Well, tournaments is something I can definitely help out with, already hosted 2 melee tournaments and really wouldn't mind hosting a Catalyst tournament (wanted to do one ages ago, but it seemed replays were disabled so I decided against it), I'll cast the games as well and can ask the guy on my youtube channels team to get all the stuff that's needed for tournaments on the IntoStarcraft website ready. Just shoot me a PM once you have a fixed version out :)
I'll attach a pic below of the last time i played (cityscape, during the bugged (and awesome) pop sys)
I hope this project wasnt abandoned...
p.s. the game the screenshot was taken in was a 2v3, not in my (TheWatcher) favour. The other teams third guy left halfway through cause i owned him too much.
Also, leaderboard is bugged. The killing spree objective shows the right amount of kills (30), while the leaderboard counted some strange additional kills (39 total)
- Overall, I'm quite sceptical in regard to the Mules. It feels to me like they are just too readily available. At the very least, I suggest cutting down their life span to equal the cooldown of their calldown so you can't have 2 at the same time. Personally, I'd go even further than that and say make them only last 10-20 seconds. - This one is pure personal preference, but I'd sort of prefer to have my main vehicle bound to F1 and the SCV to F2. I'd like to hear other people's opinions, though.
I'm sure I forgot at least one or two points that came to my mind when playing, but oh well. I'll play another round now.
The mule idea is ok i guess. I would like to see a 5v5 first though and see how it works out. Also, maybe gives mules just like 1 health...
Also, f1 and f2 are the preset in-game hero and worker hotkeys, i don't think they can be changed since i haven't seen anyone changing the warpgate hotkey up to now either...
couple of questions / opinions 1 why put limit on amount of items buildable 2 why empty base 3 when i played solo marauders 1 shot me 4 kerrigan idea isnt realy best cuz it will split popularity
1.) So that upgrading vehicles is more than just a health buff and so that there is some kind of limitation in the game
2.) What do you want in them? Items shops? Sorry, no items in this map last time i checked. There's just nothing to put in there. Altough it could maybe use some doodads or buildings just so that it doesnt feel so empty.
3.) Yea, troops are a bit too strong...
4.) Im pretty sure its still only 1bnet game mode and that kerrigan will be activateable only if team 2 is empty, so it wont be bad for popularity but actually the opposite. Last time i checked that was the whole idea behind it...
keep up the good work eiviyn! Hope to see this thing on top of the list soon so that i can actually play it with enough people =D
Place a shop at either every control point or just the center and corner ones. And at the bases as well of course. Purchasing items from your vehicle doesn't really make much sense, unless you give each item a build time so that its not exactly "buying" but "contstructing" items.
Defense and barracks sound really neat :) Cant wait to see those. And i also cant wait for a full 5v5 test to finally see how the map really is going to turn out!
Good luck with continuing and i really hope it rises up in popularity really fast :)
Yea, i know, i didnt say much. Its late, and i already talked with you a lot and the only new things to me are defense and barracks, which again sound absolutely awesome. I think that being able to build a bunch of marines/rauders/medics will be a valid strategy to taking control over certain locations and keeping a lot of pressure on because of the strength of creeps.
Also, make each infantry unit have a "specialty", you can basically use the melee game advantages to make it seem more "natural". Firebats are good vs Infantry (marines, medics, ghosts), marauders are good against armored infantry (so firebats and rauders) and players, while marines are shooting fast and larger in numbers, making them decent against all other infantry, but able to kill drones very fast. Dont know what to do for the ghost. let him nuke stuff? lol. Maybe take reapers instead of ghosts ;) Really fast fragile units that just eat marines, medics and other reapers alive.
Hold on, hold on! I haven't been following this map lately (we tried other maps too) but there is a new version of this map out or what? What's the progress in a nutshell? Also, since today's update, I'm unable to upgrade bought items any more... whenever I L-click them, it looks like the cursor "grabs" the item instead of upgrading it. Known error? Or is it just me? Thanks! Keep it up. This is my favorite gametype.
