Yeah, sorry for the locales. I localized the map a while ago, it worked back then, and I did not think about it anymore. So I forgot it this time, and apparently, the localizer does not work on my map.
Just a quick reply regarding core fight - GOOD LORD MAN, GET RID OF THE CRITTERS! And half the doodads while you're at it. And turn off shore wavelines for your water. In before suddenly 30 more FPS.
On a second note - I haven't played the map into great detail yet, but Zerg seems to have a lot of problems with defense. My special buildings are offense only, and I can't upgrade half my buildings more than once. I went in the top lane in the game we did, and started off with 2 level 2 roaches and a mutalisk den, followed by a zergling pool. I got steamrolled by two buildings worth of rank 2 stalkers, 3 zealots and a firebat. Not even getting an additional Ultralisk could really do anything about that, and my 'catapult' buildings were useless thanks to the simple forcefields the opposing team put down.
First, thanks for playing my map, it was actually really great feedback! :) ..even tho you so bad at it
Quote from IliIilI:
- Corruption RPG: It reminded me when I used to play Ragnarok Online. I'm quite used to this kind of hardcore RPGs, where you take some days to level up your hero by killing mobs. It was nicely done, but you have to fix the lag. Do you plan to make some kind of PvP or guild wars?
I am not trying to blindly defend my map here, but I have never experienced any lag in my RPG after optimizations, which I have done many times. Also, since the public beta-release yesterday, I have had a few games, from 3 to 8 players, and I have not experienced anything close to the lag you had while playing.. I will do my best to improve lag even more, but on my shitty computer, I am getting in general more FPS than in a normal ladder map..
Actually, this map only takes about an hour with 1 to 4 players, and about 2 hours with 5-8 players, you don't have to level up over many days really. You guys were just really bad ^^
On your questions, I do plan to make a battle-arena map at some point, where up to 6v6 is possible in various modes, such as Death-Match, Capture The Flag & Last Man Standing, all of these with different settings like random power-ups and some paths in the map is open/closed.
On your second question, I have no idea of what "guild wars" means, so I answer another question you asked just at the last point: "I have just nerfed the zerglings! The new version will be up sometime soon!"
Gonna write feedback tomorrow (Well, later today technically seen)
Just for everyone's info, the rick roll is only temporary :) Dont know why it didnt unpause the units, but that doesnt matters since i'm removing the Rickroll anyway.
For those of you who don't know what i did, go on the stream (www.livestream.com/wolfling) and look for the recording "Gates of Rickroll" (theres just Gates of Rickroll and there's also "Gates of Rickroll take 2". The first is probably better cause 2 out of 3 people talking didn't know it was coming, unlike in take 2)
Also, we peaked at 38 viewers today, and kept up a constant 20+, and peaked at 16 participants! This is just getting better and better =D
Thx to all the guys that joined, and all those that watched =D
Last thing, what do you guys think about having this as the soundtrack for Gates of Darkness: I think it could be pretty epic
Was a good night yesterday. Time for some feedback
HLW :
Awesome map. For some odd reason even after I spammed massive amounts of units, the map didn't lag for me ( Which my com usually does ). I think you've stated this earlier before but the skills that do absolute damage tend to be rather pointless late-game, whilst any skills that go by % helps alot more. The second room had an epicly long match though.
Corruption RPG :
It's a good map, though I also experienced quite an amount of lag (but HLW didn't =/ ). Maybe try setting it so that units only spawn when the heroes are within a certain area only? That'd help clear up the map of many units and only spawn them when we enter specific areas. The skill system is also rather odd ( Needing to go back to the high templar just to get new skills, even though I did die alot so I met him very often =p ). Didn't get past level 2 but it seems like we didn't have much choice of choosing the skills either.
