I'm sorry for the lack of responce conerning a US release. As soon as I find a reliable and safe way to upload, I will.
Going to be uploading a new version tonight. It's mostly bug fixes but more importantly, huge computer player changes. These guys should really give you a run for your money now. Hopefully you won't have to play vs the AI for too long, but until then I plan to ensure the AI is fun.
3. host in the lobby can't do often a 1vs1 or 2 vs2 or moving people to their friends would be really necessary to get a game started right now it is alwys big rant because of evil host
I tried for hours to get this to work. I mean I've probably spent upwards of 3 hours trying to make this available. Right now you can just add computer players as a work-around, but the lobby is just...
As soon as I find a concrete solution to this, it'll be implemented within an hour.
there are some little bugs... 1. there is a droppod in the sky above the blue base which you are able to get big in your view at the right position 2. blue has abig advantage in the early game because blue can order their units to move to the top left corner outside of their base before the map reveals. red is not even able to get down both ramps.
Oh that's interesting. And yeah, I've noticed the dropship bug myself too. Still not sure what causes it exactly. I'll look into that though, thanks for the report.
I've uploaded a minor update tonight. It's mostly subtle balance changes and a few bug fixes.
The shield regen ability has been nerfed to be a static amount now. It should still be useful, but not over-the-top-amazing now. Balance and gameplay exploits are my top priority right now. I'd be interested in hearing if people still feel shields are too strong.
I've also added an ability to teleport back to your base. It's called Recall, it's on every vehicle and it's hotkey is V.
I have 1 single suggestion. Would love to see a progress bar for the capturing of the bases.
Yus, 'tis one of the things I need to get around to doing.
As for balance, yah. I'm thinking of reducing missile launcher range to 10 for drones and vehicles. I'm not happy with how little of an upgrade buying a new vehicle chassis is.
I'll be nerfing the shield repair ability and buffing the armour repair one. They will both restore static amounts but have their cooldown reduced to 2 seconds each. They'll still cost the same amount of energy. The goal is that getting a vehicle out of energy should cripple all repairing bar passive shield regen.
I'm thinking of adding a new item class. It'd be called "Deployable equipment" and would encompass things such as mines, turrets and repair towers.
I'm also looking at a way to get back to your base quickly. I could just add an ability like in sotis that teleports you home, but there's literally no space on the unit command card for such a thing.
I really liked this map compared to traditionnal DotA type maps (yeah it looks like that, arena, one hero, equipements, allied AI-controlled waves... ;)).
But unfortunately, with massive shield regeneration you can be unkillable :( Items are actually really unbalanced.
And yes, on the south side (blue), when you change your unit, it's appearing on the south of the building, and big ones are stucked. Another player have to buy a Blink if you didn't had it in the first place to unstuck yourself.
The shield regeneration is a bit of an issue. I think a solution would be to make the shield repair ability repair a static amount rather than a % of max shields. I'll look into it.
The changing unit bug *should* be fixed. I altered the pathing around the factory to compensate. If it's still not fixed, I'll see about adding a more direct solution. Thanks for the report!
+ Minor balance, performance and gameplay changes.
+ Added AI support. Add computer players to the lobby to create AI players. Hopefully should help substitute players for the time being!
The AI is far from perfect and is rather predictable. However, in my opinion, it's better than nothing. It's an area I would like to expand upon a lot in the future, though this would come after I've added all the hundreds of ideas for weapons, abilities and items have been implemented.
Oh yeah. There are a lot of things I want to add. It's what I love about this style of map, there's literally hundreds of different kinds of items that are available. On the topic of mine laying, it's definitely something I want. Alongside deployable turrets (1 turret per turret item, 3 mines per mine item etc).
The power node system is... half in. Right now the AI will work on all 5 nodes though there's no hard barrier stopping you getting into the base before you control the closer outposts. I probably would add this, but right now I'm swamped with trying to make everything run properly.
I did up the base defence recently. Though, the games are only supposed to last around 20 real-time minutes. The goal for me is that by level 3 weaponry comes around, you should be able to end the game. The base defences are only designed to handle level 2 items. If they aren't even doing that properly, that's something I'd like to know.
Anyway; the AI system is pretty much done. I'll update in a few minutes.
It could be because of the amount of new models the game has to load after that timer expires. That shouldn't be too difficult to fix, in fact I'll do it when I hotfix this AI in which should be in an hour or so.
Either that's some awful windows update timing or one very major bug. Has this happened to anyone else?
Can you replicate it yourself?
P.s. the computer player system is *almost* working. I'll probably hotfix this one in as soon as it's ready, so that playing alone isn't so dull! There's a few gameplay balance changes too.
+ 4 new weapon types.
+ 2 new drone types.
+ Lots of gameplay and bug fix changes.
- The repair beam graphic is rather... eccentric at times. The weapon works perfectly however.
I released this earlier than I expected in order to address various bugs people were reporting, and gameplay issues that I quite strongly agree with.
Again, thank you for all the feedback!
This will be my project for the entirety of SC2. More map layouts will be coming, along with a lot more features. I really appreciate people testing and giving feedback for this!
