It's epic! I've reviewed your map (singleplayer version) and gave 5 stars. Dungeon Keeper was very fun and cool game.
Also, I will add some suggestions here:
1) some suggestions I've listed in my review. About lighting and other stuff
2) able to right-click to delete ! notifications on the info-bar
3) make 2 camera modes, one - current one, and other - a bit more vertical view from the top
4) or make 2 wall types: low walls and high walls (in Dungeon Keeper we had a small mod that makes walls a bit lower)
5) rename please Library to Evolution Chamber. Add some green lighting to it?
6) can you make feederlings smaller? Maybe 10-15%
7) add inventory show where you can see how many units you're holding in Keeper's Hand 8) move Tech button? it's hard to press it sometimes. I know that there are M hotkey, but still, can you move it a bit or make clickable a bit easier?
9) Add hotkeys for Keeper's Hand, Dig, Info and Sell ? Like Q, W, E, R ?
10) Add hotkeys fir different tabs? because you're not using lowest row, what about ZXCVB ? I mean to make a trap, you can click X, or to go to Tech menu, click B, etc
It's epic! I've reviewed your map (singleplayer version) and gave 5 stars. Dungeon Keeper was very fun and cool game.
Also, I will add some suggestions here:
1) some suggestions I've listed in my review. About lighting and other stuff
2) able to right-click to delete ! notifications on the info-bar
3) make 2 camera modes, one - current one, and other - a bit more vertical view from the top
4) or make 2 wall types: low walls and high walls (in Dungeon Keeper we had a small mod that makes walls a bit lower)
5) rename please Library to Evolution Chamber. Add some green lighting to it?
6) can you make feederlings smaller? Maybe 10-15%
7) add inventory show where you can see how many units you're holding in Keeper's Hand 8) move Tech button? it's hard to press it sometimes. I know that there are M hotkey, but still, can you move it a bit or make clickable a bit easier?
9) Add hotkeys for Keeper's Hand, Dig, Info and Sell ? Like Q, W, E, R ?
10) Add hotkeys fir different tabs? because you're not using lowest row, what about ZXCVB ? I mean to make a trap, you can click X, or to go to Tech menu, click B, etc
1) I'm not happy with the current lighting but before changing it I need to have the finals walls textures/models to see how it looks like
2) I tried but I think there is no right click detection on UI button elements :|
3-4) Try the home/end pageup/down to rotate and zoom camera
5) Yeah I was going to change rooms names to something more zergish, same for torture chamber => infestation chamber
6) If i make them smaller they would be harder to pick later when you can use them to feed your creatures, no?
7) Missing feature, I know... I would have loved to add it to the mouse but there is no way to attach dialogs to it :| 8) I don't know where to place it, any idea? :P
9-10) Another missing feature, I was going to use 1,2,3,4,5 for the different tabs (numbers are not used for control groups) and then the left part of US/UK keyboard for the grid
I tried but I think there is no right click detection on UI button elements :|
What about Ctrl-Click or Shift-Click? Or finally add small button "Erase All Notifications"
Quote:
3-4) Try the home/end pageup/down to rotate and zoom camera
Rotation works, but it's not really need. Zooming not works for me. I mean, 2 angles of camera. One like top view (somewhere between this and current camere), and another - current camera angle.
EDIT: it works, eh, missed it :)
Quote:
6) If i make them smaller they would be harder to pick later when you can use them to feed your creatures, no?
Hm, ok then. Stay with current ones.
Quote:
7) Missing feature, I know... I would have loved to add it to the mouse but there is no way to attach dialogs to it :|
What about small inventory, like on DOTA map (that is top rated and most popular, but do something smaller) or some TD maps, where at the left side you can see tiny window with some random 3D unit model and small squares with slots for wargerars.
Or add tiny text window, that displays what you grabbed
Quote:
I don't know where to place it, any idea? :P
Maybe move that tabs bar a bit more left? And make instead text Tech something, like icon (somewhere about evolution). So it will be clickable easily again.
Another question. Is it possible to remove those white walls from the map? I mean, do not show all walls on the minimap. So we will see only colored squares on a black background.
Same for ctrl and alt, I tried that too but they can't be detected on the ui click trigger. Beeing modifiers and not keys they can't even be detected by a different key press trigger :| Edit: oh wait, even as modifier they seem present as keys too, maybe I can use this :O
For the creatures pickup I was going to use a small bar with max 5 squares that shows your last 5 picked units, I can create it just on top of the minimap I think.
However after 2 months of making boring tutorials now I'm going to do something more funny than stupid UI, it will require again some time to be done.
