Good point, since no one would bother changing the modes in public games anyway.
Btw : It might've just been my imagination but I think in the HLW game last night, I noticed something odd. Interceptors (from the carriers) that were attacking enemy heroes at the middle of the circle were warped away and counted as 1 life each. (Meaning that 5 carriers = 40 interceptors = 40 lives gone). Not really an issue I suppose, and wouldn't be worth the while to fix.
You get how many lives? I'd say 40 lives is a big chunk, unless you've got like 100k lives, which I doubt would happen. And you need to check your math...the carriers themselves also cause more lives to be lost, no?
Rollback Post to RevisionRollBack
Warning: Inquisitive mind at work.
Warning: Insanity is on the horizon.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality."
You get how many lives? I'd say 40 lives is a big chunk, unless you've got like 100k lives, which I doubt would happen. And you need to check your math...the carriers themselves also cause more lives to be lost, no?
Might also be worth mentioning, that interceptors are constantly reproduced ;)
Same problem with Broodlords; also both interceptors and broodlings provide money and experience, if I am not mistaken. I will most likely change all that.
Also, the Mothership seems to be much stronge than Kerrigan or the Odin, I will probably change something about that (either nerf the Mothership or buff the other ones; probably a combination of both)
@Sandman366: Go
Actually, you lose lives. So that's 40 lives out of 100 lost, if you assume that the carriers themselves die before being able to produce more =/
I think broodlings are easier to die hence they're not that much of a problem.
Might be a good idea to take a look at the different roles those 3 units play (Mothership, Kerrigan & Odin) then tweak them accordingly. Since the Mothership has a cloaking field, it should be more support-based, hence it'd be wise to lower its attack so that its major role is just to protect other units from getting destroyed first.
@Sandman366: Go Actually, you lose lives. So that's 40 lives out of 100 lost, if you assume that the carriers themselves die before being able to produce more =/
I think broodlings are easier to die hence they're not that much of a problem.
Well yes I know how HLW works. I used to play it quite a bit on WC3. That was kinda the point, 40 out of 100 lives IS a HUGE amount, and it's actually 45 if you count the carriers, and MORE if you let them make more interceptors.
Same problem with Broodlords; also both interceptors and broodlings provide money and experience, if I am not mistaken. I will most likely change all that.
Shouldn't they give at least a tiny bit of exp, and like, 1-5 minerals each? (Haven't played yet to know a decent amount for them) It's still a kill, and it might be infinite, but it wouldn't be easy to infinitely tank it when more of them are sent, and you'd need really good aoe skills to handle all of them.
Warning: Inquisitive mind at work.
Warning: Insanity is on the horizon.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality."
Just a quick suggestion to this thread.
Kueken, you should really write at the top of your thread "Change logs are at the bottom" or something like that because ive been waiting for you to update your change log at the top of the page and i havent seen any and i only found out now that your change logs are on the second post/ bottom of the thread.
From watching your hero videos, the spells themselves are very impressive.
However, it looks to me like most spells are just different ways to do AoE damage. In terms of gameplay, how is it much different to kill 10 units with a spell that goes in a line compared to killing 10 units with a spell that has an area-effect target radius? Do you make decisions in your hero design that would force the player to consider which skills they want to use, or is it mostly about players picking their preferred spells for mass slaughter?
Every hero has an AoE (It'd be pretty impossible to play without), but also other abilities like buffs. I usually get the buffs before AoEs (after one level of at least one AoE). Buffs can be passive, AoE, usable, and affect just about everything.
Single target abilities in a mass enemys map are pretty useless, and even though it seems its all the same, the heroes are pretty damn different. Ive tried multiple heroes.
From watching your hero videos, the spells themselves are very impressive.
However, it looks to me like most spells are just different ways to do AoE damage. In terms of gameplay, how is it much different to kill 10 units with a spell that goes in a line compared to killing 10 units with a spell that has an area-effect target radius? Do you make decisions in your hero design that would force the player to consider which skills they want to use, or is it mostly about players picking their preferred spells for mass slaughter?
