Hello everyone, and welcome to the Bi-Weekly Testing Thread, or the BWTT.
As per an initiative from JayBorino and me, this thread will be the first of a number of sessions that revolve around testing specific maps made by community members. What does this mean? Simple: editors in need of feedback suggest their own maps (either via PM to me or JayBorino, or by posting it in the intro thread), and we'll pick one that will be used for the BWTT.
For this first week, the map we've picked is "Blitz Fire", by Trieva.
So for the next two weeks, see if you can take the time to hit this map up on the arcade, and post your detailed feedback here. What did you like, what did you not like? What could be improved, and possibly: how?
This thread will stay up for two weeks, until tuesday, May 3, at which point I'll upload thread #2. Up until that point, all suggestions for maps that require testing are welcome.
Looks like Blitz Fire is available on the Arcade, so it's easily accessible for everyone. You can play alone or with a group - I plan on playing alone at first, but may try to wrangle a group together for sometime later this week to try out multiplayer as well.
Please consider taking the 20-30 minutes to play and contribute here if you like the idea of the Bi-Weekly Testing, thanks all! I'd like to come up with some sort of reward/incentive based on participation in these moving forward to help kickstart it - any ideas for that?
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Cool stuff right there! Definitly going to check this part and try it. Once every 2 weeks is enough to find some time ;) And I really feel like I need to explore new maps so, I'll the the opportunity.
Mozared, do you think you can make a main thread like for the WTE that will list all the threads for this project? So you can easily bookmark in your explorer? Thanks.
Mozared, do you think you can make a main thread like for the WTE that will list all the threads for this project? So you can easily bookmark in your explorer? Thanks.
The issue is, I'm not sure if it's that required. With the WTE, it's nice to look back for people and see old terrains to gain inspiration. With the BWTT, the older threads will generally not be important to anyone else but the author who's map was being tested.
If there's more people who would like a general thread listening all the BWTT's, please send me a PM. I'll reconsider if there's enough interest. I'm not completely opposed to it, but maintaining such a thread costs me a minute or two for every single new exercise. That isn't a lot, but it adds up; if there was no general WTE thread, I would've saved over two hours of my life by now.
Reward/incentive based on participation how about letting somebody make a gameplay with you. Or streaming with you pick time and date on your schedule and pick who you will like to have. Also having the mapmaker when making a video I thinks that is really great. :-)
Another incentive option would be for the winner to have their choice of map be part of the next BWTT. This would only work for mapmakers obviously.
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Thanks War for refering me to this page.
Check out Axis of Chaos. 1v1-4v4 Tug of War.
Really been implementing some changes lately. Added a votekick system, a Help text-based tutorial (shared 3 days ago to sc2mapsters assets page), Unit balance changes, Would love a stream of thought while playing, but that would require a video recording. Any feedback welcome. Really want to tackle any first time player confusions and obvious imbalances. Really will appreciate the publicity.
Will be adding voting for FFA mode, and FFA mode, when 4 players are detected in the game.
The texture play is very minimal. Most likely the terrain is just used as a placeholder for now. With up to 16 textures, doing many interesting designs could be great and adds alot more visual quality to the game since this is what you stare at most of the time.
Doodad
The amount of doodads is minimal as well. I'm pretty sure there could be some pre-placed doodads on the ground such as grass or environment effect like birds, wind, sunrays, plants, underbrush... there is potential to add more stuff there.
Pathing
The pathing is okay. Sometimes the units will act weird because the push and pull is disabled. This could create some minor issue if more units are involved.
Lighting
The lighting could be another thing to play with for visual quality. Since anything you add on the terrain has an impact on the gameplay, you want to try to use things that won't change the gameplay, but change the visual. Having different time of the day, or different "planet" lighting are stuff you could play with.
Other
You could create randomly some Actor that deform the terrain to create small hills here and there dynamicly. It would be less like a plane terrain...
Unit
Model
There are no custom model used. Keeping it simple is great, but again, if maybe you battle against dark protoss, or this round your units uses the korhal models variations... could add more variations, although its not that important here.
Abilities
I like how the control are simple and easy to use. Right click where you want to move, use any ability you wish. Most of those have charges so you have to use them wisely. They are powerfull but not OP. It's great. Sometimes keeping the amount of abilities low is easier to balance but give also more strategic choices as which one using in which condition and when.
