I played a round against Very Hard AI with AI allies and lose badly :/
I enjoyed your map many many times more than I enjoy nexus wars.
I played with zerg and first thing that I saw weird was mutalisk bouncing attack tooltip. Does 0.6 mean 0.6% or 60%?
I think the red laser shooting artillery is kinda op as enemy shoot 50% of my structures with it.
The help panel was very helpful to see unit counters and advantages.
The map was full of critters maybe delete some? And why was there football? xD To play with it when waiting income? ;P And was the other floorball I saw? (My hobby is floorball <3) but why does it block building? :(
I played a round against Very Hard AI with AI allies and lose badly :/ I enjoyed your map many many times more than I enjoy nexus wars. I played with zerg and first thing that I saw weird was mutalisk bouncing attack tooltip. Does 0.6 mean 0.6% or 60%? I think the red laser shooting artillery is kinda op as enemy shoot 50% of my structures with it. The help panel was very helpful to see unit counters and advantages. The map was full of critters maybe delete some? And why was there football? xD To play with it when waiting income? ;P And was the other floorball I saw? (My hobby is floorball <3) but why does it block building? :(
Thx for the feedback.
- Mutalisk bouncing attack chance is given in a fractional notation, so 1 means 100% and 0.6 means 60%.
- I agree laser drill is quite powerful, but it is also very expensive. Maybe it should have some upgrades previous to the current one, so it evolves in a more gradually way. I'll tell my brother (he made both terran races) to change it.
- Yep, football, basketball, ... are meant to play with them if you get bored when waiting for the first wave of units to spawn. :P
It's ALOT better then nexus wars. But my problem is that it lags SOOO bad I couldn't even play it single player vs AI. I've got a AMD Opteron 2.7 Quadcore, 8 gigs of ram and a 1 gig MSI Hawk Radeon video card so running SC2 isn't a problem. You might check your AI code and make sure everything is optimized. Once you get that lag figured out I'll play the crap outa this!
@Dustin374: Go
I don't experience any lag when playing the map against the AI, and we don't use to have lag when we play it at the EU map nights. I think its a problem with the graphics, if you lower your graphic settings the map should run without lag. In the current version you can reduce the amount of doodads in the screen by lowering your graphic settings, but I'm thinking about also adding a button to allow players to reduce them.
It takes ALOT of doodads to slow down a machine like mine, you might want to think about optimizing the terrain then, because if I'm having problems then 70% of the rest of the community is going to be having worse problems with the lag.
Lately, I've been seeing lots of new Tug of War maps. It seems like every single mapper wants to give it a try and make his own ToW. Thats why I think I should keep my map someway different from the other ToW maps and invest my time in developing the artillery. Now artillery is much stronger and has become a decisive factor in order to win the game.
After being somewhat away from the Sc2 map-making community for the last year, I want to announce that I'm back!!:)
For the last few months I've been working hard to introduce some significant changes to this game, based on the feedback and comments that I got from the community. As you may have guessed, my aim is to submit this game to the Rock the Cabinet map making contest.
I'm aware there's still some additional work to be done before the game itseft can be considered to be ready to take part in this contest. But since the game is already at a playable state, I think it's time to start collecting your feedback and comments about the new version. You may expect new artillery abilities and a new redesigned final statistics panel to be introduced over the upcoming weeks.
You aren't allowed to modify the default models used in the UI. So I just made them invisible (<Alpha val="0"/>) and replaced them with an image of their own, so then you can size them as you want.
As I was anticipating you in my previous post, I've just introduced one new artillery ability for each one of the builders. More artillery abilities are to come in the following days.
I'd be very grateful if you could help me to test this game by playing it and letting me know about your feedback. Right now the only way I have to test it is to play it by myself against the AI, and that makes it quite difficult for me to balance everything, specially the newly added artillery abilities.
Here the complete changelog of the last two patches:
v 4.2:
ARTILLERY:
- Decreased damage of higher level artillery abilities.
- Increased base attack of the builders from 5 to 6.
- Decreased life of artillery missiles.
- Probe: Added new Chain Lighting ability.
AI:
- Fixed protoss builders sometimes not leveling up their abilities.
- Improved the way AI controlled builders uses artillery abilities.
v 4.3:
GAMEPLAY:
- Custom Drone's weapon effects.
ARTILLERY:
- Decreased power of artillery abilities.
- Drone: Added Baneling Trap ability.
- Defensive structures now makes use of a basic cooldown instead of charges.
- Decreased stun time of the Probe's Chain Lighting ability.
AI:
- Fixed AI calculating the energy cost of their artillery abilities as if they were always at level 1.
