When I search Hero Line wars on NA server the latest version I see is v0.2 I wonder If I am doing something wrong or the name is not changing. Hmm..
The name should be HeroLineWars with no spaces, published by nevjmac. Also Bnet creates version numbers automatically, which might be different to my own declared version number (EU is at v0.27 or something, because of private test releases I did before releasing it public; v0.2 for NA could be correct, this would mean, that nevjmac has updated the version once since release). Just check the version number in the loading screen or ingame (there should be a change log in the help menu)
Are you sure, its the wrong version? Unfortunately I have no way of checking this myself.
Heh sorry was working off 2 hours sleep and posted the wrong name. add me in NA as Slayur. I have still been playing a crap load of WC3 cause thats the only place i can find RoC games. You make some amazing maps! Thanks for all the hard work.
Thanks, but we will still need your charakter number to add you :)
I've noticed that massing the top row units (in tier 2 3) will be more efficient than buying the expensive units once you are at a high income (60% to buying the next tier so to speak) because it simply overwhelms the opponents.
Depends on the enemy heroes, the top row units are weaker and easily killed by strong AoE attacks. Also massing them provides more experience and bounty for your enemies.
I played 2v3 with my brother against his friends today and we won because we knew the map better, but also because we could eventually just mass so much and there was nothing to be done about it. This might lead to another thing, you can currently upgrade your items to very limited levels. After a while it becomes impossible to keep up no matter how you play, perhaps intended to make sure games dont last too long. But if you could choose a game mode at the start for long game or short game where short would keep the current items and long would add more upgrades it could work.
At map night, we were able to withstand almost everything, which was thrown at us one game. We eventually won, because we saved up several rounds for one huge badass push. It is hard to fight the stronger mobs, it requires good teamwork, spell usage and items, which is sort of the direction I wanted it to be.
You are right, of course, the items are quite limited and it might be a little too hard in the end.
One of the things warcraft 3 had was having the whole lane revealed, while I see you intend it to be the way it is now, perhaps you could at least reveal the area with the shop/right side so you can look at some items without running all the way back.
This should be the case already, if it did not work that way, please send me a replay, it could be a bug.
Also managed to win a 1v2 with only 9 lives left on my side.. epic battle and hard. I really love how you made a map similar to the old HLW, one of my favourite wc3 maps.
Btw back in WC3, winning 1v5 or 2v5 was usually very easy, much easier than playing against a skilled team of equal size.
Have a "map initializing cutscene" thing (I remember some old TKoK on WC3 having something like it) before picking hero, where it loads all the creeps and heroes. An overall bar and one for that particular section of what it's loading would be really cool! Plus, it'd let you know just how much longer you're supposed to wait. And you could have less on the loading screen and more on the initialization part.
I played around for a little while. There are different methods of preloading units (like just placing them on the map, or use a specific preload function or apparently you can even use a preload xml table), however, the difference between them is marginal: 53 sec loading time for using the preload function vs 55 sec for just creating and killing any unit.
I just used a stopwatch, so this could very well be measuring inaccuray.
I made some comparisons.
All preloaded during loading screen: 53 seconds
All preloaded within an initalization cinematic without any delay: 18 sec loading time + one huge 35 sec badass lag = 53 sec ;). No progress bar or anything.
All preloaded in cinematic with a small delay between each preload, a little more smooth and you can show progress: 18 sec loading + 38 sec constant lags = 56 sec.
Since the cinematic really does not provide any advantage (it would be just a 2nd loading screen) and might be the cause for players dropping, I would tend to just increase the loading screen time. The reduced lag improves the ingame performance noticeable.
And, couldn't you also let people look at hero descriptions without loading the actual heroes, and when it was loaded it'd have the actual heroes show up too?
Not sure, if I understand this correctly, but you can look at the descriptions without loading the actual hero unit. Currently, a hero will be loaded, when it is first picked.
Edit: I think my problem with the "roach fins" is that they're a bit too big. They just seem too large for the limb holding them.
I got much positive feedback on this one, so i will most likely keep it that way. But hey, you don't have to use it, do you? ;)
I think you should do something like at start preload everything and do something like waiting for things to initialize and after everything has loaded let everyone pick heroes etc.. so you only got a little bit of starting lag and not during gameplay or long loading times
Not sure about that, I used to do this back in wc3, and it resullted in a HUGE lagfest in the beginning, with a high propability of players disconnecting. Also, its basically no difference to a higher loading time. Either the map loads 15 seconds and is unplayable for 45 seconds or the map loads 1 minute :)