about the hero wars things.. (still not sure if im allowed to post answers on the feedback here.. but i'll do anyways)
stun - usually AMS works and does not fail sometimes. why that happened? i have no clue, but you are intended to buy AMS from the shop to keep yourself from being stunned the whole time etc..
but sure, they need a bit balancing.
(i already fixed the AMS right now, it works now like it should, makes a unit completely untargetable by abilities and removes stun effects on apply - also dispell works now, removes stuns and AMS - sorry about that, i think that could have been helpful in the game)
the vampire aura on melee units - sure, as soon as there are melee heroes. :P
point is, games has no melee heroes right now but will have them soon - as ssoon as that happens it will be like back in the original game, that melee needs vampic aura and range needs gloves of death.
about wow models - sure, good idea actually.. i think about implementing and changing some of the exsiting heroes soon.
yeah nova is definitly OP - basically everything is non balanced. main goal now is to fix the gamebreaking issues, like that duel revive thing (that is also fixed right now, aswell as cooldowns reset and full hp/mp on duel entry) - after that im going over to balancing.
about loosing minerals on revive...
actually its on dying, not revive - but that does not matter
the system is meant to work like - if you die on your side, you loose half your minerals, die on the enemy side you loose all.
but that system is fucked up, and i have problems to fix it. i will look into that as a highest priority right now. it seems simple but does not work, dunno why :X
the lose items issue "should" be fixed also right now, but i cant tell for sure because i would need more players to test it.
thanks again for this tons of feedback, helps me very very much!
the heal issue - yeah, thought aboutt hat already. will change that to make himself targetable too.
@TheAlmaity
the abilities right now are kinda "random" choosen.. i thought everyone gets 2 active and 1 passive ability for now.
i definitly will rework all the heroes, add melee classes and change abilities to balance everything.
and thanks for the offer.
i definitly will check out your map and the abilities. would be awesome to reuse some of them. or at least get some ideas/learn from them!
instead of loose half minerals ,make it loose all minerals whenever u die or loose half whenever u die... pretty much...
i am up for testing throu the week if u find me online could be glad to help....
something i thought mmm yea..
vampiric aura should be weaker for ranged imo , can you make it work like / 30 for mele and 15% for ranged units ? (when you add melle)
adding wow models would be nice :)
also
would be nice to add some animal models too : cat , mouse , tiger . , furniture :PP like a refrigerator throwing food or ice cubes would be hilarious :)
It is based on Death Note. While there is no visual indication, he actually is using rather big notebook and Light in anime is not really sprinter type when he writes.
It would be nice to have actual models based on various characters but that would break the publishing rules and badly.
Everyone make sure to check their maps and fix anything that broke! dont wanna play horrendously broken maps, do we?
Also, bookmarking/rating up Map Night maps would be nice :)
And, last but not least- eff, forgot what i wanted to say >.>
Oh yeah, we're most likely gonna do a few rounds of "Fun or Not" During map night.
Yea, i heard its not possible with a party shortly after posting >.>
Can't wait to try Card Shuffle, i did some fixes on Gates of Darkness as well, the heroes that were clearly UP were buffed (well, the ones i know of at least), i wanna see what PatchOne did with Hero Wars, so we'll definitely try that out as well, Core Fight too if Ivion is there, and ofc Pictionary =D
like posted before, i made not that much changes..
but gamebreaking things are fixed, like reviving in a duel or imbalanced stun´s - itemloss on death seems to be fixed by blizzard.
removed hardened shields and lowered damage of the creeps a bit as well.
be sure to get some AMS while playing, stun is meant to be that powerful so defend yourself against it :)
- Card Shuffle: Last time I played this map, it was bugged, so I coudn't play it. But it has been fixed and today I could enjoy it. I can say I liked this game a lot. This game fits the kind of game I use to like in sc2. I'm looking forward to it. There is a skill that kills all the enemies in the map. You get this card too often and makes units useless against hybrids. You should lower the chance of getting this card.
