Thats last word "Impressive?" seems so lame....it made the video 50xWorse for me. It really wasnt that impressive and then you type that....*sight*....
I mean It doesnt look bad, yet It didnt strike me as "I want to play it now". 18 heroes is sure nice to have atleast, should keep the game interesting for a while.
Also not sure about the beacon things, I think I would prefer ramps, now you can teleport away?!
But so far what Iv seen its impossible to say if its good or not. The gameplay is what matters the most and the video doesnt really give much idea how the gameplay is. Gl...
I think the portals seem like they could add a nice bit of strategy (or caution)! I can imagine some epic ganks with a group of people waiting at one end for an unsuspecting enemy to appear and get stuck there for 10 seconds while quickly being dismembered.
It seems like your video tries to emphasize how long it took more than the actual gameplay itself, which looks really bland to me. Not even hating here.
This looks like a huge, underwhelming disappointment, but I'll reserve any commentary till I actually try it. FWIW the video asked me if I'm impressed, and I'm far from it.
And again, the UI is nice. Good job on that, at least.
So many scenes spliced together, hard to see whats going on. The terrain looked good for example but could barely catch a glimpse of it. A more in depth brief overview of less Heroes would have been more impressive probably.
You know when that guy made his RAD video diaries. The map that won the Blizz Contest, that was a great insight into the map. But of course this was just a teaser.
There are a lot of gameplay mechanics that are unique to Tofu, that were not shown off in the video, simply because we felt we didn't want to spoil everything for when people try the game. The video was mainly about showing off the visual aspects of the game, namely the UI and a few abilities, aka, eyecandy - it is not a technical video, those will come, but as I said before, at a later date.
We have a release schedule of what is getting released at what dates, the game has been designed to evolve over years - not because we couldn't code it and release it on time, but merely so we would not overwhelm new players with too many ideas at once, which would then all become stale eventually. If we release it in chunks, say a few ideas here, a few ideas there, every few months, it allows people to continue to be surprised and enjoy what we have created.
As for the overhyping, time will tell. I actually really like playing it, not because I created it but because its the type of game I like to play. I think the majority of people should enjoy the game, and of course there will be a few where this game is not for them.
The release date is twice as long as half the time it takes to complete it to a level we are happy with for release :)
Trust me when I say we are going to release hero and arena guides soon - Fullachain you are spot on when you say this is a teaser.
Don't want to sound like a troll but, for a video dedicated to showing off the visual aspects, the only thing that looked good was the UI, everything else felt just way too chaotic, you could barely see what was going on sometimes. Also, after all the hype, it was pretty dissapointing to see no custom models at all, just the same old stuff.
"This is not Starcraft" sorry, but it still looks like starcraft and plays like starcraft (as in, the controls are the same, you point and click to move and use abilities). This is more of a personal opinion but don't say something like that when your map is still played like an rts with no custom assets (models, skins, etc), it makes you sound like you're arrogant and think your map is the best thing ever created.
It might be a great map once it's released, but right now it seems like it was overhyped.
Why are you all being total idiots? You either want a decent map that was worked on or you want Nexus Wars...what the heck? I'd like to see you all do better.
Imo, the map looks high quality, but as already said in most posts here, the video lacks rythm and does not show anything but spamming fire/electricity heroes. The music is kinda choppy for a trailer, and the terrain is really, really dark. So we can't really figure what the hell is happening.
@iSaintx: Go
So that's why everyone will not agree this is a map worth having mystery images shown for 3 months and worth being descripted as "not starcraft" and assumed "impressive". That's mostly why people will pick on the map.
- I will definitivly try it out, but if it's as unforgivable to newbies like Smashcraft was, I won't replay it anytime soon.
I somewhat agree with iSaintx. Obviously a lot of time has been invested into this project and it seems to be on a good way. And apart from the nice UI you really can't say more right now. So what's with all the hate...
