i would like to throw my map into the list if possible. could use some feedback for it in regards of balance and bugs/errors that might come up..
it is in alpha version, but should be absolutley playable
it is a up-to 5vs5 hero based tug of war map with items, abilities, a duel coming up periodically etc.
it also can be played in 1v1 or anything like that up to 5vs5.
If i may...
players with no experience in the mods featured, need projects' pages with more in dept objectives/maps' and units' data/gameplay tips/argumentation, so as to be able to play/test/comment/contribute decently... :)
maybe there should be a channel that we can enter and play regardless of being friday or not..
for example i cant play saturday morning from 00 to 08:00 am
As Moz said, sc2mapster chat channel. If there's someone around, ask em whether they want to play. Also ask on the mapster IRC
It's easier to get people to come together on a single day than to get them to be somewhere 24/7
Anyway, Map Night tonight! Wohoo! And i reinstalled windows yesterday so i might lag less! I hope i can fix GoD by then >.> If not, we'll just play with a slightly buggy version...
Also, Mozared, you up for terraining? I need a relatively simple terrain for a map i made. The reason i need a terrain is because the map is currently 4 players, and i want to make it more so that we can play it on Map Night (The map is practically done). I know Air1 won't do it because he doesn't do symmetric stuff (plus i got him working on another terrain for me)
You'll be credited on the loading screen :)
As Moz said, sc2mapster chat channel. If there's someone around, ask em whether they want to play. Also ask on the mapster IRC
It's easier to get people to come together on a single day than to get them to be somewhere 24/7
Anyway, Map Night tonight! Wohoo! And i reinstalled windows yesterday so i might lag less! I hope i can fix GoD by then >.> If not, we'll just play with a slightly buggy version...
Also, Mozared, you up for terraining? I need a relatively simple terrain for a map i made. The reason i need a terrain is because the map is currently 4 players, and i want to make it more so that we can play it on Map Night (The map is practically done). I know Air1 won't do it because he doesn't do symmetric stuff (plus i got him working on another terrain for me)
You'll be credited on the loading screen :)
Depends on what you need, but sure. Throw me a PM so I can see how much work and all it is and I can make a decision.
- Pictionary: It was a fun game. I'd suggest to make it easier to select colors. Right now you have to increase/decrease rgb values. It would be faster to select common colors from a table. Also it lagged a bit at the end of the game.
I still want to try Snipers Promod, Gates of Darkness and Netstorm. Maybe next week we can play them earlier, so I can play them. :)
hey guys. i see you were playing herowars and it obviously sucked for some people :S
i apologize that the map isnt finished and still has serious bugs on some things. i just found out about 3 hours ago and had no time yet to work on several things, like abilities (dispell not showing up) AMS not preventing damage/stun and things like that.
i'll work on these things asap, but also would like a litte bit feedback how the game felt, what things you liked (if you liked anything at all) and what could be improved/added/etc.
Np PatchOne, i enjoyed it. It might not be a perfect map, and i probably wouldnt play it again in its state just for fun, but i'd love to test it again or play it with people i know and can hear complaing/laugh on skype :) Lets see how much you can do till next week
I'll write my feedback for the maps tommorow (Well, today...) since its 1 AM.
Was fun playing :) A lot better than last week!
Everyone, please leave feedback on all maps played made by people on mapster! Short list off the top of my head:
Hero Wars Ultimate:
As mentioned, imbalanced, but potentially fun. Terrain needs upgrades. Duels need upgrades - I once entered a duel while dead, meaning every unit in the game got stuck on pause as I respawned and killed off the entire enemy team and a line of towers. Then when the duel ended, I instantly died, the 'other hero' won but the enemy team had lost a lot of ground.
