Awwww, too bad, I wasn't here for the first map night... I'll try to join next time, though I don't know which map I could suggest (except my owns, but I haven't edited anything for a few weeks so...).
Also, i think there were some problems with microphones/recording settings? Everyone except Wolf was quiet afaik (i had the stream muted, no one likes infinity loops)
Yes, I watched and I couldn't hear you. I think it's related to Skype or whatever program you were using, actually... I saw that on another channel (livestream of team aAa), the guy recording has to reduce the volumes in Skype and boost them in livestream, or something like that... Can't remember how it's done exactly, but Google might help.
VS Mode: 1v1,2v2,3v3,3v1,v3v2.
Survival Mode vs Overmind: 2v0, 3v0 (map detects how lobby started the match and turns this mode on automatically).
As THE Card Game is already proven to be very popular map, I don't try to really promote it. I just like to see it in livestream.
Since it is already popular (last time i checked at least...), i'll use this as the first map, i.e. the map we play while we're waiting for people to show up :) If the guys like it, we'll play it again after we're through with the list (Altough i have a feeling we'll be doing snipers again... camping ftw)
I havent edited Gates of Darkness since the beginning of the year (prior to Map Night, edited afterwards a bit), as long as stuff is playable it's fine :) We need more maps to play anyway. Kill off major bugs if you have any, add stuff that goes quickly, tell me the map names and i'll put it on the list.
Also, I hope i can get on earlier this time together with Wolf and make a complete sound check and so on, play around with settings and get stuff to work.
as long as stuff is playable it's fine :) We need more maps to play anyway. Kill off major bugs if you have any, add stuff that goes quickly, tell me the map names and i'll put it on the list.
I was thinking about my Sand Worm Survival map but I'm really not sure at all... It works fine so far (I noticed a few bugs but it's rare), it's more a matter of the map being really imbalanced. And by "really imbalanced", I mean the game could end in less than 3 minutes if the guys know what they're doing... But if you really want to try it though, you're welcome... I always need more feedback anyway. It's a quick minigame (10 minutes max) so I guess it won't be a problem playing once or twice during the night! :)
Am I wrong or will there be some action today? Will there be a EU map night tonight? And I have to say that I am pretty interested in seeing Card Shuffle in action.
2 hours and thirty minutes to it, Ghaerdon! I and Wolf will set up the stream early to test and fix sound problems.
First post always says the date of the next Map Night, so when i doubt check it.
I watched the streams, it looked like a big success :)
I heard and saw a few bugs popping up on Card Shuffle thou lol. Hope you all enjoyed it Feedback is welcome of course and I'll work on making alot of improvements.
I watched the streams, it looked like a big success :)
I heard and saw a few bugs popping up on Card Shuffle thou lol. Hope you all enjoyed it Feedback is welcome of course and I'll work on making alot of improvements.
You can spawn units multiple times (using the same item), if you click button fast enough.
Hey guys,
After participating in the map night yesterday I thought I'd share some feedback on each map we played.
Pictionary
As always, bloody fun to play. We played both Identifictionary and Pictionary, I'd say I like Pictionary better but I'm not sure why exactly... It seems to be a shared opinion amongst players, something just doesn't work. I'd like to see an option to choose the size of the brush in Pictionary though, which is a very interesting feature available in Identifictionary.
Starlocks:
...FUCKING PARASITE! xD
The game is... fun, I guess... Actually, what completely ruined the experience in my opinion is that it uses QWERTY for the spells hotkeys... I'm using AZERTY, which made it pretty messy when I needed to use a specific spell at the right moment, so I probably lost miserably once or twice for no other reason than this. That's a problem happening very very often in custom maps, I think it's particularly frustrating in maps using WASD (why the hell do they use WASD or ZQSD, while there are arrows?!?). Maybe the spell selection screen should be smaller too, and make the spell "shop" more intuitive (having to click the button on the left side is just not necessary, just open the shop window automatically when the guy is killed and/or at the end of a round, and hide it when the next round starts).
