<H1>Corruption RPG</H1>Tthis is a thread for the first map in the corruption series. If you have tried the Corruption RPG map that I tossed out on battle-net for some quick feedback a few month ago, that was just a proof of concept-map, and a map I used to develop the core-systems that runs this RPG. The map itself, even though I touched page 1 at almost every update to the map, was never ment to be a map people should have too much fun playing. No work was really putted into anything but the triggers, which was the only thing that was moved to Act 1.
<H2>The Story</H2>Act 1 tells the first part of a well thought through storyline closely connected to the rest of the StarCraft universe.
Without revealing too much: The story is about an ancient xel'naga, who reached the power of immortality, he went sick with power and was therefore imprisoned in a crystal. When the Zerg turned on the xel'naga, this crystal was given to the protoss to protect. Long time after, and after the story of SC2 this crystal, which were slowly becoming a myth, is brought back to importance, as the prison within begins to corrupt the protoss on the moon of Ender.
The heroes (the players) is then brought into the picture to stop this prison from getting loose.
<H2>The Beta</H2>Act 1 has slowly moved to a somewhat playable state, which is why I have tested it online over the last few weeks with trusted beta-testers.
In addition to the great amount of bugs and suggestions found by these testers, the feedback on the map itself has been awesome, thanks guys! I keeps me motivated :)
If anyone would like to beta-test the map, post a comment below, or write me a PM.
<H2>Features</H2><H3>Triggers</H3>I consider myself pretty good at optimizing script-code by using functions, loops, and what else might help saving space, but the script-file still contains 12.000 lines of code. You might fear this much code might slow down the game a whole lot, but this code running versus disabled only steals around 1-2fps out of 40, and is not slowing anyone down on online testing for the testing done till this date.
<H3>Terrain</H3>Screen-shots from (09-07-2011):
<H3>Heroes</H3>There are four different types of hereos: The Warrior, The Sorceress, The Spirit Hunter and The Cultist. Each with a maximum of 6 spells active (on your casting-bar) at a time, but when you're in a town, you can choose from your whole arsenal of abilities, which is going to be 14 per hero, and later more. Each spell has from 1-6 ranks.
Each hero-class is designed to do one role, but because of items being an important factor in the game, all classes can be designed to do a verity of thing.
<H3>Items</H3>There are currently 26 items with an item-level varying from 20-300. The item-level is based on the items stats only, calculated by an application custom-made for this project. The application not only creates a description and item-level for the item, but also a galaxy-script which is then pasted into the map. Why is a galaxy-script needed? Because the heroes have many more values than the data-editor can handle, an item can etc. have "+15% Healing", "+12 Fire-spell Damage" or "+3-7 Spell-damage"
<H2>Feedback</H2>Needless to say, it's impossible to give me feedback based on this topic only, but feel free to ask questions about the map, and I will answer as soon as possible.
Thank you for any feedback! :D
It is not public as of yet, but it will be published on EU firstly, as that is my own region. To be honest, I have none to publish it on other regions when that time comes, but there will go many month before the first public beta, and I will look for someone to upload it at the same time as me.
Though, if you or anyone else want to test it in closed beta, say so and I will give you my battle-net ID
I'd love to make a first impressions/interview of this map. Either solo or with you on vent. I'm free all tomorrow if you have time and interest.
That's a great offer Eiviyn, but I think doing it in 2 or 3 days would be better, as I have some loose ends in the current version, just to get some time to fix up the map. What about this Tuesday, the 12th?
It's a great idea, thank you :)
and I've worked a lot the past few weeks, so here's a change-log from after the version showed in Eiviyn's review of the map:
-Team-bar updated (the bars showing team-mates class, health & mana)
-The first items with ability-modify features (etc. Enigma is a chest-plate-item that removes the cooldown from the blink-ability (Sorceress Only))
-Hero-Loading fixed (This should now always work online, unless the bank-file has been modified from outside the map)
-Many (most) abilities have had a make-over, either to their mana-cost or to their damage/effect-increase per rank.
-Some new spells, mostly for the Sorceress (Cultist is next to gain new abilties)
-A new system lets you hold down any skill-hotkey to constantly cast that ability when possible (etc. hold down frostball, to cast right after the previously frostball, or any spell has been casted)
A friendly person has offered to help out with ability-effects, and effects in general for the map, witch should speed up progress just a bit, and hopefully better the finish..
I am still in need of help though, but only in the form of beta-testers at the moment.. Beta 3 is almost ready, which is the last closed beta, beta 4 will be released public, so I can start evening out classes. So before this goes public I need to fix every major bug, which is why I need a bunch of testers to sign up now! I cannot promise all testers credits in the map, but those who does the greatest, and help test out more than once - and wants credits - will be credited somewhere in the map.
PM, or write in this thread to help testing and form this map!
In other news
a website is under construction for the map, more on this soon
A friendly person took some screenshots of the map, and sent them too me. Here they are:
These screenshots showcase an area that will function as a boss-arena for one of the story-bosses, I wont say which ^^
And I play the Spirit Hunter (green guy with the Spirit Beast Lyote at his side)
For those who have beta-tested lately, thank you so much, the feedback has been great, and I fixed almost all bugs we found at this point :) I cannot wait to release the first open beta demo - soon
I have received a lot of feedback from the Open Beta just released, and I do now have a hot-fix uploaded with the most needed changes. A major update with more spells and more terrain, which I am already working on, will hit battle.net later - probably a week away from now.
Here is the change-log from the hot-fix:
- Difficulty with 2+ players has been tweaked for a better playing-experience
- Loot-chance has been slightly increased when there is more than one player playing (sqr)
- Occlusion on various objects has been added
- The first story dialog has been rewritten and shortened down
- Spawn-time for enemy units has been increased from 240s to 365s
- More XP rewarded with more players
- Greatly reduced the number of text-alerts
- And other things I found myself. The rest, above was reported to me
Another quick hot-fix:
- Many effects has gained sound-effects assigned.. Finally!
- Difficulty with more ponies has been tweaked again.. This is actually a huge thing, making the map much more challenging and fun!
- Some spells have been moved forth and back from heroes.. Loading still works
- Intro cinematic further improved
- And many minor changes I cannot remember
The map is quickly becoming much more playable and fun :D yay
Great tweaking with the lighing.Protoss golden metal looks sweet. Mind sharing the lighting itself as a file?
Sure I will :) There are currently four different lightning types used in the map, but I think I know which one you mean, it's called "Tarsonis_Tweaked", just import it. If you or anyone else wants the others just ask ^^
A new version has just been released! The change-log:
- Minimap now shows team-mates in range of you (More, such as WPs and Dungeons, will be shown in the next update)
- Mana-Shrine is now a visible buff (shown in the top-right like other buffs)
- Item drops tweaked
- The World- and Mini-map performance increased, and they now work much smoother (Updates 16 times/s)
Please check out the latest version by searching for "Corruption - Act 1" on battle.net (EU). I am running out of things to fix..
This looks nice
First off the visual aspects in the map are great.. It really does feel like a good rpg world.
The setup is nice I can't wait until i can test it :) If you need anyone to push it to NA I could for you.
Keep up the nice work! Please keep this updated.
Quote from Ash4meD:
This looks nice First off the visual aspects in the map are great.. It really does feel like a good rpg world. The setup is nice I can't wait until i can test it :) If you need anyone to push it to NA I could for you. Keep up the nice work! Please keep this updated.
I could use someone to upload this on the US, now that the major bugs for the beta is fixed, but first in a couple of versions from now. I like to have at least 8 spells per hero, which means that I have to create 7 more spells total. I will PM you when this is done :) thanks!