Lack of spells and extremely low mana regen makes the sorcerer pretty much useless. I know that'll change in the future, but maybe increase the mana regen at the start... Also, I didnt see any mana potions in the shop, only health and rejuvenation.
Looked really well made. Tbh, i dont really have more to say, it was just a good yet incomplete map. It looked great, it worked perfectly, but just wasn't done.
Oh yeah, I had problems attacking stuff. I guess it was because I spam clicked on units, which interrupted my attack. Also, if I clicked a unit outside of melee range.
War Pigs
Nothing to say, well made and polished map, I'm terrible at it, and I think thats it.
Malum Ruina
Looks extremely well made and polished. I think I remember someone complaining about the sound or music (I had my own music running so I didnt hear much of the game)
Unfortunately, I'm not really a fan of that type of game, but I definitely think this is a really well made and good map.
Goku
Don't nerf me, I'm fine, it's just skill-less whiners.
Ok, serious now - The game is far too "one-shot"y. The reason people say that I was OP was because you can get killed far too easily, and most of my abilities involved the zealot moving really quickly, which made me accidentally dodge enemy spells, and I was always able to hit multiple players twice. Increase the damage done by creeps later on, and heavily increase hero health. Battles should last longer than 2 seconds.
Buildings died too quickly.
Creeps look imbalanced to me, or the balance is too fragile. Balance the creeps so that killing 2 of them wont cause your own creeps to just demolish the entire enemy lane. Make the timing of creeps be so that one wave of creeps arrives about 3-5 seconds after the previous wave is dead (if no hero intervenes)
Whats the point of killing the gateways? Stuff still kept spawning
I leveled an ability apparently to its max level, yet i was still able to push the button. It took me about 500 clicks to figure out there was a red text message on the opposite end of the screen telling me that the ability was maxed out, yet still the button was clickable.
Are you using dialogs for the leveling or what are you doing? It doesn't look like a normal command card, and reselecting your unit doesnt reset the command card to its normal state (Which gets annoying since that's what I usually do instead of pressing escape)
Star Strikers
I ACTUALLY DID SOMETHING RIGHT FOR ONCE!!!
I seem to be not as terrible as I used to be.
Hobrows Zerg Defense 2
Maybe change the name, people are getting confused all the time xD
We weren't able to get a full test yesterday, you even modified your map so that we could do it with 6 players... So I guess there really isnt much to say. I look forward to the talent system.
As others said, after the 20 minute mark there was nothing left to do. I just increased my income then and researched upgrades for units we didnt have, and I kept rebuilding cannons as soon as they died, and psi stormed spine crawlers that tried to rape my base. Add something to do, even if it's just adding the debates engine into this. (Please dont do that, lol)
Units that were on top of cliffs couldnt be attacked. I find that bloody stupid since a huge group of voidrays was on the edge of a cliff for about 15 minutes since they were able to fire at 2 lanes from that spot and didnt have to move. Please fix this...
The annoyling did its job and pissed everyone off. good work. Mind adding a timer somewhere that tells us when it's going to change alliance again?
Also, sometimes it passed beams.
Ty for feedback. I also feel like the spell power is not quite right yet. I want the feeling of power for the spells but its not quite what Im looking for at the moment. Ill try to improve it and hopefully we can have some fun at next mapnight :)
Looks extremely well made and polished. I think I remember someone complaining about the sound or music (I had my own music running so I didnt hear much of the game)
Unfortunately, I'm not really a fan of that type of game, but I definitely think this is a really well made and good map.
Thanks for the feedback. It's definitely a niche genre, so no worries ;)
Like the genre, some people hate the music, others love it. *shrugs*
I'm currently creating skills with data editor. Atm, I've a leap ability that still needs a damage integration and multishot (multiple arrows).
In the long run I try to make the Warriors/Rogues to cast their skills that will have elemental effects, if they are boosted with spell levels (example: sum of spells) would buff the leap damage).