Also, lateron, I got picked for a duel just after casting my two (only) spells; the duel started with both of them on cooldown and my hero not even on full health. Additionaly, my hero (the templar) couldn't use his own heal on himself, and with Bloodlust on CD I was basically boned in the duel. Heal also appeared underpowered (in end-game it was a 600 hp heal every 20 sec when every hero had 2500-3000 hit points). Lastly, as will be mentioned more often, the stuns and roots seemed pretty OP and allowed for some absurd ganking.
Gates of Darkness of Death:
Since I went the SCV this time instead of the DT, I can't compare those changes, but - as mentioned, two bugs for the SCV. After level 14 (so 15 and up) I kept getting skill points which I couldn't put in any skill. I had the seeker missile on level 6 and the level 7 icon was there but it was greyed out - none of the other spells even had icons past level 3. Additionally, my ultimate (which is said to have a 1:30 min CD) didn't have *any* CD. Nevertheless, it seems underpowered; I was able to pretty chain-cast the spell once I had maxed out on energy, but it wasn't like I was reigning supreme, mostly because of the skills somewhat poor targeting and small area of effect. I doubt this'd be overpowered if you fixed the CD and then lowered it to 30 secs. Overall difficulty seemed to have gone up a bit, which was cool.
Card Shuffle:
First time I played this (last week) I didn't like it at all. This time around, it was pretty damn cool. I've played about 3-4 card-themed games, but none of them came even close to the awesomeness of THE card game - this one got pretty close now that the teams were balanced. As mentioned during the stream, some cards that attack heroes are completely OP - with heroes having only 100-200 HP and healing being scarce and rare, you could kill basically any hero down to half health by just throwing two fireballs on him. With the 4 players we had in our team, this situation occuring was quite often - I can't imagine how it'd be with 6 players on each side. Lowering the damage of those cards against heroes, providing more healing cards or giving the heroes more health/survivability would all fix this problem. Additionaly, the game can get a little bit boring for people who get killed, since even a 3v3 matchup can continue for half an hour. This isn't much of a problem yet with the hero sniping around, but it will become a problem once the map gets more balanced. I suggest adding something for dead players to do - whether it's a minigame or a simple way to help their allies micro or generate tiny bits of income; anything would work.
Ultimate Queen vs BBQ warriors of pain on fire:
Seemed obvious the map was far from finished, which is why I'd say: awesome concept, horrible execution. Terrain's boring, UI problems occur when you die, it's extremely easy to get 2-shot if you accidentally run into a large creature or Queen, there's nothing to do for dead players and the goal of the map isn't intuitive.
Core Fight:
I missed this one, but from playing it last week; for god's sake, clear up the map. Doodads are on the high side, but at least turn off the water's cliff waves to save us from dropping to 10 FPS. Also, Void Rays are OP.
Clords note thingy:
Errrr... but what does it all mean, Basil? All in all it seemed to be a concept for a "find the killer" type-type map, which was cool, but the whole thing was just incredibly vague to me. What's the goal? How do you kill 'Kirra' if you're not him? I tried, but died when I took almaity to 50% health after throwing bombs at him for 10 seconds. Terrain also needs work.
i know there are a ton of bugs, disappearing items and such - will fix them all, thanks for testing!
btw the templar´s heal is intended to work on others only, like healing light out of wc3 :)
and im planning to make the effects (damage, heal etc..) scale on main attributes. also to whoever yesterday on the stream said "roots dont stun" - roots never stunned, they just rooted, so the unit is able to attack/cast while rooted.
thanks again, gave me lots of infos about bugs etc. hope to be able to fix the map for some future map night to be playable :)
Hero Wars ultimate: as said stun is imbalanced.. need to have near double cooldown .. and also a reduction in
cast range (if possible) and a slight decrease in duration.
Entangle was decent but really those hold spells need to have double cooldown , also needs to have lesser
cast range...