- Split TD: I had played this map before. It seems a bit boring to me. You should add some new stuff and make it someway different to other TD games.
I'll try to fix CoreFight TEST version as it got bugged because of new game variants in 1.3 patch.
Card Shuffle:
It was pretty cool this time. The hero-sniping was lessened quite a bit, though I reckon assassin's mark should be nerfed - if you use this in combination with two 50 damage cards you can effectively snipe every hero, and this really isn't as uncommon of a scenario. Also, a little pet peeve of mine; I like having my hero selected to use his spells, but every time I want to use a spell like Infest, Life Leech or Shield I have to select the unit, use the spell and then scroll all the way back to my hero and re-select him since making hotkey groups is impossible with the map's UI.
Split TD:
Gave most of my feedback in SC2. It feels like the map has been made by a hardcore coder. It's well balanced and everything seems perfect in regards to the maths behind losing lives, killing creeps etc, but it lacks soul and direction. It basically feels like a really akward "you only get one tower and the lane you must build on is confusing" TD, which in turn makes it kind of boring. It would be more interesting if it was more obvious what upgrades were good in what situations, if the way food worked was (at least) explained better, and if it was more obvious from the start what all the various interaction objects on the lanes did. Comparing it to Wintermaul, it's balanced a lot better, but it's just not really polished at all - which is a shame.
Almaity's map of which I forgot the name:
As mentioned, the murloc hero is bugged. At first, I had one charge of his grenades. Then, when I had ran out, I upgraded the spell to rank two and immediately gained two charges. When those were gone, I upgraded to rank three and filled up again. When those were gone, I upgrades to rank four and the spell just became greyed out and unusable, period. I upgraded the skill twice more after that in the hope that it would become useable again, but it didn't. Mainly because of this my whole hero sucked (and because of that the game was kind of boring for me), and I never got above level 9 and something like 70 strength and 50 agility. As a small additional note - the whole hero just seems kind of tedious to me. Flamethrower and grenades kind of serve the same function, and while the heal and ultimate were useful and cool, all in all the hero just lacks the coolness factor that all other heroes I've played have (SCV and Dark Templar).
I also took a look at your terrain; it wasn't all that bad, but you'll have to think long and hard if/in what way you'd want to improve it. The whole point of your map is defending a point against scores of enemies, and you simply need a fairly empty terrain for that. If not for this, I would say "fill it up some more". What might be an idea for you though, is adding some doodads to the lower ground. The props on the cliffside give the impression of the thing being a world-ship (similar to how the tileset's originally used in the campaign), so you'll have to think hard about what you want to put on the lower ground (if you want to retain that "we're on a huge ass ship, not a planet" feeling), but if you really want to you can improve upon these areas a bit and make the whole map look a lot more interesting without losing the playability of having wide open spaces.
Assassin's Mark
Yes I think it's a bit imba, I'll nerf it alot of simply replace it.
Divine Purification (Card that destroys everything)
I'll make it more rare. I hear this was ruining the game.
Hero Deselection
There's not much I can do about it atm, eventually a custom UI should help thou. For now you can atleast use the F2 hotkey to select your Hero straight away again.
@Fullachain: I don't know if you already know this, but the card drawing is bugged (10gas is 1 card, right?)
Just look at the replay from a players perspective.
I think both weakening assasins mark, increasing hero health (but halving regen), and giving heroes a resistance to spell damage would be good for Card Shuffle
And yea, cards were bugged.
I could only see cards 1,2,3,4 and 8 (couldnt see 5-7, but they existed since i had to wait for the slots to fill up before i got card 8)
@Fullachain: I don't know if you already know this, but the card drawing is bugged (10gas is 1 card, right?)
Just look at the replay from a players perspective.
Who am I looking for sorry? I watched you for 10 minutes, seemed fine for you. I checked a few guys, Kueken was having some strange problems with blank cards I saw?
