constant trolling and flaming (90% of your posts seem to go in that direction lately), make it much more worse, but well, to each his own.
@Lonami: Go
Hard TD's don't have success? Explain the success of mine then. It was on the front page of the 'all' category for months, and is still the #3 TD. If you haven't played it, a good example of how it's hard:
There's a round where mobs can blink. They don't just randomly blink, either. They blink when they're attacked. In a TD where you can maze.
There's another round with hardened shields.
The list goes on. My eventual goal was to have every round contradict the strategy needed for at least one other round. Even though TD's are not real-time games, I wanted to keep players on their feet so that their building and selling of towers and their decision making were as close to real-time as possible.
My TD developed an exclusive community of super-elite players. At its peak point in popularity, there were 3 chat channels, channel Vexal, channel Vexal2, channel Vexal3 which were completely full of players looking for groups to play my TD or discuss it with other players. The channel limit is 100 players. That's 300 people at any given time.
That's how hard my TD was.
It only lost popularity once everyone eventually figured out how to win, and I lost interest in updating it when I realized adding a race comprised entirely of hero-towers made balancing too hard for me to do myself without beating myself up about it.
I can't imagine the point of playing a map that's easy. I made sure to make mine as difficult as possible, and give nothing to players. My goal was to give players no slack.
To me, if someone beats my map, I've failed. I feel like them beating my map is the same as them defeating myself.
In other words, everything you've said is wrong.
EDIT: Lastly, the reason I flame everyone is because this community isn't a community. It's just a bunch of people out for themselves. All I wanted was to work with other people passionate about design and technology. That never happened. I still have to do everything myself. I made a popular map. It was easy. It's something I'm good at. The people complaining can't make a popular map because it's not something they're good at.
I completely feel this community is just too immature and undeveloped. And they can't just admit to themselves that their problems with the popularity system are their own fault.
Aren't you a part of the community?
As for the popularity system, it does have a lot of massive weak points. In WC3, I could play any map I wanted at any time and get it full with people. In SC2, I get to choose from 10 maps (20 if at prime time) and that's about it.
And you fix these "problems" you speak about by adding more problems and ruining everything with flames? Seriously -_-.
My point is that TDs are popular because they're easy, and that hard TDs don't make it to the top anymore, unless some reduced group starts playing it like mad.
@Lonami: Go
My point was that my TD was popular specifically because I stuck to my initial belief that a game should not cater to what players think they want. When players asked for something to be made easier, I made it more difficult just to spite them. Designing a game should feel like you're a dungeon master, not like you're just trying to get players to play with you.
I hate games that give you what you need so you can always win. Look at Half Life 2... it's a terrible, terrible game. Ammo boxes EVERYWHERE. Seriously. What the hell? You come across a giant walking strider robot, and there's conveniently a box of infinite rockets nearby? How is that fun? It just makes the game lame. Players shouldn't always be guaranteed a victory. I bet Newell was thinking "hmm, I bet players would like more rockets here. So I'll give them rockets."
Crysis... it had so much potential to be an incredible game. Yet it was ruined with a single poor design decision. Health regeneration. Can you believe that? All it took was one poor choice and the game is completely ruined. Health regeneration took out every single piece of necessary strategy, and replaced it with "shoot twice, duck, wait, recover, shoot twice, duck, wait, recover, repeat..". They did this because of what players said about their previous game, FarCry.
Yet games like this still continue to sell. And the industry appears to be going further and further in this direction.
@Vexal: Go
What difficulty did you play HL2? Cause on normal I really had a lack of ammo. The deal is that I don't miss, but still. Also, striders take some shots from rocket laucher, not 1. If you'll not have enough rockets, then you'll fail the game. That ain fun, because If you don't have rockets, then you spent them earlier, when needed. It aint bad decision. Just don't play on easy, that will help ;)
@o3210: Go
You should fail if you don't plan accordingly. Also, striders could be will other weapons with enough shots.
Planing ussualy means that you have some information about what is waiting for you in the future. In games like Half-Life, nobody tells you what is next (except for main goals of chapter/mission). On Crysis 2... Well, tactical information did give some bonuses, but they were to small and to few. I could plan out something, but in that game something complex didn't work out. I don't know, maybe I failed with it, but the game is passable without planning, but with skill. Plus, I think it is too much of a hardcore option. Ussualy people want to get interesting expirience from the game (storyline, flashy flashy graphics, but so hard but no so easy gameplay) and to relax a bit. For users, games are entertainment, not exhausting hard work/thinking.
Wow... just wow... I really feel sorry for you that you feel like that about the game. For me gaming is almost never about challenge. HL2 could have an auto-godmode and I still would have had 99% of the fun. Go play Ninja Gaiden or Battletoads (which is a great game, actually) if you need to prove yourself, or try to get into Grandmaster League if you're more the competetive type. HL was not about beating it, HL was about the atmosphere, it was about experiencing this piece of art.
@xSun: Go
I'm not competitive and I have nothing to prove. What you are describing is a movie. Go watch a movie. Games aren't for you. Half life 2 is only fun once. Just like a movie.
@Vexal: Go
Tell me a movie that features the immersiveness of HL2, I will be happy to hear. There is so much wrong in the industry, but thank god that you don't decide how games look.
@xSun: Go
This has nothing to do with how games look.
"Do or do not, there is no try." - Master Yoda
To put in bluntly, don't waste your damn time complaining when you can make a damn game by your own damn self. If you can't do that, STFU you don't have a right to be complaining.