Diversity
There is a variation of enemy units. I don't know if the player is allowed more units than the basic one; marine, ghost, medic, firebat and reaper... I guess this could use more diversity in the futur. But for now it's fine considering it's still in progress.
Trigger
Effecient
The triggers seem to be working fine. However, there are some gap that allow movement even after shooting. I think an ability such as "Get in range" would be nice so the unit get as far as possible but still in range of the enemy, without shooting right away. The turn by turn is great, the AI doesn't mess with you very long... he charges and just rekt you if you do nothing...or even when trying sometimes there is just too much. So no lag, seems simple and effective.
Visual landmark
In the version found on the arcade, there were no limits to where you can move so you could take your turn move across the map entirely, gather all the minerals and place your units to shoot optimally. It would be nice if, in the defending the structure there was more visual around it to know THIS structure is the one you must defend and maybe even give the player some ability to help him achieve this specefic objective like a repair kit or something...
Objectives
Objectives in this map are custom ui and does not use the default objective system, which is great as it's refreshing visually. Although, the ui feels a little bit big. Seems to work fine, nothing much to say about it.
UI dialogues
The buttons rotating around the units are annoying, seriously. And it caused me to miss clicks on it. I also miss right clicked items on the ground which in the end simply passed my turn... Annoying and game changing... Other than that, it would be nice a UI with all the units you control on the side of the screen which you can click on to center view, see their HP and see if their turn is finished. Think of Hero bar. ( http://i.imgur.com/dF83mgU.png )
Cutscenes
Set up
There is a basic cutscene showing the medivac picking up the units and moving away, transitionning into the other map, arriving at the deposit point and then going away. A couple things could be made to make the whole thing better. First, making sure you do not see the unit/structure disappear instantly, so removing them after changing terrain would be great. When the medivac is leaving, either make it moves offscreen then remove, or if this is not possible send an actor message to make the medivac kind of fade away when going away. That would be much better than just disappearing instantly.
Camera
There is pretty much no camera play here. Most likely a placeholder as well. But when you will put time into this, you could make the camera go closer to the medivac and then unzoom to normal view when arrived. I wonder if there is a way to show the unit fall down the medivac as they land. That's minor visual, but details make things much greater. There could be as well an overview of the generated terrain to show the enemy, the objective and the side objectives like where are the heals, the bombs, etc.
Depth of field
I'm someone that very likes Depth of field from cameras as it adds alot of depth to the view and kind of force the eyes of the person looking onto something specefic, such as the medivac, or the units landing, or the enemy...
Gameplay
Originality
I've seen similar gameplay...or maybe I just played it once a long while ago... but either way, it's very original and fun to play. It's more relaxing but still someone real time strategy as you have to think to what you have to do and you are partially limited in time (i guess there is or should be a timer) and movement.
Easy to learn
It's super easy to get into it. Very simple, maybe some Tips to show what you are going to find on the terrain like the commands, turn mechanic, bombs, the heals, the enemy and their abilities, etc would be nice, just to make sure you know everything you need right when entering the game.
Replayability
It's pretty cool to play and it is designed to be replayable. It's all short battles so you can play one in a couple minutes (at least against AI as vs human it could take longer).
Fluidity
It's pretty fluid. Make your units / upgrades, get transported to the terrain, accomplish your objective, repeat. I guess there could be dead moments when waiting for other players to play... and until you see where they move, you can't really anticipate what you are going to do completly, so you gotta wait.
Bug proofed, Fool proofed
I found two things, first you can move anywhere which is not the case in the demo videos... So I'm suspecting this to be a bug? And second, you can queued commands on units for them to move slightly after doing another action such as shooting. For example, you could use the ghost ability on an enemy and enter the bunker in the same turn. I believe this is cause by how the triggers are set up that it waits for damage or something...but not at the good ability stage. Instead of executing at the end of the ability, it should execute when it starts launching it. This way even if it's a missile that take time to travel, you won't be able to move during that gap.
Fun rating
It's fun. But it gets repetitive after a couple games even with randomly generated terrains and different objectives. It needs a little something more.
Other
Loading Screen
Of course this is like just an image... but it needs a good loading screen and hide the map screen / players from the loading to have a clean screen with maybe instructions or something cool to show off.
Game lobby
The game lobby is based on the game mode; single player or coop. I personally never liked having to select the game mode before creating the lobby. I always prefered if it was detected in-game as; "only 1 player was detected so its a single player" or "more than 1 player was detected so its coop". Or have it picked from the game lobby. This way you don't have to worry; did i picked the good mode?
