I just played this map for the first time last night, and I saw this thread be bumped when looking over the forums so I thought I'd post my opinion. I liked what I saw but I really felt the gameplay was extremely shallow.
This isn't a card game... the cards almost feel like they're there to fool me. They may as well be "Spawn Unit X" buttons instead of cards and this may as well be just like any other tug-of-war map, because the "card game" aspect in this map was completely lost on me. I wish there was more to this map than managing vespene gas and spawning the right counters to units at the right times. As I said, nothing in this map makes me feel like I'm actually doing anything at all related to a Starcraft Card Game, which is where I felt sort of disconnected from the map; this is just another tug-of-war map to me.
When I think of a card game, I think Pokemon or MTG, both which make heavy use of Energy and Land cards, respectively. In this map I feel like I'm just drawing a random array of units.
I'd rather see the Starcraft equivalent of Land cards with Minerals/Gas/Terrazine; and actually make it look like I'm building a base or something. The same tug-of-war aspect can exist with spawning units from cards, but I just wish there was more of a card game feel to this.
On the plus side, the presentation is amazing and the cards themselves look really awesome, so great job with that. :)
I see your point but, we are talking about map what is made to fit for "common" Battle.net players.
Also another thing is that, many MTG like stuff does not exactly fit to fast paced TCG because of it's real-time nature. Mainly lands.
This map is very similar to a map I made. Both maps have similar criticisms, players seem to think its just about drawing a random array of units and spawning them in a random order.
These card maps are about luck of the draw and creating a good hand before using them all at once. Just like any other card games, the strategy comes from holding cards till you have a bunch of good cards. Then spawning them all at once in succession. But lots critics think there's no strategy and its all about spawning random units into a tug of war field.
Its really fun once you get the hang of it. Its very rewarding to draw a 'good' card and holding it till you have a full hand. Then playing all the good cards one after another and overpowering the enemy. That's the real fun in any tug of war map, overpowering the enemy with a good combo of units. In this case, cards.
This map is very similar to a map I made. Both maps have similar criticisms, players seem to think its just about drawing a random array of units and spawning them in a random order.
These card maps are about luck of the draw and creating a good hand before using them all at once. Just like any other card games, the strategy comes from holding cards till you have a bunch of good cards. Then spawning them all at once in succession. But lots critics think there's no strategy and its all about spawning random units into a tug of war field.
Its really fun once you get the hang of it. Its very rewarding to draw a 'good' card and holding it till you have a full hand. Then playing all the good cards one after another and overpowering the enemy. That's the real fun in any tug of war map, overpowering the enemy with a good combo of units. In this case, cards.
Plus they tend to ignore that there is usually spells in these types of maps what use cards, in card form.
Not to mention in TCG there is upgrades, Card Spells and CO Powers.
Yeah, in my map the greatest praise were the spell cards. I had like 100+ spell cards, and lots players love playing the different spell cards. I think a big problem was I didn't really have too many overpowered spell cards. And most players had no clue what the spell cards do. I probably need a better description and buff some of the spells..but no big deal. No one is playing my map now so I don't have to fix it up anymore. :)
Played game and the entire battlefield is black but I can still see my cards. I can try to select units and they appear but it was hit or miss on wtf I clicked on to upgrade. Only custom game I have ever had problems with wtf
Actually lack of deck building is upside, otherwise map's idea would be out of the window. It is card game made to fit RTS style gameplay instead TBS.
Needing and wanting are two separate things. This map's idea is not to build more overpowered deck than your enemy instead using proper counters and more.
Second, WCIII didn't have dialog system to do such cool looking cards what hog up space thanks to Blizzard's format of choice (DDS images). Other thing is that we barely have models etc compared to WCIII to do multiple pre-defined decks like that.
These are bad ideas to have if you want to make your map as good as it can be. Just because SC2 is an RTS game does not mean the custom maps are better off being more of an RTS style. I know this personally, and you will probably see soon.
Lack of deck-building is not an upside in a card game. In actual card games that is always half of the enjoyment of playing, otherwise you would just play board games.