Even with an icon I think that the area of the tech button is covered by something that blocks click on a part of it, one day I'll rework the whole UI removing useless frames and I hope it will become better
The white walls are a result of the 1.5 patch, it seems that all players have shared vision with neutral player... kinda odd I would say.
I'll try to fix it for the next patch
I mean remove those walls indication on minimap and instead fill controlled territories with dark color. Or make wall square icon on minimap smaller. So there will be small border instead big one.
What about map size. Can you try to make it 50% bigger rather than 100% bigger? Now it's a very small map
I'll try to make borders smaller but not soo small or lines will become dotted instead of solid.
I can't color the terrain because else you wouldn't see the unit positions on map, and btw I can't choose the color, it depends on the player ;)
When I'll start to do new maps and a map selection screen I will start to experiment new bigger maps, as you see the one present now for multiplayer is just basic, no undiggable terrain and random generated mineral patches.
I need to work on a map mirrorer first, so maps won't be unbalanced!
P.S.
thanks for the new logos and loading screens ;)
the formula is 500 vespene x amount of owned drones, making the tooltip dynamic would require some development time that I decided to spend elsewhere ;)
Please make enemy flower-bars (hp-bars) white again. They are black now :(
add more debris animation when destroying blocks to make it look closer to "drilling destruction" rather than "dissapearing" without an animation
add green lighting to eggs
add a bit blue lighting to minerals
add yellow lighting to feederlings
add brown/purple lighting to Hatchery zones
add orange to Workshop
what about Lava under main hive building?
or add orange-brown lighting around hive?
try to add something similar to lamps randomly at your zone? It's not nessecary, but can you try?
What about trying to hide all mineral blocks from black fog of war and from minimap and increasing sight radius of your controlled territories? So you will see only closest mineral fields that are around your controlled territores. Do it like it was in Dungeon Keeper. In DK2 we had black map with fog of war and mined all mineral fields that we saw nearby our territories
Here an idea to implement Keeper's Hand inventory window. Place somewhere around map (and/or make it unvisible) Nydus Worm. Make it unvisible on minimap and for player. And add small check, if you grabbed 1 or more unit, on the Ui you will see Nydus inventory. And add Tab hotkey to change inventory pages (here can be a lot of units, right? Not only 16 or 8 )
Another cheap solution to show inventory is to relocate these units to the unvisible territory and select every grabbed unit. So having 1 or more units will show us like we selected these units. This picture is just an example of what I mean. it was taken from random ingame screenshots from google.
I mean to make it look like units are selected, relocate these units to somewhere and select them like they're standart sc2-units. With that you can limit Keeper's Hand maximum selection to 24 units max.
As I said above, add more understandable information and small calculation on Drone spell. Or add somewhere indicator with number of Drones. Maybe instead Overlord supply at the right-top part of screen? I don't understand what that Ovie-supply displaying for now :)
Can you try to update Dig-tool a bit? I mean while left click is holding, it will highlight blocks where your cursor moves on. To better understand what I mean, hold left click in DK2 and move cursor over territory that you will dig. It will highlight with blue what you're selected already.
please change lighting of Zerg UI. It's very dark and contrast now. It's not that good for eyes really.
add small amount of bloom to the game, make it less sharp and a bit smoother. it's just for aesthetics, but I think it will make ingame graphic a bit better. Bloom like on Crossfire map or Aiur map.
As an aesthetics element you should try to use Char doodads. They will be great on dark map, because they're like lamps or something like this :)
I already fixed the flowers 1 hour ago ;)
You are right, lights are the easier way to make the game look prettier without using new models, in fact the guard room is the nicest one. I'll work on them as soon as possible after I fixed a bunch of bugs.
I tried a lot of possible exploration systems and it was the only decent one possible. The problem is to keep things explored without showing if the tile has been digged or not. In fact I tried to show dirt tiles all over the map but the game engine doesn't allow me to do so :(
I appreciate the idea for the units inventory system but I'm going to do something more complex (like dk2) when I have time
The supply shows you how many units you have and your cap, depending on the amount of owned nydus worms.
What lighting of zerg ui?
The game lighting will be changed but first I need new tiles textures.
Lights around the map with some sense require some triggering and I have a lot of things to do before ;)
Lights around the map with some sense require some triggering and I have a lot of things to do before
What about adding lighting around key buildings? Like egg, or mineral fields around hive, etc?
Quote:
The supply shows you how many units you have and your cap, depending on the amount of owned nydus worms
Ok, but you should add separate number for drones count
Quote:
What lighting of zerg ui?
Ingame UI changes with ingame lighting. It's VERY contrast now. You should try to change lighting from current one to something other. Here are screenshot examples of different lighting on other melee map, so you can see, that some lighting gives blur, and some - different color tones.