Troncraft:
I expected this game to be boring. It's quite nice and simple, but I wanted to leave the game before the end because it was way too long and repetitive. Most of the time I just lost like a noob, crashed in the outer walls or miserably failed to dodge the first barrier I came across. This is just so frustating, especially when it happens in the first seconds. Let's be honest, it was not boring at first but losing constantly for dumb reasons made me want to (rage?)quit. The map is fine I guess (besides the lag), it's just definitely not the type of game I like, way too repetitive for me...
Card Shuffle:
I didn't know about that map, but I liked it a lot. Seems like there are exploits though (ie. glitches, bugs, or cheats... I don't know), which made the game imbalanced. I don't know what to think about this map, it has a lot of potential though. I prefer this map to any other card game so far, just because the UI is not made of huge buttons and you can really enjoy the battle and see clearly what's happening (thus finding a efficient counter to incoming waves without having to move your camera like crazy). In the first rounds, I had no clue what the difference was between each hero... probably because you don't really need to select your hero to spawn the creatures. Maybe you should make another bar in the UI showing the hero spells available, so that we can use them or upgrade them without selecting the unit.
Snipers Promod:
It's fun... though I'm a bit disappointed to see that camping, teamkills and spawnkills exists, even in a custom map from a game that has nothing to do with FPS in the first place... but you can't do much about it. Fortunately for us, we knew each other so it's not much of a big deal if we don't play by the rules, but I guess it would have been a completely different matter if I joined a game with random guys I don't know. You can probably add a penalty for camping, which I think is the most important thing to prevent in such a game. About improvement, I'd suggest having more arenas to choose from. We know the map by heart now, and we pretty much know where to look for enemies and where to go when we want to sneak. It would be fun to have a few elements in the map that moves, for example a train passing through the arena (blocking sight and path until it crossed the arena, and killing anyone on its path). Basically I'd add more interactivity with the terrain to make it less predictable.
Blood Marathon:
I saw this map dozens of times without daring to try it... I should have. This is probably the map I enjoyed the most (with Pictionary), this is just completely random and the more players there is, the better. A few parts are really REALLY frustrating (the templar rushing at us is so hard to dodge, not to mention those damn creeps blocking the way!), but I enjoyed it nonetheless. I wish there were more circuits though, the map size seems to be done in that purpose and I'm eager to see how it goes.
Core Fight:
I really like the atmosphere of this map, this is something never seen before in custom games... but it seriously lags! My computer can't handle that much details, even when playing solo, and it seems like many of us yesterday were having issues about this. Besides, balancing is not working as it is now. We ended up spawning mass void rays in the last rounds, I'm pretty sure whoever already played that map once or twice does the same. This is sad, because the map has a lot of potential. I usually don't play tug of war maps, but this one is amongst my favorites (with Genetic Labs).
Vampirism:
Let's be honest, I don't like it. The main reason being I don't like the Warcraft universe anymore, and I'm not really fond of maps copying already existing maps to "bring back the old map, because it was bloody fun" (or whatever the reason is). I don't see the point in making Warcraft or WoW clones, I didn't buy Starcraft 2 in this perspective. Besides, the terrain looks weird, the vampires are completely OP (can you even lose as a Vampire, seriously?)... Well, let's make it short, I didn't like it. Sorry. It's probably not because of the SC2 conversion itself though, I guess I wouldn't have enjoyed this even if I was still playing Warcraft 3...
Zombie Master:
Quite fun to play, but I wonder how hard it is when you don't have a full house. The zombie masters have way too much power to lose, I'm pretty sure 4 zombies vs 6 survivors is completely in favor of the zombie masters. I'll probably play a few more games (as a zombie master, this time) to see how it goes, but this map is interesting even though I never really liked zombie games.
