hi, maybe you remember The Last Stand from February. it´s still on page 2 and since the release i´v been working on a big upgrade. i will fnish my work today or tomorrow and i want to ask if there a people interested to do a short closed Beta test. I need maybe 6 people to cover all the heros and play some games, let´s say 4-5 and post me bugs and balancing issues and i can publish the map as soon as posible. If you are interested, post here or write me a PM.
The main features:
- 2 more heros
- hero level is increased to 13
- 15 more waves for lvl 10 heros
- achievements to play this map again and again :)
- the first 4 waves are skipable
i hope it wont be so slowish like current version :/ start by reducing time between waves
good point... what do you think about the possibility to press ESC to skip the waiting time (if noone needs it for healing, energy regeneration and cooldowns)
I´m available from 7 pm ((UTC+01:00) till , well, the whole evening. if anyone else is available, we´re 3 and can play :)
Oh and we can meet in the chatchannel "TLS".
thanks a lot to all, let´s meet all at 7 o clock in the TLS chatroom. i will release the map secretly under the name TLSbeta (if this name is available) :)
Alright, yesterdays tests were a major success. I wonder how many will actually send feedback/bug reports.
Here's my share of discoveries:
-High Templars Domination is broken, you can't cancel current domination and you can dominate new target while old is still alive.. thus making possible to create your own little army which will own everything.(Also I'd suggest that when HT dies he unbinds his pet, would be funnier and more logical this way)
guess i found a bug: using vortex in round 34 caused to restrict any further enemy spawn.
-Didn't use Vortex in this level but still there was no progress after 1st murlock spawn. We killed each other but game didn't end. Then we left one by one and last remaining player got score/points screen(he also was the only one who kept Inquisitor bonus from earlier killed boss(Maybe save boss bonus right after the kill?)).
-Broodlings from dying buildings don't seem to have expire timer, thus when whichdoctor with phantom weapon kills building he gains unexpireing pack of broodlings.
-Very often we saw error message telling us that "killsundscorechange" function is out of bounds, that can't be right..
-Top wave unit counter still isn't working properly( sometimes when we kill all units it still shows that some remain, sometimes it shows 0 when there are still enemies left to kill)
-One game we didn't get past selection screen.
Really minor stuff:
-Description text of heroes/units was default.
-When switching fast between heroes in selection screen I would end having either multiple units selected or had wrong unit selected thus i was forced to manually click on needed unit.
-Maybe you could remove Health/Energy bars for selection screen? I have "bars always on" and it's not pretty.
-At selection screen all heroes have "immovable speed" which makes me unable to check what speed they will have with equipped item set.
Suggestions:
-Maybe you could change lightning for hard levels? Make levels feel more dreadful.
-Better equipment dialogs. Find some way to show clearer which items are equipped. Also please, make a warning when player tries to start game without fully equipping himself.
-Would be nice to know how much damage interceptors do. Seemed to kill us pretty fast.
I think that's all that I noted. Fun map, good luck with fixing stuff and I'm looking forward for an updated versions.
Edit: just remembered, out of 7 games we played wave 29 spawned only 2 last games.
Edit2: Did level 20 get a nerf.. it felt much less challenging now.
wow, great job so far. i like the update a lot. i'm sorry i didnt had the time to show up during official closed beta time but i still had a chance to see the map on my own late night.
the mini-turret by the mechanic wasn't attacking properly. it changed its target so fast, that it didnt attack. maybe there is a too long attack-animation before the actual attack. when i was controlling it manually it worked fine for that ordered attack.
there is still the way to exploit by selecting and unselecting the attack type and some modifiers still stay on that hero.
i'm looking forward to have more time to play(-test)
hi, maybe you remember The Last Stand from February. it´s still on page 2 and since the release i´v been working on a big upgrade. i will fnish my work today or tomorrow and i want to ask if there a people interested to do a short closed Beta test. I need maybe 6 people to cover all the heros and play some games, let´s say 4-5 and post me bugs and balancing issues and i can publish the map as soon as posible. If you are interested, post here or write me a PM.