The variety of available spells increases over time.
Currently implemented are:
Fire Bolt, Fireball, Charged Bolt (currently starting spell), Lightning, Firewall, Healing (self), Inferno, Town Portal, Teleport, Flame Wave, Holy Bolt.
There are some that aren't implemented, yet, but which are already findable:
Chain Lightning, Golem, Mana Shield, Nova, Flash
I also heard the comment about fighting other sorcerers to reach a bookshelf first.
I need to implement a better way to place bookshelves in the dungeon generation system. Atm there are 4000 tries to place a bookshelf on the side of a wall (checks both sides) in each dungeon level and often no shelf will be spawned (max are 2 shelves). I will double the tries for now.
You can obtain books through 2 ways atm:
- Adria (the person who sells Mana potions, too) always sells exactly 1 book
- bookshelves (0-2 will spawn in each cathedral level; I would like to make the 0 rare)
When I add unique monsters (random monster with mob and buff and random name) they will have a chance to drop books, too (will drop magic item or book)
I just added rare book drops in chests that aren't in level 1.
extremely low mana regen makes the sorcerer pretty much useless. I know that'll change in the future, but maybe increase the mana regen at the start... Also, I didnt see any mana potions in the shop, only health and rejuvenation.
Then you didn't find the witch in the south east across the river. She sells Mana potions. I should reveal the NPCs on minimap then that new players see that there is something.
The mana regeneration in Diablo 1 was originally not existing.
Also I'm not sure what I should do with the starting staff. I could give it a mana regeneration spell with charges, an attacking spell with charges, or a constant spell level increase (Diablo 2).
Atm some spells are overpowered like the holy bolt spell (it currently scales 1:1 on base magic and that's way to much).
Looked really well made. Tbh, i dont really have more to say, it was just a good yet incomplete map. It looked great, it worked perfectly, but just wasn't done.
Thanks. I keep working on it. ;D People who give me compliments about my map are pushing me pretty much in continue the work.
Oh yeah, I had problems attacking stuff. I guess it was because I spam clicked on units, which interrupted my attack. Also, if I clicked a unit outside of melee range.
That's a control usage problem. For fighting, the SHIFT key is pretty important because it stops your movement and forces you to fight into a direction.
I need to add some tutorial overlay for new users to explain the controls...
Also, I've designed the controls a way that you don't have to spam clicks. Clicks are laggy. You can hold the mouse buttons instead. And it's better for the mouse instead of spamming clicks like in Diablo 1 (click for every strike) or Diablo 2 (click to start attacking target).
Also do not move the mouse around to much while fighting melee. The system orders you to attack every 0.25 seconds, if you aren't attacking the unit that the system thinks you are aiming at (in either directional in front of you, if holding shift, or in a small area below your mouse, if you aren't holding shift).
If you click on enemies to attack them, the ground on that you clicked will be used as a target point instead of the unit that you clicked on.
edit:
oh, if anyone has some more feedback on my map or suggestions, let me know it.
Simple and fun game, and well polished. I didn't really get the idea the first time we played, but I really enjoyed the second one.
Malum Ruina
The intro was awesome. Extremely well polished map. A little hard to learn. I mean, I knew that I needed to kill the humans when I started as an alien, but I had little idea about how to do that. The best moment of it was when I saw DuckyTheDuck realize everybody except him was alien. =)
Goku Firebat
Definitely not a bad idea, but I must agree with TheWatcher, it was too "one-shot"y. I think it would have more strategical depth if both the heroes and the base defence (towers etc.) had more chance to protect themselves. It has a quite high potential.
Star Strikers
Bad: Hobrow is op. =(
Good: He was on our side. =)
Seriously, this one was a lot of fun. Easy to learn, hard to master.
