So my timing for when to attempt the game was bad, like, Christmas Eve bad, but whichever. It ended up being a 3 player game regardless, featuring, me, myself, and I. Yours truly and self had to sit it out though.
Over all I like the direction it is heading, but it isn't without its quirks. The way the mineral pickups function will be something I complain about pretty much the entire game, I'm afraid :)
So finally found a day and a more popular play time to get a 3v3 going of your project. The game went smoothly enough, although it ended up being an insanely short game. May want to reconsider the 6 person minimum thing for awhile, at least until it is more popular.
I don't mind the gameplay or the idea any, was just such a colossal PITA to get a game that large that I'd honestly hesitate before picking this one again. Getting AI smart enough to play to kick things off might be worth the effort. Maybe even a simplified hero of sorts that the AI always gets. Just that is the real nail in the coffin for this one, so much freaking work to get a single game going right now. The look and play seemed reasonable enough, I'd play it again if I knew the game would go in 5 mins or less.
So finally found a day and a more popular play time to get a 3v3 going of your project. The game went smoothly enough, although it ended up being an insanely short game. May want to reconsider the 6 person minimum thing for awhile, at least until it is more popular.
I don't mind the gameplay or the idea any, was just such a colossal PITA to get a game that large that I'd honestly hesitate before picking this one again. Getting AI smart enough to play to kick things off might be worth the effort. Maybe even a simplified hero of sorts that the AI always gets. Just that is the real nail in the coffin for this one, so much freaking work to get a single game going right now. The look and play seemed reasonable enough, I'd play it again if I knew the game would go in 5 mins or less.
thanks for playing my map man =) now I'm thinking about working on smaller version
btw u can control this laser beam just like a unit and move it where ever u want and rail gun hits target at same cliff level u r thru entire map, so u can finish target from anywhere u want, u can run faster with hands free and store is marked with coin on minimap, to take power up u stay near it and click mouse one and if theres no enemies in circle u take it, looks like its too hard to understand without explanation ;( i need to do something about it, each outpost gives u like 1 honor point income each 6 seconds. and vortex didnt work becuz u need to have 2 vortexes set up at same time to travel between them, set of pathfinder let u travel up and down cliffs just like Reapers.
yea after this video i understand that people don't know what to do then they are get in to the game and thats a problem, same as that u cant really start game fast because 12 man is too much, maybe ill make smaller version for 6 men with more tips
Well, allowing for more players isn't necessarily a terrible thing, but 12 is quite a lot, and 6 is a lot to require minimum. One thought is to zoom players out more and boost their speed/attack/ability range for less players, so 2 v 2 isn't just non-stop walking, and 6v6 isn't too cramped. Just be quite a thing to get lots of groups of 6 players into the game, be excessively difficult to get it even a little bit popular that way.
Otherwise a lot of it felt pretty solid, could really take off soon imo.
Good to hear, hopeful it was enough to convince you to change the way mineral pickups work!
Anyways, that leaves my request bin fairly empty if any others have requests. Although I'll understand if the interest is a little low right now with a great many modders exhausted from getting their entry ready for RTC 2015.
Hey deadzergling, I'd love to see you give my map another shot (Hellion's inferno) - but I'm not quite ready for you yet. I have some stuff I really wanted to add, so I'll need somewhere along a week to implement it all. Note that the game is now published publicly so you should be able to get a 2 to 4 player game in, I'd still recommend playing with duckies (if you're still doing that!).
Hey DeadZergling, might you be able to revisit the Xeyed game I am making? There is a new version of the map on the arcade called "[LotV Xeyed Version Beta] Xeyed Custom Race". Although the arcade map version you played is still up, it is outdated. A fair amount has changed since you last played, so I figured if your request bin is fairly empty, I might as well throw my map in. It would be nice if we could do it together so that if you have questions I can answer them and whatnot. If that will work, let me know around when I should expect you to start your play-through, so that I can arrange to be there.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
My timing might not be so good for that, I'm typically available around 11 PM PST or later on weekdays, and my weekends are hit or miss. Still, if you know what times you are typically available let me know, can try to work something out. That was the melee-esque new race map correct? There is likely no helping the likes of me at being good at melee, at all...
