Thanks to everyone who has played the map and for making me publish the map on arcade beta. The custom map system is so much better. I have already abandoned the old, non-beta starcraft and new versions will only be published on arcade.
Based on the feedback I got, these will be the next changes:
Difficulty settings (easy/medium/hard - the game as it is now would be somewhere between medium and hard)
Balance Tweaking (tweaking the obelisk and endgame area; balancing the game will never stop but the map should get into a stage where it gets gradually harder, but is still beatable by non pros)
Corpsman reworking (I will redesign some skills to make him more interesting, he will be somewhat combat viable)
Conversation skipping (per player based, players will be able to "rewatch" conversations if unintentionally skipped)
Fixing some dialogs and actors that got messed up while converting to the arcade
Maybe I will implement a "single player" mode in the final release of the map.
It would also be nice with one more skill for each class.
The plan is that each of the following parts will add something to the map, and skills are an example of that. I don't want to make it overly complex in the beginning.
Well, the solo mode would be a different playmode - more of a lite-version. One guy had the idea to add potions so you don't have to rely on your medic to heal you in critical situations. The current idea is to add potions/medipacks when playing in single player. Of course that would not be the only adjustment. The boss fights would need to be changed a little bit too.
Looks good that things on solo mode,because i try to kill the Queen with a team of 4 players (marauder,2 spectre,1 medic but is impossible defeat it,he regenerate all her health on 3-5 second,we only was able to cut 30% of her max health :(
I actually like the queen alot, there were both times when we failed horribly and succeeded wonderfully, even without marauders (2 marines 1 medic). You just need to run around and shoot her when she stands still/switches targets. It's a pretty good intense and dynamic battle.
Greetings, Slarti! First of all, I wanna say that you made a great job with this map. Me and few of my friends has tried to play yesterday an we were having lots of fun.
However, we've been stuck now near the alien artifact so I came up with some ideas that will make your map much better.
At first, you sould try to make a progress save for characters. We are tired of starting again and again, gaining experience and spec-ing the skills all over again. Could you please try to do something with it?
And second suggestion: I know that you made a 4-ppl co-op game so the characters must be four in total but this game really lacks of defensive turret-based support characters. We were discussing this with my friends and they agreed.
Anyway, as I said, this map is great, I am wanting to play it to the end and waiting for second part.
However, we've been stuck now near the alien artifact so I came up with some ideas that will make your map much better.
At first, you sould try to make a progress save for characters. We are tired of starting again and again, gaining experience and spec-ing the skills all over again. Could you please try to do something with it?
First of, there are some things currently in the map with which I'm not really happy. The artifact is one of them, so expect some changes to it.
About the progress saving... not sure. I agree that it is a bit annoying to skill everything again, but the idea was that with each new part of the series, the heroes will get stronger (also from the beginning). This does not only include more damage or new skills of the heroes but other systems like items/powerups/whatevericomeupwith. So you could think of the heroes having like 10-15 skillpoints at the start of part 2. I will try to find a way to make the skilling a better experience.
But note that this is not meant to be a full-blown WoW style map (that's what starcraft universe is for). The map is meant to be played from the beginning, and finished in approx. 1 hour (maybe the next parts will take longer, don't know). This makes it easy for new people to get into the map (only having skills in the beginning) and if it was fun for the players, they can play the (not-yet-exisiting) next parts, with every part adding some complexity.
Saving the progress of the heroes will make the balancing much harder. What if a full-level player plays with some new people? Wouldn't that be too easy? I want the first part to be beginner-friendly, not some dota complexity, where when you're a new guy, you get to hear some pretty harsh things about your mother.
Progress saving is maybe something for a later part but would require thorough planning.
And second suggestion: I know that you made a 4-ppl co-op game so the characters must be four in total but this game really lacks of defensive turret-based support characters. We were discussing this with my friends and they agreed.
Agreed. Note that the map is currently a beta. There are currently 2 more heroes planned for the first part (one is a turret/drone kinda guy) and 2 more for the second.
Also, thanks for the input. If you have any more, out with it :) But I have so little time currently that I don't know when I will have the time to continue the work on the map.
Dude, I will gladly help you to make this and further maps better. ^_^
By the way, I have some thoughts about Corpsman's drone. I know that it's a mistake of my buddy that he picked drone early. I say that healing beam is much useful. Also I am annoyed that any skill cast interrupt mediray's primary target. I don't know though, is this skill toggleable like SCV's repair or Medic's heal?