Sound effect
There are some sound effects when the next level is ready and when mouse over UI buttons. It can gets a bit annoying, but overall I find it okay. The ability sounds are correct.
Music
There is no music at all, even if it was just WoL good'old campaign soundtracks, that would add a little bit more good feelingsss when playing, without actually adding weight to the map files.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
First time playing this map, here a little list of things I liked/disliked:
(+)
clear objectives
(relatively) self-explanatory
good execution of turn based game in sc2 engine
different objectives -> increasing diversity of gameplay
minimalistic Custom UI -> easy to understand/not too far away from sc2 standard
(-)
first time playing the map, but no introduction (noticed it said "veteran mode" too, but didnt remember setting anything -> default setting? Might be better to change that to easy for players not knowing this setting)
button sounds very annoying (when you hover over the "finish command ... " button)
why are the "finish command" buttons moving around their unit?
idle units dialog annoying (option to turn it off?)
terrain pretty unspectacular
some crazy stats (why does the infested have 500 dmg on its weapon with pretty much no drawback?)
I like the game but what I dont like is that you only have to choose 3 units and thats it. To me to make it better is add the supply as you beat a mission because when i got to the fourth level I lost because there were too many units on the field for only 3 units to handle.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Do you guys mind if I ask some questions in case I don't understand some part of someone's feedback?
I don't see why not! The more interaction the better!
Rollback Post to RevisionRollBack
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Do you guys mind if I ask some questions in case I don't understand some part of someone's feedback?
Go for it! The more you understand the feedback the better the feedback will be and if you give your point of view on something that is not the same as the feedback, it opens discussion and maybe different perspectives. It doesn't mean one or another is better or worse, getting feedback is more like a personal point of view that you share. So feel free to ask anything, and not only on the feedback itself, you could litteraly ask "What do you guys think of this or that".
Might I recommend a skype channel for live discusson for each map? You'd provide the link to the channel here, and ppl could chat live with the creator about the map. could be great for networking as well!
I love your comment about differing perspectives. no perspective is right or wrong, better or worse.
I had no idea randomly deformed terrain was possible until you mentioned it which I'm now keen on learning how to implement. Do you mind sharing some tips on how I could do this, share keywords I could look up in the data/trigger editor, or point me to sc2mapster mapster threads that have done this?
Thanks.
I just wanted to link this map I instantly remembered - it generates random world purely through terrain deformers and it's open to check out: http://www.sc2mapster.com/maps/populous/
Also, searching "terrain deformer" on mapster gives you a whole page of relevant topics including tutorial.
Could you explain this idea in more detail? I'm having trouble understanding what exactly you'd like implemented and what problem this is intended to solve.
The unrestricted movement around the environment is not a bug. That was an intended design decision after many play tests since uploading those videos.
Most, if not all, things in my games are not set in stone. I like a particular game design practice where I butcher my own games which means removing my own work, ideas, mechanics, and just about anything I feel is not adding to the intended vision or design goals of my project at any point during development.
I had no idea randomly deformed terrain was possible until you mentioned it which I'm now keen on learning how to implement. Do you mind sharing some tips on how I could do this, share keywords I could look up in the data/trigger editor, or point me to sc2mapster mapster threads that have done this?
The get in range ability is just a minor suggestion about how to stay as far as possible without using an ability that will end your turn. For example, you want to shoot a unit that is somewhat near you, you move back, and want to see what could be the best far position without shooting... you can't. I guess maybe a simple actor that show the range for every units (like sieged tanks) could be nice instead. So whenever you are targetting something (like when pressing A and ready to click) it will show the range or if using any ability it would show the range of that ability. That's few actors that could help alot.
About the movement restriction... I feel like it was somewhat more interesting, strategic, when you was limited. I think i'd go with a half and half, not unlimited but not too small as well. Maybe something like a range 15-20 could be nice and even, some units could move further than other such as the reaper he could move far away where as a slow beefy marauder could move slighly less. Just so you cannot walk across the map endlessly everyturns it justs doesn't make sens to me for a turn by turn positionning game...
About the Terrain Deformers, it's a type of Actors with some basic modifications and when you create them on the terrain (such as via triggers or even data effect) they will deform the terrain. And when you remove them, the terrain will take back its shape. The only thing I don't know is how it will interact with structures, since these generally make the terrain flat around its footprint. So if half the footprint is in the air, is it going to modify the rest automaticly or simply make a half floating structure... Also, in some circumstances the terrain could remain partially deformed even after removing the deformer if I'm not mistaken.