War Stomp ability area of effect is too small , increase a bit
the ARES hero was not able to pick his "dispell " ability.. no idea why... , please make unholy aura give like 30% move speed and increased health regeneration instead of attack speed .
as well add an Endurance aura that increase attack and move speed / the attack speed of Unholy aura is not usefull at all 10? was it...
make Vampiric aura only affecting mele heroes if possible ..
as well there need to be ultimate abilitys... i was playing ares and the only spell i got was "warstomp" the aura was near useless and even if i had that dispel i would probably still be unable to do anything...
oh and please Remove Hardened shields from 5th unit upgrade the Immortals... as well as reduce their damage a bit its ridicilously high...
4 immortals killed all 4 destroyer towers in near instant.. so reduce their attack speed a bit too .. would be nice...
Building destroyer tower costs 5000 minerals please consider reducing that Alot....should be near 2000/2500
heroes need ultimates really :)
Gates of Darkness , did we play on hard ? i dont remember...
the first 10 waves were absurdly hard... after that we had no problems at all...
when i used my summoner ultimate at the final boss 150 000 of its hp disappeared.. might consider making that boss harder
150 000 easy / 300 000 normal / 450 000 hard... , to make people actually have the need of using potions i never really ussed any shield or health potions at all
might want to increase the heroes respawn rate to 1.00 to make it harder
Marine or murloc was it.. needs some improvement its extreemly useless :)
Card Shuffle:
please add 30% magic damage reduction to summoners and increase their hp to 300 , the psion needs reduction in his shield recovery rate...
was near impossible to snipe i had to use 3 fire balls just to make him under 100
nether drakes are still the unit that is in my face when i loose at this map.. so might consider nerfing them a bit...
Core fight:
didnt get to play this... but from watching battles i agree doodads make it too laggy and are not needed at all void rays needs a nerf asap...
Shinigami note:
as said to you clord , make the map smaller , add some rounds , and random kira every round , the stacking of the zealot legs ? was it.. is not needed imo..
its kira should have different ability than zealot leggs it makes it easy to fly near people imagine their names and kill them with the note..
p.s
Wolf cheated in the drawing map :) guesses words that wasnt even drawed yet:P
oh and how was it called?
please add some ready pictures.. like
allready made Houses/cars / computers / apple .. chairs..
some static elements.. would be nice :)
Needs a lot of balancing, and i recommend using WoW models (Well, the protoss spawns were alright, and bio toss units are good for heroes since they dont look high tech). Having heroes like Nova, Tosh and the ARES just don't fit :(
Also, dunno whether i was just awesome, but my Nova might just be very fucking OP. I got like 150 agility first to do lots of damage, and then just spammed strength and went over 4k health, making it far too easy for me to kill other heroes (i had a stun as well)
Spawned creeps are... ummm... strangely balanced. They oneshot each other, and get oneshotted by heroes. They dont actually end up fighting. I recommend massively increasing creep health. Also, immortals still have hardened shields (Once we got them we just steamrolled the other team since it takes a minimum of 41 shots to kill the immo, and thats if you do 400+ damage)
The last line of towers is also ridiculously powerful. Only reason we got through em was because i spammed so much health i was able to get close enough to fire my spells at them and shoot a few shots, and repeated that after i healed until i got rid of the bottom ones
Reviving always makes you lose half your minerals... Not fair :/ And it always says you died on your side (even if i got killed by the last line of towers)
Dying also makes you lose items, but i never got any, just heard it over skype
Gates of Darkness of Death
Absolutely terrible map, dunno who made it. Person should hang himself. lol
Now seriously, problems that i found:
I buffed creep health a bit too much, gonna reduce it a bit again.
Some heroes are still UP. I'd really like it if you guys could just go through my map solo (or more if you get more ppl) (only the first part, do it on 20 waves and normal and once the waves are done, quit if you want to) and try different heroes out and tell me which you have trouble with. Before the first Map Night i did some huge changes to the game balance, and even bigger ones after the first Map Night and wasn't able to test all heroes properly, plus i know the map inside out so i could probably play perfectly with one hero but others fail miserably with him, which is why i need feedback.
