Yes indeed! Take screenshots of terrain, edit them (I cropped them and resized to a 200x200 image and added some effects/text etc in Photoshop), then save as 32 bit TGA with alpha. Import into map and create an Image dialog item with the imported image on it. Add a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image. Works well.
Yeah, I agree it would me more enjoyable with a limit of 10 or even 8. But as Nash stated above, everything you have seen so far is created with 1 custom tileset.
Hoping the expansion would allow us more if Blizzard realizes alot of people would find it useful towards RPG creations and whatnot.
The benefit we got, compared to Smashcraft is that our arenas are rather small so I can set the real look by doodads/foliage and such.
But I can surely imagine it has to be painful for projects like yours.
Edit : On a sidenote, also finished 3 new arenas !
Zoo, Storage and Beach. I'm looking into video stuff over the weekend to show all of it and our two first hero's etc !
Lately as Nash screen-shots have shown you, we been working (Nash been working) on our hero's !
As you could most likely figure out yourself, the terrain being used for these is some very basics, purely created in our 'Data/Trigger' part of the project.
But, seeing screen-shots aren't all that great we recorded a short video on testing our the Medic and Guardian hero's, as-well as balancing things out.
We could always use more people for balancing out stuff, so if you are interested feel free too check up on us on our mirc channel, or leave a reply in this thread.. Also, we usually try to take advantage of mapnight on Fridays too get some people in !
- Mystic Melee AOE Spells Nova and Quake need better visuals. They are hard to see, when being in combat
- Spectres last skill is quite useless in normal fight, since it has such a long casting time. Might be usefull in Boss fights though.
- Marine Melee Skill is sort of irritating, i understood it being an active melee attack. However, i dont think such a skill makes much sense on the marine since he has stim to avoid most melee situations.
- Aura visuals are disturbing (HT, Medic) specially the HTs is to much :)
- Confuse skill, actually confuses me as a player, since i alwas try to target those units. Some neat visuals to visualize a unit being confused would be helpfull
Game Modes
- A Diablo 2ish Hardcore Mode would be cool, especially in combination with carnage mode
- i would prefer a realy time XP system, making you level throughout the matches, not only after the arena finishes
- a little bit more unit varity on enemy side would be cool
- class switch between games would be great
Misc
- Add an option to disable the following camera
After a short test session with three classes I've a few things I'd like to point out.
Zealot
Needs to be buffed in general
The increased damage skill behaves like a berserk skill which is ok. But the Reaper has a similar skill that also increases damage, is ranged and doesnt result in increased damage taken. I felt it was a little bit off.
The charge currently behaves like the charge in a normal melee game. I'd rather see that the charge initializes from the spot the zealot is at when the order is issued, rather than to walk into range and then charge. This would make the skill feel both more funny and useful.
Reaper
What can I say, I loved this one!
Needs better visual feedback for the spiky skill (#2)
Medic
Overall really funny to play, although it felt a little redundant to have a healer in the current state. But gameplay-wise and skill-wise I really enjoyed this one.
General gameplay changes
First, the health bar should really be visible above the allies when holding ALT key, it takes too much focus from the game to look at the health bar on the left side and then find that unit in the battle in order to heal. Chances are the unit will die before you've finished the procedure.
I'd like to have a non-static camera, or a camera that shows more of the battlefield. This is something I did however only feel was necessary when playing the reaper. When using the 'Death from above'-skill I were unable to jump behind the enemies on the test arena (in the chokes). It was sometime possible if I moved against them and got vision this way, but when playing the reaper, chances are you're already dead by then!
Overall I enjoyed the test and I'm looking forward to what new features you come up with next!
I'm open to suggestions for a better circle effect for Tremors. Animations are subject to change, I just went with what I found in previewer that seemed somewhat suitable. I switched the HT Mediation aura effect and Shock Nova now, and Meditation waves only show up half as often. The Confuse indicator has been increased in size.
Zealot does need to be buffed, I have to work out specifics though. Zeal is a mode that costs no energy and can be active all the time, so the increased damage taken is to offset that. I'll see about Charge though.
Reaper Caltrop Drop, well, I would like a better visual, but there's no "spikes" circle effect that I could find.
As for health bars, it's either showing the health bar on your hero all the damn time because it's selected or not showing it for any heroes at all. I would prefer being able to show ally heroes' bars but not your own, but that does not seem possible. At least, I don't know how to do it. I felt the lesser evil was not showing bars at all.
Camera will stay more or less the way it is. Without minimap or portrait, if you can scroll around freely you will just get lost. Also, scrolling camera yourself is a distraction which takes away from managing Hero. And if you can't see the point you want to jump to with Reaper, you wouldn't be able to jump there anyway as the ability has a limited range.
Thanks for the feed-back ! I agree we could tweak a few visual effects. But as Nash stated, we just went for some basic stuff too start testing out things.
As I already asked, if you know any great visual worth looking into please let us know right here :-)
Oh and if anyone feels like it, we will most likely do some more testings tonight around 21.00-22.00 CET (GMT+1)
I've created a leaderboard to display players in game and what they're playing and where. It can help you better organize your games. You'll see what classes you have in game and what players are your tier, if they are playing an arena etc.
I added a new option to the arena creation. You can now choose if you want the waves to be a mix of units generated randomly or if each wave should contain only one type of unit chosen at random.
Minerals are gained by random drops in arenas, with an expected value of 2.4 minerals per arena, +1 for defeating boss.
