It's a bit rude as I can't make map night tonight, but would it be possible for anyone to play a couple of games of Genetic Lab Wars? I'd quite like to get some feedback from people other than the very very small group who regularly play it. If not I can wait until next week :)
Not really sure what to say... Not in the bad way - it's a cool map and I like it :) But I don't really know how you could improve it, except with just more content, which would ruin the fun simplicity of the game :(
Played again. Some bugs with duel rewards (wrong players kept getting it).
The hero I played (karass) felt a bit meh... I recommend getting 5 abilities for each hero, similar to HLW. Karass has bloodlust and a heal as active abilities, and well... The heal cant self target and doesnt do that much damage to enemies, and bloodlust is a buff, so you dont really have that much to do and the hero feels a bit boring :(
He also sucks badly on duels.
Also, auto-spawns still kill each other ridiculously quickly :/ Increase their health by 3-4 times, and prevent them from being oneshotted by heroes.
Spells might need a buff in the later game... If you go mass strength, youre gonna have so much health damage spells are useless.
Heroes kill each other pretty damn quickly, which makes duels too damn fast and makes it far too easy to die if you just move a tiny bit ahead of the rest of your team (or you're alone)
Hope that helped :) I'd really like to see this map continue developing, get more heroes and abilities. We need more proper hero maps on Bnet 0.2 :p
I have a special treat for you guys for this night. I will host my new map The Final Frontier 2, which is not yet publicly published, still needs about 2-3 day work. (As it is pretty long I dont want to steal the time from the other maps, so I will host it at the end of the map night)
About the map: it is the most complex RTS map made for any blizz game.D
Tomorrow I would like to test the new Very Difficult AI I have coded for the upcoming version (3.0) of my map. Maybe we can play it at the beginning of the EU map night, because at this time usually there are not enough players to complete a lobby for most of the games. We could play a match against the AI. I think we should beat the AI easily, but at least I will be able to test if the new AI is better than the previous one.
I feel each week we are less players online. I was waiting for an increment in the number of players now that the summer has just begun and people should have finished their exams/school/university. But thats not the case. Maybe we should boost EU map nights by making some promotional video.
Feedback:
- CoreFight: AI worked pretty well. I didn't expect it was going to win us. There was a bug with the -draw command, but it's fixed now. Burne thinks this map is too dark. I like the current lighting, I wanted to create a dark atmosphere with lots of small colorful lights. What do you think about it?
- HeroLine Wars: I dislike the income system in this map. The cheaper a unit is, the most income you gain. I think it should be the opposite. Right now it's just like you have to stand making weak units until you get enough income to start making the good ones. Also I think you should improve the shop system. You don't really have free time to go shopping, as you are usually busy killing monsters. Maybe you should screw up the whole shopping thing and just give all the heroes a basic equipment they can upgrade while in the battle.
- Photon cycles: Some people was complaining about having some lag in this game. I think you could add some random buff items randomly spawned around the map. You should change the winning condition so only one player can win the game. Make it wins based instead of rounds based.
- Blood Marathon: Just keep your epic crazy work. :P
- MonoBattles: I'm not a fan of melee maps. You should remove warpprims and other useless units from the list. Otherwise, someone could get some of these when choosing random option. You should disable lift off ability from terran buildings. This would cause a team unable to win the game if they didn't get air units. Also, you should fix infestors being able to control a builder and use it for building other units without restrictions. That said, I felt this game is terribly imbalanced. Standard units are balanced for normal melee maps. For this map you should rebalance all the units. Right now, if you choose an unit with too much requirements, you will most probably lose the game.
Now that summer come, I am more and more times drunk at Friday night.
I think we should switch day or add another day or have a cycle between 2 type of day for each week...
Btw I hope next week you guys try out my Final Frontier map.
We'll give it a try :) Can you give me it's full Bnet name and player number?
also, feel free to use the "re-vote" option on the poll to change your vote to another day, I'll ask Sixen whether he can ask people to vote again in the next news post.
