Hi all, sorry for the delay, between Thanksgiving and other things, been a little busy lately. However, finally have footage for my last 3 requests, and will start posting those today, probably be done later today or early tomorrow.
First up is Banshee Fight by FunkyUserName:
I actually rather like the simplicity and ease of picking the game up from not knowing anything. Very curious what you did differently regarding the mouse cursor tracking as I've had issues in the past with it liking to be off a little. Turned out to be a rather close game between me and the others, I won't spoil the end though!
My main complaint about this one would be how god awful long it takes to refuel. Realistic, yes, fun, no. It doesn't discourage me from suicide diving much, basically.
refueling while being cloaked is bad.
thx for playing! also helpful!
the mouse triggers are pretty simple. i have a buff on each banshee that runs an effect every 0.125 seconds. this effect turns on all the player mouse triggers (mouse moved, mouse clicked event). those triggers turn off themself when running (so it will only run once every 0.125 seconds). this was not possible pre patch 3.0 because it lagged pretty hard
Despite the fact I screwed up with my gold immediately, forcing me to stick with a character I'm not sure I'm actually fond of, and complained pretty much half the game, I found myself having no issue playing again and again. If the other 2 hadn't left, hard to say when I would have actually stopped. Extremely well polished, high replay value, lots of mysterious crap to uncover everywhere.
The levels/gold were rather grindy to the point of outrageous playtime required to get much after your initial gold boost, and I think we might have glitched the final level out. However, all that said, I have to say, I would actually be surprised if this didn't make the Top 5, assuming all the music is CR free and such. And I don't even like 3rd person gameplay or PVP in SC2 typically, and I still found the game rather fun to keep going at.
How you win/lose fights could use more explaining, for real. And the ability to recover out of combat is pretty much non-existent. So if being an evil little backstabber isn't your style, you likely won't be getting 1st too many rounds... This might just be my personal preference, but that stuff really does piss me off, wish there were ways to recover other than the 50 hp boost my guy got going Mr. Hyde.
Is a fun little map, which is definitely racing with dragon models involved. However, it is more than a little rough, does not feel too polished at all. I've also never felt less powerful as a dragon. Some frickin elf archer has me pinned down as a giant flaming dragon? I might have preferred more disposable obstacles, maybe fat ogres you avoid eating as they give you indigestion for lower speed. It just doesn't feel right at all to be commanding a bad ass dragon, and trying not to touch the scary orc... That is all just my opinion though, it does work, it just isn't what you'd expect to be doing as a dragon...
Anyways, look forward to seeing this one with more polish applied!
By the way fishy77, I did try to record at 1080P w/ OBS, but it went to total crap on me that way. So you can enjoy 720P instead rather than the clippiest most laggy footage ever. A necessary evil I'm afraid :)
I must say, I'm was a bit disappointed when you said you didn't see much difference between the game as it is now and as it was last time you tried it. But I can completely understand it: the game mechanics didn't change in any fundamental way.
At least this time you managed to get a full lobby and the new players were able to understand the game and play at a fairly decent level. That is a victory in itself for me, since I re-worked the tutorial a lot. I also updated the game since the last time you played. About the lag issues, it is really strange to me to see lag again, because I worked on performance a lot and haven't seen a lag since the start of LoTV. It feels like blizzard servers performance varies in function of days and hours, probably because of pikes in traffic.
I've been doing a lot of beta testing with friends and and that helped me focus on the depth of the game too: more interesting spells, better objectives and bonuses, terraining and UI work. I'm kinda sad you didn't get to experience that, but it would require a few games and interactions with stronger other players.
I can totally see what you mean by your statements. The dragons could be a lot cooler. However, with 4 days left in RTC, and me being a full time student, I have no time to make it more than it is now. I'm glad that it is working though.
You asked in your video where the music was from, it's from the royalty free music site Blizzard posted a few weeks ago.
Terrain work is not my forte... You ripped me pretty hard in that category :)
Overall, I appreciate you being honest here. I'm not very experienced with coding yet, and this is all helpful for future maps.
Edit: after an hour or two of work, I smoothed up the terrain, and UI. So now it is slightly more polished, but the terrain is still very unfinished looking to me, partially cause I'm just bad at terrain.
Yea, I totally understand. You might make an effort to polish the terrain and the text at least. That is likely just a solid few hours effort. And please, please delete some of those arrow doodads and increase the size of remaining ones, would work so much better in game!
