I decided to keep this as gameplay-free as possible, the only purpose of this vid is to promote the map a bit more :)
There will probably be another video with actual gameplay :P
I played it and it's very fun for an alpha map imo...
Yeah to be perfectly honest the only thing I liked about the video was the video... Changing tint colors to signify upgrades shows laziness IMO. Doesn't look right, and it doesn't make sense. If you are doing something to signify an upgrade, attach something to the unit with site ops.
Other than that, the idea seems amazing, just not original, and I don't think it looks very polished. Once again, just going off a 1 minute video here, so don't be all like "You are a jerk" or anything. It looks like it has potential, just not something that amazing... yet.
Element TD was huge in WC3 and I feel like we've really captured that magic in the SC2 remake. I think you'll warm up to it once you've had a chance to try it out :)
That aside, we're definitely still planning on additional art polish once the game itself is complete.
The first thing that should be worked on for projects is actual gameplay elements (and triggers and stuff). Visual upgrades should come later in the project, once it's established. Why do you think no one wants to make new models from scratch(for others - some make their own models) in the art request forum? Don't waste time on visuals if the map will go nowhere, or if it's got terrible gameplay. Establish the map, then go into the finer details.
The difference between Nature and Earth... I would think Karawasa is going for Nature(Greens/trees/plants) and Earth as (dirt,stone,rocks)
Original... who cares? Nothing nowadays is original. DotA. DotA2. DotA Blizzard. LoL. HoN. SotIS. Need I go on?
It's all about Gameplay Elements(no pun intended).
It's not exactly like saying that about DotA. DotA clones have three lanes because the number of players a map can have hasn't really changed much.
But, in my opinion, mazing is a big part of a TD's strategy. I feel like TD's where you can't maze, all you're doing is watching enemies run by with no real control other than your DPS.
Yeah guys, totally don't take that the wrong way. Just a first impression that I got from the video, that is all. Remember that my opinion is that of a mapper, and not that of a regular SC2 player. The ideas that you guys have shown are really cool though, and I think that the gameplay is going to be really fun!
However my main thing is actors and visuals, so the lack of (IMO) cool visual effects bothered me. But you said that you were going to polish that anyways, so who am I to say anything from a video? Take everything I have said as constructive feedback, as that is what it was intended to be. First impressions are what are going to get your map played, and I was just telling you mine.
But as a last note, I would just like to say that it looks really cool, and if it has been hyped for this long I am sure it is going to be!
I thought this was out for a while O.o I saw you had an entire website with merchandise and whatnot....Anyways looks nice...I dont like TD's personally, but...Looks nice and polished. I'll stick this in the news at some point.
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Feel free to Send me a PM if you have any questions/concerns!
Yeah watching the video again, I still don't know... I mean a lot of the missiles are coming from like the inside of towers which doesn't make sense, a nydus worm is shooting missiles without even moving, and plus they are blue. I don't know, it looks good and polished, it just doesn't really make sense or look too good visually. (The effects, not the map itself)
Other than that though, it looks great! Seriously, the gameplay looks really polished and fun to play.
Changing tint colors to signify upgrades shows laziness IMO. Doesn't look right, and it doesn't make sense. If you are doing something to signify an upgrade, attach something to the unit with site ops.
Other than that, the idea seems amazing, just not original, and I don't think it looks very polished. Once again, just going off a 1 minute video here, so don't be all like "You are a jerk" or anything. It looks like it has potential, just not something that amazing... yet.
May I ask where you got that idea about upgrades? You get a new model almost every time (exceptions will make sense once you play).
The idea can't be original, as I already did it in WC3. Seeing that you've never played WC3 though, my assumption is that you've seen the countless SC2 TDs that have taken an idea here or there (from me). Far as I know, none of the core ideas are predated by any WC3 map.
You don't come across as a jerk, don't worry. Level of polish depends on what facet of it you're evaluating. The tower projectile and ability graphics are a work in progress. I can't give a percentage, but they aren't complete that is for sure. I have a feeling you would notice the rest of the polish more when actually in-game.
But, in my opinion, mazing is a big part of a TD's strategy. I feel like TD's where you can't maze, all you're doing is watching enemies run by with no real control other than your DPS.