Really, any project like this, that might draw attention to starcraft 2's mapping scene is a GIFT. Starcraft 2 has been out for about a year now and personally not a single map made me want to play it more than 2-3 times. That's just sad. Maps like this may (or may not, time will tell) impress people and leave them with the desire to make their own stuff, or recreate certain things. That's the only thing that matters. Good, healthy diversity.
I'm so/so. While the map looks to be among the best, it doesn't look more than that. For me to be 'impressed' and go like 'shit, this took 9 months' it'd have to be like... a whole campaign, including storyline as it's done in the wings of liberty campaign. For what I've seen, TMA seems to be on the same level of quality as Mafia, Death Haven, THE Card Game, Nexus Word Wars, Left2Die and Starjeweled. While that alone is quite a feat, I won't go as far as to say that it'll be "the next big thing", revolutionizing custom maps as we know it in the way that (for example) the original DOTA did it.
Don't get me wrong, judging from what I've seen it'll be a great map, topping the popularity lists and getting a great deal of attention. I'll probably play and enjoy it and it'll sure be a big hit. The random "meh, it'll suck" is kind of uncalled for. I just don't think it'll be the complete king of custom maps for the years to come.
Let's give credit where credits due. Dryeyece has been the heart and soul behind this projects development. I have seen his work in the past, it is nothing less than amazing and I can't wait to see what is in store for everyone when this baby releases. P.S. Dogmai contact me if you are still interested in making a UI tutorial.
I have to say, the UI is pretty decent, but it's hard for anyone to make a judge on what you have been working on with such lack of gameplay information. The video you made wasn't too impressive gameplay wise. It reminded me of some random WC3 custom game.
I suggest you release more gameplay information as well as visuals so posts like these don't continue.
Your game looks really awesome, it's great to see people putting in the passion and dedication to give starcraft games the quality they deserve. I have to agree that you must drop the "impressed?" line at the end. It sits on the screen for way too long and asking that question is just fishing for negative feedback (which I can see you have gotten a share of on this thread). Also that song is SO old and has appeared in so many user-made gameplay videos, I think you could find something new and unfamiliar. I seriously think that song was one of the first MP3s I ever downloaded and played on the very first release of Winamp.
I can't believe the amount of time you have put into this. 16 hours a day? I won't even guess how you found that kind of time. It's just incredible and I think the game is going to be excellent if you continue to put forth the creative power to see it through to the end.
The UI and terrain look amazing, but some of the spells overshadow whats going on at some points.
The teleport system looks like it could be really good too.
The only thing that turned me off was the cocky "Impressed?" & "This is not Starcraft" lines for obvious reasons. Even if the map does steamroll everything else, show a bit of modesty, you'll get a lot more respect for it.
I wasn't necessarily going to ever bring this up, I didn't expect people to sound so disappointed at the time it took to make the game. About 2 or so months into the project I am not sure exactly I could look at my medical records though if I knew where they were, I had a full on Heart Attack, a 100% blockage and had to be rushed to the hospital and had minor surgery to stint the blockage. This had me away from TMA for a little over a month, and for the first week Dogmai had no idea what had happened to me or why I just disappeared like that, and this was at a point where the game was just starting to accumulate some heroes, maybe 6 or so of them prolly less. Heck I didnt even get to talk to Dogmai for over a week, and it was not certain that I would be able to return to the project at all, but I recovered and here we are today showing a Promo Video aka a Teaser. That was of course one of the biggest set-backs we suffered, and now TMA is nearing being able to be released to the public, and I for one am certainly glad to be alive to see it.
This of course led to a few 16 hour days, but I would probably have done that anyway, I don't know about the rest of you but I have almost as much fun making maps as I do playing them. Especially when I am ten feet deep in a new hero and I have a ton of inspiration for him/her I can't put the editor down till I have seen the ability in my head working on the screen. Now I personally am disabled I cannot just go out and work a normal job, because in 2006 I was paralyzed from the face down, but that is another story for another time, it just explains why I have 16 hours a day to put into Tofu.