Best of luck to you regardless, your project reminds me of an old Pirate Racing game I attempted to make in Brood Wars days.
Over all had no real issues playing it, no major glitches occurred. Seems like a fun little game over all. Ability count seems fine as you have to try pretty hard to keep all of them used all the time. Why oh why did I feel like I was doing nothing but escort missions though? Was surprisingly short, I was expecting and hoping for far more gameplay to be perfectly honest. Look forward to seeing the less abridged version!
Thank you very much for your playtrough! It was very interesting to actually see someone else's perspective of how they would approach the game without any prior knowledge of it. It went far better than I expected :)
I've already fixed most of the minor issues you encountered, covering most text-errors and visual ones as well as the units still fighting at the end. And yes, I agree that the missions could need some variety, will definitely look into that after RTC, but as you mentioned it is unfortunately too late for the contest version.
Still your video has brought me some very important insight and I'm really thankful for that!
Wow, thanks for your patience! Recently I found that the mod I published have a lot of file size, and that literally 'eats' a users' time wants to play. With so much efforts, I managed to reduce the whole mod files' size from about 300mb to 100mb! Maybe I might not think about the size problem unless someone notice me about that. Thanks for your highlighting!
Frankly, I wanted to players do not leave and keep continue playing. The treasure box gives you a lot of gold will be open(you can see it in the final result UI) when you fill a reward gauge by continue playing without quitting. This being so reduced the gold reward each time you finished a game, but it seems like the normal reward is quite few. I'll increase it later.
By your video comments, I found a number of glitches/ bugs, and that blows my mind with appreciate to you!
Glad to hear it killduk, that is exactly why I do this. To let authors see the sorts of issues new players run into through a different lens. How much time I've spent with the editor helps, as I actually know how to resolve a lot of the issues I see, hopefully that has been helpful to others and not just a know it all sounding thing.
300 MB to 100 MB is pretty huge, I'm curious, do you use a single map file for it all, or a map file then a mod file for all the assets? Map file + mod file for assets lets you make minor tweaks and updates without forcing people to download the full 100 MB. Is something to consider if you haven't. Glad you were able to squash a few glitches/bugs from what you saw :)
I'll see about doing something in the next day or two, although in the future I'd prefer to at least know the map name, how many players you are hoping for, map type, that sort of thing :)
I'll see about doing something in the next day or two, although in the future I'd prefer to at least know the map name, how many players you are hoping for, map type, that sort of thing :)
map called BIG-GAME HUNTERS: ARENA, is like moba style game, you need from 6 to 12 players to play it, i was making it for last year, theres 6 uniq characters with 10 uniq abilities for each one for now, but I'm planing to multiply it soon. i haven't play it yet so i don't know if everything is working fine, i think balance is just messed, i tried to play it on BNET today, but i couldn't get enough players :( too bad i spend so much time making it and cant even test it now.
Glad to hear it killduk, that is exactly why I do this. To let authors see the sorts of issues new players run into through a different lens. How much time I've spent with the editor helps, as I actually know how to resolve a lot of the issues I see, hopefully that has been helpful to others and not just a know it all sounding thing.
300 MB to 100 MB is pretty huge, I'm curious, do you use a single map file for it all, or a map file then a mod file for all the assets? Map file + mod file for assets lets you make minor tweaks and updates without forcing people to download the full 100 MB. Is something to consider if you haven't. Glad you were able to squash a few glitches/bugs from what you saw :)
I use separated mods for better download time for every game updates. Maybe you know, single file causes download whole files for every update, even it is about just a fix for small glitch.
And thanks again, I added the health-kit system just before the Contest submission is end. I think that'll be good for other players who want to survive their character :)
Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?
Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?
well I'm working on new version with alot of changes, so u can w8 a bit
Let me know when, just keep in mind I likely AM going to break your map somehow, so no true use to waiting for the planets to align before I try it out.
To all others, taking requests again, including replays of maps I've already visited. Just keep in mind revisits typically get less views, but I am mostly doing this for the mapmakers themselves anyways :) Is a lot of why I try to be overly harsh in my feedback as well, so you know what to improve upon, if you so choose. Anyways, that is enough of justifying me being an asshole for now, let me know if you got anything you want checked out!
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@killduk: Go
Sure killduk, consider yourself added to the list.
