Like any other map, just search for it, when creating or joining a game. The name of the map is HeroLineWars, if you type that, you should immediately find it.
I'm sure someone has said this already, but did you get Gui Montag from Fahrenheit 451?
No, Gui Montag is a hero unit from Starcraft 1. He was available in the editor (and maybe had an appearance in the challenger's campaign? I don't remember).
Have a look at this.
€ apparently yes, like CrazyCarl pointed out, the SC version is based on the one from Fahrenheit 451 ;)
First off, US is currently at v.04 so hopefully we can get an update soon ! :D
Yeah, sorry about that. Not that much happened to 0.06, though.
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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.
Actually, you can have a look at the help menu and enable the tip notification, which will provide a huge amount of needed information.
However, noone ever finds that, I am working on a better help system.
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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.
The shops seemed a little more sorted, when placed on top.
The single lane was an experiment, depending on feedback it might be changed again (currently its about 50/50 people who like the change vs people who want 2 lanes back)
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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.
Yes, the terrain definitely needs some work.
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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 !!!
Actually, WC3 inventory had just the same hotkeys (the numpad numbers), however for SC2 you can change them easily, making them way more useful.
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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. :)
Also, keep in mind, that most of these spells for SC2 HLW currently are mere experiments, what the editor can do, how I can realize spells the best way, how I can make them look like. My skills with the editor are constantly improving.
However, like said before, I do not want to make spells too complicated.
For HLW RoC, there were some heroes and spells, which turned out to be very complicated and quite hard to use; most people did not even get all the effects of those spells (for example the Sasquatch Psyker, who had 3 different charge moves, which had some effects when used by themselves and charged the hero, who then could use 1 of 2 finishing moves, which was then improved by the current charge in a unique way - a very fun concept in my opinion, but it resulted in huge wall of text ability descriptions and literally hundreds of people asking me what the fuck this guy can do... :) )
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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.
Good luck :)
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Man - feels weird being so excited and interested in a map I have not even played with another person yet haha =D
Great :)
Thank you for your extensive feedback. I expect more of this, after you actually played the map with some people :)
I also didn't know, I just saw it on the link you posted haha.
Although I have not seen the single lane in action yet, I have many thoughts about it. I'm sure you may have though of many of these already, but just to throw things out for consideration and in case someone has not considered them yet. Of course, this will be given with my amount of knowledge on HLW War3, but I think almost all of it probably applies here as well.
Good things about the single lane:
Great for 1v1, almost undoubtedly. This will remove all luck factors as of which side the creep comes on, such as when I kill a hydra (not sure of equivalent of that yet), and the next hydra comes on the same side, so I can kill it faster too, and get income when my opponent does not. This is just 100% luck. Also the same principal applied in late game, mostly with avatar or doom. One time I wanted to send a couple avatars spaced out and on each side so he would need to avoid them at all costs, but instead I ended up sending all of my money on 8 avatars which spawned on the same side. Extremely bad luck for me. Of course, I did not adapt to this well and I should have changed my strategy after all the avatars were coming on same side, but still, the side which it comes on is just luck -induced. Also, will speed up game in the beginning, and allow the hero to fight all the way to the left side to try to help income more. This is good.
For team games, it requires MUCH more teamwork for big teams to work together especially in like a 4v4 or 5v5, to make sure not everyone is using their most powerful spell at same time as a waste, and not kill stealing too much, etc. Also they can all move forward to the left side as usual and still all gain EXP and not worry about well my partner died so i have to run all the way back to the end of the line. I think it will require more team work which is a good thing.
Bad things about the single lane:
May be more difficult to avoid some creeps that you need to (not sure the impact of a killer-creep style monster in this game, but I imagine there is some you would rather let through). If an avatar would just walk straight down the middle of the map in HLW RoC, then you would be pretty screwed because you would have to run behind the circle in order to dodge it, with probably many creeps on you as well. Being able to run from lane to lane made it better to avoid small groups of killer creeps with a hero that isn't meant to engage them in a fight (any spell hero without an attack skill pretty much).