Any idea which decks you guys picked, or the ones who had problems. I'll look into it all anyways. I have to go to work now, will check it all in depth tomorrow.
I think both weakening assasins mark, increasing hero health (but halving regen), and giving heroes a resistance to spell damage would be good for Card Shuffle
And yea, cards were bugged. I could only see cards 1,2,3,4 and 8 (couldnt see 5-7, but they existed since i had to wait for the slots to fill up before i got card 8)
I'll check you in the replay as well :)
I think making all heroes from round 200 to round 250 health should help a bit. I'll try to come up with the best balance out of it.
Oh yeah, one more thing i just remembered:
You got the wrong deck after the first round. You know i ALWAYS take hand of justice, all other rounds i get a deck that most definitely isn't Hand. >:(
Also, as i told you over MSN, make the mana bar a bit wider so that it fits better, make it have the protoss loading bar texture if possible.
Also, why do you have control groups disabled?
If you're not gonna use the control groups, i think you can move the card bar a bit further down, or a tiny bit further up and squeeze the mana bar between the card bar and default UI (and widen it so that it fills the entire gap, looks better). You can actually do this even if you do use control groups.
For Card shuffle, most of the things have already been stated. After Mozared reminded us that we could use Assassin's Mark on enemy heroes, I pretty much killed him right after that :P Also, problem with blank cards as well ( Not that much actually but it was there. I actually had to discard them too. )
I think it was also mentioned ingame but we pretty much had around 250 vespene gas with almost only about 3 cards in-hand. I'm guessing that the game only draws more cards for us every 10x vespene we have ( eg. 240, 250, 260 ). I chose a random deck so I can't confirm whether I got the proper cards or not though it did feel like I had alot of burn cards (Which I liked)
For Gates of Darkness, the main problem would be that many people weren't given enough time to choose heroes and were left with no heroes at all ( Especially for those who want to read what each hero does beforehand ).
Split TD :
A well made map but could do with more variety in towers(?)
Don't think we need to do feedback on the other maps as the mapmakers dont frequent sc2mapster
about the hero wars things.. (still not sure if im allowed to post answers on the feedback here.. but i'll do anyways)
stun - usually AMS works and does not fail sometimes. why that happened? i have no clue, but you are intended to buy AMS from the shop to keep yourself from being stunned the whole time etc..
but sure, they need a bit balancing.
(i already fixed the AMS right now, it works now like it should, makes a unit completely untargetable by abilities and removes stun effects on apply - also dispell works now, removes stuns and AMS - sorry about that, i think that could have been helpful in the game)
the vampire aura on melee units - sure, as soon as there are melee heroes. :P
point is, games has no melee heroes right now but will have them soon - as ssoon as that happens it will be like back in the original game, that melee needs vampic aura and range needs gloves of death.
about wow models - sure, good idea actually.. i think about implementing and changing some of the exsiting heroes soon.
yeah nova is definitly OP - basically everything is non balanced. main goal now is to fix the gamebreaking issues, like that duel revive thing (that is also fixed right now, aswell as cooldowns reset and full hp/mp on duel entry) - after that im going over to balancing.
about loosing minerals on revive...
actually its on dying, not revive - but that does not matter
the system is meant to work like - if you die on your side, you loose half your minerals, die on the enemy side you loose all.
but that system is fucked up, and i have problems to fix it. i will look into that as a highest priority right now. it seems simple but does not work, dunno why :X
the lose items issue "should" be fixed also right now, but i cant tell for sure because i would need more players to test it.
thanks again for this tons of feedback, helps me very very much!
the heal issue - yeah, thought aboutt hat already. will change that to make himself targetable too.