In my opinion, this is an incorrect way of looking at things. Sacrificing the strategy of mazing allows for the gain of other strategy. Think of it like a blind person with other senses improved. Timing, placement (micro level), planning, and micro are all more of a factor than any mazing TD I've ever played. But, in an effort to not derail the thread let's agree to disagree.
Don't worry, you aren't offending anyone. If the ideas stood out as great then the video did its job. The effects are a work in progress. The tower models ought to impress you more though once you've played in my opinion.
Oh there is definitely work to be done there. Projectile launch location, model, and effect models are definitely not done. I am releasing as a public beta partially because of this.
Yeah you just took a different approach to the game than I do. I usually go one item at a time and make it almost exactly where I want it, then balance it later :)
And you are right, I have not played Warcraft III. And BTW when I say it doesn't look original, that is simply because it is another TD. There are just so many out there, and this one doesn't seem like it has any huge differences. It all comes down to whether it is polished, and it looks like it is really getting there.
Different game types appeal to different people. I don't really enjoy mazing - I feel like it's a distraction from smashing things. Others would likely disagree (given how popular, say, Wintermaul was).
Element's depth comes from the tremendous number of possible combinations you can have in any given game. There's near-endless potential for experimentation. Not to mention we have the coolest boss wave of any TD ever made ;)
That's the part where you have to play the game to see the difference. Sure, you build towers and they shoot at creeps running down your lane, but that's where the similarities end. It's not the kind of game where you just build a couple towers and look over periodically while watching Netflix on your other monitor.
Element Tower Defense is coming out later this week. In the meantime, here is a little something:
@Karawasa: Go
Cool.
I've been waiting forever for tihs. Good job Karawasa. Can't wait to play it.
Not trying to be a dick here, but it looks okay. Not amazing, but okay. I don't personally see anything too special about it.
Also, what is the difference between earth and nature?
But I can't criticize until I have played the game, so hmmm.
Great to be back and part of the community again!
@TacoManStan: Go
I decided to keep this as gameplay-free as possible, the only purpose of this vid is to promote the map a bit more :) There will probably be another video with actual gameplay :P
I played it and it's very fun for an alpha map imo...
oh yeah btw. I made that video XD
@Ousnius: Go
Yeah to be perfectly honest the only thing I liked about the video was the video... Changing tint colors to signify upgrades shows laziness IMO. Doesn't look right, and it doesn't make sense. If you are doing something to signify an upgrade, attach something to the unit with site ops.
Other than that, the idea seems amazing, just not original, and I don't think it looks very polished. Once again, just going off a 1 minute video here, so don't be all like "You are a jerk" or anything. It looks like it has potential, just not something that amazing... yet.
Great to be back and part of the community again!
You forgot the "Impressed?" at the end =P
Anyway - it's about time we saw this map come out. Now we can more easily troll Karawasa about it. Also, another interesting guest for Mapcraft...
@TacoManStan: Go
Element TD was huge in WC3 and I feel like we've really captured that magic in the SC2 remake. I think you'll warm up to it once you've had a chance to try it out :)
That aside, we're definitely still planning on additional art polish once the game itself is complete.
It's 2011 and you still can't maze?
Impressive tower effects, though.
This video would have been far better if you used Sandstorm as background music. :P
@TacoManStan: Go
The first thing that should be worked on for projects is actual gameplay elements (and triggers and stuff). Visual upgrades should come later in the project, once it's established. Why do you think no one wants to make new models from scratch(for others - some make their own models) in the art request forum? Don't waste time on visuals if the map will go nowhere, or if it's got terrible gameplay. Establish the map, then go into the finer details.
The difference between Nature and Earth... I would think Karawasa is going for Nature(Greens/trees/plants) and Earth as (dirt,stone,rocks)
Original... who cares? Nothing nowadays is original. DotA. DotA2. DotA Blizzard. LoL. HoN. SotIS. Need I go on?
It's all about Gameplay Elements(no pun intended).
@Vexal: Go
Not every TD gives you the option to Maze. Some have lanes, some have wide open spaces for you to maze with.
That's like saying "Its 2011 and DotA clones still only have 3 lanes?"
@BorgDragon: Go
It's not exactly like saying that about DotA. DotA clones have three lanes because the number of players a map can have hasn't really changed much.