I think this will hurt the pub-style massing games in 4v4. They won't be able to establish any kind of team work and they will be forced to work together, probably wasting spells right after the other's spells, killstealing, etc. While I don't care too much about this style (fun for a bit but not challenging and lasts too long usually), it is why HLW RoC became popular for the casual player, with hardstyle games being for only the hardcore players who would love to challenge themselves a lot.
--
Finally, I am pretty torn on this right now. It would be great to remove luck factor in hardstyle games, but also it would be asking a lot for players to try to avoid the killer creeps (also am a bit worried about this due to lack of vision of even your own side - perhaps some sort of scouts could be bought if you wanted to keep using the fog of war, and you have to pay for protoss observers to scan the rest of the map - or something neat like this). If there is some items or methods of dodging that wasn't made apparent to me, then I'd be all for it, but again I think that the mass-style games would suffer a bit.
Not sure if it is possible, but perhaps this could be made into a game option at some point in the process.
And of course, I understand that I am talking about this map as if it were HLW RoC, and it of course is NOT HLW RoC. Perhaps if you have made killer creeps in a fashion that they are more killable, or less deadly, or have already implemented a way to avoid them even in a single lane, or maybe not have a creep like that at all, that portion of thoughts may be completely irrelevant. This is a new game and not everything from HLW RoC will be applicable here, but I think many thought processes will probably stay similar.
As you said, most of the points are indeed different. The balance is way different than in HLW RoC. Currently, there are no dedicated killer creeps, they just gradually get stronger. They are not limited by a start cooldown or slow recharge time, the strongest units are just like any other unit in this regard. Well, some of them are quite strong (the mothership is probably game ending currently), but the difference to the normal units is nowhere near the avatars/dooms (during a longer game at EU map night we have proven, that strong mothership pushes from players with higher income can be killed with good teamwork, even without really great lategame items or the possibility to buy attributes)
I have no idea yet, how the balance will work out finally, but I don't want this to be another HLW RoC. I will probably make massive changes to the balance, and eventually it will establish a solid gameplay, but in its own way.
As you said, most of the points are indeed different. The balance is way different than in HLW RoC. Currently, there are no dedicated killer creeps, they just gradually get stronger. They are not limited by a start cooldown or slow recharge time, the strongest units are just like any other unit in this regard. Well, some of them are quite strong (the mothership is probably game ending currently), but the difference to the normal units is nowhere near the avatars/dooms (during a longer game at EU map night we have proven, that strong mothership pushes from players with higher income can be killed with good teamwork, even without really great lategame items or the possibility to buy attributes)
I have no idea yet, how the balance will work out finally, but I don't want this to be another HLW RoC. I will probably make massive changes to the balance, and eventually it will establish a solid gameplay, but in its own way.
Well I was able to find the game I think, is the author supposed to be nevjmac? Is that you? But Whenever I click join game I see no1 in the game and noone joins so I dont think I can ever play it. Oh well :/
I wonder how to get on maybe EU server to try it maybe more people play it on there.
Well I was able to find the game I think, is the author supposed to be nevjmac? Is that you?
I have no access to the NA servers without buying another copy of the game, so I asked nevjmac to publish the map on NA and SEA servers.
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But Whenever I click join game I see no1 in the game and noone joins so I dont think I can ever play it. Oh well :/
Ah, the glory of the popularity system. As long as a game is not popular, it will not be played.
You have no choice, but to find mates, either by using your friend list or chat channels.
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I wonder how to get on maybe EU server to try it maybe more people play it on there.
On EU its on site 6 of the popularity list with about 30 hours played.
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But Whenever I click join game I see no1 in the game and noone joins so I dont think I can ever play it. Oh well :/
Ah, the glory of the popularity system. As long as a game is not popular, it will not be played.
You have no choice, but to find mates, either by using your friend list or chat channels. Quote:
Basically the less it's played the less you seem to be allowed to play it? That's just stupid. What could get kicked from top of the ladder if people play the same stupid games forever?
Granted some games take a while to get old, like this, but still!