I want to point out another thing, when beeing hit, it does the death sound (or feels like...) which is quite confusing in wether or not you lost a unit uring that turn. You have to wait and see what remains.
Hello everyone, and welcome to the Bi-Weekly Testing Thread, or the BWTT.
As per an initiative from JayBorino and me, this thread will be the first of a number of sessions that revolve around testing specific maps made by community members. What does this mean? Simple: editors in need of feedback suggest their own maps (either via PM to me or JayBorino, or by posting it in the intro thread), and we'll pick one that will be used for the BWTT.
For this first week, the map we've picked is "Blitz Fire", by Trieva.
So for the next two weeks, see if you can take the time to hit this map up on the arcade, and post your detailed feedback here. What did you like, what did you not like? What could be improved, and possibly: how?
This thread will stay up for two weeks, until tuesday, May 3, at which point I'll upload thread #2. Up until that point, all suggestions for maps that require testing are welcome.
Good luck and have fun to all!
OMG! This is AMAZING! Mozared Thank you for making this happen. :-)
I will be checking the map too.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
Looks like Blitz Fire is available on the Arcade, so it's easily accessible for everyone. You can play alone or with a group - I plan on playing alone at first, but may try to wrangle a group together for sometime later this week to try out multiplayer as well.
Please consider taking the 20-30 minutes to play and contribute here if you like the idea of the Bi-Weekly Testing, thanks all! I'd like to come up with some sort of reward/incentive based on participation in these moving forward to help kickstart it - any ideas for that?
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@Mozared: Go
@JayborinoPlays: Go
Cool stuff right there! Definitly going to check this part and try it. Once every 2 weeks is enough to find some time ;) And I really feel like I need to explore new maps so, I'll the the opportunity.
Mozared, do you think you can make a main thread like for the WTE that will list all the threads for this project? So you can easily bookmark in your explorer? Thanks.
Working on projects:
The issue is, I'm not sure if it's that required. With the WTE, it's nice to look back for people and see old terrains to gain inspiration. With the BWTT, the older threads will generally not be important to anyone else but the author who's map was being tested.
If there's more people who would like a general thread listening all the BWTT's, please send me a PM. I'll reconsider if there's enough interest. I'm not completely opposed to it, but maintaining such a thread costs me a minute or two for every single new exercise. That isn't a lot, but it adds up; if there was no general WTE thread, I would've saved over two hours of my life by now.
@JayborinoPlays: Go
Reward/incentive based on participation how about letting somebody make a gameplay with you. Or streaming with you pick time and date on your schedule and pick who you will like to have. Also having the mapmaker when making a video I thinks that is really great. :-)
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@JayborinoPlays: Go
Another incentive option would be for the winner to have their choice of map be part of the next BWTT. This would only work for mapmakers obviously.
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
How about a web-plaque of the bi-weekly testing winners!?
We should keep it simple!! We haven't even gotten it going yet!!
Jay are you going to make an announcement post on your channel? You should do the same Delton and where is mistapandabear??
@wargirlwargirl: Go
Thanks War for refering me to this page. Check out Axis of Chaos. 1v1-4v4 Tug of War. Really been implementing some changes lately. Added a votekick system, a Help text-based tutorial (shared 3 days ago to sc2mapsters assets page), Unit balance changes, Would love a stream of thought while playing, but that would require a video recording. Any feedback welcome. Really want to tackle any first time player confusions and obvious imbalances. Really will appreciate the publicity.
Will be adding voting for FFA mode, and FFA mode, when 4 players are detected in the game.
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
For map: Blitz Fire
Terrain
Texture
The texture play is very minimal. Most likely the terrain is just used as a placeholder for now. With up to 16 textures, doing many interesting designs could be great and adds alot more visual quality to the game since this is what you stare at most of the time.
Doodad
The amount of doodads is minimal as well. I'm pretty sure there could be some pre-placed doodads on the ground such as grass or environment effect like birds, wind, sunrays, plants, underbrush... there is potential to add more stuff there.
Pathing
The pathing is okay. Sometimes the units will act weird because the push and pull is disabled. This could create some minor issue if more units are involved.