But, in my opinion, mazing is a big part of a TD's strategy. I feel like TD's where you can't maze, all you're doing is watching enemies run by with no real control other than your DPS.
Yeah guys, totally don't take that the wrong way. Just a first impression that I got from the video, that is all. Remember that my opinion is that of a mapper, and not that of a regular SC2 player. The ideas that you guys have shown are really cool though, and I think that the gameplay is going to be really fun!
However my main thing is actors and visuals, so the lack of (IMO) cool visual effects bothered me. But you said that you were going to polish that anyways, so who am I to say anything from a video? Take everything I have said as constructive feedback, as that is what it was intended to be. First impressions are what are going to get your map played, and I was just telling you mine.
But as a last note, I would just like to say that it looks really cool, and if it has been hyped for this long I am sure it is going to be!
Great to be back and part of the community again!
That would be a pretty big change, don't you think?
This is a remake of a war3 map right? (I assume the map was made by kara)
EDIT: Oh, it says so in your siggy :)
I thought this was out for a while O.o I saw you had an entire website with merchandise and whatnot....Anyways looks nice...I dont like TD's personally, but...Looks nice and polished. I'll stick this in the news at some point.
Yeah watching the video again, I still don't know... I mean a lot of the missiles are coming from like the inside of towers which doesn't make sense, a nydus worm is shooting missiles without even moving, and plus they are blue. I don't know, it looks good and polished, it just doesn't really make sense or look too good visually. (The effects, not the map itself)
Other than that though, it looks great! Seriously, the gameplay looks really polished and fun to play.
Great to be back and part of the community again!
May I ask where you got that idea about upgrades? You get a new model almost every time (exceptions will make sense once you play).
The idea can't be original, as I already did it in WC3. Seeing that you've never played WC3 though, my assumption is that you've seen the countless SC2 TDs that have taken an idea here or there (from me). Far as I know, none of the core ideas are predated by any WC3 map.
You don't come across as a jerk, don't worry. Level of polish depends on what facet of it you're evaluating. The tower projectile and ability graphics are a work in progress. I can't give a percentage, but they aren't complete that is for sure. I have a feeling you would notice the rest of the polish more when actually in-game.
Yes, it's certainly been too long. Looking forward to the trolling! Never seen Mapcraft but don't mind being a guest.
In my opinion, this is an incorrect way of looking at things. Sacrificing the strategy of mazing allows for the gain of other strategy. Think of it like a blind person with other senses improved. Timing, placement (micro level), planning, and micro are all more of a factor than any mazing TD I've ever played. But, in an effort to not derail the thread let's agree to disagree.
@TacoManStan: Go
Don't worry, you aren't offending anyone. If the ideas stood out as great then the video did its job. The effects are a work in progress. The tower models ought to impress you more though once you've played in my opinion.
Yes, and yes.
@TacoManStan: Go
Oh there is definitely work to be done there. Projectile launch location, model, and effect models are definitely not done. I am releasing as a public beta partially because of this.
Cool. Planning to release later this week so if it could be timed around then that would be great.
@Karawasa: Go
Yeah you just took a different approach to the game than I do. I usually go one item at a time and make it almost exactly where I want it, then balance it later :)
And you are right, I have not played Warcraft III. And BTW when I say it doesn't look original, that is simply because it is another TD. There are just so many out there, and this one doesn't seem like it has any huge differences. It all comes down to whether it is polished, and it looks like it is really getting there.
@Vexal: Go
Who says anything about strategy being so important? I mean, people play what is fun, right?
Great to be back and part of the community again!
@Vexal: Go
Different game types appeal to different people. I don't really enjoy mazing - I feel like it's a distraction from smashing things. Others would likely disagree (given how popular, say, Wintermaul was).
Element's depth comes from the tremendous number of possible combinations you can have in any given game. There's near-endless potential for experimentation. Not to mention we have the coolest boss wave of any TD ever made ;)
@TacoManStan: Go
That's the part where you have to play the game to see the difference. Sure, you build towers and they shoot at creeps running down your lane, but that's where the similarities end. It's not the kind of game where you just build a couple towers and look over periodically while watching Netflix on your other monitor.
"Who says anything about strategy being so important?"
I said it. But I also said it was my personal opinion. It's just what I enjoy more.