Here are 3 screenshots. First two are WITH bloom and Night lighting, 3rd one with standart lighting. WIth bloom or some blurr it's a lot nicer.
CHANGES
o Unit leaving hive messages have been improved with a better feedback
o Deleted alerts related to creatures will not be recreated after few seconds
o Changed alerts sound
o Added lightning to all rooms so they can be easily recognized
o Changed the lighting of the map
BUG FIX
o Fixed alerts not opening in multiplayer
o Creatures beds are properly removed from a lair when the owning creatures leaves the hive
o Pissed creatures will properly leave the hive even if they need food or sleep
o Fixed a bug that caused deselection of grid buttons while pressing an invalid hotkey for the current panel
o Fixed the heroes health flower color in single player mode
o Fixed trigger error related to leaving creatures
I actually don't need to randomize the whole map, there actually no use for it considering that, like normal melee maps, you need to create them with some brain to add a strategic depth.
With the current system I'm able to place big squares of a particular type of tile with some randomness. So I can for example place gold blocks in a 5x5 area with 50% of chance. All the randomness you see in blocks placing is caused by that.
Additionally I use a fixed random seed so everytime the map is generated the tiles are positioned on the same place.
It's epic! I've reviewed your map (singleplayer version) and gave 5 stars. Dungeon Keeper was very fun and cool game.
Also, I will add some suggestions here:
1) some suggestions I've listed in my review. About lighting and other stuff
2) able to right-click to delete ! notifications on the info-bar
3) make 2 camera modes, one - current one, and other - a bit more vertical view from the top
4) or make 2 wall types: low walls and high walls (in Dungeon Keeper we had a small mod that makes walls a bit lower)
5) rename please Library to Evolution Chamber. Add some green lighting to it?
6) can you make feederlings smaller? Maybe 10-15%
7) add inventory show where you can see how many units you're holding in Keeper's Hand
8) move Tech button? it's hard to press it sometimes. I know that there are M hotkey, but still, can you move it a bit or make clickable a bit easier?
9) Add hotkeys for Keeper's Hand, Dig, Info and Sell ? Like Q, W, E, R ?
10) Add hotkeys fir different tabs? because you're not using lowest row, what about ZXCVB ? I mean to make a trap, you can click X, or to go to Tech menu, click B, etc
@Existor371: Go
1) I'm not happy with the current lighting but before changing it I need to have the finals walls textures/models to see how it looks like
2) I tried but I think there is no right click detection on UI button elements :|
3-4) Try the home/end pageup/down to rotate and zoom camera
5) Yeah I was going to change rooms names to something more zergish, same for torture chamber => infestation chamber
6) If i make them smaller they would be harder to pick later when you can use them to feed your creatures, no?
7) Missing feature, I know... I would have loved to add it to the mouse but there is no way to attach dialogs to it :|
8) I don't know where to place it, any idea? :P
9-10) Another missing feature, I was going to use 1,2,3,4,5 for the different tabs (numbers are not used for control groups) and then the left part of US/UK keyboard for the grid
What about Ctrl-Click or Shift-Click? Or finally add small button "Erase All Notifications"
Rotation works, but it's not really need. Zooming not works for me. I mean, 2 angles of camera. One like top view (somewhere between this and current camere), and another - current camera angle.
EDIT: it works, eh, missed it :)
Hm, ok then. Stay with current ones.
What about small inventory, like on DOTA map (that is top rated and most popular, but do something smaller) or some TD maps, where at the left side you can see tiny window with some random 3D unit model and small squares with slots for wargerars.
Or add tiny text window, that displays what you grabbed
Maybe move that tabs bar a bit more left? And make instead text Tech something, like icon (somewhere about evolution). So it will be clickable easily again.
Another question. Is it possible to remove those white walls from the map? I mean, do not show all walls on the minimap. So we will see only colored squares on a black background.
@Existor371: Go
Same for ctrl and alt, I tried that too but they can't be detected on the ui click trigger. Beeing modifiers and not keys they can't even be detected by a different key press trigger :|
Edit: oh wait, even as modifier they seem present as keys too, maybe I can use this :O
For the creatures pickup I was going to use a small bar with max 5 squares that shows your last 5 picked units, I can create it just on top of the minimap I think.
However after 2 months of making boring tutorials now I'm going to do something more funny than stupid UI, it will require again some time to be done.
Even with an icon I think that the area of the tech button is covered by something that blocks click on a part of it, one day I'll rework the whole UI removing useless frames and I hope it will become better
The white walls are a result of the 1.5 patch, it seems that all players have shared vision with neutral player... kinda odd I would say.
I'll try to fix it for the next patch
Can you make map bigger? Like 50% or double size of current one?