Room Wars:
The latest updates are really cool... but as I expected (I told that in the topic), the Thor is just OP. This is probably the only mistake made in this map. I love that you can buy banelings, and I probably should have kept my bunker to call reinforcements (I'm not sure it's how it is done, but I've seen players call down more marines around their bunker, so I guess it's how it works). Nice work, it's even funnier to play with members of sc2mapster. (but I still lose each game :D )
Sand Worm Survival:
It's my map... it's obviously so bloody fun and cool... :D
Jokes aside, I'm trying to figure out how to make it harder for Riders to capture a worm... I was thinking of a target spell that could miss the worm (more or less like a grenade stunning/slowing the worm, then you could jump on it), with a cooldown so that you can't cast it too often. And I also need to make it easier for the Terran players, especially when they are not all there. I have a real issue with this, because 1 Terran player can't win alone, and 4 Terran players can't lose... I'll either need to make the spawning pools much stronger, or find a way to improve the army composition of the Terran players, so that they can compete with the Worms AND the Riders at the same time, without owning them both. If you have any idea, check "Zealnaga's playground" in the Feedback section. :)
The Final Frontier:
As Mozared said while we were playing, this map must be a trigger hell. It also is a giant mess of windows, so confusing I had no other choice but quit the game... I don't know if it's because I was tired or not, but I think there are too many things to handle and it makes the game either boring or too hard to play. While you were all building an entire fleet, I was unable to build more than 1 colony ship, 1 fighter, and 1 battlecruiser... I don't really know what I did wrong, but this is just soooooo frustating to try to find a clue in this giant mess of windows, even with the tutorial advices on the side I completely messed up. I'll need to play it a bit more before I could give my opinion of this map, for now I'm just sure it was way too hard to handle around 2 AM, after drawing abortions and murders in Pictionary... :D
- Card Shuffle: This game was completely bugged for me. It seems that you haven't localized the map, as all the text in the game was displayed to me as Param/Value/... You can use Localizer to fix this: http://www.sc2mapster.com/assets/sc2-localizer/
- Vampirism: As I posted on the main post, this game still needs a lot of work. I noted a bug, that when a building was destroyed, it displayed the wrong killing animation. You should make builders move slower, and increase their radius, you can't click them when you are following them. Also, the game lasted too short because the map was very small and the vamps could find you too easily.
- Zombie Master: I missed some extra abilities for the heroes, you only could use a single ability. Also I think you need to add some attribute or item system so you can customize your heroes. I didn't play on the Zombie Master team, but it seemed to be very entertaining. Also, I liked a lot the terrain and the dark atmosphere of this map.
@ZealNaga: I'm trying to fix the lag. For next version I'll try to deactivate the camera shake thing. Void Rays are too weak and easy to counter if you build some marines or vikings. Anyway, I'll lower the attack of Void Ray I.
Pictionary:
As always, bloody fun to play. We played both Identifictionary and Pictionary, I'd say I like Pictionary better but I'm not sure why exactly... It seems to be a shared opinion amongst players, something just doesn't work. I'd like to see an option to choose the size of the brush in Pictionary though, which is a very interesting feature available in Identifictionary.
You can set the paintbrush size, its over the colors.
The last map I can't remember (space colonist thing):
As Mozared said while we were playing, this map must be a trigger hell. It also is a giant mess of windows, so confusing I had no other choice but quit the game... I don't know if it's because I was tired or not, but I think there are too many things to handle and it makes the game either boring or too hard to play. While you were all building an entire fleet, I was unable to build more than 1 colony ship, 1 fighter, and 1 battlecruiser... I don't really know what I did wrong, but this is just soooooo frustating to try to find a clue in this giant mess of windows, even with the tutorial advices on the side I completely messed up. I'll need to play it a bit more before I could give my opinion of this map, for now I'm just sure it was way too hard to handle around 2 AM, after drawing abortions and murders in Pictionary... :D
The Archon is f*cking OP. 999 Damage in a large splash... Bug obviously :p Then there was something that just damage/killed all units on the map... Really annoying.
You should do something about that multi-spawning bug, i guess the problem is the latency to Bnet. Maybe make a few triggers that create a kind of "global cooldown" of 0.5 seconds, use a "Cards Used" Array that is increased by 1 each time a card is used and add all units created to a unit group array, then after 0.4 seconds check whether Cards Used is > 1, if yes kill all units in the unit group array for that player, then set both variables to 0. Anyone who abuses the unfixable bug then just loses all units he made.
Core Fight:
Too slow... Increase rate of income. Add more units. Apart from that, very good.
Also, the medivac is actually bad compared to a normal medic building if you are losing, since the medivac tends to get killed before a medic is spawned. Maybe spawn a medic at the same time as a medivac and give the medic a timed life?
Unit Ideas:
Hellion, linear splash, good vs Light bad vs Armored
Banshee: Cloaked till it attacks, maybe even its linear splash from the campaign?