Now just so everyone knows, we didnt clone some old sc1 map, or some old wc3 map, like a lot of mappers have done. I am not saying anything is wrong with it some of them are fun, and its cool to see them available with the power of the sc2 editor at their disposal. But those maps have everything they need to make already done for them, their mechanics are already defined, their terrain is even designed already, all the mappers have to do is put it into sc2 and in some cases put their own little twist on it. I am sure more goes into it than just that, but I think that puts it in a nutshell rather well. TMA takes ideas we liked about other games we have played in the past and puts them into our game, along with a myriad of other gameplay mechanics and such.
It is not easy introducing something like the portals into the game, of course you could just make them and stick them in the terrain, remove the ramps and call it a day but in that scenario you have set yourself up to fail because you haven't considered at all the impact it will have on gameplay. We do not do that, we consider everything we can think of then we test, and test to make sure that by the time it gets to the end user they can play a balanced, well designed and thought out game that will provide hour upon hour of non-stop action.
In the end we chose quality over speed, SC2 will be around for a long ass time, and we will only have missed the first year of it, IMO it is worth it to be able to put my name on something that I know we didnt skimp on or take shortcuts with, something I can be proud of.
Nothing but accolades for the effort you've put into this. I've been working on my project for a year (right after beta released) and I'm not as far along as you seem to be.
I'm pleased to hear you're back in good health, and you didn't let a major life crisis like that bring about an end to your project.
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Thats last word "Impressive?" seems so lame....it made the video 50xWorse for me. It really wasnt that impressive and then you type that....*sight*....
I mean It doesnt look bad, yet It didnt strike me as "I want to play it now". 18 heroes is sure nice to have atleast, should keep the game interesting for a while.
Also not sure about the beacon things, I think I would prefer ramps, now you can teleport away?!
But so far what Iv seen its impossible to say if its good or not. The gameplay is what matters the most and the video doesnt really give much idea how the gameplay is. Gl...
Oh yea....and TOFU? I guess its fine, just a bit weird. http://www.proteines-gourmandes.fr/wp-content/uploads/2010/11/TOFU.jpg
I think the portals seem like they could add a nice bit of strategy (or caution)! I can imagine some epic ganks with a group of people waiting at one end for an unsuspecting enemy to appear and get stuck there for 10 seconds while quickly being dismembered.
yes you should have shown more stuff that are unique..
only thing i saw cool in that video was pretty UI i wasnt impressed with the video and was just worried about all the water in the map xD
anyway i think it will be great map cant wait for it :)
It seems like your video tries to emphasize how long it took more than the actual gameplay itself, which looks really bland to me. Not even hating here.
This looks like a huge, underwhelming disappointment, but I'll reserve any commentary till I actually try it. FWIW the video asked me if I'm impressed, and I'm far from it.
And again, the UI is nice. Good job on that, at least.
Looks pretty nice, and I love the UI.
Any release date?
Overhyped, anyway :P.
Pretty much agree with most here.
So many scenes spliced together, hard to see whats going on. The terrain looked good for example but could barely catch a glimpse of it. A more in depth brief overview of less Heroes would have been more impressive probably.
You know when that guy made his RAD video diaries. The map that won the Blizz Contest, that was a great insight into the map. But of course this was just a teaser.
There are a lot of gameplay mechanics that are unique to Tofu, that were not shown off in the video, simply because we felt we didn't want to spoil everything for when people try the game. The video was mainly about showing off the visual aspects of the game, namely the UI and a few abilities, aka, eyecandy - it is not a technical video, those will come, but as I said before, at a later date.
We have a release schedule of what is getting released at what dates, the game has been designed to evolve over years - not because we couldn't code it and release it on time, but merely so we would not overwhelm new players with too many ideas at once, which would then all become stale eventually. If we release it in chunks, say a few ideas here, a few ideas there, every few months, it allows people to continue to be surprised and enjoy what we have created.
