Yeah, the way you have snowballing upgrade systems, it may be that you'd have to redesign a lot to have a higher unit count really be effective in deepening gameplay. That being said, I was thinking that with more units, you could confront bigger or more complex challenges. Perhaps adding in air units on harder difficulties or later levels?
Hey, thanks for playing! Glad you liked it, and sorry to hear about the lighting thing. I'll add a command that removes the day-night cycle in the next version.
I'm surprised you not only survived Toasty, but even beat it on your first try, heh. I also realized how powerful mass Stormbringers are. :P
Also, this isn't the first time I see people try to select their workers after the faction screen. I think I should make everything unselectable until the game starts, since workers automatically go for resources.
Thanks for playing, was very informative. You said your blink failed a lot, that's because it only works if you're clicking on the same cliff level and it can't be through other walls, due to people "escaping" from tracks. I should figure out a way to make it not waste a cooldown on that though like was stated. You're also right about the red dragon, it has been OP since its creation and I've nerfed it numerous times and it's still too good. I will work on that too.
Other than that I think it went well, there were no massive bugs that broke the game. You guys seemed like it was reasonably entertaining for what it is. So that is good.
Thank you for the videos of some of the maps I have help with. I really enjoy the commentary even on the maps I have not help. If a suggestion can be made can you divide the videos per map not 2 or 3 maps in one video. I notice the video has names and the pictures on the video is from another map. It can get confusing as I have gotten many pm of people saying the same. Thank you for your work and time.
I'm with my event group but we had 5 people. There wasn't any observer slots enabled so we played it as 2v3. With shared income maps, sometimes 2v3 favors the 2.
It's an interesting map; I was confused toward the start on where you were supposed to build certain special buildings. It ended up not being an issue because mass catapults could not be stopped once the snowball began (or so it seemed). It could also be the other team didn't upgrade their spells or use them appropriately, since it was everyone's first game.
My concern with "fast-snowball" maps like this is that players might not be able to learn very effectively when it is make or break so quickly.
Thanks for playing! Bit unfortunate it ended up 2v3. It just divides income by number of players so the team with 3 doesn't get more money. Once someone hits max resources their income trickles over to their allies, so in once sense it wasn't a big deal - but but it probably did put them at a bit of a disadvantage.
As for snow-balling, I think it was mostly new player experience and uneven teams. Counter-attacking on the left side of the map or countering your unit composition with their units or abilities all would have turned the game around in their favor. I was in a game the other day when my team had more then 30% more of the map then the enemy team and my team still lost.
That could still be a problem for the reason of making it difficult for players to learn, but there is a duration of inaction at the start that should help with that. But it'll never be a game people can completely pick up the first time, I think.
As for the income thing, I can't really make building tool-tips say how much money they'll use because it depends what you choose to build - maybe I just shouldn't start with auto-cast building on, but I wanted to set a precedent for that because I wanted people to be focusing on their army control more than their production.
I ended up doing some runs of two more of the mapster missions. I think I got frustrated a little too fast with mission 2 and didn't have as much to say as usual about mission 3 so I was thinking about doing another run of them for some better footage.
Here they are anyway.
I think part of the issue is with my playstyle on mission 2I wasn't scouting enough with the overseer hero and as a player tend to overrely on f2 to control units as zerg, which is just not possible on mission 2.
After the frustrations with mission 2, I was a bit surprised on how smoothly mission 3 went, but I might have still been a bit too strung out from my frustrations with mission 2 to really give good objective analysis of mission 3.
I think I'm going to try to get The Rising Dead and Ling Slayers next Saturday, and Blademaster I'm thinking I might try to do with Luminous but he's pretty focused on Entropy TD. If I can't get that one done in co-op within the next week I'll probably just do the solo mode.
one word to the rising dead, you should pay the map chat/group chat a visit and play with some veterans otherwise you will die pretty fast, also minimum with new players is 6 ppl (vets finish the map with 3). if you are really lucky you will play with lefty :D
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i deleted my old skype, contact me for new one. I am for hire now! My Legacy - All of my maps as open source
Hey KrazyKat, I'd really appreciate it if you checked out my game, Hellion's Inferno (). It's a 2 to 4 player PvP hero arena, so the more players the better (it can support 3v3, however it's never been tested). Note that the map is currently private (Too many bugs and kinks for my own liking), so just let me know when you'd like to play it. Thanks in advance!
EDIT: It's published publicly, "Hellion's Inferno". Check it out when you can.
I did run into a momentum-breaker at about 5:45 when it became a bit unclear which direction to go. Unfortunately this lack of direction "directed" us into a game-breaking bug at 7:00 where we find a group of militia that say "thou shalt not pass!" we pass them one way... but then (after realizing we actually weren't supposed to go this way for 10 minutes) realize we can't get back out.