Marauder: Concussives, good vs Armored
Ghost: Very Good vs Psionic (Should only be used to counter stuff like archons)
Some Protoss unit that does the same as the Ghost
Phoenix: Good AtA, Graviton Beams ground units
Collosus: Expensive, good vs Light, usual attack
Sentry: Uses Guardian Shield
Protoss need a third advanced structure like a static defense (Photon Cannon?) like Terrans have Bunkers.
Terrans need something like Force Fields as an advanced Structure. Add another structure for Protoss then as well to keep it equal
Snipers Promod
I'd actually like to make a tournament for this. If you want me to, PM me.
I don't think Camping is such a problem, since you know where the camper is after you die and can kill him easily. Burne kept killing me when i was camping. Btw, add those beam models from the normal snipe ability (or are they there and i didnt notice?)
Buying "items" with credits would be useful if you didnt just lose everything after dying.
Add buyable levelable abilities so that you can customize your character a bit more (Force Fields, Short stun grenades, ummm... Scanner Sweep? And whatever you think of)
Zombie Master
Survivors need more abilities, being able to pick what type of survivor you are would be better, same for when you spawn as a zombie after dying (or make some zombie types more useful if a player controls it), levels for survivors should give stats or abilities. I think more doodads on the terrain would be cool. Otherwise, pretty fun :)
Blood Marathon
Utter Chaos. I like it. Just its kinda imbalanced... If i get the rickroll guy i pretty much get killed by anyone or theyre just simply faster than me. Same for some other things you can get.
Also, hotkeys are annoying! Either put everything on Q and W or keep all original hotkeys! Dont mix. Also, Supply depot Hotkey is S, which is the same as the stop hotkey so it doesnt work
Vampirism
Needs a lot of work. Impossible to lose as a vampire. GL HF
Also, don't use wc3 models, use the WoW models. They're more detailed. You got Dreadlords, Illidan and Abominations in WoW as well. There's a model request thread.
When buildings blow up it shows a ghost academy. Change their death models to "TerranBuildingDeath_Low" (or w/e its called) to get just an explosion.
Starlocks
Completely chaotic maps like these are always fun. Damn parasite though >.> Is the maker of Starlocks on mapster at all?
Next Map Night is next week again, Friday 7 PM CET. Will update OP now.
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Awwww, too bad, I wasn't here for the first map night... I'll try to join next time, though I don't know which map I could suggest (except my owns, but I haven't edited anything for a few weeks so...).
Yes, I watched and I couldn't hear you. I think it's related to Skype or whatever program you were using, actually... I saw that on another channel (livestream of team aAa), the guy recording has to reduce the volumes in Skype and boost them in livestream, or something like that... Can't remember how it's done exactly, but Google might help.
THE Card Game
VS Mode: 1v1,2v2,3v3,3v1,v3v2.
Survival Mode vs Overmind: 2v0, 3v0 (map detects how lobby started the match and turns this mode on automatically).
As THE Card Game is already proven to be very popular map, I don't try to really promote it. I just like to see it in livestream.
Since it is already popular (last time i checked at least...), i'll use this as the first map, i.e. the map we play while we're waiting for people to show up :) If the guys like it, we'll play it again after we're through with the list (Altough i have a feeling we'll be doing snipers again... camping ftw)
@ZealNaga: Go
I havent edited Gates of Darkness since the beginning of the year (prior to Map Night, edited afterwards a bit), as long as stuff is playable it's fine :) We need more maps to play anyway. Kill off major bugs if you have any, add stuff that goes quickly, tell me the map names and i'll put it on the list.
Also, I hope i can get on earlier this time together with Wolf and make a complete sound check and so on, play around with settings and get stuff to work.
I was thinking about my Sand Worm Survival map but I'm really not sure at all... It works fine so far (I noticed a few bugs but it's rare), it's more a matter of the map being really imbalanced. And by "really imbalanced", I mean the game could end in less than 3 minutes if the guys know what they're doing... But if you really want to try it though, you're welcome... I always need more feedback anyway. It's a quick minigame (10 minutes max) so I guess it won't be a problem playing once or twice during the night! :)
Vampirism
Listed under Tower Defence
10 v 2 (10 humans v 2 vampires)
Have a try and give me some love :)
Added Sand Worm Survival and Vamps :) See you all tommorow hopefully!
