Hey, nice to see you're "done" with the map (i know that one's never truly done with a map, but you know what i mean) =D Was really fun testing it, and if you need more testing/feedback i'll be happy to help out :)
I haven't played that and wasn't aware someone had made it. I was a big fan of the series in SC1.
I'd say briefly overall thou the differences:
All players are closer together, more compact and in each other's faces from all sides.
There are less rooms, allowing more concentration on micro and mini battles.
The terrain is visually much better and diverse, it really looks great, we put alot of effort into this.
There's a timer and auto sorting leaderboard to help people keep track of the game.
More diverse unit's in different rooms.
But overall it's still fairly early, this is the first release. We are intending to increase the player capacity eventually and also add perhaps a mini simple AI for blank slots and leavers.
Best way thou of course would be to give the map a try yourself.
Well, it's been the second time I was allowed to test it, and so far I enjoy it even if it's really hard for me to handle so much micro... Overall the gameplay is not bad. I would enjoy it better if there was just a bit more rooms, so that opponents are not too close... As the huge noob I am, I'd enjoy that. The new units (medics and banelings) definitely changes the way it's played.
You should change the icon for selling the bunker, I only realized in the second game that the button to sell the bunker was the button with the marine on it... Even though you gain marines from removing the bunker, your choice for the icon is not really obvious. Maybe changing the buttons placement in the Command Card will help a bit too.
Aside from that, I didn't check the leaderboard but I assume the room count bug was taken care of. But you should really find a way to reveal the map to players who have lost all their units, so they can "spectate" the game when they're out... There are multiple ways to do this (I told you one way in PM last time we played).
Maybe you should add something like rounds too, because your game ends pretty fast and I guess many people would love to play a bit longer (2 or 3 rounds might be enough, since a game lasts 5 minutes at the moment).
Yeah I've finally solved the Player Eliminated/Grant them vision bug, I was only detecting when a unit's last unit died and not taking into account it could be his last building is stolen from him (not getting detected as unit dies). Works like a charm now.
I think if I add a tip at the start, informing players they can opt to sell their bunker should they choose, it will become more obvious to everyone. I think that's the best way.
Rounds, hmm maybe. I do intend to eventually make the map larger with more players, so it should naturally last a bit longer anyways.
Working on an update now, hopefully see some more of you testers online soon!
Just made massive updates to the map and uploaded it. It's both in the maps section and on the bnet (EU realm). If you get a chance please give it a try or even a few games. Very open to hearing what you'd have to say.
The map is now 8 players, there's more rooms and more diversity in the rooms.
Yes, I finally won a game... I even saved the replay to understand how! :P
Anyway, so far the gameplay itself is good. I don't think the upgrades need to be removed, in fact it's far more interesting that way. Someone suggested to increase the upgrading time though, and I agree. I wouldn't add a Thor if I were you, because marines would just be cannon fodder against it. Maybe some protoss units instead would be enough, like a few high templars with their psi storms ready. They are way much easier to get rid of with banelings/marines than a Thor would be, IMO...
The only "bug" I noticed which is really annoying is the fact that units are a bit dumb. The pathfinding does not work very well because of the gates, I had plenty of my units stuck against a wall instead of finding the closest opened gate to reach their destination... I don't know what you can do to prevent this but it would be great if units actually moved where you want instead of doing this.
The AI is really strong when playing solo... They move together so the mass of units is hard to stop. I can't tell if it's right or wrong because I'm a noob, but at least it's challenging.
Lol well it's just getting a feel for the game, knowing when to attack etc. :)
Upgrades I've removed for the time being, they were a bit overpowering, once a guy got a few researched it was very hard to stop him. I've been play testing the Thor, they're not actually that strong, they go down pretty easily and have a slow rate of attack, so marines can hold there own fairly reliably. It works out pretty cool having the center room with the strongest unit!
The unit's stuck thing, I could put that down as part of the 'skill' of the game, constantly having to manage each room. I've been thinking of creating a special rally point system thou, where you can designate a route from the supply depots (e.g. up, down, left, right) and when the doors change and that path becomes available unit's in that room will automatically attack move to the next room for you. It might make it a bit to 'comfy' thou I don't know.
Once you get the hang of it, the AI isn't that hard. So long it prevents some what of a challenge I'm happy.
Once extra thing I'm thinking of adding is, those steam/curtain doodads that block line of sight. Having a few sneakily placed spots in some of the rooms where you would be able to hide a marine behind and sneakily come out to capture a room when it's clear.
Question about the doors. I'm looking to implement doors like that in my map, did you use the doodad actor + some sort of "create doodad" line of sight/pathing blocker in the region of the door?
There actually existing door unit's. I will warn you thou It was a massive headache to get the open/close thing to work. Each door has a specific open/close ability unique to itself, others won't do anything.
The pathing and line of sight is built into the unit, applying and retracting as they are closed/opened. As for any doodads/walls around for that I placed line of sight blockers down and used the pathing tool to preventing wall walking.
Hope that helps.
Very open to any suggestions on the map, should someone have any :)
Map Status:
Last I saw it was on the 2nd page, although it does fluctuate consistently. If you like the map invite friends and keep playing it :)
Latest updates:
How to play?
Gameplay
Hey, nice to see you're "done" with the map (i know that one's never truly done with a map, but you know what i mean) =D Was really fun testing it, and if you need more testing/feedback i'll be happy to help out :)
@Fullachain: Go
So what did you change from this: http://www.sc2mapster.com/maps/room-wars/
@Genopath: Go
I haven't played that and wasn't aware someone had made it. I was a big fan of the series in SC1.
