I agree with you that there isn't much content in it just yet. I had planned to do a lot more before RTC deadline hit me, but just wasn't fast enough to do all that stuff. Hope you liked it anyway!
I've been thinking about a rematch function, too, but mostly had bad experiences with them in other games where half of the other players were leaving anyway. Will rethink about implementing it, though.
Keep up the great videos! I really like your commentary-style, both funny but also objective giving us mapmakers great insight on how you actually perceive the gamemechanics. Big thank you for this again :)
Currently I've been posting a lot of Black & White Legacy of the Void runs, not heavy on analysis mostly just me testing things out with the big changes to that tug of war. Not going to post most of them in this thread but might try to decide which ones are good matches and include them soon.
The list:
-The Rising Dead (need to find some of the regulars for that one apparently but might give it a run next week)
Various "Starship Troopers" maps (from private message)
Fox, you could come to the event next Saturday or publish a public version Friday night so we could do it then.
too bad with the forest, you missed the entrance. i should change that part and need to fix that militia. it's actually always straight forward, no need to go back :/
Hey Krazy Kat, I decided to publish it publicly after all (Figured it was about time). I would still love to join you guys though(I would most likely watch, perhaps join in later). Do you know approximately what time (I'm US EST) you'll be playing?
Definitely a very high APM map, I would say it was actually more click intensive than most mobas I've played since each attack is manual fire. Very intense, although I suppose that means there would be a very high skill cap as well.
Didn't see your PM, Trieva, but we won't be able to get back to it for 2 weeks anyway. The difficulty on brutal does seem to have increased, and hey, we actually lost!
The "control allied units" after so much time seems truly awful though, like in quickmatch that would turn any lobby into an instant trollfest.
Red Fox seems to have patched it since this version. Aside from the round ending, I do think a slightly clearer rounds system would be nice so that there was some discernible end point to be working to.
Beyond that, it seems like the spectre slow + firebat damage in the pre-hellion game seems very strong so a surprising number of games ended before the level 1 vehicles.
I appreciate all of the videos! I've had a planned (but obviously never implemented) feature of a round system, where each game of hellion's inferno would be a best-of-five, where at the end you could vote for a re-match. I'll start working on this after I get all of the bugs pertaining to transformations.
Balance is something that I've had a incredibly (read: impossibly) hard time with because of the various different stages of interaction throughout the game. The sub-classes (firebats and the like) *ideally* should have a fighting chance against the vehicles, however level 1 combat shouldn't be the end of every game!
I think that now that the game ends in an appropriate fashion (all players on all opposing teams must be dead!), that'll hopefully shift up the early-game meta. If not, I'll make some heavy handed changes to the sub-classes.
Hey Bounty, I thought I typed a review while in that game? The map is very silly, a really nice port of the steam game. Well executed.
Meanwhile
Big Game Hunters Arena!
It seems mostly functional, although a few hotkeys are curious (where's Q?). The map itself has curious spacing, it feels like with movement rate the mid is soooo far away from the respawn. Of course that makes teleport portals essential.
Still I felt pretty frustrated that it seemed like there was no way to increase my beefiness at all. Creeps kill you so fast if you draw aggro that I sometimes barely felt like a hero, perhaps that is just because I was playing the narud guy.
Here's a run of The Rising Dead with Honejasi and others.
It seems like the map was still ok after the first wipe/restart, but it started to bug out a bit after the second wipe/restart. That's not a big complaint, I think most maps have a hard time after multiple "resets" and most public games at this point probably would have been rehosted anyway.
One thing about this map is that I really love the models. Where did you get all these cars?
thx for playing! didn't know restart was bugged, it always worked for me.
there is a tutorial, it explains the basics of the map such as some dead bodies are rising again (the rising dead).
i don't know where the car models are from, someone was unhappy with the footprints for cars and made me new footprints and imported these models.
Myself, Wargirl, and Moustro (same team who made Death By Fantasy) have been working on a stealth/combat game that is now ready for testing. I just made King Of The Hill and Capture The Flag gamemodes and would really like to see how they play with a larger party!