Zeal, how many players and what category would it fall under?
Card Shuffle is definitely ready now for a full 12 players, hope you can make it happen :p
It's for up to 8 players. About the category, hmm... it's pretty close to a team deathmatch.
Am I wrong or will there be some action today? Will there be a EU map night tonight? And I have to say that I am pretty interested in seeing Card Shuffle in action.
2 hours and thirty minutes to it, Ghaerdon! I and Wolf will set up the stream early to test and fix sound problems.
First post always says the date of the next Map Night, so when i doubt check it.
@TheAlmaity: Go
my body is ready lol
ppl can start coming xp
Wolf seems to have internet problems, stream wont be up until his inet is fixed (lets hope that actually happens)
Coming online in a min, gotta turn off my editor, turn on sc2 and edit topic title.
sc2mapster channel, as always!
I watched the streams, it looked like a big success :)
I heard and saw a few bugs popping up on Card Shuffle thou lol. Hope you all enjoyed it Feedback is welcome of course and I'll work on making alot of improvements.
First blood 3 times!!! my map owns ;D (btw need some suggestions to make snipers even funnier :) )
You can spawn units multiple times (using the same item), if you click button fast enough.
Hey guys,
After participating in the map night yesterday I thought I'd share some feedback on each map we played.
Pictionary
As always, bloody fun to play. We played both Identifictionary and Pictionary, I'd say I like Pictionary better but I'm not sure why exactly... It seems to be a shared opinion amongst players, something just doesn't work. I'd like to see an option to choose the size of the brush in Pictionary though, which is a very interesting feature available in Identifictionary.
Starlocks:
...FUCKING PARASITE! xD
The game is... fun, I guess... Actually, what completely ruined the experience in my opinion is that it uses QWERTY for the spells hotkeys... I'm using AZERTY, which made it pretty messy when I needed to use a specific spell at the right moment, so I probably lost miserably once or twice for no other reason than this. That's a problem happening very very often in custom maps, I think it's particularly frustrating in maps using WASD (why the hell do they use WASD or ZQSD, while there are arrows?!?). Maybe the spell selection screen should be smaller too, and make the spell "shop" more intuitive (having to click the button on the left side is just not necessary, just open the shop window automatically when the guy is killed and/or at the end of a round, and hide it when the next round starts).
Troncraft:
I expected this game to be boring. It's quite nice and simple, but I wanted to leave the game before the end because it was way too long and repetitive. Most of the time I just lost like a noob, crashed in the outer walls or miserably failed to dodge the first barrier I came across. This is just so frustating, especially when it happens in the first seconds. Let's be honest, it was not boring at first but losing constantly for dumb reasons made me want to (rage?)quit. The map is fine I guess (besides the lag), it's just definitely not the type of game I like, way too repetitive for me...
Card Shuffle:
I didn't know about that map, but I liked it a lot. Seems like there are exploits though (ie. glitches, bugs, or cheats... I don't know), which made the game imbalanced. I don't know what to think about this map, it has a lot of potential though. I prefer this map to any other card game so far, just because the UI is not made of huge buttons and you can really enjoy the battle and see clearly what's happening (thus finding a efficient counter to incoming waves without having to move your camera like crazy). In the first rounds, I had no clue what the difference was between each hero... probably because you don't really need to select your hero to spawn the creatures. Maybe you should make another bar in the UI showing the hero spells available, so that we can use them or upgrade them without selecting the unit.
Snipers Promod:
It's fun... though I'm a bit disappointed to see that camping, teamkills and spawnkills exists, even in a custom map from a game that has nothing to do with FPS in the first place... but you can't do much about it. Fortunately for us, we knew each other so it's not much of a big deal if we don't play by the rules, but I guess it would have been a completely different matter if I joined a game with random guys I don't know. You can probably add a penalty for camping, which I think is the most important thing to prevent in such a game. About improvement, I'd suggest having more arenas to choose from. We know the map by heart now, and we pretty much know where to look for enemies and where to go when we want to sneak. It would be fun to have a few elements in the map that moves, for example a train passing through the arena (blocking sight and path until it crossed the arena, and killing anyone on its path). Basically I'd add more interactivity with the terrain to make it less predictable.