Its exactly as you say, many spells just deal AoE-Damage right now, just with different eyecandy. Some spells are a little different, so you actually have some decisions to make, but it does not matter THAT much usually.
This is 100% intended right now, due to multiple reasons: First off, I am still learning, how to handle the editor. I don't want to do overly complicated stuff, when the game is still in development. I will add more complex spells, as soon as the game has a nice basement and a solid balance.
Also I do not like to use overly complicated spells. Sure, they can and probably should have some unique twist to it, but it should not be complicated.
My general goal is, that you get most of the effects of the spell by briefly looking at the tooltip and by using it one time on an enemy.
If you did not understand, how the spell works in general after that, its probably too complicated (this does not mean, that you already need to know every possible way of using the spell)
Especially for new players, the beginning is even harder, if every spell has like tons of effects and you have no idea, how to use them effectively.
Take Diablo 2 as an example: Almost all useful spells did nothing but damage to multiple monsters somehow; almost all spells were very simple and straightforward; you got most of the effects usually by casting the spell once. Each kind of in its own way, but not that many different effects other than pure damage.
Still, a huge amount of spells were utilized and created heroes with a very different gameplay.
Over time, this will probably change, I will introduce different spells and probably change existing ones, but for now, I'd like to keep it simple.
And actually, the difference between killing units in an AoE-Circle and in a line is quite a huge one: Just play it, the feeling for most heroes is quite different, even if the abilities do not differ that much.
Very little changes can create a whole different feeling; for example take 2 heroes with a Shockwave: one has low CD less AoE, less damage and less energy cost, the other one more CD, AoE, damage and huge energy costs. While both abilites do the same thing, both heroes play very different.
And actually, the difference between killing units in an AoE-Circle and in a line is quite a huge one: Just play it, the feeling for most heroes is quite different, even if the abilities do not differ that much.
Very little changes can create a whole different feeling; for example take 2 heroes with a Shockwave: one has low CD less AoE, less damage and less energy cost, the other one more CD, AoE, damage and huge energy costs. While both abilites do the same thing, both heroes play very different.
Well duh. One is a spam-so-much-just-make-it-a-damaging-aura and the other is more of a "get a mass here so this is useful"
Rollback Post to RevisionRollBack
Warning: Inquisitive mind at work.
Warning: Insanity is on the horizon.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality."
I think you should change the way armor works. In WC3 armor reduced damage by a percentage so there was no penalty for getting to much armor. However, in Sc2 Armor reduces by a flat damage amount making it very easy to get to much armor. I think you should change armor so it works like it used to in WC3
'Cuz he's awesome, and can mod how the game works with armor.
Rollback Post to RevisionRollBack
Warning: Inquisitive mind at work.
Warning: Insanity is on the horizon.
"As far as the laws of mathematics refer to reality, they are not certain; and as far as they are certain, they do not refer to reality."
First off, US is currently at v.04 so hopefully we can get an update soon ! :D
I think that the lack of a help system was hurting a lot. I messed around with it a bit with just a computer to see what it was like, but couldn't find a game at the time. Looking forward to this release and hopefully can find people to play with now that there is a help system in place too :D. Also, I have not been playing much because I have been trying to help the HLW community grow a bit on War3 again. Anyone who would like to play with us come to Clan Girl @ useast, we have the best remaining players (AvengingAeris/Eliza, Baku/XChiChi, SkillzofGod, Carolena). I almost always have my bot in there or am on War 3 so if you drop by i'll see your message eventually when I read the chat log.
Ghostman you download it over SC2, as with the usual way to DL sc2 maps. Also Ghostman check your PM.
As for Kueken, again the heros seem awesome but I just haven't played with anyone yet. The only things I'd say is it is weird how the shops are on the top and there's only one lane, kind of makes it seem like it should not be HLW, but I probably just need to get used to it more. Also the terrain looks nice but there's a little too much clutter right now IMO. Could cut down on some of all that crap that's all over the ground, makes it a bit hard to see. I LOVE the Diablo-styled hotkey belt, such an amazing feature. I hated to have to always click potion on War3 rather than have a hotkey ~!!!
