Remote control bomb + speed is unbeatable. I think you should nerf speed.
I think this game isn't meant for so many people. There were just too many bombs out there.
CoreFight:
First of all, I won't rate my map, but would want you to post some feedback here.
People told me to increase the speed of the game. I could try it, but that migh cause insane lag.
Some other players didn't like artillery. There are many tug of war games out there. I think artillery is what makes my game different from other tugs. I think new artillery system worked quite well. I may empower artillery even more.
There was still some bugs. We lose because our AI players weren't building artillery structures. There was also some random actor errors and -gg command didn't work.
Going to add 2 sudden death things (Well, Zelda is probably.) First one is a milder sudden death at around 12 mins or so, will double the time between unit spawns, and possibly buff the statues and make them head to the enemy base if they are alive. A few minutes after that we will add a more extreme sudden death that will make the game more "Turn based" - no more regens or unit spawns. If all non-structure non-invulnerable units are dead, all runes get refunded a fraction of their shields and energy and a new wave of units is spawned. Technically seen, this would take a long time if the losing team can put up a good fight using spells and towers, but I hope people will have the decency to press the surrender button.
This is still just an idea, will have to experiment with times and so on and see if it actually helps instead of just ruining the game.
About Core Fight:
Dont know what caused it, but it was more "sudden" than the version I used to play; I counter the enemy units and Im suddenly in their base. It used to be more gradual and slow.
The game does feel rather slow early on, and its hard to counter as it takes forever to get money for a building.
Firebats being effective vs armor instead of marauders surprised the hell out of me.
I would highly prefer it if I had unit icons instead of building icons in my workers command card, I accidentally built 3 marauders cause I thought eng bay was firebats. I would learn it in time, but just having unit icons makes it easier overall.
"Random Race" being the default annoys me. No one seemed to get protoss, therefore no artillery shields. I dont find the terran races fun to play in Core Fight, while I do like the protoss. Ive played toss more and know the counters there better and just overall like the race more. Please make Pick Race the default option - If players want random race, theyll pick it, but Im pretty sure people generally like to know what they get. I often times play random in melee or other maps, but this is one map where I highly favor one race over the others.
I liked the old base layout more than this one (the bases looked good, but i didnt like how thin they were... I believe there was just as much space in the old bases, but how it was divided just felt awkward. Its a horizontal map, so having more space vertically seems a bit off.)
I have a feeling broodlings did more damage than the laser drill.
Laser drill didnt work if there were no buildings horizontally in front of it, but the tooltip says "Closest enemy building" and not "Fires a laser horizontally".
I havent played the old Core Fight on this laptop, but on my old PC Core Fight ran at a nice FPS always. Now it runs at 15 FPS on this better laptop (With better graphic settings of course, not sure if that makes the map more laggy than before or just the same). RuneCraft runs at 30-40 FPS early on for me.
Workers collided with buildings
It was odd that workers couldnt repair. I know, it makes artillery weaker, but generally artillery outnumbers workers anyway. In the old Core Fight we were at least able to save the low on health buildings. If you don't want to give repair back, consider turning up to 30-50% of structure health into shields instead.
There was a severe lack of balls to kick around the base.
The left team core for some reason was on top, but Im guessing thats a rather obvious issue and doesnt really need to be mentioned... Oh well, I mentioned it anyway.
I like the concept of artillery, I just dont think it worked well this time. In the old version it felt a little underpowered, but eventually it did make the players go "OH S!". I think every race should have something for anti-artillery - It doesnt have to be force fields like protoss have, anything that will in one way or another help against being besieged is good. A structure that would repair surrounding buildings for example would be a good idea for terran, and zerg could maybe cover buildings in icky stuff as a temporary shield and/or heal and disable the structure.
Broodling launchers could maybe fire more rapidly, do less damage, but have broodlings be killable and possibily even allow them to attack units.
If I remember more feedback, Ill post again tomorrow. Good luck, hope to try it out again next week ;)
The more stupid rules you add, the harder it will be to learn. Just widen the lanes and reduce guardian/building health. If that doesn't work, remove all the defensive runes.