Baneling Run :
I did suggest this in the map itself but might as well type it here again. Consider making the reduction in speed of time warp somewhat less (Maybe like getting hit by a marauder shell) while making the banelings less affected by it. Currently time warp is constantly being used to save time from getting hit by banelings since everything is reduced by the same amount.
edit: CoreFight :
Critters ftw. I still don't get what the special structures for each race are meant to do. Interceptors are like pesky mosquitoes that do almost nothing except as decorations. Artillery is powerful but forcefields just make them expensive, pointless toys. Missiles are op in destroying builders though (3 missiles in a row lol)
@Mozared
Those zerglings totally destroyed my marines. From what I can see, zerg dominates the ground but it really needs good air defense (Hilarious when you realise the banshees flew past burrowed roaches)
Was a good night yesterday. Time for some feedback
HLW : Awesome map. For some odd reason even after I spammed massive amounts of units, the map didn't lag for me ( Which my com usually does ). I think you've stated this earlier before but the skills that do absolute damage tend to be rather pointless late-game, whilst any skills that go by % helps alot more. The second room had an epicly long match though.
Actually, all spell damage gets increased by intelligence and some items increase spell damage as well, so it's not that static :).
Some people complained about massive lags (hi maity ;) ), but for the most part, it was fine.
- Card Suffle: New version has brought some nice features. I loved the new UI. I felt the game got much more entertaining. You did right by nerfing some spells, now it makes more sense taking units. I'm loving this game. Hope it gets popular and I can play it more often.
Actually, there are no "intelligence heroes", Küken said there are no primary stats. Yea, some heroes probably get one stat more than the others, but it's not gonna be such a huge advantage :p
I have some experimental updates for HLW, dunno, if they are ready for release tomorrow. However, if not, the current version can be played, of course.
Also my dancing partner just cancelled our lesson tommorrow :( so I am able to participate :)
I lol'd hard because I know it's true. Whenever I talk through a mic I tend to sound 'not amused', I just never connected it to a character. You sound like Ron Weasley to me, but then again, pretty much all Brittish folks do (except those with an Oirish accent, and the folks from Manchester or B'ham who just talk so mumbly that I can't ever understand a word they're saying >.>).
Also, don't worry, looks like I'll be there tomorrow anyway - I might just be a tad late :)
@IliIilI: Go
Critters are OP. That is all.
Yeah, sorry for the locales. I localized the map a while ago, it worked back then, and I did not think about it anymore. So I forgot it this time, and apparently, the localizer does not work on my map.
Next week, it will work properly, I hope.
Just a quick reply regarding core fight - GOOD LORD MAN, GET RID OF THE CRITTERS! And half the doodads while you're at it. And turn off shore wavelines for your water. In before suddenly 30 more FPS.
On a second note - I haven't played the map into great detail yet, but Zerg seems to have a lot of problems with defense. My special buildings are offense only, and I can't upgrade half my buildings more than once. I went in the top lane in the game we did, and started off with 2 level 2 roaches and a mutalisk den, followed by a zergling pool. I got steamrolled by two buildings worth of rank 2 stalkers, 3 zealots and a firebat. Not even getting an additional Ultralisk could really do anything about that, and my 'catapult' buildings were useless thanks to the simple forcefields the opposing team put down.
Gonna write feedback tomorrow (Well, later today technically seen)
Just for everyone's info, the rick roll is only temporary :) Dont know why it didnt unpause the units, but that doesnt matters since i'm removing the Rickroll anyway.
For those of you who don't know what i did, go on the stream (www.livestream.com/wolfling) and look for the recording "Gates of Rickroll" (theres just Gates of Rickroll and there's also "Gates of Rickroll take 2". The first is probably better cause 2 out of 3 people talking didn't know it was coming, unlike in take 2)
Also, we peaked at 38 viewers today, and kept up a constant 20+, and peaked at 16 participants! This is just getting better and better =D
Thx to all the guys that joined, and all those that watched =D
Last thing, what do you guys think about having this as the soundtrack for Gates of Darkness: I think it could be pretty epic
p.s. the cake i promised was a lie
Sorry I can never make it myself for the map nights, as I work fridays. Shame as I'd like to pwn some noobs at my own map now and then :)
Very open to feedback and suggestions. Hero Abilities will be back in by next week, I couldn't finish it in time for tonight.