I also opened the map yesterday, did a few changes, and was like "I'm done? I'm sure i forgot something..." After half an hour i turned off the editor since i couldn't remember.
Then we passed wave 25 and i was "Oh crap, didnt buff the boss and the last two lanes" lol. Gotta do that for next week!
Btw, anyone up for a test or two sometime before Map Night?
Card Shuffle of Death
YOU LOCKED MY DECK!!!! ARGH!!!! *grabs chainsaw*
Apart from that, looks nicer now. Maybe make the terrain a bit better.
One thing i noticed a while ago but kept forgetting to mention... Your units have blurs/distorts around them. Very strange. What is it? And also, what model is it? I really need such a distort model :p
As others mentioned, hitting heroes with spells is OP, as is the "10 damage to everything on the field" (apart from it doing damage to heroes, its just insane to be able to kill everything at once with 2-3 cards that aren't divine purification). Buff hero health. A lot. I recommend doubling it. Keep regens the same (or double health regen for all except scion, since he has shields.)
About scion being OP because of higher regens... First, the regen is only higher if his shields arent maxed, and he doesnt have THAT much shields. Second, he's a defensive hero and one of his abilities drains his shield, i think he deserves the higher regens.
Unlock more decks for the start, make the first deck more limited (Give it one of each spell type though. heal, damage, defense, offense, divine purification or energy drain), its got too many cards making all of em far too rare.
Oh, and add the damn mana bar as i keep telling you!!!
Queen vs BBQ something
Uh... Yeah... No idea what was going on... Something about killing a queen i never got to... strange map... But very unfinished, will probably be better once its done...
Oh, and add a minimap!
Hardcore listening Hardcore Core Fight of Death
First, voidrays aren't OP. We got steamrolled and the vray didnt help in the slightest. I guess the map needs to be more balanced, we got steamrolled far too easily but i have no idea what was wrong >.> except the voidray maybe, it didnt do much and someone spent a lot of cash on it
Need to try it again once... Wasn't able to play properly last time as it was only one lane and i was permanently losing
Clords note thingy... cant spell it... Of death...
Weird.
Anyway, allow use of chat messages to type names, i can't move and write at the same time, and cant use enter to finally say the name >.> Make Kira allied only to one AI player so that the allies chat doesnt appear to other players (and therefore doesnt give away who Kira is)
Add victory conditions to other players, maybe make rounds.
I guess thats it from feedback. if i have more i'll add it.
btw the templar´s heal is intended to work on others only, like healing light out of wc3 :)
Which is cool, but you have to keep in mind this turns him into one heck of a pure support hero. Basically anything will kill his ass in a duel because he can't do anything else than using Bloodlust and standing there, hoping his enemy dies before him.
Which is cool, but you have to keep in mind this turns him into one heck of a pure support hero. Basically anything will kill his ass in a duel because he can't do anything else than using Bloodlust and standing there, hoping his enemy dies before him.
yea, Patch, i recommend giving each hero at least one good "active" ability, by which i mean relatively low CD and useable in almost all circumstances
Oh yeah, and Nova had Fireball and something else... They are far too similar. Equal damage, fireball stuns and the other does something else which is practically the only difference. I recommend you give one of the abilities to someone else and give Nova another one.
If you need ability ideas, go play Gates of Darkness and try each hero out a bit (no need to finish the map, just test the abilities), i can copy paste them out of my editor into a blank map for you then and you can reuse them (or learn from them, however you want)
Edit: I'm also removing the guys from my contact list on skype (except Moz... Might need him :p), ive got far too many contacts >.>
And, Moz, plz comment on my map terrain :p
Last but not least, link to my project page is in my sig, there's a poll on the right. Leave comments there if you want to (so that we dont spam this topic with my map only :p ) or w/e
hey guys.
i would like to throw my map into the list if possible. could use some feedback for it in regards of balance and bugs/errors that might come up..
it is in alpha version, but should be absolutley playable
it is a up-to 5vs5 hero based tug of war map with items, abilities, a duel coming up periodically etc.
it also can be played in 1v1 or anything like that up to 5vs5.
my project´s page isnt that informative but anyways here it is - http://www.sc2mapster.com/maps/hero-wars-ultimate/
the game is released on EU servers under Tug of War maps, called "HeroWars Ultimate! ALPHA"
would be cool if you would take it into the list, but if not also no problem.