My timing might not be so good for that, I'm typically available around 11 PM PST or later on weekdays, and my weekends are hit or miss. Still, if you know what times you are typically available let me know, can try to work something out.
I am homeschooled, so anytime pretty much works, since I'm on school break
Sounds like duckies will be available roughly 12 AM PST this Friday Night/Saturday morning, First Eve of the New Year, if that wasn't confusing enough :) So late Friday night be good to aim for I think, be at least the 3 of us then. We will likely try to hit up some random maps that don't get any attention too, if you want to stick around for that.
So it turns out that I've reached a relatively large impasse in development, so I'd say my map is ready when you are. You'll hopefully notice some of the changes I've made!
Note: If you and duckies play teams, I HIGHLY recommend you split up (it would be totally unfair to new dudes.. just trust me).
Had a rather good night for recording, so was able to check out 4 different maps :) First up was Ghost Finder 2, by DeathBringer:
Seems rather well made over all. Experienced some weird overlap, I was running in 1360x768 I think (widescreen mode) if you were curious. Unfortunately the game was over almost as soon as it began, but had some fun with it anyways.
Sure Trieva, will take another look at it in the very near future.
Next up for my videos is a revisit of Hellion's Inferno by zRedFoxz:
Over all seems faster paced than it was before, at least when the game isn't doing it's slowdown thing. I assume there is some rhyme or reason to it, but I sure couldn't pinpoint it during my game. The creeps liked to alternate spawning too much and not enough for me, especially when I got kicked out of my vehicle. While I don't mind the ultralisk/queens being as tough as they are, it might be worth the effort to make their XP shared for teammates. A faster way of healing, maybe a risky way, would have been appreciated. The regen is cool, but seemed like far too long of time to run around like a chicken coward to have enough HP to return to the fight.
Just played BlitzFire with DZ for the first time - very curious but due to general lack of information on things felt very very rough.
------
I had no idea how much damage enemy would do to me (no weapon), thus which enemy I should focus fire first and from whom I should retreat.
Units have buffs saying "This unit takes 40% less damage from flamers". Why not use blizz attribute systems to display amounts of damage to unit type right in weapon? I thought you may be purposely withholding information about aliens for immersion factor - "these are aliens and we don't know what they may do", but you're showing their strengths/vulnerabilities so it's kinda inconsistent. If this was a real game - would it be the type of game were I'd constantly alt-tab to check wikipedia for what certain enemies do?
Same theme follows with upgrades. How much health does "armor" upgrade add, how much shield "shield" armor adds? is there a difference between two other than they use different regeneration upgrades? I noticed at one point in time my unit 1 shield so I suppose they regenerate 1 shield per turn, but that seemed kinda redundant when facing against multiple enemies that did what seemed like 7-10 damage each hit. Are upgrades designed to only be cool/impactful when maxed out?
Units have movement range but I kept wishing they also had attack/ability range. Or is the movement range = attack range? I think I once tried to attack an enemy outside of rage with a firebat and it kicked firebat back, but when approached from another angle it worked?
Are mineral pickups teamshared? During game I didn't know wheither I wanted to play objective and be a teamplayer and take on enemies (If mineral pickups benefit entire team) or wheither I wanted to be a bm greedy player who would first rush pickups and only help allies after there is nothing more left to steal from them (if only the one who picks minerals gets them);
Also, after I decided that it's probably teamshared they became an annoyance in a way of - "lets leave this last enemy alive and go pickup remaining minerals before finishing him off and ending the round".
---GAMEPLAY THOUGHTS---
First time we played was with 4 people. I kept wishing there was some overlay on the top of the screen displaying unit picks for other players so that I know our team composition without frantically looking all over the place.
And then I kept on wishing that said nonexisting overlay would also display if a units turn has ended so that I know the progress of our round.
Also, some asshole controlled my units a bunch of times, making me wish there was a grace period of 30 seconds during wich you had complete control over your units even if other player had finished his turn.
Overall it was shorta cool (as in I might play it again if DZ asks me to).
------
EDIT: Editing this post for reply to not clutter up DZ's thread with offtopic.