As for the overhyping, time will tell. I actually really like playing it, not because I created it but because its the type of game I like to play. I think the majority of people should enjoy the game, and of course there will be a few where this game is not for them.
The release date is twice as long as half the time it takes to complete it to a level we are happy with for release :)
Trust me when I say we are going to release hero and arena guides soon - Fullachain you are spot on when you say this is a teaser.
You guys can count me in as a beta tester. PM me on SC2mapster or add me in game: US server - Chainheart #609
Impressed? No, not really.
Don't want to sound like a troll but, for a video dedicated to showing off the visual aspects, the only thing that looked good was the UI, everything else felt just way too chaotic, you could barely see what was going on sometimes. Also, after all the hype, it was pretty dissapointing to see no custom models at all, just the same old stuff.
"This is not Starcraft" sorry, but it still looks like starcraft and plays like starcraft (as in, the controls are the same, you point and click to move and use abilities). This is more of a personal opinion but don't say something like that when your map is still played like an rts with no custom assets (models, skins, etc), it makes you sound like you're arrogant and think your map is the best thing ever created.
It might be a great map once it's released, but right now it seems like it was overhyped.
Why are you all being total idiots? You either want a decent map that was worked on or you want Nexus Wars...what the heck? I'd like to see you all do better.
Imo, the map looks high quality, but as already said in most posts here, the video lacks rythm and does not show anything but spamming fire/electricity heroes. The music is kinda choppy for a trailer, and the terrain is really, really dark. So we can't really figure what the hell is happening.
@iSaintx: Go So that's why everyone will not agree this is a map worth having mystery images shown for 3 months and worth being descripted as "not starcraft" and assumed "impressive". That's mostly why people will pick on the map.
- I will definitivly try it out, but if it's as unforgivable to newbies like Smashcraft was, I won't replay it anytime soon.
I somewhat agree with iSaintx. Obviously a lot of time has been invested into this project and it seems to be on a good way. And apart from the nice UI you really can't say more right now. So what's with all the hate...
Really, any project like this, that might draw attention to starcraft 2's mapping scene is a GIFT. Starcraft 2 has been out for about a year now and personally not a single map made me want to play it more than 2-3 times. That's just sad. Maps like this may (or may not, time will tell) impress people and leave them with the desire to make their own stuff, or recreate certain things. That's the only thing that matters. Good, healthy diversity.
'Nuff offtopic. :-)
I'm so/so. While the map looks to be among the best, it doesn't look more than that. For me to be 'impressed' and go like 'shit, this took 9 months' it'd have to be like... a whole campaign, including storyline as it's done in the wings of liberty campaign. For what I've seen, TMA seems to be on the same level of quality as Mafia, Death Haven, THE Card Game, Nexus Word Wars, Left2Die and Starjeweled. While that alone is quite a feat, I won't go as far as to say that it'll be "the next big thing", revolutionizing custom maps as we know it in the way that (for example) the original DOTA did it.
Don't get me wrong, judging from what I've seen it'll be a great map, topping the popularity lists and getting a great deal of attention. I'll probably play and enjoy it and it'll sure be a big hit. The random "meh, it'll suck" is kind of uncalled for. I just don't think it'll be the complete king of custom maps for the years to come.
Let's give credit where credits due. Dryeyece has been the heart and soul behind this projects development. I have seen his work in the past, it is nothing less than amazing and I can't wait to see what is in store for everyone when this baby releases. P.S. Dogmai contact me if you are still interested in making a UI tutorial.
It's an awesome, clean UI
I'd love to know how did you guys do your progress bars
@sigmapl: Go
I have to say, the UI is pretty decent, but it's hard for anyone to make a judge on what you have been working on with such lack of gameplay information. The video you made wasn't too impressive gameplay wise. It reminded me of some random WC3 custom game.