I'd say briefly overall thou the differences:
But overall it's still fairly early, this is the first release. We are intending to increase the player capacity eventually and also add perhaps a mini simple AI for blank slots and leavers.
Best way thou of course would be to give the map a try yourself.
Well, it's been the second time I was allowed to test it, and so far I enjoy it even if it's really hard for me to handle so much micro... Overall the gameplay is not bad. I would enjoy it better if there was just a bit more rooms, so that opponents are not too close... As the huge noob I am, I'd enjoy that. The new units (medics and banelings) definitely changes the way it's played.
You should change the icon for selling the bunker, I only realized in the second game that the button to sell the bunker was the button with the marine on it... Even though you gain marines from removing the bunker, your choice for the icon is not really obvious. Maybe changing the buttons placement in the Command Card will help a bit too.
Aside from that, I didn't check the leaderboard but I assume the room count bug was taken care of. But you should really find a way to reveal the map to players who have lost all their units, so they can "spectate" the game when they're out... There are multiple ways to do this (I told you one way in PM last time we played).
Maybe you should add something like rounds too, because your game ends pretty fast and I guess many people would love to play a bit longer (2 or 3 rounds might be enough, since a game lasts 5 minutes at the moment).
@ZealNaga: Go
Thanks for the testing :)
Yeah I've finally solved the Player Eliminated/Grant them vision bug, I was only detecting when a unit's last unit died and not taking into account it could be his last building is stolen from him (not getting detected as unit dies). Works like a charm now.
I think if I add a tip at the start, informing players they can opt to sell their bunker should they choose, it will become more obvious to everyone. I think that's the best way.
Rounds, hmm maybe. I do intend to eventually make the map larger with more players, so it should naturally last a bit longer anyways.
Working on an update now, hopefully see some more of you testers online soon!
Just made massive updates to the map and uploaded it. It's both in the maps section and on the bnet (EU realm). If you get a chance please give it a try or even a few games. Very open to hearing what you'd have to say.
The map is now 8 players, there's more rooms and more diversity in the rooms.
A youtube gameplay vid is on the way!
Finally added a video, shows the awesome terrain and intense gameplay you could be playing!
Nice progress... I'll give it a try against AI and give some feedback soon. :)
@ZealNaga: Go
Seems you're first game you owned us all lol :p
Anyways it's improving all the time, I'll be adding the Thor in next!
Yes, I finally won a game... I even saved the replay to understand how! :P
Anyway, so far the gameplay itself is good. I don't think the upgrades need to be removed, in fact it's far more interesting that way. Someone suggested to increase the upgrading time though, and I agree. I wouldn't add a Thor if I were you, because marines would just be cannon fodder against it. Maybe some protoss units instead would be enough, like a few high templars with their psi storms ready. They are way much easier to get rid of with banelings/marines than a Thor would be, IMO...
The only "bug" I noticed which is really annoying is the fact that units are a bit dumb. The pathfinding does not work very well because of the gates, I had plenty of my units stuck against a wall instead of finding the closest opened gate to reach their destination... I don't know what you can do to prevent this but it would be great if units actually moved where you want instead of doing this.
The AI is really strong when playing solo... They move together so the mass of units is hard to stop. I can't tell if it's right or wrong because I'm a noob, but at least it's challenging.
@ZealNaga: Go
Lol well it's just getting a feel for the game, knowing when to attack etc. :)
Upgrades I've removed for the time being, they were a bit overpowering, once a guy got a few researched it was very hard to stop him. I've been play testing the Thor, they're not actually that strong, they go down pretty easily and have a slow rate of attack, so marines can hold there own fairly reliably. It works out pretty cool having the center room with the strongest unit!
The unit's stuck thing, I could put that down as part of the 'skill' of the game, constantly having to manage each room. I've been thinking of creating a special rally point system thou, where you can designate a route from the supply depots (e.g. up, down, left, right) and when the doors change and that path becomes available unit's in that room will automatically attack move to the next room for you. It might make it a bit to 'comfy' thou I don't know.
Once you get the hang of it, the AI isn't that hard. So long it prevents some what of a challenge I'm happy.
Once extra thing I'm thinking of adding is, those steam/curtain doodads that block line of sight. Having a few sneakily placed spots in some of the rooms where you would be able to hide a marine behind and sneakily come out to capture a room when it's clear.
I can't find it in the US servers...
@SaucySC: Go
It should be there under Room Wars US. When searching just type in Room and it should appear on the list.
If not I'll speak to my US friend and double check/re upload if need be?
@Fullachain: Go
Question about the doors. I'm looking to implement doors like that in my map, did you use the doodad actor + some sort of "create doodad" line of sight/pathing blocker in the region of the door?
@ResolveHK: Go
There actually existing door unit's. I will warn you thou It was a massive headache to get the open/close thing to work. Each door has a specific open/close ability unique to itself, others won't do anything.
The pathing and line of sight is built into the unit, applying and retracting as they are closed/opened. As for any doodads/walls around for that I placed line of sight blockers down and used the pathing tool to preventing wall walking.
Hope that helps.
Very open to any suggestions on the map, should someone have any :)
@Fullachain: Go
What is the door called?
er i think its just gate
@ResolveHK: Go
Yes MetalGate if memory serves.
Made alot of updates recently and managed to get it on the first page at one point :)
If anyone's given it a try let me know how you found it and of any possible improvements you'd like to see.
wow very good map!! I just played and the AI owned me lol, i learned now how to play. I really liked this map!!
thx for it!