@IliIilI: Go
About Core Fight:
Dont know what caused it, but it was more "sudden" than the version I used to play; I counter the enemy units and Im suddenly in their base. It used to be more gradual and slow.
For some reason nobody in my team was building at the bottom line.
@IliIilI: Go
"Random Race" being the default annoys me. No one seemed to get protoss, therefore no artillery shields. I dont find the terran races fun to play in Core Fight, while I do like the protoss. Ive played toss more and know the counters there better and just overall like the race more. Please make Pick Race the default option - If players want random race, theyll pick it, but Im pretty sure people generally like to know what they get. I often times play random in melee or other maps, but this is one map where I highly favor one race over the others.
Done. But you could have voted for pick race mode at the beggining.
@IliIilI: Go
I liked the old base layout more than this one (the bases looked good, but i didnt like how thin they were... I believe there was just as much space in the old bases, but how it was divided just felt awkward. Its a horizontal map, so having more space vertically seems a bit off.)
I wanted a more linear layout so placing artillery would be part of the strategy of the game.
@IliIilI: Go
I havent played the old Core Fight on this laptop, but on my old PC Core Fight ran at a nice FPS always. Now it runs at 15 FPS on this better laptop (With better graphic settings of course, not sure if that makes the map more laggy than before or just the same). RuneCraft runs at 30-40 FPS early on for me.
New CoreFight version should perform much better than previous one.
@IliIilI: Go
It was odd that workers couldnt repair. I know, it makes artillery weaker, but generally artillery outnumbers workers anyway. In the old Core Fight we were at least able to save the low on health buildings. If you don't want to give repair back, consider turning up to 30-50% of structure health into shields instead.
Massive amounts of units is the main cause of lag in all tug of war maps. It's a problem since you just keep building more and more structures over the time. I want artillery to clear up some of these structures, as well as to take a decisive role in the game.
@IliIilI: Go
The left team core for some reason was on top, but Im guessing thats a rather obvious issue and doesnt really need to be mentioned... Oh well, I mentioned it anyway.
Core is placed in a random location inside the base. This way you have to find out where the enemy core is placed in order to focus your artillery at that point.
@IliIilI: Go
I like the concept of artillery, I just dont think it worked well this time. In the old version it felt a little underpowered, but eventually it did make the players go "OH S!". I think every race should have something for anti-artillery - It doesnt have to be force fields like protoss have, anything that will in one way or another help against being besieged is good. A structure that would repair surrounding buildings for example would be a good idea for terran, and zerg could maybe cover buildings in icky stuff as a temporary shield and/or heal and disable the structure.
Broodling launchers could maybe fire more rapidly, do less damage, but have broodlings be killable and possibily even allow them to attack units.
Done. But you could have voted for pick race mode at the beggining.
People could also vote for other game modes in Photon Cycles, yet they never do. People like to stick to defaults. I was the only one that actually changed his vote if I remember right.
Massive amounts of units is the main cause of lag in all tug of war maps. It's a problem since you just keep building more and more structures over the time. I want artillery to clear up some of these structures, as well as to take a decisive role in the game.
Repair more or less only saves 1 structure at a time. You can make it weak, barely able to keep up with a single artillery, or maybe not even that. It's just nice to be able to save a structure... But if you end up adding a healing "anti artillery" structure, no need for repair I think.
Core is placed in a random location inside the base. This way you have to find out where the enemy core is placed in order to focus your artillery at that point.
Ah, didn't know that. Seeing as there are no roads blocking building placement in front of the core this time, makes sense.
The more stupid rules you add, the harder it will be to learn. Just widen the lanes and reduce guardian/building health. If that doesn't work, remove all the defensive runes.
widening lanes will probably cause mozared to murder me as the whole terrain will need to be stretched vertically to prevent air units from trying to attack across lanes... I'm thinking of removing collision between melee and ranged units (Ranged and ranged would collide while melee and melee would collide as well, and melee would collide with enemies due to attacking them. It wouldn't fix the problem of thin lanes overall, but it would help with armies that use melee units. I could maybe also add a buff that modifies unit range from -0.5 to +0.5 randomly, that would allow more ranged units to attack at once and make balls of units more effective
Removing towers = Would cause players that invested in them to just lose a lot of money. Unless you mean remove them overall from the game, which I don't really see a need to or like.