And remove white walls from the minimap?
@Existor371: Go
Thw whit walls have been fixed ;)
Do you mean in the minimap UI or the map size? Because making the map bigger can cause a lot of performance issues :|
The game was designed for a 128x128 size but now I can only use a 64x64 :(
I mean remove those walls indication on minimap and instead fill controlled territories with dark color. Or make wall square icon on minimap smaller. So there will be small border instead big one.
What about map size. Can you try to make it 50% bigger rather than 100% bigger? Now it's a very small map
@Existor371: Go
I'll try to make borders smaller but not soo small or lines will become dotted instead of solid.
I can't color the terrain because else you wouldn't see the unit positions on map, and btw I can't choose the color, it depends on the player ;)
When I'll start to do new maps and a map selection screen I will start to experiment new bigger maps, as you see the one present now for multiplayer is just basic, no undiggable terrain and random generated mineral patches.
I need to work on a map mirrorer first, so maps won't be unbalanced!
P.S.
thanks for the new logos and loading screens ;)
Okay, also check your PM. I've sent you latest version of loading screen (with and without text)
And please change my nick from Existor371 to Existor. Thx you :3
P.S. fix the cost of Drone in description. It's higher than 500 vespene. Or write formula how it increases cost
@Existor371: Go
loading screen changed ;)
the formula is 500 vespene x amount of owned drones, making the tooltip dynamic would require some development time that I decided to spend elsewhere ;)
I mean to make it look like units are selected, relocate these units to somewhere and select them like they're standart sc2-units. With that you can limit Keeper's Hand maximum selection to 24 units max.
@Existor371: Go
I already fixed the flowers 1 hour ago ;)
You are right, lights are the easier way to make the game look prettier without using new models, in fact the guard room is the nicest one. I'll work on them as soon as possible after I fixed a bunch of bugs.
I tried a lot of possible exploration systems and it was the only decent one possible. The problem is to keep things explored without showing if the tile has been digged or not. In fact I tried to show dirt tiles all over the map but the game engine doesn't allow me to do so :(
I appreciate the idea for the units inventory system but I'm going to do something more complex (like dk2) when I have time
The supply shows you how many units you have and your cap, depending on the amount of owned nydus worms.
What lighting of zerg ui?
The game lighting will be changed but first I need new tiles textures.
Lights around the map with some sense require some triggering and I have a lot of things to do before ;)
Here are example of lighting. Photoshop skillz :3
What about adding lighting around key buildings? Like egg, or mineral fields around hive, etc?
Ok, but you should add separate number for drones count
Ingame UI changes with ingame lighting. It's VERY contrast now. You should try to change lighting from current one to something other. Here are screenshot examples of different lighting on other melee map, so you can see, that some lighting gives blur, and some - different color tones.
Here are 3 screenshots. First two are WITH bloom and Night lighting, 3rd one with standart lighting. WIth bloom or some blurr it's a lot nicer.
with bloom/blurr
without bloom and everything feels sharper
now I have to fight with this stupid data editor to attach lights :|
Check the new release on b.net ;)
CHANGES
o Unit leaving hive messages have been improved with a better feedback
o Deleted alerts related to creatures will not be recreated after few seconds
o Changed alerts sound
o Added lightning to all rooms so they can be easily recognized
o Changed the lighting of the map
BUG FIX
o Fixed alerts not opening in multiplayer
o Creatures beds are properly removed from a lair when the owning creatures leaves the hive
o Pissed creatures will properly leave the hive even if they need food or sleep
o Fixed a bug that caused deselection of grid buttons while pressing an invalid hotkey for the current panel
o Fixed the heroes health flower color in single player mode
o Fixed trigger error related to leaving creatures
Version 0.17 beta is out with some fixes to the lobby teams setup.
Check the changelog here:
http://www.sc2mapster.com/maps/hive-keeper/forum/news/41415-hive-keeper-v0-17-beta-released/?unread
Additionally I recorded a game i played today on the last version
That awkward moment when you decide to do a live commentary of your map... enjoy :D
This is a video I made for 0.18 release to show the new map terrain
Sorry, not been following this project for a while now. How is the map layout randomization coming along?
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
@DrSuperEvil: Go
I actually don't need to randomize the whole map, there actually no use for it considering that, like normal melee maps, you need to create them with some brain to add a strategic depth.
With the current system I'm able to place big squares of a particular type of tile with some randomness. So I can for example place gold blocks in a 5x5 area with 50% of chance. All the randomness you see in blocks placing is caused by that.
Additionally I use a fixed random seed so everytime the map is generated the tiles are positioned on the same place.
New version 0.22 out is out with a gameplay video too ;)