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 :)
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
<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>Gameplay</H3>
<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
In general, yes :) I have been working on effects lately, but not to some ridiculous big explosions, just to a fitting point in my opinion.
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 :)