Lighting
The lighting could be another thing to play with for visual quality. Since anything you add on the terrain has an impact on the gameplay, you want to try to use things that won't change the gameplay, but change the visual. Having different time of the day, or different "planet" lighting are stuff you could play with.
Other
You could create randomly some Actor that deform the terrain to create small hills here and there dynamicly. It would be less like a plane terrain...
Unit
Model
There are no custom model used. Keeping it simple is great, but again, if maybe you battle against dark protoss, or this round your units uses the korhal models variations... could add more variations, although its not that important here.
Abilities
I like how the control are simple and easy to use. Right click where you want to move, use any ability you wish. Most of those have charges so you have to use them wisely. They are powerfull but not OP. It's great. Sometimes keeping the amount of abilities low is easier to balance but give also more strategic choices as which one using in which condition and when.
Diversity
There is a variation of enemy units. I don't know if the player is allowed more units than the basic one; marine, ghost, medic, firebat and reaper... I guess this could use more diversity in the futur. But for now it's fine considering it's still in progress.
Trigger
Effecient
The triggers seem to be working fine. However, there are some gap that allow movement even after shooting. I think an ability such as "Get in range" would be nice so the unit get as far as possible but still in range of the enemy, without shooting right away. The turn by turn is great, the AI doesn't mess with you very long... he charges and just rekt you if you do nothing...or even when trying sometimes there is just too much. So no lag, seems simple and effective.
Visual landmark
In the version found on the arcade, there were no limits to where you can move so you could take your turn move across the map entirely, gather all the minerals and place your units to shoot optimally. It would be nice if, in the defending the structure there was more visual around it to know THIS structure is the one you must defend and maybe even give the player some ability to help him achieve this specefic objective like a repair kit or something...
Objectives
Objectives in this map are custom ui and does not use the default objective system, which is great as it's refreshing visually. Although, the ui feels a little bit big. Seems to work fine, nothing much to say about it.
UI dialogues
The buttons rotating around the units are annoying, seriously. And it caused me to miss clicks on it. I also miss right clicked items on the ground which in the end simply passed my turn... Annoying and game changing... Other than that, it would be nice a UI with all the units you control on the side of the screen which you can click on to center view, see their HP and see if their turn is finished. Think of Hero bar. ( http://i.imgur.com/dF83mgU.png )
Cutscenes
Set up
There is a basic cutscene showing the medivac picking up the units and moving away, transitionning into the other map, arriving at the deposit point and then going away. A couple things could be made to make the whole thing better. First, making sure you do not see the unit/structure disappear instantly, so removing them after changing terrain would be great. When the medivac is leaving, either make it moves offscreen then remove, or if this is not possible send an actor message to make the medivac kind of fade away when going away. That would be much better than just disappearing instantly.
Camera
There is pretty much no camera play here. Most likely a placeholder as well. But when you will put time into this, you could make the camera go closer to the medivac and then unzoom to normal view when arrived. I wonder if there is a way to show the unit fall down the medivac as they land. That's minor visual, but details make things much greater. There could be as well an overview of the generated terrain to show the enemy, the objective and the side objectives like where are the heals, the bombs, etc.
Depth of field
I'm someone that very likes Depth of field from cameras as it adds alot of depth to the view and kind of force the eyes of the person looking onto something specefic, such as the medivac, or the units landing, or the enemy...
Gameplay
Originality
I've seen similar gameplay...or maybe I just played it once a long while ago... but either way, it's very original and fun to play. It's more relaxing but still someone real time strategy as you have to think to what you have to do and you are partially limited in time (i guess there is or should be a timer) and movement.
Easy to learn
It's super easy to get into it. Very simple, maybe some Tips to show what you are going to find on the terrain like the commands, turn mechanic, bombs, the heals, the enemy and their abilities, etc would be nice, just to make sure you know everything you need right when entering the game.
Replayability
It's pretty cool to play and it is designed to be replayable. It's all short battles so you can play one in a couple minutes (at least against AI as vs human it could take longer).
Fluidity
It's pretty fluid. Make your units / upgrades, get transported to the terrain, accomplish your objective, repeat. I guess there could be dead moments when waiting for other players to play... and until you see where they move, you can't really anticipate what you are going to do completly, so you gotta wait.