There was an update to the old versions? O.o
Also, if it grabs the item, it might be a lag issue. You can usually drag-and-drop items, so something might be delaying the info sent from your mouse to the bnet server, and it thinks you held the mouse for longer than you did. Try making a quick click and not moving the mouse for a second or two afterwards, if that wont work, double or triple click :/
Also, about the new version, its NOT out. Still in development. Its been tested for video recordings, but thats it. But i think it should be done pretty soon, saince Eiviyn seems to be pretty fast with such things.
I cant wait till you get a playable beta out and/or another test :) Everything up to now has been really awesome (except u cheating against me and having 10 minerals at the start... grrrrr... lol)
btw, maybe add a fighter ability like "bombardment", where the fighter flies over enemies and drops bombs on them (uncommandable till it's done dropping all bombs or the ability has been cancelled, and its forced to move in a straight line, so no stationary bombing on a single target and can be avoided if noticed.)
For the fighter, maybe add something kamikaze-style? Or at least all weapons (including drones and turrets) target a specific unit for 5-10 seconds and the fighter gets a speed bonus and is forced to move towards the target.
For the tank... Something that slows down time in a certain area?
Also, a funny ability idea that just popped into my head: targets a small radius, and each unit inside it gets a behavior that applies a force effect to all units withint 1-2 range. This would force creeps to spread out a lot and could help with running away, plus maybe create some confusion. Probably pretty pointless, lol.
Before i comment whether having too many AI controlled weapons, i'll first want to try it out myself
Heh, nice vid :) One question... are the projectiles team colored, or are they purposefully red? If they are teamcolored, i'd like to know how to do that... A certain hero in my map could use teamcolored spell actors :p
Anyway, cant wait for the ability and battle demo :)
and for the data tutorial... Catalyst puts so many different things together, i think making step by step tutorial for this would take forever xD
Altough i think i figured out how to do the drone thing... if its what i think it is, its very simple. And if thats it, then i even know how to get weapons to fire from the seperate area of the map but in the cattlebruisers range :)
I'm giving up the map, yes. Though I'm going to hold on to the Catalyst name and the gameplay style. I'm busy remaking the whole thing. The style is different, and the engine is much cleaner and allows for far more creativity on my part as well as the players. I'm taking everything I learnt, and removing all those bad corners I turned. I'll take my time, and be more careful and thoughtful than I have been in the past. This has been one hell of a learning experience, and I want to show you what I, and the editor, can do. I don't aim to disappoint!
I'm not ready to give up the reins yet. Maybe in the future, but for now I want to hold onto the name. It'll help me in the future when it comes to testing my new creation, I hope.
Your previous post sounded as if youre completely giving up on the whole damn thing. You shouldve said youre remaking it, which is why youre "pulling the plug", and not just completely giving up. Well, i hope you get done soon :) Also, im always up for testing. Give me 30 minute advance notice, and ill definitely be there.
Do us all a favour, and keep us up to date :) Post pictures of the terrain if you're making a new one, show-off certain new things with short videos, so that we all know whats expecting us :) And also to see how far you've come ;)
I would hardly call this a failure, I still play this map on a daily basis and loved the beta map. I'm looking forward to seeing your next work, in the mean time catalyst remains my favorite map.
What he said.
I dont even know what could possibly be a failure about this map. That theres so much you can add? thats not a failure, thats just more work to do. There is always stuff you can add and polish.
If there is something that is seriously bad, all you have to do is fix it. If you dont know how, ask. If its too much work, get someone to share it with.
This, under no circumstance, is a failure. Its pure win. If i had to pick the best map on Bnet, i'd go for catalyst since it's the only thing i really like to play. Everything else is mostly TDs or something like footies, nexus wars and income wars. My friend doesnt wanna play custom maps cause there its all the same crap except for catalyst. The only other map i find good is SotIS, but it uses so many actors my comp just lags me to death if there are too many spells used at the same time...