The main features: - 2 more heros - hero level is increased to 13 - 15 more waves for lvl 10 heros - achievements to play this map again and again :) - the first 4 waves are skipable
EDIT: European server
i hope it wont be so slowish like current version :/ start by reducing time between waves
i would love to help you, got all heroes on lvl 10 with hell achiev :P
I would test and give feedback, if only you'd specify time.
@DuckyTheDuck: Go
hey, thanks for your help. hm... is it possible for you to play tomorrow evening? (Friday)
good point... what do you think about the possibility to press ESC to skip the waiting time (if noone needs it for healing, energy regeneration and cooldowns)
Can i help test?
@Tekaichi: Go
yes that would be great, is it possible for you to play some rounds tomorrow evening?
Friday evening.. I'll probably be available, just post here an hour or so before you're going to test.
I´m available from 7 pm ((UTC+01:00) till , well, the whole evening. if anyone else is available, we´re 3 and can play :) Oh and we can meet in the chatchannel "TLS".
greets
if I get my leviathan into the air fast enough, maybe I'm around for some games
Good enough, see ya in TLS then.
Hey Psycho, Hi Guys,
i am a great fan of your map and would like to help to playtest. I also got time this evening and have all the heros on with the wave 20 buff ;)
see ya
cheers
melting-pot
thanks a lot to all, let´s meet all at 7 o clock in the TLS chatroom. i will release the map secretly under the name TLSbeta (if this name is available) :)
ill join u later this evening to take a look and try to help
alrdy excited bout new skills and waves :P
new waves are uber funny, thanks so far!
guess i found a bug: using vortex in round 34 caused to restrict any further enemy spawn.
and its still possible to select a weapon, then select another one and sometimes u will end up with no weapon to spawn.
Alright, yesterdays tests were a major success. I wonder how many will actually send feedback/bug reports.
Here's my share of discoveries:
-High Templars Domination is broken, you can't cancel current domination and you can dominate new target while old is still alive.. thus making possible to create your own little army which will own everything.(Also I'd suggest that when HT dies he unbinds his pet, would be funnier and more logical this way)
-Didn't use Vortex in this level but still there was no progress after 1st murlock spawn. We killed each other but game didn't end. Then we left one by one and last remaining player got score/points screen(he also was the only one who kept Inquisitor bonus from earlier killed boss(Maybe save boss bonus right after the kill?)).
-Broodlings from dying buildings don't seem to have expire timer, thus when whichdoctor with phantom weapon kills building he gains unexpireing pack of broodlings.
-Very often we saw error message telling us that "killsundscorechange" function is out of bounds, that can't be right..
-Top wave unit counter still isn't working properly( sometimes when we kill all units it still shows that some remain, sometimes it shows 0 when there are still enemies left to kill)
-One game we didn't get past selection screen.
Really minor stuff:
-Description text of heroes/units was default.
-When switching fast between heroes in selection screen I would end having either multiple units selected or had wrong unit selected thus i was forced to manually click on needed unit.
-Maybe you could remove Health/Energy bars for selection screen? I have "bars always on" and it's not pretty.
-At selection screen all heroes have "immovable speed" which makes me unable to check what speed they will have with equipped item set.
Suggestions:
-Maybe you could change lightning for hard levels? Make levels feel more dreadful.
-Better equipment dialogs. Find some way to show clearer which items are equipped. Also please, make a warning when player tries to start game without fully equipping himself.
-Would be nice to know how much damage interceptors do. Seemed to kill us pretty fast.
I think that's all that I noted. Fun map, good luck with fixing stuff and I'm looking forward for an updated versions.
Edit: just remembered, out of 7 games we played wave 29 spawned only 2 last games.
Edit2: Did level 20 get a nerf.. it felt much less challenging now.
wow, great job so far. i like the update a lot. i'm sorry i didnt had the time to show up during official closed beta time but i still had a chance to see the map on my own late night.
the mini-turret by the mechanic wasn't attacking properly. it changed its target so fast, that it didnt attack. maybe there is a too long attack-animation before the actual attack. when i was controlling it manually it worked fine for that ordered attack.
there is still the way to exploit by selecting and unselecting the attack type and some modifiers still stay on that hero.
i'm looking forward to have more time to play(-test)
cheers
melting-pot
we are all waiting for the final release.. why did u take down the beta :P
a lot of bugs ? :D