Removing "defensive" runes = I'm guessing that includes spells, which can be used offensively as well. I generally build no units and only spells, if all my spells were to be removed at sudden death, my team would effectively lose an entire player. If you mean remove em from the game completely together with traps and towers, my map ends up being Nexus Wars with buffs for individual unit spawns + some fancy UI stuff and a different way to tech up.
Good point. I think Ill try adding cannons to spawn locations, it is indeeed anoying that people stay near spawn location.
I have also thought about leveling up abilities...just not sure if I want to implement them or not. Initial idea would be that leveling up you could increase health, movement speed, unit spawn time, increase unit limit etc....something simple and not abilities. Does it sound good?
Balance and other things will also be worked on. Ty for feedback :)
Marines seem too powerful. This forces some players to not tech and keep making marines during the whole game, and it seems to work quite well.
Spell runes are a must in order to win. You should nerf them.
What runes in particular? Or just offensive ones overall?
I guess I can up their price... Again... And maybe reduce flamestrike damage.
Marines are very vulnerable to spells, due to their ridiculously low health and since they're ranged they clump up easily. This is pretty much the case in all tugs, pure marines is always good. In most tugs you need to build an AoE unit to get rid of them, like banelings, high templar or colossi. This tug also offers manual spell casting :p
I might increase their cost by 5 though. Will test against the AI, see if pure marines really is too strong... But honestly, if the marine player doesn't tech up, he's dead as soon as colossi start coming out or anyone properly starts using spells against him.
What runes in particular? Or just offensive ones overall?
I guess I can up their price... Again... And maybe reduce flamestrike damage.
Make their cost dynamic. Increase it with every rune built. Like +20 for each rune of the same type. It will stimulate players to use different runes, because massing one rune type will be relatively expensive. Last time I had about 10 psi storm runes and was able to remove waves on all lanes.
@Vortexx2010: Go
I'm quite bussy because of my university exams. If I find some free time, i'll try to test your map. By the way, is it published in EU?
+ Beast Commanders
Now that everything is more or less balanced, it's time to add new unlockable heroes and game mechanics.
+ Photon Discs
Mouse movement and controls felt very uncomfortable. I wan't able to comfortably aim and dodge discs.
That terrain doesn't fits a shooter game. It needs some doodads so you can hide behind them.
+ Ghost Tournament - Jungle
You have to find a way to deal with that lag.
Teams shouldn't be able to stay at the enemy base.
Vehicles shouldn't be able to jump, it looks weird. Also, give them some different weapon.
Hey IliIilI, are you still up to review unpopular maps? If so I would be glad if you could re-review Alien versus Predator. It has gone through a lot of changes but still doesn't has many players and I really need feedback on it. Thanks in advance.
It's not on bnet, so the chances of it being picked by fun/not are 0.
@Eiviyn: Go
Just realized hes EU :D, lawl. I might see if I cant get someone to Upload it for me on EU later on then.
+ RuneCraft:
+BomberBot:
CoreFight:
Going to add 2 sudden death things (Well, Zelda is probably.) First one is a milder sudden death at around 12 mins or so, will double the time between unit spawns, and possibly buff the statues and make them head to the enemy base if they are alive. A few minutes after that we will add a more extreme sudden death that will make the game more "Turn based" - no more regens or unit spawns. If all non-structure non-invulnerable units are dead, all runes get refunded a fraction of their shields and energy and a new wave of units is spawned. Technically seen, this would take a long time if the losing team can put up a good fight using spells and towers, but I hope people will have the decency to press the surrender button.
This is still just an idea, will have to experiment with times and so on and see if it actually helps instead of just ruining the game.
About Core Fight:
Dont know what caused it, but it was more "sudden" than the version I used to play; I counter the enemy units and Im suddenly in their base. It used to be more gradual and slow.
The game does feel rather slow early on, and its hard to counter as it takes forever to get money for a building.