Now, I'm receiving some bad reviews from the people who played the game in the NA servers. That's something unexpected, since the reviews I got on the european servers are rather good ones. So my assuptions are either one of the following:
- Since the reviews are not constructive at all, and some of them don't even make any sense, I could think of some map makers who are sending bad reviews to all the other games taking part in this contest in an attempt to nullify the other candidates. Did you have any similar experience with the maps you submitted to the contest?
- The other possibility could be that the gameplay seems little confusing to the new players, causing them to end loosing badly. That would mean that I should focus on preparing a tutorial to teach new players how to play the game before the deadline.
What are your thoughts??
v 4.4:
ARTILLERY:
- Fixed artillery upgrade buttons being enabled when artillery abilities were already at their maximum level.
UNITS:
- Some slight balancements based on the analysis of statistical data:
· Roach II and Mutalisk I has been boosted.
· Baneling II, VoidRay II and Dark Templar I has been nerfed.
AI:
- AI will keep their randomly selected building decisions instead of changing them every 10 seconds.
UI:
- New board showing the final statistics of the players at the end of the game.
- Increased size of the Core's life bar.
- Added two gameplay screenshots.
- Since the reviews are not constructive at all, and some of them don't even make any sense, I could think of some map makers who are sending bad reviews to all the other games taking part in this contest in an attempt to nullify the other candidates. Did you have any similar experience with the maps you submitted to the contest?
- The other possibility could be that the gameplay seems little confusing to the new players, causing them to end loosing badly. That would mean that I should focus on preparing a tutorial to teach new players how to play the game before the deadline.
I find it very hard to believe that map makers would purposely rate other maps poorly. Chances are your map is either troublesome to learn as a newcomer (players generally have very little patience to learn how to play - not to mention even reading a tutorial), or you've just experienced the random occurrence of an undescribably unconstructive review caused by some odd reason you will never know.
After three days of intense coding work, I've uploaded a new version, which includes a brand new tutorial. I'd like to know about your thoughts on the new tutorial. Are there still any people organazing the EU map nights? That could be a good chance to get everything tested.
v 4.5:
UI:
- Added some screenshots.
- Increased the size of the text in the gameplay screenshots.
- Fixed board buttons making the board show and hide for all players.
- Fixed Player Influence not being correctly calculated on the final statistics panel.
UNITS:
- Changed attribute of Infestor's minions from light to psionic.
- Added new icon for the Omegalisk unit.
ARTILLERY:
- Baneling Trap: Decreased damage by 50%.
GAMEPLAY:
- Core will make builders invulnerable while being healed.
- Duplicated the Core's healing power.
- Reset of player scores and match history.
I've just uploaded a new version. It introduces one new artillery ability for each one of the races. I'm still missing to add one last heroic ability for the artillery system to be complete. I'll probably get it done during the next week.
It was a pitty that there were not enough players today at the EU map night to test the game. I'll cross my fingers and hope there won't be any unexpected errors tomorrow at the Arcade Night. I'll try to be there, at least at the chat room, to take note of all your comments, although I'm going to stay at my village this weekend and I'm not sure my internet connection will allow me to do so. I'll try anyway.
v 4.6:
ARTILLERY:
- Baneling Trap: Won't explode when killed while burrowed.
- New Probe's Vortex artillery ability.
- New Drone's Creep Pod artillery ability.
- Creep Tumor: Fixed button not showing the right description.
AI:
- Fixed a trigger error caused by the AI trying to upgrade their abilities.
I fixed an important bug that was preventing players from playing the game against other players. It's so bad that, although the map has been out for a week, nobody got to tell me that it was not working... But finally I got the opportunity to play it against other players at the Arcade Night and I found out it by myself. Now I get to understand those unconstructive bad reviews that I got some while ago.
v 4.7:
GAMEPLAY:
- Fixed an important error that was preventing players from starting the game.
I've just uploaded version 4.8. No new contents this time, just some polish on many small aspects of the game.
v 4.8:
GENERAL:
- Buildings will start at full life while constructing.
- Increased starting minerals from 180 to 200.
- Increased initial income from 19 to 20.
- Decresed maximum income from 75 to 60.
- Lighting will turn grey whenever your builder is killed.
- Units killed by the Rescue Strike will also grant some energy.
ARTILLERY:
- Baneling Trap: Added a 300 seconds timed life while burrowed.
- Halved life of artillery missiles and drones.
UI:
- Fixed Artillery Score being using different unit factors at the teams board and the players board.
- Increased the width of the supply resource panel so it can display larger numbers.
- Polished some small details of the tutorial.
- Rescue Strike will display the value of the killed units rather than the total inflicted damage.
- Added Rescue Strike statistics to the final statistics panel.
AI:
- AI will upgrade structures when their life is higher than 30%, instead of 40%.
- AI will take into account the life and shields of the attacking and defending units to decide whether to strike.