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."
The more we play it the higher it will go up in popularity ranking, but with this small community it will go up slowly but not to the top lol.
You can play this by yourself. Keuken made a solo mode which is automatic when you start by yourself.
Its basically to test the game out for yourself.
The more we play it the higher it will go up in popularity ranking, but with this small community it will go up slowly but not to the top lol. You can play this by yourself. Keuken made a solo mode which is automatic when you start by yourself. Its basically to test the game out for yourself.
Keep in mind, that the solo mode will not boost the popularity. Popularity is only counted for public games, as far as I know.
Basically the less it's played the less you seem to be allowed to play it? That's just stupid. What could get kicked from top of the ladder if people play the same stupid games forever? Granted some games take a while to get old, like this, but still!
Welcome to BNet 2.0 :)
Some weeks ago, HLW was on page 1 with about 3k hours played for about 2 days, so its not entirely impossible :)
Finally got the time to mess around with it a little. Just did Raynor and it was only one game, but a few thoughts.
First, maybe it's just SC2, and maybe it's the map: my laptop was going so hot the keyboard was a bit warm. Seriously, I could probably cook dinnir with the heat from this thing.
Second, I had 3 skill points left over when I maxed out my skills, and I thought it said advanced skills had like 3-4 levels, not 5. Anyway...
Third, I love the single player like mode, but when you run out of lives on that, do you lose? Didn't play long enough to tell.
Fourth, either the heroes are far too weak, the mobs are far too strong, or the income is far too much. Or perhaps a combination of those. Because I had crazy high amounts of cash and mobbing level 1 creeps could overpower me easily.
Fifth, why are some heroes disabled already? O_o
Sixth, that's all I can think of at the moment, I'll see if I can mess around with another hero tomorrow and get more thoughts to type :)
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, maybe it's just SC2, and maybe it's the map: my laptop was going so hot the keyboard was a bit warm. Seriously, I could probably cook dinnir with the heat from this thing.
HLW for WC3 always had performance issues due to the high amount of units on the map at most points in time.
However, for most people it works out quite well currently, as long as their system does not just barely fulfill SC2's minimal requirements :)
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Second, I had 3 skill points left over when I maxed out my skills, and I thought it said advanced skills had like 3-4 levels, not 5. Anyway...
Yep, I will probably change the max level, the spell levels or add an attribute bonus or something in the future. We will see.
Quote:
Third, I love the single player like mode, but when you run out of lives on that, do you lose? Didn't play long enough to tell.
In singleplayer, debug mode gets activated by default, so you cannot lose. The lifes will drop to zero, but the game will continue.
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Fourth, either the heroes are far too weak, the mobs are far too strong, or the income is far too much. Or perhaps a combination of those. Because I had crazy high amounts of cash and mobbing level 1 creeps could overpower me easily.
With your crazy high amounts of cash you could easily buy enough items to stay alive and kill tier 1 units, though.
Some tier 3 units are really strong, but at map night we already proved, that good teamwork can kill masses of tier 3 units as well.
Still, the balance needs major rework. Also I will add much more spells used by the mobs, which will shift the balance as well.
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Fifth, why are some heroes disabled already? O_o
They are not finished, and I didn't really hav the motivation to finish them yet.
Don't worry, I do not plan on implementing heroes you have to unlock over time.
For a team vs team game, I really dislike having to unlock certain gameplay features (anything, which has an impact to the balance will be available from the start, however, maybe I will add unlockable visual features or something)
For Coop vs AI games, this is another story, but, in my opinion, for a game, where you play against other players, having to play the game several times go get access to all gameplay elements is a design flaw.
If other people can use stronger heroes or better weapons against you, just because they already played the game before, this is just wrong. The game should be decided by how you actually play the game, not how often you played it before (well, those 2 usually are correlated anyway, but should not be forced)
For the last few days, I have been working on some options to customize your hero, for example setting the tint color, adding some attachments or selecting an alternative skin.
When implemented, these customizations should be saved and restored, when you play another game, so you don't need to repeat this every time you play.