@TheAlmaity
the abilities right now are kinda "random" choosen.. i thought everyone gets 2 active and 1 passive ability for now.
i definitly will rework all the heroes, add melee classes and change abilities to balance everything.
and thanks for the offer.
i definitly will check out your map and the abilities. would be awesome to reuse some of them. or at least get some ideas/learn from them!
instead of loose half minerals ,make it loose all minerals whenever u die or loose half whenever u die... pretty much... i am up for testing throu the week if u find me online could be glad to help.... something i thought mmm yea.. vampiric aura should be weaker for ranged imo , can you make it work like / 30 for mele and 15% for ranged units ? (when you add melle) adding wow models would be nice :) also would be nice to add some animal models too : cat , mouse , tiger . , furniture :PP like a refrigerator throwing food or ice cubes would be hilarious :)
About that Shinigami Note map.
It is based on Death Note. While there is no visual indication, he actually is using rather big notebook and Light in anime is not really sprinter type when he writes.
It would be nice to have actual models based on various characters but that would break the publishing rules and badly.
Everyone make sure to check their maps and fix anything that broke! dont wanna play horrendously broken maps, do we?
Also, bookmarking/rating up Map Night maps would be nice :) And, last but not least- eff, forgot what i wanted to say >.> Oh yeah, we're most likely gonna do a few rounds of "Fun or Not" During map night.
3 hours and 10 minutes to map night! =D Cya there!
think ill be home at that time :p
i think we cant join fun or not in party :(
Thanks for all the feedback from everyone, have put it all to good use. Lots of updates on Card Shuffle and all ready for tonight :)
Yeah don't think Fun or Not is possible.
Yea, i heard its not possible with a party shortly after posting >.>
Can't wait to try Card Shuffle, i did some fixes on Gates of Darkness as well, the heroes that were clearly UP were buffed (well, the ones i know of at least), i wanna see what PatchOne did with Hero Wars, so we'll definitely try that out as well, Core Fight too if Ivion is there, and ofc Pictionary =D
like posted before, i made not that much changes..
but gamebreaking things are fixed, like reviving in a duel or imbalanced stun´s - itemloss on death seems to be fixed by blizzard. removed hardened shields and lowered damage of the creeps a bit as well.
be sure to get some AMS while playing, stun is meant to be that powerful so defend yourself against it :)
Why is almost no one showing up?
Some feedback:
- Card Shuffle: Last time I played this map, it was bugged, so I coudn't play it. But it has been fixed and today I could enjoy it. I can say I liked this game a lot. This game fits the kind of game I use to like in sc2. I'm looking forward to it. There is a skill that kills all the enemies in the map. You get this card too often and makes units useless against hybrids. You should lower the chance of getting this card.
- Split TD: I had played this map before. It seems a bit boring to me. You should add some new stuff and make it someway different to other TD games.
I'll try to fix CoreFight TEST version as it got bugged because of new game variants in 1.3 patch.
Well, im off, internet problems.
Feedback tommorow if i can remember anything...
Card Shuffle:
It was pretty cool this time. The hero-sniping was lessened quite a bit, though I reckon assassin's mark should be nerfed - if you use this in combination with two 50 damage cards you can effectively snipe every hero, and this really isn't as uncommon of a scenario. Also, a little pet peeve of mine; I like having my hero selected to use his spells, but every time I want to use a spell like Infest, Life Leech or Shield I have to select the unit, use the spell and then scroll all the way back to my hero and re-select him since making hotkey groups is impossible with the map's UI.
Split TD:
Gave most of my feedback in SC2. It feels like the map has been made by a hardcore coder. It's well balanced and everything seems perfect in regards to the maths behind losing lives, killing creeps etc, but it lacks soul and direction. It basically feels like a really akward "you only get one tower and the lane you must build on is confusing" TD, which in turn makes it kind of boring. It would be more interesting if it was more obvious what upgrades were good in what situations, if the way food worked was (at least) explained better, and if it was more obvious from the start what all the various interaction objects on the lanes did. Comparing it to Wintermaul, it's balanced a lot better, but it's just not really polished at all - which is a shame.