Also I wanna say that I dig the combo suystem on Corpsman. I mean Patch-Nanobots-Patch combobased on Patch's cooldown refreshing. =3
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Thanks to everyone who has played the map and for making me publish the map on arcade beta. The custom map system is so much better. I have already abandoned the old, non-beta starcraft and new versions will only be published on arcade.
Based on the feedback I got, these will be the next changes:
Maybe I will implement a "single player" mode in the final release of the map.
The plan is that each of the following parts will add something to the map, and skills are an example of that. I don't want to make it overly complex in the beginning.
It will be possible to play it on solo?Because now if the team is of 2-3 persons it's impossible to defeat the queen (1st boss)
Well, the solo mode would be a different playmode - more of a lite-version. One guy had the idea to add potions so you don't have to rely on your medic to heal you in critical situations. The current idea is to add potions/medipacks when playing in single player. Of course that would not be the only adjustment. The boss fights would need to be changed a little bit too.
Looks good that things on solo mode,because i try to kill the Queen with a team of 4 players (marauder,2 spectre,1 medic but is impossible defeat it,he regenerate all her health on 3-5 second,we only was able to cut 30% of her max health :(
@DEFILERRULEZ: Go
I actually like the queen alot, there were both times when we failed horribly and succeeded wonderfully, even without marauders (2 marines 1 medic). You just need to run around and shoot her when she stands still/switches targets. It's a pretty good intense and dynamic battle.
@Slarti: Go
I'm curious about what you'll do with Corpsman. 4 player medic team should be fun =D
Version 0.4 released:
Next on: skippable conversations
Greetings, Slarti! First of all, I wanna say that you made a great job with this map. Me and few of my friends has tried to play yesterday an we were having lots of fun.
However, we've been stuck now near the alien artifact so I came up with some ideas that will make your map much better.
At first, you sould try to make a progress save for characters. We are tired of starting again and again, gaining experience and spec-ing the skills all over again. Could you please try to do something with it?
And second suggestion: I know that you made a 4-ppl co-op game so the characters must be four in total but this game really lacks of defensive turret-based support characters. We were discussing this with my friends and they agreed.
Anyway, as I said, this map is great, I am wanting to play it to the end and waiting for second part.
@thedudewithacup: Go
Hey, glad you enjoyed the map. I pretty much agree with your thoughts.
First of, there are some things currently in the map with which I'm not really happy. The artifact is one of them, so expect some changes to it.
About the progress saving... not sure. I agree that it is a bit annoying to skill everything again, but the idea was that with each new part of the series, the heroes will get stronger (also from the beginning). This does not only include more damage or new skills of the heroes but other systems like items/powerups/whatevericomeupwith. So you could think of the heroes having like 10-15 skillpoints at the start of part 2. I will try to find a way to make the skilling a better experience.
But note that this is not meant to be a full-blown WoW style map (that's what starcraft universe is for). The map is meant to be played from the beginning, and finished in approx. 1 hour (maybe the next parts will take longer, don't know). This makes it easy for new people to get into the map (only having skills in the beginning) and if it was fun for the players, they can play the (not-yet-exisiting) next parts, with every part adding some complexity.
Saving the progress of the heroes will make the balancing much harder. What if a full-level player plays with some new people? Wouldn't that be too easy? I want the first part to be beginner-friendly, not some dota complexity, where when you're a new guy, you get to hear some pretty harsh things about your mother.
Progress saving is maybe something for a later part but would require thorough planning.
Agreed. Note that the map is currently a beta. There are currently 2 more heroes planned for the first part (one is a turret/drone kinda guy) and 2 more for the second.
Also, thanks for the input. If you have any more, out with it :) But I have so little time currently that I don't know when I will have the time to continue the work on the map.
@Slarti: Go
Dude, I will gladly help you to make this and further maps better. ^_^
By the way, I have some thoughts about Corpsman's drone. I know that it's a mistake of my buddy that he picked drone early. I say that healing beam is much useful. Also I am annoyed that any skill cast interrupt mediray's primary target. I don't know though, is this skill toggleable like SCV's repair or Medic's heal?
Also I wanna say that I dig the combo suystem on Corpsman. I mean Patch-Nanobots-Patch combobased on Patch's cooldown refreshing. =3