TERRAIN:
- Some terrain work on the top right side of the map.
@IliIilI: Go
I played a round against Very Hard AI with AI allies and lose badly :/ I enjoyed your map many many times more than I enjoy nexus wars. I played with zerg and first thing that I saw weird was mutalisk bouncing attack tooltip. Does 0.6 mean 0.6% or 60%? I think the red laser shooting artillery is kinda op as enemy shoot 50% of my structures with it. The help panel was very helpful to see unit counters and advantages. The map was full of critters maybe delete some? And why was there football? xD To play with it when waiting income? ;P And was the other floorball I saw? (My hobby is floorball <3) but why does it block building? :(
Thx for the feedback.
- Mutalisk bouncing attack chance is given in a fractional notation, so 1 means 100% and 0.6 means 60%.
- I agree laser drill is quite powerful, but it is also very expensive. Maybe it should have some upgrades previous to the current one, so it evolves in a more gradually way. I'll tell my brother (he made both terran races) to change it.
- Yep, football, basketball, ... are meant to play with them if you get bored when waiting for the first wave of units to spawn. :P
It's ALOT better then nexus wars. But my problem is that it lags SOOO bad I couldn't even play it single player vs AI. I've got a AMD Opteron 2.7 Quadcore, 8 gigs of ram and a 1 gig MSI Hawk Radeon video card so running SC2 isn't a problem. You might check your AI code and make sure everything is optimized. Once you get that lag figured out I'll play the crap outa this!
@Dustin374: Go I don't experience any lag when playing the map against the AI, and we don't use to have lag when we play it at the EU map nights. I think its a problem with the graphics, if you lower your graphic settings the map should run without lag. In the current version you can reduce the amount of doodads in the screen by lowering your graphic settings, but I'm thinking about also adding a button to allow players to reduce them.
@IliIilI: Go
It takes ALOT of doodads to slow down a machine like mine, you might want to think about optimizing the terrain then, because if I'm having problems then 70% of the rest of the community is going to be having worse problems with the lag.
@IliIilI: Go
But I saw floorball top left!!! xD Can u please make them not to block building? :)
Ok. I've made some quick changes:
@IliIilI: Go
"Removed most of the Broken Ground Edge doodads to reduce ingame lag. (They will keep showing if you are running the map on extreme settings)"
Can you define which doodads or actors show up on which graphics settings? O.o
Anyways sounds like a change for the better. Keep up the good work.
@zeldarules28: Go
- Medium: 75%
- Low: 50%
- High: 90%
- Medium: 50%
- Low: 10%
- Ultra: 20%
- High: 0%
- Medium: 0%
- Low: 0%
Lately, I've been seeing lots of new Tug of War maps. It seems like every single mapper wants to give it a try and make his own ToW. Thats why I think I should keep my map someway different from the other ToW maps and invest my time in developing the artillery. Now artillery is much stronger and has become a decisive factor in order to win the game.
After being somewhat away from the Sc2 map-making community for the last year, I want to announce that I'm back!! :)
For the last few months I've been working hard to introduce some significant changes to this game, based on the feedback and comments that I got from the community. As you may have guessed, my aim is to submit this game to the Rock the Cabinet map making contest.
I'm aware there's still some additional work to be done before the game itseft can be considered to be ready to take part in this contest. But since the game is already at a playable state, I think it's time to start collecting your feedback and comments about the new version. You may expect new artillery abilities and a new redesigned final statistics panel to be introduced over the upcoming weeks.
Enjoy! :)
Just out of curiosity, how did you alter the game ui/panel to take up a portion of the screen, rather than stretch to the full width?
You aren't allowed to modify the default models used in the UI. So I just made them invisible (<Alpha val="0"/>) and replaced them with an image of their own, so then you can size them as you want.
As I was anticipating you in my previous post, I've just introduced one new artillery ability for each one of the builders. More artillery abilities are to come in the following days.
I'd be very grateful if you could help me to test this game by playing it and letting me know about your feedback. Right now the only way I have to test it is to play it by myself against the AI, and that makes it quite difficult for me to balance everything, specially the newly added artillery abilities.
Here the complete changelog of the last two patches:
v 4.2:
ARTILLERY:
- Decreased damage of higher level artillery abilities.
- Increased base attack of the builders from 5 to 6.
- Decreased life of artillery missiles.
- Probe: Added new Chain Lighting ability.
AI:
- Fixed protoss builders sometimes not leveling up their abilities.
- Improved the way AI controlled builders uses artillery abilities.
v 4.3:
GAMEPLAY:
- Custom Drone's weapon effects.
ARTILLERY:
- Decreased power of artillery abilities.
- Drone: Added Baneling Trap ability.
- Defensive structures now makes use of a basic cooldown instead of charges.