@Deadzergling: Go
Appreciate it :)
Hi all, sorry for the delay, between Thanksgiving and other things, been a little busy lately. However, finally have footage for my last 3 requests, and will start posting those today, probably be done later today or early tomorrow.
First up is Banshee Fight by FunkyUserName:
I actually rather like the simplicity and ease of picking the game up from not knowing anything. Very curious what you did differently regarding the mouse cursor tracking as I've had issues in the past with it liking to be off a little. Turned out to be a rather close game between me and the others, I won't spoil the end though!
My main complaint about this one would be how god awful long it takes to refuel. Realistic, yes, fun, no. It doesn't discourage me from suicide diving much, basically.
refueling while being cloaked is bad.
thx for playing! also helpful!
the mouse triggers are pretty simple. i have a buff on each banshee that runs an effect every 0.125 seconds. this effect turns on all the player mouse triggers (mouse moved, mouse clicked event). those triggers turn off themself when running (so it will only run once every 0.125 seconds). this was not possible pre patch 3.0 because it lagged pretty hard
Next up is GetHypered by Killduk.
Despite the fact I screwed up with my gold immediately, forcing me to stick with a character I'm not sure I'm actually fond of, and complained pretty much half the game, I found myself having no issue playing again and again. If the other 2 hadn't left, hard to say when I would have actually stopped. Extremely well polished, high replay value, lots of mysterious crap to uncover everywhere.
The levels/gold were rather grindy to the point of outrageous playtime required to get much after your initial gold boost, and I think we might have glitched the final level out. However, all that said, I have to say, I would actually be surprised if this didn't make the Top 5, assuming all the music is CR free and such. And I don't even like 3rd person gameplay or PVP in SC2 typically, and I still found the game rather fun to keep going at.
How you win/lose fights could use more explaining, for real. And the ability to recover out of combat is pretty much non-existent. So if being an evil little backstabber isn't your style, you likely won't be getting 1st too many rounds... This might just be my personal preference, but that stuff really does piss me off, wish there were ways to recover other than the 50 hp boost my guy got going Mr. Hyde.
Next up is Dragon Escape by fishy77:
Is a fun little map, which is definitely racing with dragon models involved. However, it is more than a little rough, does not feel too polished at all. I've also never felt less powerful as a dragon. Some frickin elf archer has me pinned down as a giant flaming dragon? I might have preferred more disposable obstacles, maybe fat ogres you avoid eating as they give you indigestion for lower speed. It just doesn't feel right at all to be commanding a bad ass dragon, and trying not to touch the scary orc... That is all just my opinion though, it does work, it just isn't what you'd expect to be doing as a dragon...
Anyways, look forward to seeing this one with more polish applied!
By the way fishy77, I did try to record at 1080P w/ OBS, but it went to total crap on me that way. So you can enjoy 720P instead rather than the clippiest most laggy footage ever. A necessary evil I'm afraid :)
@Deadzergling: Go
Hey Deadzergling,
thanks a lot for trying the map again!
I must say, I'm was a bit disappointed when you said you didn't see much difference between the game as it is now and as it was last time you tried it. But I can completely understand it: the game mechanics didn't change in any fundamental way.
At least this time you managed to get a full lobby and the new players were able to understand the game and play at a fairly decent level. That is a victory in itself for me, since I re-worked the tutorial a lot. I also updated the game since the last time you played. About the lag issues, it is really strange to me to see lag again, because I worked on performance a lot and haven't seen a lag since the start of LoTV. It feels like blizzard servers performance varies in function of days and hours, probably because of pikes in traffic.
I've been doing a lot of beta testing with friends and and that helped me focus on the depth of the game too: more interesting spells, better objectives and bonuses, terraining and UI work. I'm kinda sad you didn't get to experience that, but it would require a few games and interactions with stronger other players.
Also check out the new trailer:
@Deadzergling: Go
Haha, no worries about the quality.
I can totally see what you mean by your statements. The dragons could be a lot cooler. However, with 4 days left in RTC, and me being a full time student, I have no time to make it more than it is now. I'm glad that it is working though.
You asked in your video where the music was from, it's from the royalty free music site Blizzard posted a few weeks ago.
Terrain work is not my forte... You ripped me pretty hard in that category :)
Overall, I appreciate you being honest here. I'm not very experienced with coding yet, and this is all helpful for future maps.