@TheAlmaity: Go
That. Music. Is. EPIC! I am so using that in my map O_o
Was a good night yesterday. Time for some feedback
HLW :
Awesome map. For some odd reason even after I spammed massive amounts of units, the map didn't lag for me ( Which my com usually does ). I think you've stated this earlier before but the skills that do absolute damage tend to be rather pointless late-game, whilst any skills that go by % helps alot more. The second room had an epicly long match though.
Corruption RPG :
It's a good map, though I also experienced quite an amount of lag (but HLW didn't =/ ). Maybe try setting it so that units only spawn when the heroes are within a certain area only? That'd help clear up the map of many units and only spawn them when we enter specific areas. The skill system is also rather odd ( Needing to go back to the high templar just to get new skills, even though I did die alot so I met him very often =p ). Didn't get past level 2 but it seems like we didn't have much choice of choosing the skills either.
Baneling Run :
I did suggest this in the map itself but might as well type it here again. Consider making the reduction in speed of time warp somewhat less (Maybe like getting hit by a marauder shell) while making the banelings less affected by it. Currently time warp is constantly being used to save time from getting hit by banelings since everything is reduced by the same amount.
edit: CoreFight :
Critters ftw. I still don't get what the special structures for each race are meant to do. Interceptors are like pesky mosquitoes that do almost nothing except as decorations. Artillery is powerful but forcefields just make them expensive, pointless toys. Missiles are op in destroying builders though (3 missiles in a row lol)
@Mozared
Those zerglings totally destroyed my marines. From what I can see, zerg dominates the ground but it really needs good air defense (Hilarious when you realise the banshees flew past burrowed roaches)
Actually, all spell damage gets increased by intelligence and some items increase spell damage as well, so it's not that static :).
Some people complained about massive lags (hi maity ;) ), but for the most part, it was fine.
Thanks for your feedback :)
Thanks :)
Ack, couldn't get to try out Card Shuffle
@Küken
Ah. So does that mean intelligence heroes naturally have an advantage since they'll normally be wanting to increase their intelligence anyway?
@Shad0wsEdge: Go
Actually, there are no "intelligence heroes", Küken said there are no primary stats. Yea, some heroes probably get one stat more than the others, but it's not gonna be such a huge advantage :p
I suggest my map http://www.sc2mapster.com/maps/catnmouse-fights/
Name: Cat'n'Mouse Fights
Type: minigame, hide and seek, etc... (it's remake of Warcraft 3 "Cat Catchs Mouse")
Players: up to 12 players (from 1cat vs 2mice to 4cats vs 8mice)
CoreFight (v2.0) is released for public!! Thx for your feedback.
I have some experimental updates for HLW, dunno, if they are ready for release tomorrow. However, if not, the current version can be played, of course.
Also my dancing partner just cancelled our lesson tommorrow :( so I am able to participate :)
Oh god Watcher, I finally figured out what the character your voice reminded me of was;
You're genius =')
That said; I'm going to completely skip map night tomorrow (the 8th) since I'll be off for a bit. Just figured I'd let you know.
@Mozared: Go
LOL; Daffy Duck? xD
You're not coming tommorow? :(
Ok, i was aiming for a lolcat but this was the first thing that actually fit.
@Mozared: Go
Well you sound like Plankton from spongebob :P
Oh, wait...
@wOlfLisK: Go
I lol'd hard because I know it's true. Whenever I talk through a mic I tend to sound 'not amused', I just never connected it to a character. You sound like Ron Weasley to me, but then again, pretty much all Brittish folks do (except those with an Oirish accent, and the folks from Manchester or B'ham who just talk so mumbly that I can't ever understand a word they're saying >.>).
Also, don't worry, looks like I'll be there tomorrow anyway - I might just be a tad late :)
map night later i will try to be there
was fun last time