You can buy more Medkits, Batteries, as well as +2 boosts to an attribute for 10 minutes. You can also buy a level, but it costs 50 minerals, so you would have to play about 15 arenas without spending any minerals on anything else to afford it.
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Yes indeed! Take screenshots of terrain, edit them (I cropped them and resized to a 200x200 image and added some effects/text etc in Photoshop), then save as 32 bit TGA with alpha. Import into map and create an Image dialog item with the imported image on it. Add a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image. Works well.
Yeah, I agree it would me more enjoyable with a limit of 10 or even 8. But as Nash stated above, everything you have seen so far is created with 1 custom tileset. Hoping the expansion would allow us more if Blizzard realizes alot of people would find it useful towards RPG creations and whatnot. The benefit we got, compared to Smashcraft is that our arenas are rather small so I can set the real look by doodads/foliage and such. But I can surely imagine it has to be painful for projects like yours.
Edit : On a sidenote, also finished 3 new arenas ! Zoo, Storage and Beach. I'm looking into video stuff over the weekend to show all of it and our two first hero's etc !
Yes indeed, another UI screenshot! Added 3 more arena icons.
And now, introducing the Dark Templar!
Just completed Marine class.
It's your new buddy, the Reaper!
Haha, the Spectre is done! Pewpewpew!
Finally there's a healer... Medic is done.
Hello everyone !
Lately as Nash screen-shots have shown you, we been working (Nash been working) on our hero's !
As you could most likely figure out yourself, the terrain being used for these is some very basics, purely created in our 'Data/Trigger' part of the project.
But, seeing screen-shots aren't all that great we recorded a short video on testing our the Medic and Guardian hero's, as-well as balancing things out.
We could always use more people for balancing out stuff, so if you are interested feel free too check up on us on our mirc channel, or leave a reply in this thread.. Also, we usually try to take advantage of mapnight on Fridays too get some people in !
http://www.livestream.com/dresniastream/video?clipId=pla_19fae005-16be-4913-bbd2-c376646123ad&utm_source=lslibrary&utm_medium=ui-thumb
Just finished the High Templar... Only 1 class left now!
I finished the Mystic today, so that's all classes done. Check out those icebergs!
Here my little Test Report;
Heroes
- Mystic Melee AOE Spells Nova and Quake need better visuals. They are hard to see, when being in combat - Spectres last skill is quite useless in normal fight, since it has such a long casting time. Might be usefull in Boss fights though. - Marine Melee Skill is sort of irritating, i understood it being an active melee attack. However, i dont think such a skill makes much sense on the marine since he has stim to avoid most melee situations. - Aura visuals are disturbing (HT, Medic) specially the HTs is to much :) - Confuse skill, actually confuses me as a player, since i alwas try to target those units. Some neat visuals to visualize a unit being confused would be helpfull
Game Modes - A Diablo 2ish Hardcore Mode would be cool, especially in combination with carnage mode - i would prefer a realy time XP system, making you level throughout the matches, not only after the arena finishes - a little bit more unit varity on enemy side would be cool - class switch between games would be great
Misc - Add an option to disable the following camera
After a short test session with three classes I've a few things I'd like to point out.
Overall I enjoyed the test and I'm looking forward to what new features you come up with next!
Regards, HPX
I'm open to suggestions for a better circle effect for Tremors. Animations are subject to change, I just went with what I found in previewer that seemed somewhat suitable. I switched the HT Mediation aura effect and Shock Nova now, and Meditation waves only show up half as often. The Confuse indicator has been increased in size.
Zealot does need to be buffed, I have to work out specifics though. Zeal is a mode that costs no energy and can be active all the time, so the increased damage taken is to offset that. I'll see about Charge though.
Reaper Caltrop Drop, well, I would like a better visual, but there's no "spikes" circle effect that I could find.
As for health bars, it's either showing the health bar on your hero all the damn time because it's selected or not showing it for any heroes at all. I would prefer being able to show ally heroes' bars but not your own, but that does not seem possible. At least, I don't know how to do it. I felt the lesser evil was not showing bars at all.
Camera will stay more or less the way it is. Without minimap or portrait, if you can scroll around freely you will just get lost. Also, scrolling camera yourself is a distraction which takes away from managing Hero. And if you can't see the point you want to jump to with Reaper, you wouldn't be able to jump there anyway as the ability has a limited range.
@Brainshack: Go & @HPX: Go
Thanks for the feed-back ! I agree we could tweak a few visual effects. But as Nash stated, we just went for some basic stuff too start testing out things.
As I already asked, if you know any great visual worth looking into please let us know right here :-)
Oh and if anyone feels like it, we will most likely do some more testings tonight around 21.00-22.00 CET (GMT+1)
♥
I've created a leaderboard to display players in game and what they're playing and where. It can help you better organize your games. You'll see what classes you have in game and what players are your tier, if they are playing an arena etc.
I added a new option to the arena creation. You can now choose if you want the waves to be a mix of units generated randomly or if each wave should contain only one type of unit chosen at random.
After a lot of mucking about with dialogs, I have produced a graphical hero selection!
I've finished the store.
Minerals are gained by random drops in arenas, with an expected value of 2.4 minerals per arena, +1 for defeating boss.
You can buy more Medkits, Batteries, as well as +2 boosts to an attribute for 10 minutes. You can also buy a level, but it costs 50 minerals, so you would have to play about 15 arenas without spending any minerals on anything else to afford it.