For the people asking about Kueken's spells, I would not worry about this at all if I were you. Kueken has been working on HLW for years and years and the farther he went on the more and more imaginative he got with his spells. Of course, each hero would have some sort of AoE spell as expected, but there would be some unique stuff too. This really became apparent in his later versions of HLW RoC, just an amazing job. Even when he already had like 36 heros, he was still making new heros that were completely unique and different from the rest. Have faith in everything that Kueken does. :)
Hopefully will find people to play with soon. Anyone on US server feel free to add me to play some games of this sometime. CrazyCarl with character code 661.
Man - feels weird being so excited and interested in a map I have not even played with another person yet haha =D
You get how many lives? I'd say 40 lives is a big chunk, unless you've got like 100k lives, which I doubt would happen. And you need to check your math...the carriers themselves also cause more lives to be lost, no?
@Sandman366: Go
its a simple fix with the interceptors, I am sure kueken can get a hotfix for it :)
Might also be worth mentioning, that interceptors are constantly reproduced ;)
Same problem with Broodlords; also both interceptors and broodlings provide money and experience, if I am not mistaken. I will most likely change all that.
Also, the Mothership seems to be much stronge than Kerrigan or the Odin, I will probably change something about that (either nerf the Mothership or buff the other ones; probably a combination of both)
@Sandman366: Go Actually, you lose lives. So that's 40 lives out of 100 lost, if you assume that the carriers themselves die before being able to produce more =/
I think broodlings are easier to die hence they're not that much of a problem.
@Kueken531: Go
Might be a good idea to take a look at the different roles those 3 units play (Mothership, Kerrigan & Odin) then tweak them accordingly. Since the Mothership has a cloaking field, it should be more support-based, hence it'd be wise to lower its attack so that its major role is just to protect other units from getting destroyed first.
Well yes I know how HLW works. I used to play it quite a bit on WC3. That was kinda the point, 40 out of 100 lives IS a HUGE amount, and it's actually 45 if you count the carriers, and MORE if you let them make more interceptors.
Shouldn't they give at least a tiny bit of exp, and like, 1-5 minerals each? (Haven't played yet to know a decent amount for them) It's still a kill, and it might be infinite, but it wouldn't be easy to infinitely tank it when more of them are sent, and you'd need really good aoe skills to handle all of them.
Just a quick suggestion to this thread. Kueken, you should really write at the top of your thread "Change logs are at the bottom" or something like that because ive been waiting for you to update your change log at the top of the page and i havent seen any and i only found out now that your change logs are on the second post/ bottom of the thread.
Is everyone dead? lol
I am working on a kind of big update with vastly improved help features. However, this still requires some work and testing.
Also you might notice, that I implemented a link to the changelogs as you suggested ;)
From watching your hero videos, the spells themselves are very impressive.
However, it looks to me like most spells are just different ways to do AoE damage. In terms of gameplay, how is it much different to kill 10 units with a spell that goes in a line compared to killing 10 units with a spell that has an area-effect target radius? Do you make decisions in your hero design that would force the player to consider which skills they want to use, or is it mostly about players picking their preferred spells for mass slaughter?
@SkrowFunk: Go
Every hero has an AoE (It'd be pretty impossible to play without), but also other abilities like buffs. I usually get the buffs before AoEs (after one level of at least one AoE). Buffs can be passive, AoE, usable, and affect just about everything.
Single target abilities in a mass enemys map are pretty useless, and even though it seems its all the same, the heroes are pretty damn different. Ive tried multiple heroes.
Its exactly as you say, many spells just deal AoE-Damage right now, just with different eyecandy. Some spells are a little different, so you actually have some decisions to make, but it does not matter THAT much usually.
This is 100% intended right now, due to multiple reasons: First off, I am still learning, how to handle the editor. I don't want to do overly complicated stuff, when the game is still in development. I will add more complex spells, as soon as the game has a nice basement and a solid balance.