Thank you gentlemen. I should have a map ready to play for then. It's not public yet, but been testing quite a bit with friends. 12 player max, 3 teams. Players choose teams to begin with and are restricted based on the number that have joined the other teams. We tried one game and it was 2, 2, 1 on each team, and the lone team member almost won.
Good work on Final Frontier, the only problem I see (And thats a very big one) is that it's not a custom map, but a game. I dont think its a bad thing, but it's complex and completely different from sc2, which means a not so easy learning curve... Which is also why I can't give any too detailed feedback cause I dont understand half of what was going on :p
Some issues we had:
Macro... It's ridiculously hard to focus on building up so many different planets, there should be some sort of auto-develop for planets
Not understanding the way research worked... It seems it wasn't upgrades, but entirely depended on the budget and division of focus.
We just didn't get the game in general, and got owned by the aliens.
Buildings die too easily (A group of reapers or banshees flies in your base and just kills off your buildings while you're guarding the middle before you can reach your base and stop them....)
I thoroughly enjoyed map night. Problem is I can't remember most map names.
The one I say had some tweaking to do was the rpg arena-based one. It was well made, but the combination of too easy difficulty and lengthy and unvarying spawning made the experience unsatisfying. I'm pretty sure given some editing it could be vastly improved though.
Loved the football one. Made me laugh.
Thanks TheAlmaity. I'll put up a topic in the map review forum for people to give feedback so I know what to do for version 1.1.
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Working on another new hlw version, maybe its finished for map night.
It's a bit rude as I can't make map night tonight, but would it be possible for anyone to play a couple of games of Genetic Lab Wars? I'd quite like to get some feedback from people other than the very very small group who regularly play it. If not I can wait until next week :)
Thanks
hey guys. just wanted to throw in that my HeroWars Ultimate! has been updated several times now since the last time you played it on EU Mapnight.
so if you want to check it out again, i would be happy about every feedback i can get.
@irok2002: Go
Not really sure what to say... Not in the bad way - it's a cool map and I like it :) But I don't really know how you could improve it, except with just more content, which would ruin the fun simplicity of the game :(
@PatchOne: Go
Played again. Some bugs with duel rewards (wrong players kept getting it).
The hero I played (karass) felt a bit meh... I recommend getting 5 abilities for each hero, similar to HLW. Karass has bloodlust and a heal as active abilities, and well... The heal cant self target and doesnt do that much damage to enemies, and bloodlust is a buff, so you dont really have that much to do and the hero feels a bit boring :(
He also sucks badly on duels.
Also, auto-spawns still kill each other ridiculously quickly :/ Increase their health by 3-4 times, and prevent them from being oneshotted by heroes.
Spells might need a buff in the later game... If you go mass strength, youre gonna have so much health damage spells are useless.
Heroes kill each other pretty damn quickly, which makes duels too damn fast and makes it far too easy to die if you just move a tiny bit ahead of the rest of your team (or you're alone)
Hope that helped :) I'd really like to see this map continue developing, get more heroes and abilities. We need more proper hero maps on Bnet 0.2 :p
when will you guys try out "cycles"
photon or light.. there is only one trooooooooooon like and thanks to jadesmore (halluyaaaaa)
after 20 years, i can play snake multilayer..;-)
would you guys want to try it too?
just join en masse
(possibly been done to hell.. i don't know.. hmm hmm "will read thread".. hmhmhmmm
thank you for your time reading this
never mind
I have a special treat for you guys for this night. I will host my new map The Final Frontier 2, which is not yet publicly published, still needs about 2-3 day work. (As it is pretty long I dont want to steal the time from the other maps, so I will host it at the end of the map night)
About the map: it is the most complex RTS map made for any blizz game.D
(I will probably record it)
We needs moar ppl! Come online!
also, someone slap wolf when you see him.