The game is published as "StarWorkInProgress" since it's not completely done yet, and it supports up to 12 people. I'd really like to see how it plays with at least 6 or so people, although if you have 4 that's probably enough. And I'd really like it if you could test the KOTH and CTF game modes.
I won't say anything more about the game so as to not bias you, but if you could give it a shot I would greatly appreciate it!
Hey Krazy, thanks for testing it out! Sorry it looked like you had a tough time getting used to the controls, that's definitely an area that needs to be improved upon. I saw some definite bugs to fix, which is mostly what I was looking for.
The game's been in development for a while and gone through a number of facelifts, each creating their own set of bugs, so I've been reluctant to publish it under its real name. Hopefully soon though. Thanks!
Sorry about the slow responses over the last two weeks, guys! As a reminder it's very helpful to have observer slots in your map since sometimes we float 8 members in the event group.
Another round of Blitz Fire by Trieva with the Loladin group!
My overall impression is that the map is moving in a good direction although I have no idea if it would be enough to incentivize some of my friends (like Luminous) to try it again. Still, it's a map I don't really mind replaying every few weeks which I would count as a significant improvement over a lot of maps.
Some ongoing concerns: Is there something to deal with AFK players if that happens?
The difficulty should display more prominently somewhere, I had to infer we were on easy but it wasn't clear how split votes were resolved.
The new upgrade paths seem to be quite nice although we didn't get the best sense in this one since it was "standard" / "easy" somehow.
@TheKrazyKat: Go
Big thanks for playing my map! :D
I agree with you that there isn't much content in it just yet. I had planned to do a lot more before RTC deadline hit me, but just wasn't fast enough to do all that stuff. Hope you liked it anyway!
I've been thinking about a rematch function, too, but mostly had bad experiences with them in other games where half of the other players were leaving anyway. Will rethink about implementing it, though.
Keep up the great videos! I really like your commentary-style, both funny but also objective giving us mapmakers great insight on how you actually perceive the gamemechanics. Big thank you for this again :)
Currently I've been posting a lot of Black & White Legacy of the Void runs, not heavy on analysis mostly just me testing things out with the big changes to that tug of war. Not going to post most of them in this thread but might try to decide which ones are good matches and include them soon.
The list: -The Rising Dead (need to find some of the regulars for that one apparently but might give it a run next week) Various "Starship Troopers" maps (from private message)
Fox, you could come to the event next Saturday or publish a public version Friday night so we could do it then.
@TheKrazyKat: Go
too bad with the forest, you missed the entrance. i should change that part and need to fix that militia. it's actually always straight forward, no need to go back :/
Hey Krazy Kat, I decided to publish it publicly after all (Figured it was about time). I would still love to join you guys though(I would most likely watch, perhaps join in later). Do you know approximately what time (I'm US EST) you'll be playing?
Alright guys, here's Hellion's Inferno!
Definitely a very high APM map, I would say it was actually more click intensive than most mobas I've played since each attack is manual fire. Very intense, although I suppose that means there would be a very high skill cap as well.
Didn't see your PM, Trieva, but we won't be able to get back to it for 2 weeks anyway. The difficulty on brutal does seem to have increased, and hey, we actually lost!
The "control allied units" after so much time seems truly awful though, like in quickmatch that would turn any lobby into an instant trollfest.
Hellion's Inferno!
Red Fox seems to have patched it since this version. Aside from the round ending, I do think a slightly clearer rounds system would be nice so that there was some discernible end point to be working to.
Beyond that, it seems like the spectre slow + firebat damage in the pre-hellion game seems very strong so a surprising number of games ended before the level 1 vehicles.
@TheKrazyKat: Go
I appreciate all of the videos! I've had a planned (but obviously never implemented) feature of a round system, where each game of hellion's inferno would be a best-of-five, where at the end you could vote for a re-match. I'll start working on this after I get all of the bugs pertaining to transformations.