Yeah Trieva, this wasn't meant to be answered to, it just seemed to me that you'd appreciate a quick first impressions thoughts so I went ahead and did just that. Glad you found this helpful ^^.
I'll keep your critical review offer in mind. The way you worded it tempts me to request you review other peoples maps :D. I suppose if I'll ever want to "improve" something I'll know whom to turn to to dissect the original first ^^.
Next up is a revisit of Xeyed Custom Race by Solstice:
Noticed some weird dark textures and flickering of some models and textures, but otherwise nothing seemed too off. Since it was 2 v 2 against real players, I just mostly aimed to build crap fast, and took a risk on some air units early. Is the plan that counts, right?
The flickering textures are caused by problems with SC2 models exported through Blenders M3 (StarCraft 2 model file) addon since the 3.0 patch. Unfortunately I never could get Cachos fix working so my models still have those problems.
Also, sorry I couldn't make it, I got sidetracked pretty hard, hehe.
Have you tried just straight texture selecting by ID for them? Is what I ended up doing for all my bugged models in Horologium RPG, worked fine for me, although I don't think any of mine were from Blender. It wasn't bad enough to really detract from gameplay anyways, just wanted to point it out :)
Not a problem at all about not being able to make it, we had 4 anywho.
Up next is Trieva's Blitz Fire map, Re-Revisited. As fair warning, I'm a bit negative about it this go around...
So, rather than go into a big ramble of seething hatred about it, I'll attempt just a pros/cons list instead of what I noticed with the new patch:
Pros:
At least 1 new mission type that I could notice.
Is now a retreat option for further strategies.
No more accidental pickups for minerals.
Psi abilities add another layer of play into the game.
Cons:
Mineral pickups have been made extra ass, no cheesing, just ass. So very much hatred for this design...
Now very possible to miss mineral pickups because of bad luck.
Minerals worth less as upgrades cost more now.
Not even sure the HP boost upgrade works.
Move circles not correct, got short-changed on the graphical representation more than once.
Was never sure if I was within range or not to attack, was a real problem deciding whether to double attack or not.
Psi attack shared between allies, seems like a disaster waiting to happen. Whether it is having them wasted, or having a team mate intentionally screw the game over just to mess with you.
Shared control of units makes me never want to play the game with anyone else EVER, in the game I left someone set all my units to wait 2 seconds after it was players' turn...
I thought of the way those damned mineral pickups work again, so I point them out AGAIN.
No longer able to view enemy damage, yet I can see exact % my damage might be increased or decreased by, uh, what?
Other:
Trying to get to sleep the night I played it, I wanted to press D to end my turn....
@Trieva: Go
Sure, any preferences for how you would like it played this time? Like player count, difficulty, etc?
@Trieva: Go
So my timing for when to attempt the game was bad, like, Christmas Eve bad, but whichever. It ended up being a 3 player game regardless, featuring, me, myself, and I. Yours truly and self had to sit it out though.
Over all I like the direction it is heading, but it isn't without its quirks. The way the mineral pickups function will be something I complain about pretty much the entire game, I'm afraid :)
@uroboros1987: Go
So finally found a day and a more popular play time to get a 3v3 going of your project. The game went smoothly enough, although it ended up being an insanely short game. May want to reconsider the 6 person minimum thing for awhile, at least until it is more popular.
I don't mind the gameplay or the idea any, was just such a colossal PITA to get a game that large that I'd honestly hesitate before picking this one again. Getting AI smart enough to play to kick things off might be worth the effort. Maybe even a simplified hero of sorts that the AI always gets. Just that is the real nail in the coffin for this one, so much freaking work to get a single game going right now. The look and play seemed reasonable enough, I'd play it again if I knew the game would go in 5 mins or less.
thanks for playing my map man =) now I'm thinking about working on smaller version
btw u can control this laser beam just like a unit and move it where ever u want and rail gun hits target at same cliff level u r thru entire map, so u can finish target from anywhere u want, u can run faster with hands free and store is marked with coin on minimap, to take power up u stay near it and click mouse one and if theres no enemies in circle u take it, looks like its too hard to understand without explanation ;( i need to do something about it, each outpost gives u like 1 honor point income each 6 seconds. and vortex didnt work becuz u need to have 2 vortexes set up at same time to travel between them, set of pathfinder let u travel up and down cliffs just like Reapers.