Also I do not like to use overly complicated spells. Sure, they can and probably should have some unique twist to it, but it should not be complicated.
My general goal is, that you get most of the effects of the spell by briefly looking at the tooltip and by using it one time on an enemy.
If you did not understand, how the spell works in general after that, its probably too complicated (this does not mean, that you already need to know every possible way of using the spell)
Especially for new players, the beginning is even harder, if every spell has like tons of effects and you have no idea, how to use them effectively.
Take Diablo 2 as an example: Almost all useful spells did nothing but damage to multiple monsters somehow; almost all spells were very simple and straightforward; you got most of the effects usually by casting the spell once. Each kind of in its own way, but not that many different effects other than pure damage.
Still, a huge amount of spells were utilized and created heroes with a very different gameplay.
Over time, this will probably change, I will introduce different spells and probably change existing ones, but for now, I'd like to keep it simple.
And actually, the difference between killing units in an AoE-Circle and in a line is quite a huge one: Just play it, the feeling for most heroes is quite different, even if the abilities do not differ that much.
Very little changes can create a whole different feeling; for example take 2 heroes with a Shockwave: one has low CD less AoE, less damage and less energy cost, the other one more CD, AoE, damage and huge energy costs. While both abilites do the same thing, both heroes play very different.
You forgot teleport in D2 becoming a game breaking staple and dreamer sorc doing rigged dmg due to bugs. And then there was Life Tap!
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yeah you forgot that. You should totally put that in your map.
Well duh. One is a spam-so-much-just-make-it-a-damaging-aura and the other is more of a "get a mass here so this is useful"
I think you should change the way armor works. In WC3 armor reduced damage by a percentage so there was no penalty for getting to much armor. However, in Sc2 Armor reduces by a flat damage amount making it very easy to get to much armor. I think you should change armor so it works like it used to in WC3
It does currently :)
'Cuz he's awesome, and can mod how the game works with armor.
How do you get the map and play?
I'm sure someone has said this already, but did you get Gui Montag from Fahrenheit 451?
Great to be back and part of the community again!
First off, US is currently at v.04 so hopefully we can get an update soon ! :D
I think that the lack of a help system was hurting a lot. I messed around with it a bit with just a computer to see what it was like, but couldn't find a game at the time. Looking forward to this release and hopefully can find people to play with now that there is a help system in place too :D. Also, I have not been playing much because I have been trying to help the HLW community grow a bit on War3 again. Anyone who would like to play with us come to Clan Girl @ useast, we have the best remaining players (AvengingAeris/Eliza, Baku/XChiChi, SkillzofGod, Carolena). I almost always have my bot in there or am on War 3 so if you drop by i'll see your message eventually when I read the chat log.
Ghostman you download it over SC2, as with the usual way to DL sc2 maps. Also Ghostman check your PM.
As for Kueken, again the heros seem awesome but I just haven't played with anyone yet. The only things I'd say is it is weird how the shops are on the top and there's only one lane, kind of makes it seem like it should not be HLW, but I probably just need to get used to it more. Also the terrain looks nice but there's a little too much clutter right now IMO. Could cut down on some of all that crap that's all over the ground, makes it a bit hard to see. I LOVE the Diablo-styled hotkey belt, such an amazing feature. I hated to have to always click potion on War3 rather than have a hotkey ~!!!
For the people asking about Kueken's spells, I would not worry about this at all if I were you. Kueken has been working on HLW for years and years and the farther he went on the more and more imaginative he got with his spells. Of course, each hero would have some sort of AoE spell as expected, but there would be some unique stuff too. This really became apparent in his later versions of HLW RoC, just an amazing job. Even when he already had like 36 heros, he was still making new heros that were completely unique and different from the rest. Have faith in everything that Kueken does. :)
Hopefully will find people to play with soon. Anyone on US server feel free to add me to play some games of this sometime. CrazyCarl with character code 661.
Man - feels weird being so excited and interested in a map I have not even played with another person yet haha =D