- Decreased stun time of the Probe's Chain Lighting ability.
AI:
- Fixed AI calculating the energy cost of their artillery abilities as if they were always at level 1.
I've just uploaded a new version of the game.
Now, I'm receiving some bad reviews from the people who played the game in the NA servers. That's something unexpected, since the reviews I got on the european servers are rather good ones. So my assuptions are either one of the following:
- Since the reviews are not constructive at all, and some of them don't even make any sense, I could think of some map makers who are sending bad reviews to all the other games taking part in this contest in an attempt to nullify the other candidates. Did you have any similar experience with the maps you submitted to the contest?
- The other possibility could be that the gameplay seems little confusing to the new players, causing them to end loosing badly. That would mean that I should focus on preparing a tutorial to teach new players how to play the game before the deadline.
What are your thoughts??
v 4.4:
ARTILLERY:
- Fixed artillery upgrade buttons being enabled when artillery abilities were already at their maximum level.
UNITS:
- Some slight balancements based on the analysis of statistical data:
· Roach II and Mutalisk I has been boosted.
· Baneling II, VoidRay II and Dark Templar I has been nerfed.
AI:
- AI will keep their randomly selected building decisions instead of changing them every 10 seconds.
UI:
- New board showing the final statistics of the players at the end of the game.
- Increased size of the Core's life bar.
- Added two gameplay screenshots.
I find it very hard to believe that map makers would purposely rate other maps poorly. Chances are your map is either troublesome to learn as a newcomer (players generally have very little patience to learn how to play - not to mention even reading a tutorial), or you've just experienced the random occurrence of an undescribably unconstructive review caused by some odd reason you will never know.
After three days of intense coding work, I've uploaded a new version, which includes a brand new tutorial. I'd like to know about your thoughts on the new tutorial. Are there still any people organazing the EU map nights? That could be a good chance to get everything tested.
v 4.5:
UI:
- Added some screenshots.
- Increased the size of the text in the gameplay screenshots.
- Fixed board buttons making the board show and hide for all players.
- Fixed Player Influence not being correctly calculated on the final statistics panel.
UNITS:
- Changed attribute of Infestor's minions from light to psionic.
- Added new icon for the Omegalisk unit.
ARTILLERY:
- Baneling Trap: Decreased damage by 50%.
GAMEPLAY:
- Core will make builders invulnerable while being healed.
- Duplicated the Core's healing power.
- Reset of player scores and match history.
I've just uploaded a new version. It introduces one new artillery ability for each one of the races. I'm still missing to add one last heroic ability for the artillery system to be complete. I'll probably get it done during the next week.
It was a pitty that there were not enough players today at the EU map night to test the game. I'll cross my fingers and hope there won't be any unexpected errors tomorrow at the Arcade Night. I'll try to be there, at least at the chat room, to take note of all your comments, although I'm going to stay at my village this weekend and I'm not sure my internet connection will allow me to do so. I'll try anyway.
v 4.6:
ARTILLERY:
- Baneling Trap: Won't explode when killed while burrowed.
- New Probe's Vortex artillery ability.
- New Drone's Creep Pod artillery ability.
- Creep Tumor: Fixed button not showing the right description.
AI:
- Fixed a trigger error caused by the AI trying to upgrade their abilities.
I fixed an important bug that was preventing players from playing the game against other players. It's so bad that, although the map has been out for a week, nobody got to tell me that it was not working... But finally I got the opportunity to play it against other players at the Arcade Night and I found out it by myself. Now I get to understand those unconstructive bad reviews that I got some while ago.
v 4.7:
GAMEPLAY:
- Fixed an important error that was preventing players from starting the game.
I've just uploaded version 4.8. No new contents this time, just some polish on many small aspects of the game.
v 4.8:
GENERAL:
- Buildings will start at full life while constructing.
- Increased starting minerals from 180 to 200.
- Increased initial income from 19 to 20.
- Decresed maximum income from 75 to 60.
- Lighting will turn grey whenever your builder is killed.
- Units killed by the Rescue Strike will also grant some energy.
ARTILLERY:
- Baneling Trap: Added a 300 seconds timed life while burrowed.
- Halved life of artillery missiles and drones.
UI:
- Fixed Artillery Score being using different unit factors at the teams board and the players board.
- Increased the width of the supply resource panel so it can display larger numbers.
- Polished some small details of the tutorial.
- Rescue Strike will display the value of the killed units rather than the total inflicted damage.
- Added Rescue Strike statistics to the final statistics panel.
AI:
- AI will upgrade structures when their life is higher than 30%, instead of 40%.
- AI will take into account the life and shields of the attacking and defending units to decide whether to strike.
TERRAIN:
- Some terrain work on the top right side of the map.