More than one round is too long, it means that loosing side will have to win 2 times, which would make game last for 3 rounds which is .. 80 minutes? I don’t mind playing this type of map for 25 minutes, maybe 30 if things got interesting, but more than that and I get strong desire to turn on AI and go afk.
By default, games last only 1 round, but host can choose to add up to 3 rounds. Maybe I should disallow the host from choosing the number of rounds and adding an -xr (extra round) chat command instead.
It's a setting the host can set and normally we play only one round. But last time I asked TheAlmaity on vent to go for a best of 3 :D so I guess it's my fault :D But what I realy would like to see is some kind of shop for the builders like in Castle Fight from WC3 when you can buy buffs for your units and abilitys for your worker. Here are some examples from Castle Fight from WC3:
Aura with +attack speed for all your units
Aura with +attack damage for all your units
Stackable item that adds a ranged attack to your builder
Lightning Orb that lets you use a chain lighting at any enemy unit on the map, 60sec CD
There where more but I can't remember :D
I definitely want to add items to the game. Maybe for version 4.0?
Recently I've lost some motivation for developing the map. The map coming down from 50+ hours last week to hardly 6 hours now doesn't help much. :( I'll surely be back at this in the near future and I'll continue working on the new version 3.0.
I hope we have another fun friday, I might get my unfinished goku into the party again. As for maps I suggest we play Start strikers and perhaps even desert strike (lol Iv played it quite a lot now, its a fun game)
Nothing else to say. The destroyer hero I had was poorly weak. "Hasn't been updated" from the author. Still think, that the units which can be buyed are more powerful than the heroes. I saw it last week, too. Author hero with mercenaries: level 37. Everybody else with heroes only: level 24
Corruption RPG
Yeah it's a beta map, but there are some thing that won't fit to the rest. I don't know if he read through the Starcraft saga. The most I have to say have been said in the map. Lack of hero classes. The caster-class wasn't good balanced and a melee unit!? No mana for spells and the spells were unbalanced, too. The item drop chance was extremly low.
Maybe the slow motion gameplay is fit for this kind of game, but it wouldn't be for the regular custom gamers.
Heavy Iron
The laggiest map ever... and with the most trigger errors.
Will see how many maps I will have to play at this night.
On the one hand, there were several things I liked alot.
Beginning with the hero selection, I also loved the spell animations (nice frostnova!) and the imported wc3 icons and models (f.e. Lich).
The terrain was also fine for its purpose. I especially liked the base towers with the tinted phase cannons around.
Though I would make them (and every other not-interactive structure) unclickable.
On the other hand, I have to say, that I'm not a fan of these: "Mass Units incoming - Let's spam AoE Spells to defeat them"-maps.
There was merely nothing to do but selecting level upgrades, spamming his 3-4 spells and purchasing several phoenixes to destroy warp prisms easily.
When I compare it with the X-Hero Siege from Wc3, there was alot more to do. Beginning with items to purchase (pots, scrolls, units, armor, weapons, spells!), there were also special events and Boss fights. Additionally it was very hard to do anything at the end due to a really low framerate.
All in all it's a well made map and probably very suitable for the B-net community (cause they love AoE-Effects) but I think, there is a lot of potential content that is waiting for implementation.
Corruption RPG
I really liked the user interface. The team overview on the left was helpful (especially for a healer), only thing to mention here - the player names weren't readable for me (maybe due to my resolution of 1920x1080). Another thing is the healthbar of your own hero. When loosing hp (rapidly) the UI-bar stays green at all times. Changing it to red at some point would be helpful imao. The inventory and the minimap in the top right corner are also well-made. But as already mentioned ingame, it would be nice to see allies on that compass too, so you won't have to toggle the great minimap with 'M' everytime you got lost :).
The interaction with the spellbook is improvable I think. It would be nice to be able to remove spells or change their positions in the spell bar.
Imo it also shouldn't be possible to get every single spell on the tech tree. Let people specialise.
I also think there would be a more cooperative feeling, if the map was concepted for only 4 people.