Bug proofed, Fool proofed
I found two things, first you can move anywhere which is not the case in the demo videos... So I'm suspecting this to be a bug? And second, you can queued commands on units for them to move slightly after doing another action such as shooting. For example, you could use the ghost ability on an enemy and enter the bunker in the same turn. I believe this is cause by how the triggers are set up that it waits for damage or something...but not at the good ability stage. Instead of executing at the end of the ability, it should execute when it starts launching it. This way even if it's a missile that take time to travel, you won't be able to move during that gap.
Fun rating
It's fun. But it gets repetitive after a couple games even with randomly generated terrains and different objectives. It needs a little something more.
Other
Loading Screen
Of course this is like just an image... but it needs a good loading screen and hide the map screen / players from the loading to have a clean screen with maybe instructions or something cool to show off.
Game lobby
The game lobby is based on the game mode; single player or coop. I personally never liked having to select the game mode before creating the lobby. I always prefered if it was detected in-game as; "only 1 player was detected so its a single player" or "more than 1 player was detected so its coop". Or have it picked from the game lobby. This way you don't have to worry; did i picked the good mode?
Sound effect
There are some sound effects when the next level is ready and when mouse over UI buttons. It can gets a bit annoying, but overall I find it okay. The ability sounds are correct.
Music
There is no music at all, even if it was just WoL good'old campaign soundtracks, that would add a little bit more good feelingsss when playing, without actually adding weight to the map files.
Working on projects:
@Scbroodsc2: Go
Well I would say we are off to a great start ^^
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
First time playing this map, here a little list of things I liked/disliked:
(+)
(-)
Thank you <3
I like the game but what I dont like is that you only have to choose 3 units and thats it. To me to make it better is add the supply as you beat a mission because when i got to the fourth level I lost because there were too many units on the field for only 3 units to handle.
@LugiaRangerOmega: Go
Good to see you :)
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
I don't see why not! The more interaction the better!
Check out my YouTube channel for test playthroughs of custom campaigns as well as editor tutorial videos. Mapmakers, don’t hesitate to PM me if you would like me to test your campaign.
Go for it! The more you understand the feedback the better the feedback will be and if you give your point of view on something that is not the same as the feedback, it opens discussion and maybe different perspectives. It doesn't mean one or another is better or worse, getting feedback is more like a personal point of view that you share. So feel free to ask anything, and not only on the feedback itself, you could litteraly ask "What do you guys think of this or that".
Working on projects:
@Scbroodsc2: Go
Might I recommend a skype channel for live discusson for each map? You'd provide the link to the channel here, and ppl could chat live with the creator about the map. could be great for networking as well!
I love your comment about differing perspectives. no perspective is right or wrong, better or worse.
"You either are doing it, or you are not": Me
Team Genesis: Founder/Leader
Skype: Grasso2012 or Add me in-game 558
Free Model Developing Program: http://www.autodesk.com/education/free-software/maya
I just wanted to link this map I instantly remembered - it generates random world purely through terrain deformers and it's open to check out: http://www.sc2mapster.com/maps/populous/
Also, searching "terrain deformer" on mapster gives you a whole page of relevant topics including tutorial.
The get in range ability is just a minor suggestion about how to stay as far as possible without using an ability that will end your turn. For example, you want to shoot a unit that is somewhat near you, you move back, and want to see what could be the best far position without shooting... you can't. I guess maybe a simple actor that show the range for every units (like sieged tanks) could be nice instead. So whenever you are targetting something (like when pressing A and ready to click) it will show the range or if using any ability it would show the range of that ability. That's few actors that could help alot.
About the movement restriction... I feel like it was somewhat more interesting, strategic, when you was limited. I think i'd go with a half and half, not unlimited but not too small as well. Maybe something like a range 15-20 could be nice and even, some units could move further than other such as the reaper he could move far away where as a slow beefy marauder could move slighly less. Just so you cannot walk across the map endlessly everyturns it justs doesn't make sens to me for a turn by turn positionning game...
About the Terrain Deformers, it's a type of Actors with some basic modifications and when you create them on the terrain (such as via triggers or even data effect) they will deform the terrain. And when you remove them, the terrain will take back its shape. The only thing I don't know is how it will interact with structures, since these generally make the terrain flat around its footprint. So if half the footprint is in the air, is it going to modify the rest automaticly or simply make a half floating structure... Also, in some circumstances the terrain could remain partially deformed even after removing the deformer if I'm not mistaken.
I want to point out another thing, when beeing hit, it does the death sound (or feels like...) which is quite confusing in wether or not you lost a unit uring that turn. You have to wait and see what remains.
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