Balance is something that I've had a incredibly (read: impossibly) hard time with because of the various different stages of interaction throughout the game. The sub-classes (firebats and the like) *ideally* should have a fighting chance against the vehicles, however level 1 combat shouldn't be the end of every game!
I think that now that the game ends in an appropriate fashion (all players on all opposing teams must be dead!), that'll hopefully shift up the early-game meta. If not, I'll make some heavy handed changes to the sub-classes.
This weekend was the Star Battle tournament, here's my homage to it:
Hey Krazy, I was curious what your feedback/thoughts on Doodad Hunt 2 were?
Hey Bounty, I thought I typed a review while in that game? The map is very silly, a really nice port of the steam game. Well executed.
Meanwhile
Big Game Hunters Arena!
It seems mostly functional, although a few hotkeys are curious (where's Q?). The map itself has curious spacing, it feels like with movement rate the mid is soooo far away from the respawn. Of course that makes teleport portals essential.
Still I felt pretty frustrated that it seemed like there was no way to increase my beefiness at all. Creeps kill you so fast if you draw aggro that I sometimes barely felt like a hero, perhaps that is just because I was playing the narud guy.
A lot of potential here with some pace honing!
Here's a run of The Rising Dead with Honejasi and others.
It seems like the map was still ok after the first wipe/restart, but it started to bug out a bit after the second wipe/restart. That's not a big complaint, I think most maps have a hard time after multiple "resets" and most public games at this point probably would have been rehosted anyway.
One thing about this map is that I really love the models. Where did you get all these cars?
thx for playing! didn't know restart was bugged, it always worked for me.
there is a tutorial, it explains the basics of the map such as some dead bodies are rising again (the rising dead).
i don't know where the car models are from, someone was unhappy with the footprints for cars and made me new footprints and imported these models.
Hi Krazy!
Myself, Wargirl, and Moustro (same team who made Death By Fantasy) have been working on a stealth/combat game that is now ready for testing. I just made King Of The Hill and Capture The Flag gamemodes and would really like to see how they play with a larger party!
The game is published as "StarWorkInProgress" since it's not completely done yet, and it supports up to 12 people. I'd really like to see how it plays with at least 6 or so people, although if you have 4 that's probably enough. And I'd really like it if you could test the KOTH and CTF game modes.
I won't say anything more about the game so as to not bias you, but if you could give it a shot I would greatly appreciate it!
StarWorkInProgress AKA "The Sneaky City Game" (working title?)
I just realized I had music muted .... sorry Moustro for not reviewing the music!
It's a very interesting concept, unfortunately it is hard for me to be objective because I seemed to be terrible at everything 0.o
Hey Krazy, thanks for testing it out! Sorry it looked like you had a tough time getting used to the controls, that's definitely an area that needs to be improved upon. I saw some definite bugs to fix, which is mostly what I was looking for.
The game's been in development for a while and gone through a number of facelifts, each creating their own set of bugs, so I've been reluctant to publish it under its real name. Hopefully soon though. Thanks!
hay Krazy i created smaller version, can u check it? Its 6 players with different rules, the name is BGHA: THE BACKWATER
damn can anyone tell me how to create circles like this?
Sorry about the slow responses over the last two weeks, guys! As a reminder it's very helpful to have observer slots in your map since sometimes we float 8 members in the event group.
Another round of Blitz Fire by Trieva with the Loladin group!
My overall impression is that the map is moving in a good direction although I have no idea if it would be enough to incentivize some of my friends (like Luminous) to try it again. Still, it's a map I don't really mind replaying every few weeks which I would count as a significant improvement over a lot of maps.
Some ongoing concerns: Is there something to deal with AFK players if that happens?
The difficulty should display more prominently somewhere, I had to infer we were on easy but it wasn't clear how split votes were resolved.
The new upgrade paths seem to be quite nice although we didn't get the best sense in this one since it was "standard" / "easy" somehow.