Or lets put it that way: number of players = number of classes.
5 healers and 3 tanks isn't that motivating, since everybody is replacable by an ally. Let people know, that they are needed.
That everyone has his own role to fulfill.
In yesterday's setup in the most cases it wasn't fatal when i didn't heal, since one of my allies also did. It was more often annoying to heal a full healthbar, because two of my allies were faster.
Another point - turn occlusion on, at least for the greater doodads. It would be nice to see what you are fighting against ;).
Furthermore, to improve the game's ambience you could use skripted events and cinematics. That would make it more feel like a RPG than hack 'n slay.
I read the text passages you used from time to time, but i bet not many of the bnet players will read it :(.
This being said, I can see that you put alot of ideas and effort in the map, and even if I mentioned several points to improve, I think you're going the right way. I'm complaining on a very high level. I couldn't do half of the things you implemented. It is just general game mechanics I'm talking about as a player.
I'll attempt to remember all the maps we played yesterday and write up feedback. If I forgot a certain map, please remind me.
Corruption RPG
Very nice and very well made.
Nerf Helral's rolls (Make item drop rate scale with player amount)
My mana regen was terrible, altough I guess if I had items it would've been a bit better
Minimap didn't show allies, too easy to get lost
Big map showed classes when moused over, not the names of players. Names would've come in handy
Certain things (Like warp prisms or whatever marks a town/respawn point) should have a different icon on the big map, so that we can recognize stuff easily
Some form of talent system would be great, so that leveling up means something (Tbh, I don't see a difference between the levels :/)
Add a visual to the level-ups
Cant think of anything else.
Goku
Still felt a bit oneshotty, not as much as last weak though.
The difference in power between heroes and creeps/towers is ridiculous. A tower should be able to kill a hero. Maybe make towers deal damage based on % instead of a fixed amount
Zealot's learn tooltips are from the wrong hero. Button images are fine though.
Thanks a lot for the feedback :) The Lich, among other heroes, will be getting a makeover soon. It was probably my worst thought out hero, I just recreated some wc3 abilities instead of thinking how the hero should play out.
Yea, the map is unfinished and I'll be adding more stuff, like side events and items. I used to have items, but the system I had back then sucked so I scrapped them. I've got a long to do list, lol.
Carriers are definitely OP, and as I said above, Destroyer is one of the heroes that has to recieve an update. I changed a lot about the map since he was made without making any changes to him.
Also, I don't know how I've got more levels - XP is shared equally among all heroes as long as they are within 15 range of the killing hero, so I probably did something else that made me get more XP (Like take care of the massive waves of units and warp prisms or something by myself with no hero nearby to share XP with)
if you guys could just go to this link and fill out the form, it would help me a lot, thanks.
So yeah, I guess I should write my feedback :)
Diablo:
War Pigs
Nothing to say, well made and polished map, I'm terrible at it, and I think thats it.
Malum Ruina
Looks extremely well made and polished. I think I remember someone complaining about the sound or music (I had my own music running so I didnt hear much of the game)
Unfortunately, I'm not really a fan of that type of game, but I definitely think this is a really well made and good map.
Goku
Don't nerf me, I'm fine, it's just skill-less whiners.
Ok, serious now - The game is far too "one-shot"y. The reason people say that I was OP was because you can get killed far too easily, and most of my abilities involved the zealot moving really quickly, which made me accidentally dodge enemy spells, and I was always able to hit multiple players twice. Increase the damage done by creeps later on, and heavily increase hero health. Battles should last longer than 2 seconds.
Buildings died too quickly.
Creeps look imbalanced to me, or the balance is too fragile. Balance the creeps so that killing 2 of them wont cause your own creeps to just demolish the entire enemy lane. Make the timing of creeps be so that one wave of creeps arrives about 3-5 seconds after the previous wave is dead (if no hero intervenes)
Whats the point of killing the gateways? Stuff still kept spawning
I leveled an ability apparently to its max level, yet i was still able to push the button. It took me about 500 clicks to figure out there was a red text message on the opposite end of the screen telling me that the ability was maxed out, yet still the button was clickable.