Blood Marathon:
I saw this map dozens of times without daring to try it... I should have. This is probably the map I enjoyed the most (with Pictionary), this is just completely random and the more players there is, the better. A few parts are really REALLY frustrating (the templar rushing at us is so hard to dodge, not to mention those damn creeps blocking the way!), but I enjoyed it nonetheless. I wish there were more circuits though, the map size seems to be done in that purpose and I'm eager to see how it goes.
Core Fight:
I really like the atmosphere of this map, this is something never seen before in custom games... but it seriously lags! My computer can't handle that much details, even when playing solo, and it seems like many of us yesterday were having issues about this. Besides, balancing is not working as it is now. We ended up spawning mass void rays in the last rounds, I'm pretty sure whoever already played that map once or twice does the same. This is sad, because the map has a lot of potential. I usually don't play tug of war maps, but this one is amongst my favorites (with Genetic Labs).
Vampirism:
Let's be honest, I don't like it. The main reason being I don't like the Warcraft universe anymore, and I'm not really fond of maps copying already existing maps to "bring back the old map, because it was bloody fun" (or whatever the reason is). I don't see the point in making Warcraft or WoW clones, I didn't buy Starcraft 2 in this perspective. Besides, the terrain looks weird, the vampires are completely OP (can you even lose as a Vampire, seriously?)... Well, let's make it short, I didn't like it. Sorry. It's probably not because of the SC2 conversion itself though, I guess I wouldn't have enjoyed this even if I was still playing Warcraft 3...
Zombie Master:
Quite fun to play, but I wonder how hard it is when you don't have a full house. The zombie masters have way too much power to lose, I'm pretty sure 4 zombies vs 6 survivors is completely in favor of the zombie masters. I'll probably play a few more games (as a zombie master, this time) to see how it goes, but this map is interesting even though I never really liked zombie games.
Room Wars:
The latest updates are really cool... but as I expected (I told that in the topic), the Thor is just OP. This is probably the only mistake made in this map. I love that you can buy banelings, and I probably should have kept my bunker to call reinforcements (I'm not sure it's how it is done, but I've seen players call down more marines around their bunker, so I guess it's how it works). Nice work, it's even funnier to play with members of sc2mapster. (but I still lose each game :D )
Sand Worm Survival:
It's my map... it's obviously so bloody fun and cool... :D
Jokes aside, I'm trying to figure out how to make it harder for Riders to capture a worm... I was thinking of a target spell that could miss the worm (more or less like a grenade stunning/slowing the worm, then you could jump on it), with a cooldown so that you can't cast it too often. And I also need to make it easier for the Terran players, especially when they are not all there. I have a real issue with this, because 1 Terran player can't win alone, and 4 Terran players can't lose... I'll either need to make the spawning pools much stronger, or find a way to improve the army composition of the Terran players, so that they can compete with the Worms AND the Riders at the same time, without owning them both. If you have any idea, check "Zealnaga's playground" in the Feedback section. :)
The Final Frontier:
As Mozared said while we were playing, this map must be a trigger hell. It also is a giant mess of windows, so confusing I had no other choice but quit the game... I don't know if it's because I was tired or not, but I think there are too many things to handle and it makes the game either boring or too hard to play. While you were all building an entire fleet, I was unable to build more than 1 colony ship, 1 fighter, and 1 battlecruiser... I don't really know what I did wrong, but this is just soooooo frustating to try to find a clue in this giant mess of windows, even with the tutorial advices on the side I completely messed up. I'll need to play it a bit more before I could give my opinion of this map, for now I'm just sure it was way too hard to handle around 2 AM, after drawing abortions and murders in Pictionary... :D
Hmm... Did I forget anyone's map?
- Card Shuffle: This game was completely bugged for me. It seems that you haven't localized the map, as all the text in the game was displayed to me as Param/Value/... You can use Localizer to fix this: http://www.sc2mapster.com/assets/sc2-localizer/
- Vampirism: As I posted on the main post, this game still needs a lot of work. I noted a bug, that when a building was destroyed, it displayed the wrong killing animation. You should make builders move slower, and increase their radius, you can't click them when you are following them. Also, the game lasted too short because the map was very small and the vamps could find you too easily.