Also in the future, I might make these changes unlockable by achievements or something similar.
Customization looks nice, I personally love games which add some customization to a character, makes you feel more unique and shows a character more in your own vision.
Its also a huge amount of work to make the stuff working for all heroes. I was not sure, if this is worth implementing just for eyecandy.
However, I am getting very positive feedback, so I will most likely do it :)
Note that it will come with some limitations, though:
Banks have a limited size, so I will probably not be able to store profiles for each hero per player. So you would have for example 2 profiles, which have to suffice for all heroes.
Also as seen in the video, the attachments and skins will be limited as well, you cannot add any attachment or skin you want to your hero, just a limited set I will select (some models do not support certain types of skins anyway, so I will try to select working and cool looking options for each hero).
Feel free to suggest attachments or textures for specific heroes, though (maybe even more customizable options, if you have any ideas. For example, a friend suggested adding a "pet", a small version of your favourite hero following you around :D)
Like any other map, just search for it, when creating or joining a game. The name of the map is HeroLineWars, if you type that, you should immediately find it.
No, Gui Montag is a hero unit from Starcraft 1. He was available in the editor (and maybe had an appearance in the challenger's campaign? I don't remember).
Have a look at this.
€ apparently yes, like CrazyCarl pointed out, the SC version is based on the one from Fahrenheit 451 ;)
Yeah, sorry about that. Not that much happened to 0.06, though.
Actually, you can have a look at the help menu and enable the tip notification, which will provide a huge amount of needed information.
However, noone ever finds that, I am working on a better help system.
The shops seemed a little more sorted, when placed on top.
The single lane was an experiment, depending on feedback it might be changed again (currently its about 50/50 people who like the change vs people who want 2 lanes back)
Yes, the terrain definitely needs some work.
Actually, WC3 inventory had just the same hotkeys (the numpad numbers), however for SC2 you can change them easily, making them way more useful.
Also, keep in mind, that most of these spells for SC2 HLW currently are mere experiments, what the editor can do, how I can realize spells the best way, how I can make them look like. My skills with the editor are constantly improving.
However, like said before, I do not want to make spells too complicated.
For HLW RoC, there were some heroes and spells, which turned out to be very complicated and quite hard to use; most people did not even get all the effects of those spells (for example the Sasquatch Psyker, who had 3 different charge moves, which had some effects when used by themselves and charged the hero, who then could use 1 of 2 finishing moves, which was then improved by the current charge in a unique way - a very fun concept in my opinion, but it resulted in huge wall of text ability descriptions and literally hundreds of people asking me what the fuck this guy can do... :) )
Good luck :)
Great :)
Thank you for your extensive feedback. I expect more of this, after you actually played the map with some people :)
@Kueken531: Go
Well, by saying no, you are also saying yes, as SC based the hero off of it =P.
SC2 Wiki (the one you linked): Guy Montag is a "fireman" in Ray Bradbury's novel, Fahrenheit 451, tasked with burning books.
Ah, good to know ;) I did not know, what he was referring to, I am not that good with all the Starcraft lore.
@Kueken531: Go
I also didn't know, I just saw it on the link you posted haha.
Although I have not seen the single lane in action yet, I have many thoughts about it. I'm sure you may have though of many of these already, but just to throw things out for consideration and in case someone has not considered them yet. Of course, this will be given with my amount of knowledge on HLW War3, but I think almost all of it probably applies here as well.
Good things about the single lane:
Great for 1v1, almost undoubtedly. This will remove all luck factors as of which side the creep comes on, such as when I kill a hydra (not sure of equivalent of that yet), and the next hydra comes on the same side, so I can kill it faster too, and get income when my opponent does not. This is just 100% luck. Also the same principal applied in late game, mostly with avatar or doom. One time I wanted to send a couple avatars spaced out and on each side so he would need to avoid them at all costs, but instead I ended up sending all of my money on 8 avatars which spawned on the same side. Extremely bad luck for me. Of course, I did not adapt to this well and I should have changed my strategy after all the avatars were coming on same side, but still, the side which it comes on is just luck -induced. Also, will speed up game in the beginning, and allow the hero to fight all the way to the left side to try to help income more. This is good.