Are you using dialogs for the leveling or what are you doing? It doesn't look like a normal command card, and reselecting your unit doesnt reset the command card to its normal state (Which gets annoying since that's what I usually do instead of pressing escape)
Star Strikers
I ACTUALLY DID SOMETHING RIGHT FOR ONCE!!!
I seem to be not as terrible as I used to be.
Hobrows Zerg Defense 2
Maybe change the name, people are getting confused all the time xD
We weren't able to get a full test yesterday, you even modified your map so that we could do it with 6 players... So I guess there really isnt much to say. I look forward to the talent system.
Gates of Darkness
For those of you that played, please fill out this form! I really need some feedback.
Nexus Hindrance Wars
As others said, after the 20 minute mark there was nothing left to do. I just increased my income then and researched upgrades for units we didnt have, and I kept rebuilding cannons as soon as they died, and psi stormed spine crawlers that tried to rape my base. Add something to do, even if it's just adding the debates engine into this. (Please dont do that, lol)
Units that were on top of cliffs couldnt be attacked. I find that bloody stupid since a huge group of voidrays was on the edge of a cliff for about 15 minutes since they were able to fire at 2 lanes from that spot and didnt have to move. Please fix this...
The annoyling did its job and pissed everyone off. good work. Mind adding a timer somewhere that tells us when it's going to change alliance again?
Also, sometimes it passed beams.
Ty for feedback. I also feel like the spell power is not quite right yet. I want the feeling of power for the spells but its not quite what Im looking for at the moment. Ill try to improve it and hopefully we can have some fun at next mapnight :)
Thanks for the feedback. It's definitely a niche genre, so no worries ;) Like the genre, some people hate the music, others love it. *shrugs*
Heh, couldn't participate again. This time, I was invited to a birthday. Sorry guys ;)
I'm currently creating skills with data editor. Atm, I've a leap ability that still needs a damage integration and multishot (multiple arrows).
In the long run I try to make the Warriors/Rogues to cast their skills that will have elemental effects, if they are boosted with spell levels (example: sum of spells) would buff the leap damage).
The variety of available spells increases over time.
Currently implemented are:
Fire Bolt, Fireball, Charged Bolt (currently starting spell), Lightning, Firewall, Healing (self), Inferno, Town Portal, Teleport, Flame Wave, Holy Bolt.
There are some that aren't implemented, yet, but which are already findable:
Chain Lightning, Golem, Mana Shield, Nova, Flash
I also heard the comment about fighting other sorcerers to reach a bookshelf first.
I need to implement a better way to place bookshelves in the dungeon generation system. Atm there are 4000 tries to place a bookshelf on the side of a wall (checks both sides) in each dungeon level and often no shelf will be spawned (max are 2 shelves). I will double the tries for now.
You can obtain books through 2 ways atm:
- Adria (the person who sells Mana potions, too) always sells exactly 1 book
- bookshelves (0-2 will spawn in each cathedral level; I would like to make the 0 rare)
When I add unique monsters (random monster with mob and buff and random name) they will have a chance to drop books, too (will drop magic item or book)
I just added rare book drops in chests that aren't in level 1.
Then you didn't find the witch in the south east across the river. She sells Mana potions. I should reveal the NPCs on minimap then that new players see that there is something.
The mana regeneration in Diablo 1 was originally not existing.
Also I'm not sure what I should do with the starting staff. I could give it a mana regeneration spell with charges, an attacking spell with charges, or a constant spell level increase (Diablo 2).
Atm some spells are overpowered like the holy bolt spell (it currently scales 1:1 on base magic and that's way to much).