Uploading a fixed video too. Being stuck on processing for a week now, raises some alarm bells.
I'm sorry for the lack of responce conerning a US release. As soon as I find a reliable and safe way to upload, I will.
Going to be uploading a new version tonight. It's mostly bug fixes but more importantly, huge computer player changes. These guys should really give you a run for your money now. Hopefully you won't have to play vs the AI for too long, but until then I plan to ensure the AI is fun.
I tried for hours to get this to work. I mean I've probably spent upwards of 3 hours trying to make this available. Right now you can just add computer players as a work-around, but the lobby is just...
As soon as I find a concrete solution to this, it'll be implemented within an hour.
Oh that's interesting. And yeah, I've noticed the dropship bug myself too. Still not sure what causes it exactly. I'll look into that though, thanks for the report.
I've uploaded a minor update tonight. It's mostly subtle balance changes and a few bug fixes.
The shield regen ability has been nerfed to be a static amount now. It should still be useful, but not over-the-top-amazing now. Balance and gameplay exploits are my top priority right now. I'd be interested in hearing if people still feel shields are too strong.
I've also added an ability to teleport back to your base. It's called Recall, it's on every vehicle and it's hotkey is V.
Again, thank you for all the feedback!
Yus, 'tis one of the things I need to get around to doing.
As for balance, yah. I'm thinking of reducing missile launcher range to 10 for drones and vehicles. I'm not happy with how little of an upgrade buying a new vehicle chassis is.
I'll be nerfing the shield repair ability and buffing the armour repair one. They will both restore static amounts but have their cooldown reduced to 2 seconds each. They'll still cost the same amount of energy. The goal is that getting a vehicle out of energy should cripple all repairing bar passive shield regen.
I'm thinking of adding a new item class. It'd be called "Deployable equipment" and would encompass things such as mines, turrets and repair towers.
I'm also looking at a way to get back to your base quickly. I could just add an ability like in sotis that teleports you home, but there's literally no space on the unit command card for such a thing.
@JuggerD: Go
I'm secretly hoping that this custom map patch coming in a few days (or was it tomorrow?) will let us cross publish.
Thank you!
Hotfixed a bug with the AI. Apart from that, it seems to work quite well!
The AI doesn't use level 4 items yet though. I'll get around to that when I get back home.
The shield regeneration is a bit of an issue. I think a solution would be to make the shield repair ability repair a static amount rather than a % of max shields. I'll look into it.
The changing unit bug *should* be fixed. I altered the pathing around the factory to compensate. If it's still not fixed, I'll see about adding a more direct solution. Thanks for the report!
Version 1.11 (minor update)
+ Minor balance, performance and gameplay changes.
+ Added AI support. Add computer players to the lobby to create AI players. Hopefully should help substitute players for the time being!
The AI is far from perfect and is rather predictable. However, in my opinion, it's better than nothing. It's an area I would like to expand upon a lot in the future, though this would come after I've added all the hundreds of ideas for weapons, abilities and items have been implemented.
How to play
Oh yeah. There are a lot of things I want to add. It's what I love about this style of map, there's literally hundreds of different kinds of items that are available. On the topic of mine laying, it's definitely something I want. Alongside deployable turrets (1 turret per turret item, 3 mines per mine item etc).
The power node system is... half in. Right now the AI will work on all 5 nodes though there's no hard barrier stopping you getting into the base before you control the closer outposts. I probably would add this, but right now I'm swamped with trying to make everything run properly.
I did up the base defence recently. Though, the games are only supposed to last around 20 real-time minutes. The goal for me is that by level 3 weaponry comes around, you should be able to end the game. The base defences are only designed to handle level 2 items. If they aren't even doing that properly, that's something I'd like to know.
Anyway; the AI system is pretty much done. I'll update in a few minutes.
Oooh I disable that on every release. Plus, even if I forgot, it only works if there's 1 player in the game!
@deleted_4551290: Go
It could be because of the amount of new models the game has to load after that timer expires. That shouldn't be too difficult to fix, in fact I'll do it when I hotfix this AI in which should be in an hour or so.
Either that's some awful windows update timing or one very major bug. Has this happened to anyone else?
Can you replicate it yourself?
P.s. the computer player system is *almost* working. I'll probably hotfix this one in as soon as it's ready, so that playing alone isn't so dull! There's a few gameplay balance changes too.
How to play (13/09/10)
+ Hit "Show more" - Catalyst is on page 4
or
+ Tick "Show new only" - Catalyst is on page 2
Still EU only right now. Sorry, it's not my fault :((
1.1 is up.
+ 4 new weapon types.
+ 2 new drone types.
+ Lots of gameplay and bug fix changes.
- The repair beam graphic is rather... eccentric at times. The weapon works perfectly however.
I released this earlier than I expected in order to address various bugs people were reporting, and gameplay issues that I quite strongly agree with.
Again, thank you for all the feedback!
This will be my project for the entirety of SC2. More map layouts will be coming, along with a lot more features. I really appreciate people testing and giving feedback for this!
Uploading a fixed video too. Being stuck on processing for a week now, raises some alarm bells.