Firebats being effective vs armor instead of marauders surprised the hell out of me.
I would highly prefer it if I had unit icons instead of building icons in my workers command card, I accidentally built 3 marauders cause I thought eng bay was firebats. I would learn it in time, but just having unit icons makes it easier overall.
"Random Race" being the default annoys me. No one seemed to get protoss, therefore no artillery shields. I dont find the terran races fun to play in Core Fight, while I do like the protoss. Ive played toss more and know the counters there better and just overall like the race more. Please make Pick Race the default option - If players want random race, theyll pick it, but Im pretty sure people generally like to know what they get. I often times play random in melee or other maps, but this is one map where I highly favor one race over the others.
I liked the old base layout more than this one (the bases looked good, but i didnt like how thin they were... I believe there was just as much space in the old bases, but how it was divided just felt awkward. Its a horizontal map, so having more space vertically seems a bit off.)
I have a feeling broodlings did more damage than the laser drill.
Laser drill didnt work if there were no buildings horizontally in front of it, but the tooltip says "Closest enemy building" and not "Fires a laser horizontally".
I havent played the old Core Fight on this laptop, but on my old PC Core Fight ran at a nice FPS always. Now it runs at 15 FPS on this better laptop (With better graphic settings of course, not sure if that makes the map more laggy than before or just the same). RuneCraft runs at 30-40 FPS early on for me.
Workers collided with buildings
It was odd that workers couldnt repair. I know, it makes artillery weaker, but generally artillery outnumbers workers anyway. In the old Core Fight we were at least able to save the low on health buildings. If you don't want to give repair back, consider turning up to 30-50% of structure health into shields instead.
There was a severe lack of balls to kick around the base.
The left team core for some reason was on top, but Im guessing thats a rather obvious issue and doesnt really need to be mentioned... Oh well, I mentioned it anyway.
I like the concept of artillery, I just dont think it worked well this time. In the old version it felt a little underpowered, but eventually it did make the players go "OH S!". I think every race should have something for anti-artillery - It doesnt have to be force fields like protoss have, anything that will in one way or another help against being besieged is good. A structure that would repair surrounding buildings for example would be a good idea for terran, and zerg could maybe cover buildings in icky stuff as a temporary shield and/or heal and disable the structure.
Broodling launchers could maybe fire more rapidly, do less damage, but have broodlings be killable and possibily even allow them to attack units.
If I remember more feedback, Ill post again tomorrow. Good luck, hope to try it out again next week ;)
The more stupid rules you add, the harder it will be to learn. Just widen the lanes and reduce guardian/building health. If that doesn't work, remove all the defensive runes.
Thanx for your feedback.
For some reason nobody in my team was building at the bottom line.
I've increased game speed and initial income.
Done. But you could have voted for pick race mode at the beggining.
I wanted a more linear layout so placing artillery would be part of the strategy of the game.
You were destroying all our buildings. Damage is calculated by a very simple formula, it should be balanced.
New CoreFight version should perform much better than previous one.
I want workers to be killed more often.
Massive amounts of units is the main cause of lag in all tug of war maps. It's a problem since you just keep building more and more structures over the time. I want artillery to clear up some of these structures, as well as to take a decisive role in the game.
Core is placed in a random location inside the base. This way you have to find out where the enemy core is placed in order to focus your artillery at that point.
More defensive structures are on the way.
Well, that definitely explains it
People could also vote for other game modes in Photon Cycles, yet they never do. People like to stick to defaults. I was the only one that actually changed his vote if I remember right.
Don't mind that, just make it clear in the tooltip :)
Ah, makes sense. Would be good to put it in a tooltip.
Ok. As I said, different computer and different settings, so I cant really compare to the old version.
Repair more or less only saves 1 structure at a time. You can make it weak, barely able to keep up with a single artillery, or maybe not even that. It's just nice to be able to save a structure... But if you end up adding a healing "anti artillery" structure, no need for repair I think.