Thanks. I keep working on it. ;D People who give me compliments about my map are pushing me pretty much in continue the work.
That's a control usage problem. For fighting, the SHIFT key is pretty important because it stops your movement and forces you to fight into a direction.
I need to add some tutorial overlay for new users to explain the controls...
Also, I've designed the controls a way that you don't have to spam clicks. Clicks are laggy. You can hold the mouse buttons instead. And it's better for the mouse instead of spamming clicks like in Diablo 1 (click for every strike) or Diablo 2 (click to start attacking target).
Also do not move the mouse around to much while fighting melee. The system orders you to attack every 0.25 seconds, if you aren't attacking the unit that the system thinks you are aiming at (in either directional in front of you, if holding shift, or in a small area below your mouse, if you aren't holding shift).
If you click on enemies to attack them, the ground on that you clicked will be used as a target point instead of the unit that you clicked on.
edit:
oh, if anyone has some more feedback on my map or suggestions, let me know it.
War Pigs
Simple and fun game, and well polished. I didn't really get the idea the first time we played, but I really enjoyed the second one.
Malum Ruina
The intro was awesome. Extremely well polished map. A little hard to learn. I mean, I knew that I needed to kill the humans when I started as an alien, but I had little idea about how to do that. The best moment of it was when I saw DuckyTheDuck realize everybody except him was alien. =)
Goku Firebat
Definitely not a bad idea, but I must agree with TheWatcher, it was too "one-shot"y. I think it would have more strategical depth if both the heroes and the base defence (towers etc.) had more chance to protect themselves. It has a quite high potential.
Star Strikers
Bad: Hobrow is op. =(
Good: He was on our side. =)
Seriously, this one was a lot of fun. Easy to learn, hard to master.
By default, games last only 1 round, but host can choose to add up to 3 rounds. Maybe I should disallow the host from choosing the number of rounds and adding an -xr (extra round) chat command instead.
I definitely want to add items to the game. Maybe for version 4.0?
Recently I've lost some motivation for developing the map. The map coming down from 50+ hours last week to hardly 6 hours now doesn't help much. :( I'll surely be back at this in the near future and I'll continue working on the new version 3.0.
Thank you for the feedback.
its fridaaaaaaaaaay another week another map :E
I hope we have another fun friday, I might get my unfinished goku into the party again. As for maps I suggest we play Start strikers and perhaps even desert strike (lol Iv played it quite a lot now, its a fun game)
Finally my map will be ready this time round lol. It's name is:
15 Assassins TEST
15 players, try and get a full house if you can please :)
Gates of Darkness
Nothing else to say. The destroyer hero I had was poorly weak. "Hasn't been updated" from the author. Still think, that the units which can be buyed are more powerful than the heroes. I saw it last week, too. Author hero with mercenaries: level 37. Everybody else with heroes only: level 24
Corruption RPG
Yeah it's a beta map, but there are some thing that won't fit to the rest. I don't know if he read through the Starcraft saga. The most I have to say have been said in the map. Lack of hero classes. The caster-class wasn't good balanced and a melee unit!? No mana for spells and the spells were unbalanced, too. The item drop chance was extremly low.
Maybe the slow motion gameplay is fit for this kind of game, but it wouldn't be for the regular custom gamers.
Heavy Iron
The laggiest map ever... and with the most trigger errors.
Will see how many maps I will have to play at this night.
Gates of Darkness
On the one hand, there were several things I liked alot. Beginning with the hero selection, I also loved the spell animations (nice frostnova!) and the imported wc3 icons and models (f.e. Lich). The terrain was also fine for its purpose. I especially liked the base towers with the tinted phase cannons around. Though I would make them (and every other not-interactive structure) unclickable.