- Zombie Master: I missed some extra abilities for the heroes, you only could use a single ability. Also I think you need to add some attribute or item system so you can customize your heroes. I didn't play on the Zombie Master team, but it seemed to be very entertaining. Also, I liked a lot the terrain and the dark atmosphere of this map.
@ZealNaga: I'm trying to fix the lag. For next version I'll try to deactivate the camera shake thing. Void Rays are too weak and easy to counter if you build some marines or vikings. Anyway, I'll lower the attack of Void Ray I.
You can set the paintbrush size, its over the colors.
Its called The Final Frontier.
I am working on version 2.0, which hopefully will be much easier to manage and dialogs will be set into the sc2layout like this: http://www.sc2mapster.com/maps/warring-factions/images/30-ff-2-0-colony-production/
I think, you listed all the maps.
It was a great a night, GG!
Card Shuffle:
The Archon is f*cking OP. 999 Damage in a large splash... Bug obviously :p Then there was something that just damage/killed all units on the map... Really annoying.
You should do something about that multi-spawning bug, i guess the problem is the latency to Bnet. Maybe make a few triggers that create a kind of "global cooldown" of 0.5 seconds, use a "Cards Used" Array that is increased by 1 each time a card is used and add all units created to a unit group array, then after 0.4 seconds check whether Cards Used is > 1, if yes kill all units in the unit group array for that player, then set both variables to 0. Anyone who abuses the unfixable bug then just loses all units he made.
Core Fight:
Too slow... Increase rate of income. Add more units. Apart from that, very good.
Also, the medivac is actually bad compared to a normal medic building if you are losing, since the medivac tends to get killed before a medic is spawned. Maybe spawn a medic at the same time as a medivac and give the medic a timed life?
Unit Ideas:
Hellion, linear splash, good vs Light bad vs Armored
Banshee: Cloaked till it attacks, maybe even its linear splash from the campaign?
Marauder: Concussives, good vs Armored
Ghost: Very Good vs Psionic (Should only be used to counter stuff like archons)
Some Protoss unit that does the same as the Ghost
Phoenix: Good AtA, Graviton Beams ground units
Collosus: Expensive, good vs Light, usual attack
Sentry: Uses Guardian Shield
Protoss need a third advanced structure like a static defense (Photon Cannon?) like Terrans have Bunkers.
Terrans need something like Force Fields as an advanced Structure. Add another structure for Protoss then as well to keep it equal
Snipers Promod
I'd actually like to make a tournament for this. If you want me to, PM me.
I don't think Camping is such a problem, since you know where the camper is after you die and can kill him easily. Burne kept killing me when i was camping. Btw, add those beam models from the normal snipe ability (or are they there and i didnt notice?)
Buying "items" with credits would be useful if you didnt just lose everything after dying.
Add buyable levelable abilities so that you can customize your character a bit more (Force Fields, Short stun grenades, ummm... Scanner Sweep? And whatever you think of)
Zombie Master
Survivors need more abilities, being able to pick what type of survivor you are would be better, same for when you spawn as a zombie after dying (or make some zombie types more useful if a player controls it), levels for survivors should give stats or abilities. I think more doodads on the terrain would be cool. Otherwise, pretty fun :)
Blood Marathon
Utter Chaos. I like it. Just its kinda imbalanced... If i get the rickroll guy i pretty much get killed by anyone or theyre just simply faster than me. Same for some other things you can get.
Also, hotkeys are annoying! Either put everything on Q and W or keep all original hotkeys! Dont mix. Also, Supply depot Hotkey is S, which is the same as the stop hotkey so it doesnt work
Vampirism
Needs a lot of work. Impossible to lose as a vampire. GL HF
Also, don't use wc3 models, use the WoW models. They're more detailed. You got Dreadlords, Illidan and Abominations in WoW as well. There's a model request thread.
When buildings blow up it shows a ghost academy. Change their death models to "TerranBuildingDeath_Low" (or w/e its called) to get just an explosion.
Starlocks
Completely chaotic maps like these are always fun. Damn parasite though >.> Is the maker of Starlocks on mapster at all?
Next Map Night is next week again, Friday 7 PM CET. Will update OP now.