Ah, didn't know that. Seeing as there are no roads blocking building placement in front of the core this time, makes sense.
widening lanes will probably cause mozared to murder me as the whole terrain will need to be stretched vertically to prevent air units from trying to attack across lanes... I'm thinking of removing collision between melee and ranged units (Ranged and ranged would collide while melee and melee would collide as well, and melee would collide with enemies due to attacking them. It wouldn't fix the problem of thin lanes overall, but it would help with armies that use melee units. I could maybe also add a buff that modifies unit range from -0.5 to +0.5 randomly, that would allow more ranged units to attack at once and make balls of units more effective
Removing towers = Would cause players that invested in them to just lose a lot of money. Unless you mean remove them overall from the game, which I don't really see a need to or like.
Removing "defensive" runes = I'm guessing that includes spells, which can be used offensively as well. I generally build no units and only spells, if all my spells were to be removed at sudden death, my team would effectively lose an entire player. If you mean remove em from the game completely together with traps and towers, my map ends up being Nexus Wars with buffs for individual unit spawns + some fancy UI stuff and a different way to tech up.
+ Hero Attack
+ Icecrusher TD 2
+ Winter Wars
+ RuneCraft
+ AI_Control
+ Beast Commanders
+ Bomberbot T1
+ Starhammer 40k
@IliIilI: Go
Good point. I think Ill try adding cannons to spawn locations, it is indeeed anoying that people stay near spawn location.
I have also thought about leveling up abilities...just not sure if I want to implement them or not. Initial idea would be that leveling up you could increase health, movement speed, unit spawn time, increase unit limit etc....something simple and not abilities. Does it sound good?
Balance and other things will also be worked on. Ty for feedback :)
What runes in particular? Or just offensive ones overall?
I guess I can up their price... Again... And maybe reduce flamestrike damage.
Marines are very vulnerable to spells, due to their ridiculously low health and since they're ranged they clump up easily. This is pretty much the case in all tugs, pure marines is always good. In most tugs you need to build an AoE unit to get rid of them, like banelings, high templar or colossi. This tug also offers manual spell casting :p
I might increase their cost by 5 though. Will test against the AI, see if pure marines really is too strong... But honestly, if the marine player doesn't tech up, he's dead as soon as colossi start coming out or anyone properly starts using spells against him.
Make their cost dynamic. Increase it with every rune built. Like +20 for each rune of the same type. It will stimulate players to use different runes, because massing one rune type will be relatively expensive. Last time I had about 10 psi storm runes and was able to remove waves on all lanes.
+ Rising Nations Under God
+ AI Control
+ Hero Attack
+ Genetic Lab Wars
+ Beast Commanders
+ Mastery of War
+ Fatty Fight
+ Critter Wars
+ RuneCraft
+ Chaos Sybil Tower Defense
+ Seismic Battle
+ Bunny TD
+ Counter Zone
I found this topic by coincidence and I'm really happy that someone cares about the unpopular maps.
And I got a lot more feedback by this rating (even though its not up-to-date) than I got the past months from people playing my map XD
So thanks IliIilI :)
Yes this is totally awesome for map makers. Its so hard to get feedback and this one covers all important aspects so you can improve your map.
Well designed system :)
good job
Can I get a review for Lane Runner v1.0?
@Vortexx2010: Go I'm quite bussy because of my university exams. If I find some free time, i'll try to test your map. By the way, is it published in EU?
+ Beast Commanders
+ Photon Discs
+ Ghost Tournament - Jungle
+ BomberBot
@IliIilI: Go
No I do not have the map published on EU, if you can only play on EU, I can try and work something out.
Could you guys be so kind to test Photon Defenders. It is Only on EU currently. ♥
For the upcomming days I'll be quite busy because of my final exams, so it's unlikely I'll be able to review new maps.
+ Doodads and Seekers
+ Death Sport
+ The Urban thing
+ Genetic Lab Wars
+ Fleet Assault
+ Project Factions ORPG
+ AI-Control
+ A Lava Runs Through It
Hey IliIilI, are you still up to review unpopular maps? If so I would be glad if you could re-review Alien versus Predator. It has gone through a lot of changes but still doesn't has many players and I really need feedback on it. Thanks in advance.