For team games, it requires MUCH more teamwork for big teams to work together especially in like a 4v4 or 5v5, to make sure not everyone is using their most powerful spell at same time as a waste, and not kill stealing too much, etc. Also they can all move forward to the left side as usual and still all gain EXP and not worry about well my partner died so i have to run all the way back to the end of the line. I think it will require more team work which is a good thing.
Bad things about the single lane:
May be more difficult to avoid some creeps that you need to (not sure the impact of a killer-creep style monster in this game, but I imagine there is some you would rather let through). If an avatar would just walk straight down the middle of the map in HLW RoC, then you would be pretty screwed because you would have to run behind the circle in order to dodge it, with probably many creeps on you as well. Being able to run from lane to lane made it better to avoid small groups of killer creeps with a hero that isn't meant to engage them in a fight (any spell hero without an attack skill pretty much).
I think this will hurt the pub-style massing games in 4v4. They won't be able to establish any kind of team work and they will be forced to work together, probably wasting spells right after the other's spells, killstealing, etc. While I don't care too much about this style (fun for a bit but not challenging and lasts too long usually), it is why HLW RoC became popular for the casual player, with hardstyle games being for only the hardcore players who would love to challenge themselves a lot.
--
Finally, I am pretty torn on this right now. It would be great to remove luck factor in hardstyle games, but also it would be asking a lot for players to try to avoid the killer creeps (also am a bit worried about this due to lack of vision of even your own side - perhaps some sort of scouts could be bought if you wanted to keep using the fog of war, and you have to pay for protoss observers to scan the rest of the map - or something neat like this). If there is some items or methods of dodging that wasn't made apparent to me, then I'd be all for it, but again I think that the mass-style games would suffer a bit.
Not sure if it is possible, but perhaps this could be made into a game option at some point in the process.
And of course, I understand that I am talking about this map as if it were HLW RoC, and it of course is NOT HLW RoC. Perhaps if you have made killer creeps in a fashion that they are more killable, or less deadly, or have already implemented a way to avoid them even in a single lane, or maybe not have a creep like that at all, that portion of thoughts may be completely irrelevant. This is a new game and not everything from HLW RoC will be applicable here, but I think many thought processes will probably stay similar.
@CrazyCarl92: Go
As you said, most of the points are indeed different. The balance is way different than in HLW RoC. Currently, there are no dedicated killer creeps, they just gradually get stronger. They are not limited by a start cooldown or slow recharge time, the strongest units are just like any other unit in this regard. Well, some of them are quite strong (the mothership is probably game ending currently), but the difference to the normal units is nowhere near the avatars/dooms (during a longer game at EU map night we have proven, that strong mothership pushes from players with higher income can be killed with good teamwork, even without really great lategame items or the possibility to buy attributes)
I have no idea yet, how the balance will work out finally, but I don't want this to be another HLW RoC. I will probably make massive changes to the balance, and eventually it will establish a solid gameplay, but in its own way.
imba thor > mothership rush
Well I was able to find the game I think, is the author supposed to be nevjmac? Is that you? But Whenever I click join game I see no1 in the game and noone joins so I dont think I can ever play it. Oh well :/
I wonder how to get on maybe EU server to try it maybe more people play it on there.
I have no access to the NA servers without buying another copy of the game, so I asked nevjmac to publish the map on NA and SEA servers.
Ah, the glory of the popularity system. As long as a game is not popular, it will not be played.
You have no choice, but to find mates, either by using your friend list or chat channels.
On EU its on site 6 of the popularity list with about 30 hours played.
Basically the less it's played the less you seem to be allowed to play it? That's just stupid. What could get kicked from top of the ladder if people play the same stupid games forever? Granted some games take a while to get old, like this, but still!
The more we play it the higher it will go up in popularity ranking, but with this small community it will go up slowly but not to the top lol. You can play this by yourself. Keuken made a solo mode which is automatic when you start by yourself. Its basically to test the game out for yourself.