If i may...
players with no experience in the mods featured, need projects' pages with more in dept objectives/maps' and units' data/gameplay tips/argumentation, so as to be able to play/test/comment/contribute decently...
:)
k, so i added some kind of tutorial and informations on how to play the game. looks a bit crappy but i think it is understandable.
fyi, i'm reading this thread daily. Just to lazy to reply and edit it.
Already told PatchOne that his map will be played on Map Night per PM.
@TheAlmaity: Go
maybe there should be a channel that we can enter and play regardless of being friday or not.. for example i cant play saturday morning from 00 to 08:00 am
Well, the Sc2mapster chat channel's always around - there's just rarely anyone around if it's not map night.
As Moz said, sc2mapster chat channel. If there's someone around, ask em whether they want to play. Also ask on the mapster IRC
It's easier to get people to come together on a single day than to get them to be somewhere 24/7
Anyway, Map Night tonight! Wohoo! And i reinstalled windows yesterday so i might lag less! I hope i can fix GoD by then >.> If not, we'll just play with a slightly buggy version...
Also, Mozared, you up for terraining? I need a relatively simple terrain for a map i made. The reason i need a terrain is because the map is currently 4 players, and i want to make it more so that we can play it on Map Night (The map is practically done). I know Air1 won't do it because he doesn't do symmetric stuff (plus i got him working on another terrain for me)
You'll be credited on the loading screen :)
wow we have 2 player in sc2mapster channel right now with me. I hope there will be map night in some hours...
Depends on what you need, but sure. Throw me a PM so I can see how much work and all it is and I can make a decision.
Starting very soon! get on guys :)
@Mozared: Go
Ill PM you afterwards, shouldn't be to complex i believe :) Thx
Hehe. :)
We should try this map.
http://forums.sc2mapster.com/player-zone/map-feedback/19736-shinigami-note-eu-us/#p1
- Debates: I didn't like it. Boring game. :(
- Pictionary: It was a fun game. I'd suggest to make it easier to select colors. Right now you have to increase/decrease rgb values. It would be faster to select common colors from a table. Also it lagged a bit at the end of the game.
I still want to try Snipers Promod, Gates of Darkness and Netstorm. Maybe next week we can play them earlier, so I can play them. :)
hey guys. i see you were playing herowars and it obviously sucked for some people :S
i apologize that the map isnt finished and still has serious bugs on some things. i just found out about 3 hours ago and had no time yet to work on several things, like abilities (dispell not showing up) AMS not preventing damage/stun and things like that.
i'll work on these things asap, but also would like a litte bit feedback how the game felt, what things you liked (if you liked anything at all) and what could be improved/added/etc.
again sorry that the map sucked for some people.
Np PatchOne, i enjoyed it. It might not be a perfect map, and i probably wouldnt play it again in its state just for fun, but i'd love to test it again or play it with people i know and can hear complaing/laugh on skype :) Lets see how much you can do till next week
I'll write my feedback for the maps tommorow (Well, today...) since its 1 AM.
Was fun playing :) A lot better than last week!
Everyone, please leave feedback on all maps played made by people on mapster! Short list off the top of my head:
@TheAlmaity: Go
Hero Wars Ultimate:
As mentioned, imbalanced, but potentially fun. Terrain needs upgrades. Duels need upgrades - I once entered a duel while dead, meaning every unit in the game got stuck on pause as I respawned and killed off the entire enemy team and a line of towers. Then when the duel ended, I instantly died, the 'other hero' won but the enemy team had lost a lot of ground.