Scrap the cool looking cards. If they are taking up development time or otherwise negatively impacting gameplay (like not making it so players can build their own decks), then it's not worth it. Game developers nowadays need to learn that graphics and neat looking animations DON'T make a game.
A while ago I liked your game for several days and figured out all the styles of play but got bored of it because it was always just the same thing.
Actually lack of deck building is upside, otherwise map's idea would be out of the window. It is card game made to fit RTS style gameplay instead TBS.
Needing and wanting are two separate things. This map's idea is not to build more overpowered deck than your enemy instead using proper counters and more.
Second, WCIII didn't have dialog system to do such cool looking cards what hog up space thanks to Blizzard's format of choice (DDS images). Other thing is that we barely have models etc compared to WCIII to do multiple pre-defined decks like that.
These are bad ideas to have if you want to make your map as good as it can be. Just because SC2 is an RTS game does not mean the custom maps are better off being more of an RTS style. I know this personally, and you will probably see soon.
Lack of deck-building is not an upside in a card game. In actual card games that is always half of the enjoyment of playing, otherwise you would just play board games.
Scrap the cool looking cards. If they are taking up development time or otherwise negatively impacting gameplay (like not making it so players can build their own decks), then it's not worth it. Game developers nowadays need to learn that graphics and neat looking animations DON'T make a game.
A while ago I liked your game for several days and figured out all the styles of play but got bored of it because it was always just the same thing.
Not sure why you post false information, as Deck Building and able to choose between decks has been in map for quite while (Maybe more than six months, I have not exactly checked when I added ability to create decks).
Then again, if you are playing SEA region version, you should be aware of that you should be playing in EU or USA realm if you want to play supported version of map what is not outdated more than six months probably.
If you can play Starcraft Card game with in reallife its a card game thats what cards are about. luck of the draw.
I see your point but, we are talking about map what is made to fit for "common" Battle.net players.
Also another thing is that, many MTG like stuff does not exactly fit to fast paced TCG because of it's real-time nature. Mainly lands.
This map is very similar to a map I made. Both maps have similar criticisms, players seem to think its just about drawing a random array of units and spawning them in a random order.
These card maps are about luck of the draw and creating a good hand before using them all at once. Just like any other card games, the strategy comes from holding cards till you have a bunch of good cards. Then spawning them all at once in succession. But lots critics think there's no strategy and its all about spawning random units into a tug of war field.
Its really fun once you get the hang of it. Its very rewarding to draw a 'good' card and holding it till you have a full hand. Then playing all the good cards one after another and overpowering the enemy. That's the real fun in any tug of war map, overpowering the enemy with a good combo of units. In this case, cards.
Plus they tend to ignore that there is usually spells in these types of maps what use cards, in card form.
Not to mention in TCG there is upgrades, Card Spells and CO Powers.
@Clord: Go
Yeah, in my map the greatest praise were the spell cards. I had like 100+ spell cards, and lots players love playing the different spell cards. I think a big problem was I didn't really have too many overpowered spell cards. And most players had no clue what the spell cards do. I probably need a better description and buff some of the spells..but no big deal. No one is playing my map now so I don't have to fix it up anymore. :)
Played game and the entire battlefield is black but I can still see my cards. I can try to select units and they appear but it was hit or miss on wtf I clicked on to upgrade. Only custom game I have ever had problems with wtf
These are bad ideas to have if you want to make your map as good as it can be. Just because SC2 is an RTS game does not mean the custom maps are better off being more of an RTS style. I know this personally, and you will probably see soon.
Lack of deck-building is not an upside in a card game. In actual card games that is always half of the enjoyment of playing, otherwise you would just play board games.
Scrap the cool looking cards. If they are taking up development time or otherwise negatively impacting gameplay (like not making it so players can build their own decks), then it's not worth it. Game developers nowadays need to learn that graphics and neat looking animations DON'T make a game.
A while ago I liked your game for several days and figured out all the styles of play but got bored of it because it was always just the same thing.
Not sure why you post false information, as Deck Building and able to choose between decks has been in map for quite while (Maybe more than six months, I have not exactly checked when I added ability to create decks).
Then again, if you are playing SEA region version, you should be aware of that you should be playing in EU or USA realm if you want to play supported version of map what is not outdated more than six months probably.