Tomorrow I would like to test the new Very Difficult AI I have coded for the upcoming version (3.0) of my map. Maybe we can play it at the beginning of the EU map night, because at this time usually there are not enough players to complete a lobby for most of the games. We could play a match against the AI. I think we should beat the AI easily, but at least I will be able to test if the new AI is better than the previous one.
See you tomorrow.
Yea, we can do that :)
I feel each week we are less players online. I was waiting for an increment in the number of players now that the summer has just begun and people should have finished their exams/school/university. But thats not the case. Maybe we should boost EU map nights by making some promotional video.
Feedback:
- CoreFight: AI worked pretty well. I didn't expect it was going to win us. There was a bug with the -draw command, but it's fixed now. Burne thinks this map is too dark. I like the current lighting, I wanted to create a dark atmosphere with lots of small colorful lights. What do you think about it?
- HeroLine Wars: I dislike the income system in this map. The cheaper a unit is, the most income you gain. I think it should be the opposite. Right now it's just like you have to stand making weak units until you get enough income to start making the good ones. Also I think you should improve the shop system. You don't really have free time to go shopping, as you are usually busy killing monsters. Maybe you should screw up the whole shopping thing and just give all the heroes a basic equipment they can upgrade while in the battle.
- Photon cycles: Some people was complaining about having some lag in this game. I think you could add some random buff items randomly spawned around the map. You should change the winning condition so only one player can win the game. Make it wins based instead of rounds based.
- Blood Marathon: Just keep your epic crazy work. :P
- MonoBattles: I'm not a fan of melee maps. You should remove warpprims and other useless units from the list. Otherwise, someone could get some of these when choosing random option. You should disable lift off ability from terran buildings. This would cause a team unable to win the game if they didn't get air units. Also, you should fix infestors being able to control a builder and use it for building other units without restrictions. That said, I felt this game is terribly imbalanced. Standard units are balanced for normal melee maps. For this map you should rebalance all the units. Right now, if you choose an unit with too much requirements, you will most probably lose the game.
Now that summer come, I am more and more times drunk at Friday night.
I think we should switch day or add another day or have a cycle between 2 type of day for each week...
Btw I hope next week you guys try out my Final Frontier map.
We'll give it a try :) Can you give me it's full Bnet name and player number?
also, feel free to use the "re-vote" option on the poll to change your vote to another day, I'll ask Sixen whether he can ask people to vote again in the next news post.
Is this 7pm, friday or saturday?
@nodgene: Go 7 pm GMT+1 on friday.
The Final Frontier 14ppl
@Hookah604: Go
Aight, thanks :) Will try it out. Does it need a full lobby and/or equal numbers on teams? srry, forgot to ask earlier.
@nodgene: Go
7 PM CET every Friday (Most of Europe), 6 PM GMT (UK time)
EDIT: Wow, this is gonna be the 18th EU Map Night!
Thank you gentlemen. I should have a map ready to play for then. It's not public yet, but been testing quite a bit with friends. 12 player max, 3 teams. Players choose teams to begin with and are restricted based on the number that have joined the other teams. We tried one game and it was 2, 2, 1 on each team, and the lone team member almost won.
300th Post on this thread =D
Anyway...
@Hookah604: Go
Good work on Final Frontier, the only problem I see (And thats a very big one) is that it's not a custom map, but a game. I dont think its a bad thing, but it's complex and completely different from sc2, which means a not so easy learning curve... Which is also why I can't give any too detailed feedback cause I dont understand half of what was going on :p
Some issues we had:
@nodgene: Go
As you noticed, it was a very fun map ;)
So, feedback:
I thoroughly enjoyed map night. Problem is I can't remember most map names.
The one I say had some tweaking to do was the rpg arena-based one. It was well made, but the combination of too easy difficulty and lengthy and unvarying spawning made the experience unsatisfying. I'm pretty sure given some editing it could be vastly improved though.
Loved the football one. Made me laugh.
Thanks TheAlmaity. I'll put up a topic in the map review forum for people to give feedback so I know what to do for version 1.1.