Also, lateron, I got picked for a duel just after casting my two (only) spells; the duel started with both of them on cooldown and my hero not even on full health. Additionaly, my hero (the templar) couldn't use his own heal on himself, and with Bloodlust on CD I was basically boned in the duel. Heal also appeared underpowered (in end-game it was a 600 hp heal every 20 sec when every hero had 2500-3000 hit points). Lastly, as will be mentioned more often, the stuns and roots seemed pretty OP and allowed for some absurd ganking.
Gates of Darkness of Death:
Since I went the SCV this time instead of the DT, I can't compare those changes, but - as mentioned, two bugs for the SCV. After level 14 (so 15 and up) I kept getting skill points which I couldn't put in any skill. I had the seeker missile on level 6 and the level 7 icon was there but it was greyed out - none of the other spells even had icons past level 3. Additionally, my ultimate (which is said to have a 1:30 min CD) didn't have *any* CD. Nevertheless, it seems underpowered; I was able to pretty chain-cast the spell once I had maxed out on energy, but it wasn't like I was reigning supreme, mostly because of the skills somewhat poor targeting and small area of effect. I doubt this'd be overpowered if you fixed the CD and then lowered it to 30 secs. Overall difficulty seemed to have gone up a bit, which was cool.
Card Shuffle:
First time I played this (last week) I didn't like it at all. This time around, it was pretty damn cool. I've played about 3-4 card-themed games, but none of them came even close to the awesomeness of THE card game - this one got pretty close now that the teams were balanced. As mentioned during the stream, some cards that attack heroes are completely OP - with heroes having only 100-200 HP and healing being scarce and rare, you could kill basically any hero down to half health by just throwing two fireballs on him. With the 4 players we had in our team, this situation occuring was quite often - I can't imagine how it'd be with 6 players on each side. Lowering the damage of those cards against heroes, providing more healing cards or giving the heroes more health/survivability would all fix this problem. Additionaly, the game can get a little bit boring for people who get killed, since even a 3v3 matchup can continue for half an hour. This isn't much of a problem yet with the hero sniping around, but it will become a problem once the map gets more balanced. I suggest adding something for dead players to do - whether it's a minigame or a simple way to help their allies micro or generate tiny bits of income; anything would work.
Ultimate Queen vs BBQ warriors of pain on fire:
Seemed obvious the map was far from finished, which is why I'd say: awesome concept, horrible execution. Terrain's boring, UI problems occur when you die, it's extremely easy to get 2-shot if you accidentally run into a large creature or Queen, there's nothing to do for dead players and the goal of the map isn't intuitive.
Core Fight:
I missed this one, but from playing it last week; for god's sake, clear up the map. Doodads are on the high side, but at least turn off the water's cliff waves to save us from dropping to 10 FPS. Also, Void Rays are OP.
Clords note thingy:
Errrr... but what does it all mean, Basil? All in all it seemed to be a concept for a "find the killer" type-type map, which was cool, but the whole thing was just incredibly vague to me. What's the goal? How do you kill 'Kirra' if you're not him? I tried, but died when I took almaity to 50% health after throwing bombs at him for 10 seconds. Terrain also needs work.
Here you go, get to editing all of you =P
if i may answer here - thanks for the feedback!
i know there are a ton of bugs, disappearing items and such - will fix them all, thanks for testing!
btw the templar´s heal is intended to work on others only, like healing light out of wc3 :)
and im planning to make the effects (damage, heal etc..) scale on main attributes. also to whoever yesterday on the stream said "roots dont stun" - roots never stunned, they just rooted, so the unit is able to attack/cast while rooted.
thanks again, gave me lots of infos about bugs etc. hope to be able to fix the map for some future map night to be playable :)
regards
Hero Wars ultimate: as said stun is imbalanced.. need to have near double cooldown .. and also a reduction in
cast range (if possible) and a slight decrease in duration.