yea after this video i understand that people don't know what to do then they are get in to the game and thats a problem, same as that u cant really start game fast because 12 man is too much, maybe ill make smaller version for 6 men with more tips
@uroboros1987: Go
Well, allowing for more players isn't necessarily a terrible thing, but 12 is quite a lot, and 6 is a lot to require minimum. One thought is to zoom players out more and boost their speed/attack/ability range for less players, so 2 v 2 isn't just non-stop walking, and 6v6 isn't too cramped. Just be quite a thing to get lots of groups of 6 players into the game, be excessively difficult to get it even a little bit popular that way.
Otherwise a lot of it felt pretty solid, could really take off soon imo.
@Trieva: Go
Good to hear, hopeful it was enough to convince you to change the way mineral pickups work!
Anyways, that leaves my request bin fairly empty if any others have requests. Although I'll understand if the interest is a little low right now with a great many modders exhausted from getting their entry ready for RTC 2015.
Hey deadzergling, I'd love to see you give my map another shot (Hellion's inferno) - but I'm not quite ready for you yet. I have some stuff I really wanted to add, so I'll need somewhere along a week to implement it all. Note that the game is now published publicly so you should be able to get a 2 to 4 player game in, I'd still recommend playing with duckies (if you're still doing that!).
Hey DeadZergling, might you be able to revisit the Xeyed game I am making? There is a new version of the map on the arcade called "[LotV Xeyed Version Beta] Xeyed Custom Race". Although the arcade map version you played is still up, it is outdated. A fair amount has changed since you last played, so I figured if your request bin is fairly empty, I might as well throw my map in. It would be nice if we could do it together so that if you have questions I can answer them and whatnot. If that will work, let me know around when I should expect you to start your play-through, so that I can arrange to be there.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@zRedFoxz: Go
Just let me know when then, 2 to 4 shouldn't be too hard to round up, no promises I don't bomb your map again though :)
@Supernova134: Go
My timing might not be so good for that, I'm typically available around 11 PM PST or later on weekdays, and my weekends are hit or miss. Still, if you know what times you are typically available let me know, can try to work something out. That was the melee-esque new race map correct? There is likely no helping the likes of me at being good at melee, at all...
I am homeschooled, so anytime pretty much works, since I'm on school break
That's what I'm for, haha.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@Supernova134: Go
Sounds like duckies will be available roughly 12 AM PST this Friday Night/Saturday morning, First Eve of the New Year, if that wasn't confusing enough :) So late Friday night be good to aim for I think, be at least the 3 of us then. We will likely try to hit up some random maps that don't get any attention too, if you want to stick around for that.
@Deadzergling: Go
So it turns out that I've reached a relatively large impasse in development, so I'd say my map is ready when you are. You'll hopefully notice some of the changes I've made!
Note: If you and duckies play teams, I HIGHLY recommend you split up (it would be totally unfair to new dudes.. just trust me).
Had a rather good night for recording, so was able to check out 4 different maps :) First up was Ghost Finder 2, by DeathBringer:
Seems rather well made over all. Experienced some weird overlap, I was running in 1360x768 I think (widescreen mode) if you were curious. Unfortunately the game was over almost as soon as it began, but had some fun with it anyways.
@Trieva: Go
Sure Trieva, will take another look at it in the very near future.
Next up for my videos is a revisit of Hellion's Inferno by zRedFoxz:
Over all seems faster paced than it was before, at least when the game isn't doing it's slowdown thing. I assume there is some rhyme or reason to it, but I sure couldn't pinpoint it during my game. The creeps liked to alternate spawning too much and not enough for me, especially when I got kicked out of my vehicle. While I don't mind the ultralisk/queens being as tough as they are, it might be worth the effort to make their XP shared for teammates. A faster way of healing, maybe a risky way, would have been appreciated. The regen is cool, but seemed like far too long of time to run around like a chicken coward to have enough HP to return to the fight.
