Today there will be at least 2 new maps: my new td I've been working on for 7 months. And A1win's pew-pew map he's been working for maybe even longer period.
Mines & Magic Alpha (Zoldens new TD): An awesome map that I found really enjoyable. Nonetheless, on the second playthrough it felt lacking. All I did was simply placing units I could afford. Took me ages to find hidden food farm, so I took over a bunch of mines + upgraded 2 gold mines, then kept blindly making units I could make, footmen in 1st row, archers in second... and that's it, opposite team somehow lost. No idea how or why, they probably didn't have enough troops to get gold from killing waves and it snowballed from there.
A1Win Space Thing Test: Infinitely better than the endless space pin-ball of the last map-night, could play it again, but feels like it needs more. Maybe a defense vs AI mode? Team Vs Team objective FM? Anything to add more depth. For me it's still a bit forgettable.
Speed Viking: I kinda love this map for great choice of aesthetics and simple controls. Still wish to see if last 20% of stage as open space with asteroids is viable, though it probably isn't since finish line there would look bizarre.
Could make your viking look different on minimap, maybe an objective cross from regular minimaps, since I usually don't know my color and besides, finding it between other blobs on minimap is a drain to the attention.
Pictionary: I just love this, too bad my imagination sucks ;/
Blasterbots: <ego>Without TDM all shall be blown to smithereens, even if Goa doesn't want to. </ego>
Entropy Heroes: At last, a proper feedback =D
Pacing of game: you wait 7 (?) minutes until first arena summon, get max of 3 hero kills, then wait for another summon, that's what, 6 more arenas for 20 team kills, 42 minutes in the optimal face-stomping scenario? With only one other thing to do in between it's quite demotivating. If there were objectives/goals in leveling it would be different, but just killing same creeps all the time is monotonous.
Would help if ~ after 2nd arena duel we could encounter and get team kills right on training grounds if both teams are willing (some sort of camping prevention design is required where out-leveled team hunts/prevents weaker team from leveling in only possible training area)
Even better idea - redesign training grounds to support this sort of dynamic, maybe not lanes but zones of training, differently themed, some might even have objectives, like "survive waves", "beat boss", "Protect X".. You could give different bonuses to arena based on those which of those unique objectives have been claimed by teams. Something like this would greatly spice up leveling.
+Minerals & +Exp abils, like almost any any econ. thing in any game, there is no choice in this. You get it first and if you don't you're a silly person. Other abilities aren't that good early in game, besides you level up quite fast, so you'll have 3 abils ready for 1st arena 100%.
Countered by the fact that you might need those slots for other passives, but due to games pacing everyone quits before late-game becomes a thing.
I suppose that placing a 20 damage monster where all other enemies deal 3-4 damage is your way of saying shield armor is not the king, but it still is =D
Creeps have so much health, is it even worth getting any damage ability to try to kill them?
It's my personal preference, but I hate control impairing abilities if there is no way to insta-break their effect (like an item or counter-abil).
I enjoyed our little turnaround, too bad your team all left, probably feeling that after 3rd arena, game was going nomewhere length-wise (fix it).
A short and sweet map night, we played a few games.
Speed Kings: Still hammering out the engine and polishing it to perfection, thanks all who test with me, and I do take your suggestions, it is just that I am trying to get the dam thing to work haha.
Owl Bound: Ahhh good old brood war memories, good to see one of these bound style maps made in brood war. For those who do not know, it is a sort of obstacle course that you get a zergling through without dying from checkpoint to checkpoint while not loosing all of your lives. yolonehundred times :)
Push Control: A sort of lulzy map that takes a bit of thinking and strategy by goa (Hookah604), but once you fall behind your are basically screwed unless people team up vs the leading player.
Card Shuffle Beta: Always a fun one in my opinion, Just wish there was a tooltip over the deck and portrait of the deck and unit chosen at the top. A tutorial may be in order for a brand new player.
Mage Craft: I played this a long time ago when it was in early beta stages, it really has come a long way, I just chose fireball and frostbolt randomly then experimented around with other spells such as blink and reflect.
And that's all folks, ended early because I am sure that 75% of the people were from Europe and wanted nothing else but to go to bed a few hours in. Thanks to all who participated!
The reason why it starts early is because we want people from both EU as well as NA to participate in both map nights, and with two map nights, most participants can usually arrive to at least one of them for a few hours. If you must arrive late, then all I can say is hope it is a good map night and it Is still in progress :) .
It is difficult to schedule these things with most of the community being in very different time zones (which is pretty cool if you stop and think about that!)
Today there will be at least 2 new maps: my new td I've been working on for 7 months. And A1win's pew-pew map he's been working for maybe even longer period.
Great, looks like i've got two hours to kill until then. :). See you all there.
Hmm...can anyone attend map night? Would like to join in xP
@StealthToast: Go
Go for it! :). Anyways, thinking about the funs and laughs of using skype during map night. Anyone else? :P
I am curious if I can implement a victory condition on my map in 20 mins haha
Also I have used Skype with some 1 during map night, and it was pretty fun, it would also be much easier to give feedback.
MAPNIGHT!
<ego>
Without TDM all shall be blown to smithereens, even if Goa doesn't want to.</ego>
2 hours and NA mapnight.
Any luck to test http://www.sc2mapster.com/forums/general/general-chat/59463-aos-rush-of-the-avatars/ (it on EU).
OMG! New hero in 'Heroes of the Storm' is Dustin Browder. Watch here!
How i can sign my map inhere? If i didn't read something about sending maps sorry, but I see this topic 1st time ;F
@Pyroar944: Go If you want your map te be played just join the group on friday and suggest it.
Map night in an hour.
2 and half hours and NA map night!
9 and half hour and EU mapnight!
EU Map Night should start NOW. Please come ;(
EU Map Night in action
NA map night. GOOGOGOGO
half hour and EU map night!
3 hours and EU map night!
US Mapnight in 50 minutes! :D
A short and sweet map night, we played a few games.
Speed Kings: Still hammering out the engine and polishing it to perfection, thanks all who test with me, and I do take your suggestions, it is just that I am trying to get the dam thing to work haha.
Owl Bound: Ahhh good old brood war memories, good to see one of these bound style maps made in brood war. For those who do not know, it is a sort of obstacle course that you get a zergling through without dying from checkpoint to checkpoint while not loosing all of your lives. yolonehundred times :)
Push Control: A sort of lulzy map that takes a bit of thinking and strategy by goa (Hookah604), but once you fall behind your are basically screwed unless people team up vs the leading player.
Card Shuffle Beta: Always a fun one in my opinion, Just wish there was a tooltip over the deck and portrait of the deck and unit chosen at the top. A tutorial may be in order for a brand new player.
Mage Craft: I played this a long time ago when it was in early beta stages, it really has come a long way, I just chose fireball and frostbolt randomly then experimented around with other spells such as blink and reflect.
And that's all folks, ended early because I am sure that 75% of the people were from Europe and wanted nothing else but to go to bed a few hours in. Thanks to all who participated!
@Stewox: Go
The reason why it starts early is because we want people from both EU as well as NA to participate in both map nights, and with two map nights, most participants can usually arrive to at least one of them for a few hours. If you must arrive late, then all I can say is hope it is a good map night and it Is still in progress :) .
It is difficult to schedule these things with most of the community being in very different time zones (which is pretty cool if you stop and think about that!)