Entangle was decent but really those hold spells need to have double cooldown , also needs to have lesser cast range...
War Stomp ability area of effect is too small , increase a bit the ARES hero was not able to pick his "dispell " ability.. no idea why... , please make unholy aura give like 30% move speed and increased health regeneration instead of attack speed . as well add an Endurance aura that increase attack and move speed / the attack speed of Unholy aura is not usefull at all 10? was it...
make Vampiric aura only affecting mele heroes if possible .. as well there need to be ultimate abilitys... i was playing ares and the only spell i got was "warstomp" the aura was near useless and even if i had that dispel i would probably still be unable to do anything... oh and please Remove Hardened shields from 5th unit upgrade the Immortals... as well as reduce their damage a bit its ridicilously high...
4 immortals killed all 4 destroyer towers in near instant.. so reduce their attack speed a bit too .. would be nice... Building destroyer tower costs 5000 minerals please consider reducing that Alot....should be near 2000/2500 heroes need ultimates really :)
Gates of Darkness , did we play on hard ? i dont remember... the first 10 waves were absurdly hard... after that we had no problems at all... when i used my summoner ultimate at the final boss 150 000 of its hp disappeared.. might consider making that boss harder 150 000 easy / 300 000 normal / 450 000 hard... , to make people actually have the need of using potions i never really ussed any shield or health potions at all might want to increase the heroes respawn rate to 1.00 to make it harder Marine or murloc was it.. needs some improvement its extreemly useless :)
Card Shuffle: please add 30% magic damage reduction to summoners and increase their hp to 300 , the psion needs reduction in his shield recovery rate... was near impossible to snipe i had to use 3 fire balls just to make him under 100 nether drakes are still the unit that is in my face when i loose at this map.. so might consider nerfing them a bit...
Core fight: didnt get to play this... but from watching battles i agree doodads make it too laggy and are not needed at all void rays needs a nerf asap...
Shinigami note: as said to you clord , make the map smaller , add some rounds , and random kira every round , the stacking of the zealot legs ? was it.. is not needed imo.. its kira should have different ability than zealot leggs it makes it easy to fly near people imagine their names and kill them with the note.. p.s Wolf cheated in the drawing map :) guesses words that wasnt even drawed yet:P oh and how was it called? please add some ready pictures.. like allready made Houses/cars / computers / apple .. chairs.. some static elements.. would be nice :)
Hero Wars Ultimate of Death
Needs a lot of balancing, and i recommend using WoW models (Well, the protoss spawns were alright, and bio toss units are good for heroes since they dont look high tech). Having heroes like Nova, Tosh and the ARES just don't fit :(
Also, dunno whether i was just awesome, but my Nova might just be very fucking OP. I got like 150 agility first to do lots of damage, and then just spammed strength and went over 4k health, making it far too easy for me to kill other heroes (i had a stun as well)
Spawned creeps are... ummm... strangely balanced. They oneshot each other, and get oneshotted by heroes. They dont actually end up fighting. I recommend massively increasing creep health. Also, immortals still have hardened shields (Once we got them we just steamrolled the other team since it takes a minimum of 41 shots to kill the immo, and thats if you do 400+ damage)
The last line of towers is also ridiculously powerful. Only reason we got through em was because i spammed so much health i was able to get close enough to fire my spells at them and shoot a few shots, and repeated that after i healed until i got rid of the bottom ones
Reviving always makes you lose half your minerals... Not fair :/ And it always says you died on your side (even if i got killed by the last line of towers)
Dying also makes you lose items, but i never got any, just heard it over skype
Gates of Darkness of Death
Absolutely terrible map, dunno who made it. Person should hang himself. lol
Now seriously, problems that i found:
I buffed creep health a bit too much, gonna reduce it a bit again.