More to come tomorrow :)
@Trieva: Go
Just played BlitzFire with DZ for the first time - very curious but due to general lack of information on things felt very very rough.
------
I had no idea how much damage enemy would do to me (no weapon), thus which enemy I should focus fire first and from whom I should retreat.
Units have buffs saying "This unit takes 40% less damage from flamers". Why not use blizz attribute systems to display amounts of damage to unit type right in weapon? I thought you may be purposely withholding information about aliens for immersion factor - "these are aliens and we don't know what they may do", but you're showing their strengths/vulnerabilities so it's kinda inconsistent. If this was a real game - would it be the type of game were I'd constantly alt-tab to check wikipedia for what certain enemies do?
Same theme follows with upgrades. How much health does "armor" upgrade add, how much shield "shield" armor adds? is there a difference between two other than they use different regeneration upgrades? I noticed at one point in time my unit 1 shield so I suppose they regenerate 1 shield per turn, but that seemed kinda redundant when facing against multiple enemies that did what seemed like 7-10 damage each hit. Are upgrades designed to only be cool/impactful when maxed out?
Units have movement range but I kept wishing they also had attack/ability range. Or is the movement range = attack range? I think I once tried to attack an enemy outside of rage with a firebat and it kicked firebat back, but when approached from another angle it worked?
Are mineral pickups teamshared? During game I didn't know wheither I wanted to play objective and be a teamplayer and take on enemies (If mineral pickups benefit entire team) or wheither I wanted to be a bm greedy player who would first rush pickups and only help allies after there is nothing more left to steal from them (if only the one who picks minerals gets them);
Also, after I decided that it's probably teamshared they became an annoyance in a way of - "lets leave this last enemy alive and go pickup remaining minerals before finishing him off and ending the round".
---
GAMEPLAY THOUGHTS---
First time we played was with 4 people. I kept wishing there was some overlay on the top of the screen displaying unit picks for other players so that I know our team composition without frantically looking all over the place.
And then I kept on wishing that said nonexisting overlay would also display if a units turn has ended so that I know the progress of our round.
Also, some asshole controlled my units a bunch of times, making me wish there was a grace period of 30 seconds during wich you had complete control over your units even if other player had finished his turn.
Overall it was shorta cool (as in I might play it again if DZ asks me to).
------
EDIT: Editing this post for reply to not clutter up DZ's thread with offtopic.
Yeah Trieva, this wasn't meant to be answered to, it just seemed to me that you'd appreciate a quick first impressions thoughts so I went ahead and did just that. Glad you found this helpful
^^
.I'll keep your critical review offer in mind. The way you worded it tempts me to request you review other peoples maps
:D
. I suppose if I'll ever want to "improve" something I'll know whom to turn to to dissect the original first^^
.Next up is a revisit of Xeyed Custom Race by Solstice:
Noticed some weird dark textures and flickering of some models and textures, but otherwise nothing seemed too off. Since it was 2 v 2 against real players, I just mostly aimed to build crap fast, and took a risk on some air units early. Is the plan that counts, right?
@Deadzergling: Go
The flickering textures are caused by problems with SC2 models exported through Blenders M3 (StarCraft 2 model file) addon since the 3.0 patch. Unfortunately I never could get Cachos fix working so my models still have those problems.
Also, sorry I couldn't make it, I got sidetracked pretty hard, hehe.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@Supernova134: Go
Have you tried just straight texture selecting by ID for them? Is what I ended up doing for all my bugged models in Horologium RPG, worked fine for me, although I don't think any of mine were from Blender. It wasn't bad enough to really detract from gameplay anyways, just wanted to point it out :)
Not a problem at all about not being able to make it, we had 4 anywho.
Up next is Trieva's Blitz Fire map, Re-Revisited. As fair warning, I'm a bit negative about it this go around...
So, rather than go into a big ramble of seething hatred about it, I'll attempt just a pros/cons list instead of what I noticed with the new patch:
Pros:
Cons:
Other:
Decided on a random map to play, Mad Space by A1win, a bit of an older map, but a good one that honestly deserves more attention than it gets:
While it supports more players, no one was patient enough to wait for anything more than 2 v 2, so that is what we did.