I suggest you release more gameplay information as well as visuals so posts like these don't continue.
Your game looks really awesome, it's great to see people putting in the passion and dedication to give starcraft games the quality they deserve. I have to agree that you must drop the "impressed?" line at the end. It sits on the screen for way too long and asking that question is just fishing for negative feedback (which I can see you have gotten a share of on this thread). Also that song is SO old and has appeared in so many user-made gameplay videos, I think you could find something new and unfamiliar. I seriously think that song was one of the first MP3s I ever downloaded and played on the very first release of Winamp.
I can't believe the amount of time you have put into this. 16 hours a day? I won't even guess how you found that kind of time. It's just incredible and I think the game is going to be excellent if you continue to put forth the creative power to see it through to the end.
The UI and terrain look amazing, but some of the spells overshadow whats going on at some points.
The teleport system looks like it could be really good too.
The only thing that turned me off was the cocky "Impressed?" & "This is not Starcraft" lines for obvious reasons. Even if the map does steamroll everything else, show a bit of modesty, you'll get a lot more respect for it.
To everyone wondering wtf took 9 months.
I wasn't necessarily going to ever bring this up, I didn't expect people to sound so disappointed at the time it took to make the game. About 2 or so months into the project I am not sure exactly I could look at my medical records though if I knew where they were, I had a full on Heart Attack, a 100% blockage and had to be rushed to the hospital and had minor surgery to stint the blockage. This had me away from TMA for a little over a month, and for the first week Dogmai had no idea what had happened to me or why I just disappeared like that, and this was at a point where the game was just starting to accumulate some heroes, maybe 6 or so of them prolly less. Heck I didnt even get to talk to Dogmai for over a week, and it was not certain that I would be able to return to the project at all, but I recovered and here we are today showing a Promo Video aka a Teaser. That was of course one of the biggest set-backs we suffered, and now TMA is nearing being able to be released to the public, and I for one am certainly glad to be alive to see it.
This of course led to a few 16 hour days, but I would probably have done that anyway, I don't know about the rest of you but I have almost as much fun making maps as I do playing them. Especially when I am ten feet deep in a new hero and I have a ton of inspiration for him/her I can't put the editor down till I have seen the ability in my head working on the screen. Now I personally am disabled I cannot just go out and work a normal job, because in 2006 I was paralyzed from the face down, but that is another story for another time, it just explains why I have 16 hours a day to put into Tofu.
Now just so everyone knows, we didnt clone some old sc1 map, or some old wc3 map, like a lot of mappers have done. I am not saying anything is wrong with it some of them are fun, and its cool to see them available with the power of the sc2 editor at their disposal. But those maps have everything they need to make already done for them, their mechanics are already defined, their terrain is even designed already, all the mappers have to do is put it into sc2 and in some cases put their own little twist on it. I am sure more goes into it than just that, but I think that puts it in a nutshell rather well. TMA takes ideas we liked about other games we have played in the past and puts them into our game, along with a myriad of other gameplay mechanics and such.
It is not easy introducing something like the portals into the game, of course you could just make them and stick them in the terrain, remove the ramps and call it a day but in that scenario you have set yourself up to fail because you haven't considered at all the impact it will have on gameplay. We do not do that, we consider everything we can think of then we test, and test to make sure that by the time it gets to the end user they can play a balanced, well designed and thought out game that will provide hour upon hour of non-stop action.
In the end we chose quality over speed, SC2 will be around for a long ass time, and we will only have missed the first year of it, IMO it is worth it to be able to put my name on something that I know we didnt skimp on or take shortcuts with, something I can be proud of.
@Dryeyece: Go
Nothing but accolades for the effort you've put into this. I've been working on my project for a year (right after beta released) and I'm not as far along as you seem to be.
I'm pleased to hear you're back in good health, and you didn't let a major life crisis like that bring about an end to your project.