Almaity's map of which I forgot the name:
As mentioned, the murloc hero is bugged. At first, I had one charge of his grenades. Then, when I had ran out, I upgraded the spell to rank two and immediately gained two charges. When those were gone, I upgraded to rank three and filled up again. When those were gone, I upgrades to rank four and the spell just became greyed out and unusable, period. I upgraded the skill twice more after that in the hope that it would become useable again, but it didn't. Mainly because of this my whole hero sucked (and because of that the game was kind of boring for me), and I never got above level 9 and something like 70 strength and 50 agility. As a small additional note - the whole hero just seems kind of tedious to me. Flamethrower and grenades kind of serve the same function, and while the heal and ultimate were useful and cool, all in all the hero just lacks the coolness factor that all other heroes I've played have (SCV and Dark Templar).
I also took a look at your terrain; it wasn't all that bad, but you'll have to think long and hard if/in what way you'd want to improve it. The whole point of your map is defending a point against scores of enemies, and you simply need a fairly empty terrain for that. If not for this, I would say "fill it up some more". What might be an idea for you though, is adding some doodads to the lower ground. The props on the cliffside give the impression of the thing being a world-ship (similar to how the tileset's originally used in the campaign), so you'll have to think hard about what you want to put on the lower ground (if you want to retain that "we're on a huge ass ship, not a planet" feeling), but if you really want to you can improve upon these areas a bit and make the whole map look a lot more interesting without losing the playability of having wide open spaces.
That's all for now, folks :D
(Card Shuffle) Thanks for feedback:
Anything else? Let me know.
@Fullachain: I don't know if you already know this, but the card drawing is bugged (10gas is 1 card, right?)
Just look at the replay from a players perspective.
Just make it not useable on heroes or a lot weaker for them. Or add spell damage reduction to heroes.
I think both weakening assasins mark, increasing hero health (but halving regen), and giving heroes a resistance to spell damage would be good for Card Shuffle
And yea, cards were bugged. I could only see cards 1,2,3,4 and 8 (couldnt see 5-7, but they existed since i had to wait for the slots to fill up before i got card 8)
Who am I looking for sorry? I watched you for 10 minutes, seemed fine for you. I checked a few guys, Kueken was having some strange problems with blank cards I saw?
Any idea which decks you guys picked, or the ones who had problems. I'll look into it all anyways. I have to go to work now, will check it all in depth tomorrow.
Well the spell would probably only be used on heroes anyways, I think a different spell might be best.
I'll check you in the replay as well :)
I think making all heroes from round 200 to round 250 health should help a bit. I'll try to come up with the best balance out of it.
Oh yeah, one more thing i just remembered: You got the wrong deck after the first round. You know i ALWAYS take hand of justice, all other rounds i get a deck that most definitely isn't Hand. >:( Also, as i told you over MSN, make the mana bar a bit wider so that it fits better, make it have the protoss loading bar texture if possible.
Also, why do you have control groups disabled? If you're not gonna use the control groups, i think you can move the card bar a bit further down, or a tiny bit further up and squeeze the mana bar between the card bar and default UI (and widen it so that it fills the entire gap, looks better). You can actually do this even if you do use control groups.
For Card shuffle, most of the things have already been stated. After Mozared reminded us that we could use Assassin's Mark on enemy heroes, I pretty much killed him right after that :P Also, problem with blank cards as well ( Not that much actually but it was there. I actually had to discard them too. )
I think it was also mentioned ingame but we pretty much had around 250 vespene gas with almost only about 3 cards in-hand. I'm guessing that the game only draws more cards for us every 10x vespene we have ( eg. 240, 250, 260 ). I chose a random deck so I can't confirm whether I got the proper cards or not though it did feel like I had alot of burn cards (Which I liked)
For Gates of Darkness, the main problem would be that many people weren't given enough time to choose heroes and were left with no heroes at all ( Especially for those who want to read what each hero does beforehand ).
Split TD :
A well made map but could do with more variety in towers(?)
Don't think we need to do feedback on the other maps as the mapmakers dont frequent sc2mapster