Edit: after an hour or two of work, I smoothed up the terrain, and UI. So now it is slightly more polished, but the terrain is still very unfinished looking to me, partially cause I'm just bad at terrain.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
@fishy77: Go
Yea, I totally understand. You might make an effort to polish the terrain and the text at least. That is likely just a solid few hours effort. And please, please delete some of those arrow doodads and increase the size of remaining ones, would work so much better in game!
Best of luck to you regardless, your project reminds me of an old Pirate Racing game I attempted to make in Brood Wars days.
Next Up is BladeMaster by TheUltragon:
Over all had no real issues playing it, no major glitches occurred. Seems like a fun little game over all. Ability count seems fine as you have to try pretty hard to keep all of them used all the time. Why oh why did I feel like I was doing nothing but escort missions though? Was surprisingly short, I was expecting and hoping for far more gameplay to be perfectly honest. Look forward to seeing the less abridged version!
@Deadzergling: Go
Thank you very much for your playtrough! It was very interesting to actually see someone else's perspective of how they would approach the game without any prior knowledge of it. It went far better than I expected :)
I've already fixed most of the minor issues you encountered, covering most text-errors and visual ones as well as the units still fighting at the end. And yes, I agree that the missions could need some variety, will definitely look into that after RTC, but as you mentioned it is unfortunately too late for the contest version.
Still your video has brought me some very important insight and I'm really thankful for that!
@Deadzergling: Go
Wow, thanks for your patience! Recently I found that the mod I published have a lot of file size, and that literally 'eats' a users' time wants to play. With so much efforts, I managed to reduce the whole mod files' size from about 300mb to 100mb! Maybe I might not think about the size problem unless someone notice me about that. Thanks for your highlighting!
Frankly, I wanted to players do not leave and keep continue playing. The treasure box gives you a lot of gold will be open(you can see it in the final result UI) when you fill a reward gauge by continue playing without quitting. This being so reduced the gold reward each time you finished a game, but it seems like the normal reward is quite few. I'll increase it later.
By your video comments, I found a number of glitches/ bugs, and that blows my mind with appreciate to you!
US: battlenet://starcraft/map/1/266908 EU: battlenet://starcraft/map/2/187335 published today, i haven't played it yet, mb its not even working lol
@killduk: Go
Glad to hear it killduk, that is exactly why I do this. To let authors see the sorts of issues new players run into through a different lens. How much time I've spent with the editor helps, as I actually know how to resolve a lot of the issues I see, hopefully that has been helpful to others and not just a know it all sounding thing.
300 MB to 100 MB is pretty huge, I'm curious, do you use a single map file for it all, or a map file then a mod file for all the assets? Map file + mod file for assets lets you make minor tweaks and updates without forcing people to download the full 100 MB. Is something to consider if you haven't. Glad you were able to squash a few glitches/bugs from what you saw :)
@uroboros1987: Go
I'll see about doing something in the next day or two, although in the future I'd prefer to at least know the map name, how many players you are hoping for, map type, that sort of thing :)
map called BIG-GAME HUNTERS: ARENA, is like moba style game, you need from 6 to 12 players to play it, i was making it for last year, theres 6 uniq characters with 10 uniq abilities for each one for now, but I'm planing to multiply it soon. i haven't play it yet so i don't know if everything is working fine, i think balance is just messed, i tried to play it on BNET today, but i couldn't get enough players :( too bad i spend so much time making it and cant even test it now.
heres few screenshots
i republished it today, found bug, by some reason pick player from lobby team not working in lotv :/
I use separated mods for better download time for every game updates. Maybe you know, single file causes download whole files for every update, even it is about just a fix for small glitch.
And thanks again, I added the health-kit system just before the Contest submission is end. I think that'll be good for other players who want to survive their character :)
@uroboros1987: Go
Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?
well I'm working on new version with alot of changes, so u can w8 a bit
@uroboros1987: Go
Let me know when, just keep in mind I likely AM going to break your map somehow, so no true use to waiting for the planets to align before I try it out.
To all others, taking requests again, including replays of maps I've already visited. Just keep in mind revisits typically get less views, but I am mostly doing this for the mapmakers themselves anyways :) Is a lot of why I try to be overly harsh in my feedback as well, so you know what to improve upon, if you so choose. Anyways, that is enough of justifying me being an asshole for now, let me know if you got anything you want checked out!