Keep in mind, that the solo mode will not boost the popularity. Popularity is only counted for public games, as far as I know.
Welcome to BNet 2.0 :)
Some weeks ago, HLW was on page 1 with about 3k hours played for about 2 days, so its not entirely impossible :)
Finally got the time to mess around with it a little. Just did Raynor and it was only one game, but a few thoughts.
First, maybe it's just SC2, and maybe it's the map: my laptop was going so hot the keyboard was a bit warm. Seriously, I could probably cook dinnir with the heat from this thing.
Second, I had 3 skill points left over when I maxed out my skills, and I thought it said advanced skills had like 3-4 levels, not 5. Anyway...
Third, I love the single player like mode, but when you run out of lives on that, do you lose? Didn't play long enough to tell.
Fourth, either the heroes are far too weak, the mobs are far too strong, or the income is far too much. Or perhaps a combination of those. Because I had crazy high amounts of cash and mobbing level 1 creeps could overpower me easily.
Fifth, why are some heroes disabled already? O_o
Sixth, that's all I can think of at the moment, I'll see if I can mess around with another hero tomorrow and get more thoughts to type :)
HLW for WC3 always had performance issues due to the high amount of units on the map at most points in time.
However, for most people it works out quite well currently, as long as their system does not just barely fulfill SC2's minimal requirements :)
Yep, I will probably change the max level, the spell levels or add an attribute bonus or something in the future. We will see.
In singleplayer, debug mode gets activated by default, so you cannot lose. The lifes will drop to zero, but the game will continue.
With your crazy high amounts of cash you could easily buy enough items to stay alive and kill tier 1 units, though.
Some tier 3 units are really strong, but at map night we already proved, that good teamwork can kill masses of tier 3 units as well.
Still, the balance needs major rework. Also I will add much more spells used by the mobs, which will shift the balance as well.
They are not finished, and I didn't really hav the motivation to finish them yet.
Don't worry, I do not plan on implementing heroes you have to unlock over time.
For a team vs team game, I really dislike having to unlock certain gameplay features (anything, which has an impact to the balance will be available from the start, however, maybe I will add unlockable visual features or something)
For Coop vs AI games, this is another story, but, in my opinion, for a game, where you play against other players, having to play the game several times go get access to all gameplay elements is a design flaw.
If other people can use stronger heroes or better weapons against you, just because they already played the game before, this is just wrong. The game should be decided by how you actually play the game, not how often you played it before (well, those 2 usually are correlated anyway, but should not be forced)
A small update for a future version:
For the last few days, I have been working on some options to customize your hero, for example setting the tint color, adding some attachments or selecting an alternative skin.
When implemented, these customizations should be saved and restored, when you play another game, so you don't need to repeat this every time you play.
Also in the future, I might make these changes unlockable by achievements or something similar.
Just have a look at the video:
Customization looks nice, I personally love games which add some customization to a character, makes you feel more unique and shows a character more in your own vision.
An entirely pink hero here I come.
The customization is really nice :D
Its also a huge amount of work to make the stuff working for all heroes. I was not sure, if this is worth implementing just for eyecandy.
However, I am getting very positive feedback, so I will most likely do it :)
Note that it will come with some limitations, though:
Banks have a limited size, so I will probably not be able to store profiles for each hero per player. So you would have for example 2 profiles, which have to suffice for all heroes.
Also as seen in the video, the attachments and skins will be limited as well, you cannot add any attachment or skin you want to your hero, just a limited set I will select (some models do not support certain types of skins anyway, so I will try to select working and cool looking options for each hero).
Feel free to suggest attachments or textures for specific heroes, though (maybe even more customizable options, if you have any ideas. For example, a friend suggested adding a "pet", a small version of your favourite hero following you around :D)
at 1:10 someone looks like they are going critical
seriously though stop being biased towards firebat dude, marine and thor dudes need love too
Of course, he just happened to be the one I found really cool skins for :)