Some heroes are still UP. I'd really like it if you guys could just go through my map solo (or more if you get more ppl) (only the first part, do it on 20 waves and normal and once the waves are done, quit if you want to) and try different heroes out and tell me which you have trouble with. Before the first Map Night i did some huge changes to the game balance, and even bigger ones after the first Map Night and wasn't able to test all heroes properly, plus i know the map inside out so i could probably play perfectly with one hero but others fail miserably with him, which is why i need feedback.
I also opened the map yesterday, did a few changes, and was like "I'm done? I'm sure i forgot something..." After half an hour i turned off the editor since i couldn't remember.
Then we passed wave 25 and i was "Oh crap, didnt buff the boss and the last two lanes" lol. Gotta do that for next week!
Btw, anyone up for a test or two sometime before Map Night?
Card Shuffle of Death
YOU LOCKED MY DECK!!!! ARGH!!!! *grabs chainsaw*
Apart from that, looks nicer now. Maybe make the terrain a bit better.
One thing i noticed a while ago but kept forgetting to mention... Your units have blurs/distorts around them. Very strange. What is it? And also, what model is it? I really need such a distort model :p
As others mentioned, hitting heroes with spells is OP, as is the "10 damage to everything on the field" (apart from it doing damage to heroes, its just insane to be able to kill everything at once with 2-3 cards that aren't divine purification). Buff hero health. A lot. I recommend doubling it. Keep regens the same (or double health regen for all except scion, since he has shields.)
About scion being OP because of higher regens... First, the regen is only higher if his shields arent maxed, and he doesnt have THAT much shields. Second, he's a defensive hero and one of his abilities drains his shield, i think he deserves the higher regens.
Unlock more decks for the start, make the first deck more limited (Give it one of each spell type though. heal, damage, defense, offense, divine purification or energy drain), its got too many cards making all of em far too rare.
Oh, and add the damn mana bar as i keep telling you!!!
Queen vs BBQ something
Uh... Yeah... No idea what was going on... Something about killing a queen i never got to... strange map... But very unfinished, will probably be better once its done...
Oh, and add a minimap!
Hardcore listening Hardcore Core Fight of Death
First, voidrays aren't OP. We got steamrolled and the vray didnt help in the slightest. I guess the map needs to be more balanced, we got steamrolled far too easily but i have no idea what was wrong >.> except the voidray maybe, it didnt do much and someone spent a lot of cash on it
Need to try it again once... Wasn't able to play properly last time as it was only one lane and i was permanently losing
Clords note thingy... cant spell it... Of death...
Weird.
Anyway, allow use of chat messages to type names, i can't move and write at the same time, and cant use enter to finally say the name >.> Make Kira allied only to one AI player so that the allies chat doesnt appear to other players (and therefore doesnt give away who Kira is)
Add victory conditions to other players, maybe make rounds.
I guess thats it from feedback. if i have more i'll add it.
Which is cool, but you have to keep in mind this turns him into one heck of a pure support hero. Basically anything will kill his ass in a duel because he can't do anything else than using Bloodlust and standing there, hoping his enemy dies before him.
yea, Patch, i recommend giving each hero at least one good "active" ability, by which i mean relatively low CD and useable in almost all circumstances
Oh yeah, and Nova had Fireball and something else... They are far too similar. Equal damage, fireball stuns and the other does something else which is practically the only difference. I recommend you give one of the abilities to someone else and give Nova another one.
If you need ability ideas, go play Gates of Darkness and try each hero out a bit (no need to finish the map, just test the abilities), i can copy paste them out of my editor into a blank map for you then and you can reuse them (or learn from them, however you want)
Edit: I'm also removing the guys from my contact list on skype (except Moz... Might need him :p), ive got far too many contacts >.>
And, Moz, plz comment on my map terrain :p
Last but not least, link to my project page is in my sig, there's a poll on the right. Leave comments there if you want to (so that we dont spam this topic with my map only :p ) or w/e