On the other hand, I have to say, that I'm not a fan of these: "Mass Units incoming - Let's spam AoE Spells to defeat them"-maps. There was merely nothing to do but selecting level upgrades, spamming his 3-4 spells and purchasing several phoenixes to destroy warp prisms easily. When I compare it with the X-Hero Siege from Wc3, there was alot more to do. Beginning with items to purchase (pots, scrolls, units, armor, weapons, spells!), there were also special events and Boss fights. Additionally it was very hard to do anything at the end due to a really low framerate.
All in all it's a well made map and probably very suitable for the B-net community (cause they love AoE-Effects) but I think, there is a lot of potential content that is waiting for implementation.
Corruption RPG
I really liked the user interface. The team overview on the left was helpful (especially for a healer), only thing to mention here - the player names weren't readable for me (maybe due to my resolution of 1920x1080). Another thing is the healthbar of your own hero. When loosing hp (rapidly) the UI-bar stays green at all times. Changing it to red at some point would be helpful imao. The inventory and the minimap in the top right corner are also well-made. But as already mentioned ingame, it would be nice to see allies on that compass too, so you won't have to toggle the great minimap with 'M' everytime you got lost :). The interaction with the spellbook is improvable I think. It would be nice to be able to remove spells or change their positions in the spell bar. Imo it also shouldn't be possible to get every single spell on the tech tree. Let people specialise. I also think there would be a more cooperative feeling, if the map was concepted for only 4 people. Or lets put it that way: number of players = number of classes. 5 healers and 3 tanks isn't that motivating, since everybody is replacable by an ally. Let people know, that they are needed. That everyone has his own role to fulfill. In yesterday's setup in the most cases it wasn't fatal when i didn't heal, since one of my allies also did. It was more often annoying to heal a full healthbar, because two of my allies were faster. Another point - turn occlusion on, at least for the greater doodads. It would be nice to see what you are fighting against ;). Furthermore, to improve the game's ambience you could use skripted events and cinematics. That would make it more feel like a RPG than hack 'n slay. I read the text passages you used from time to time, but i bet not many of the bnet players will read it :(.
This being said, I can see that you put alot of ideas and effort in the map, and even if I mentioned several points to improve, I think you're going the right way. I'm complaining on a very high level. I couldn't do half of the things you implemented. It is just general game mechanics I'm talking about as a player.
15 Assassins
Any feedback guys? I just watched the stream I noticed there were quite a few bugs.
I only started on the project Monday so please bare with me :) Anything else let us know.
Thanks for all the testers.
I'll attempt to remember all the maps we played yesterday and write up feedback. If I forgot a certain map, please remind me.
Corruption RPG
Very nice and very well made.
Cant think of anything else.
Goku
_
Can't think of anything else to add, sorry...
Gates of Darkness
@MaNtEc0r: Go
Thanks a lot for the feedback :) The Lich, among other heroes, will be getting a makeover soon. It was probably my worst thought out hero, I just recreated some wc3 abilities instead of thinking how the hero should play out.
Yea, the map is unfinished and I'll be adding more stuff, like side events and items. I used to have items, but the system I had back then sucked so I scrapped them. I've got a long to do list, lol.
@Zanryu1337: Go
Carriers are definitely OP, and as I said above, Destroyer is one of the heroes that has to recieve an update. I changed a lot about the map since he was made without making any changes to him.
Also, I don't know how I've got more levels - XP is shared equally among all heroes as long as they are within 15 range of the killing hero, so I probably did something else that made me get more XP (Like take care of the massive waves of units and warp prisms or something by myself with no hero nearby to share XP with)
if you guys could just go to this link and fill out the form, it would help me a lot, thanks.
I will be a little late tonight, and so will my stream. I hope to get on around 20:00 (8PM).
@Exaken: Go
alright, no problem :)
Will put up a reminder in the news post!
Updated 15 Assassins.
Awaiting 15 people have fun :)
If you're in mood try Bomberbot.
It's map night time in 36 minutes!
1st!!!!!!
Why all those hidden terrain cells? Looks rather ugly even if you dont look at it that often ...