Good to hear form ya again on this thread :) , was beginning to wonder of you were still working on this project. id go on a rant of how maps like these are undeserving killed by the pop system but i"m sure about 90% of people just cringed at the mention of the P term lol.
Fyi it was not until 30 mins ago when i watched the corruption commentary youtube video that i learned that the abilities were not automatically upgraded on the UI button frame. If i was the average player i would have probably gone 8 more games before i discovered that, so just make it more obvious that you have to manually drag the upgraded ability down to the ability bar. and that is probably the reason why i had such a hard time during the battle, i plan next weekend to tell you how the battle goes with the upgraded abilities that i did not know that i was not using.
Good news i'm back, and better news iv'e got hell load of feedback :) . I was playing as the mage alone in single player and i maxed out in the end. fyi FB means Feedback.
PATCH NOTES FB-So, id have to say, all your patch notes were valid for NA except the objectives...After carefully scanning my screen i could not find any objectives nor could i find them along the way throughout the game, also i was not sure if the buttons were lighting up, they were more graying out, if that's what you meant for them then gj but it was hardly noticeable. Also on the map it would be cool if my name was hovering over my little arrow because it can be hard to find myself on that map at times. Overall it just seems like some of the features of the updates/builds have not successfully reached NA.going down the patch notes a page back, I assumed the psiconic saw worked never tested it, not sure what you mean by the spawn until event ends, of course like i said the objectives aren't working, and there was of course some more terrain and the bag when full one seemed to work. though i did not double check this one :( . going on the patch notes above the re-spawn as warrior seemed to successfully be fixed. couldn't really test the item drops part and i'm personally confused as to what you mean by "new stat types for heroes".
BOSS FB- Playing as the mage character the bosses kept on loosing aggro after their abilities and stopped chasing me and looked quite unpolished. Also on the roach boss when you pull him away from the spot he is positioned in then the adds become completely useless, possibly spawn the adds in a circle around him? (they would unburrow of course to give polished look) Also the boss in the loyte area could not attack me because the teeth/ spike things in the floor was blocking the path from me to him so he could not reach me. and give dem archons their zappy zap thing! lol. And obviously the three mages are a work in progress seeing as i could pull one at a time and the area looked unfinished. of course as you know, the boss fights could be a little bit more interesting.
NEW LOYTE INSTANCE (i think) FB- good news! your loytes don't explode as a panther model anymore! bad news! they don't do any damage...walking through the place i had purposefully made like 6 attacking me and i was loosing no health, also work on that boss down there, obviously i assume that area is a work in progress.
GENERAL BUGS FB- The rocks still need some more pathing just right of the first town/village/camp place and some of the rocks just below the roach place need some pathing as well. when you are walking down to the battle and you are attacked along the way with that zealot some of the zerglings do not attack and just sit there in a line. When you click on the temple WP the UI for it wont go away when you walk away from it, only goes away until used. At the river camp after the ultralisk boss i am able to blink across the destructible rocks, simply put more destructible rocks there and the problem should be solved (btw what was with that place?). also if i clicked fast enough on an ability I could double cast it (managed to triple cast the frost nova spell) i'm not sure how you could fix this but look into this. Also please give a model to the item dropped, it would look so much more polished, i would also tint the item dropped the color of the item level/ color.
LAST BATTLE FB- HOLY HELL THAT WAS HARD lol good thing i like to play challenging maps. my mage was at an item level of 990 and i still could not get past the third pylon. i was kicking some massive ass but i still lost in the end, i eventually got pushed back and after 20 mins the enemy had made their way into the temple and killed any friendly adds that came along. Possibly some heavy defenses at the temple so the player had a fallback, or if you did not want defenses you should make a restart option for the place, could be helpful on other quests. So i had completed this part by slipping past the waves and just took down the pylons ignoring any spawns that came out (i was max level anyway so i was not gaining any exp from the 500 spawns i killed). Also i was wondering if the friendly high Templar was supposed to run out of the temple and start attacking because he had done so after the second pylon was killed just bout every time. So some work could be done on the battle, i love the idea though and it was fun but i just ended up loosing every time i tried to fight with the comp forces. And add another "this is the end of the beta!" text before the 3 Templar boss fight.
(yay first post with colors!)Overall I'm loving the map tho max level 9 made the battle really hard, with so much potential exp on that part id recommend to make completely different units (same stats and looks) just with less exp gain, also id raise the lvl cap to 10 or 11 for now with more terrain and get dem objectives working! Well once again gl on your map.
K thanks, just post when you got another patch up and running and im sure plenty of people will be happy to find all the little bugs here n yonder.
Edit: For that Auto Targeting system I had suggested, here is a prodotype that i made just 4 u or anyone elce that might want it. It has explanations for each trigger with comments to explain what the trigger does, give it a try and see if you like I have a zealot set up to take on some variety of units so you can tell when it switches form unit to unit. Only thing i noticed was that when i wanted to run it could be hard to because it selects the unit i'm attacking every time i attack, that is the only thing id change is to make it more run away friendly but i could not come up with a way to do that. So take it, criticize it, modify it, see if you can use it.Force linebreak
Edit:Playing the map over again i just noticed you had your hero constantly selected so u could constantly cast spells...so take a look at it but now that i think of it it may be useless 2 u lol...anyway once you take a look at it you will know what i meant by auto targeting. Oh and in Corruption the zerglings that are burrowed can be tab selected and killed b 4 they unburrow.
Back again, played as the warrior and i got 33330/38213 exp at level 8 and item level 589 single player
So as the warrior as i expected the clicky clicky system was allot more friendly with him especially with his splash damage spells, honestly with the mage i was really timid and running from everything while firing and i still died allot. but with the warrior i just blew through everything and died only 2 times when i got overconfident so it was allot easier with the warrior. Just a few more things i noticed.
When an item is auto equipped, announce the equipping of the item. Also when my inventory was full the purple item that i looted was destroyed and i was like GHAHHHHH!!!!!!, may b drop the item on the ground or something? oh and list the hotkeys somewhere in the beginning text areas (id keep those makes the map have a unique feel) because it took me awhile to find them all (the hotkeys)
There was also a pathing problem down to the right of the town that the Chrystal is first taken to, the rocks to the bottom right of the town are walkable.Also when buttons 1-6 are used, just for visuals possibly make it look like the corresponding button on the screen is being pressed. like when 1 is pressed make the button light up to show that yes this is the ability being used/ clicked. Also the warrior jump, when you cannot jump to a certain location the cooldown still goes through, just something that you could fix later not sure what method you are using to validate the jump. 1 last thing i would put a small cooldown such as 1 second on the psiconic saw so you cannot burn through all your mana in 2 seconds and have 2 bijillion damage swirling around you, its awesome! but... cheap.. lol.
Well that is all for now i will see if i can give any more feedback at all, i just feel like the hangbringer of bad news lol tho i will admit that the second time through it was much easier an i wasn't lost every second but first impressions are important if you want top spot, gl on ur map once again.
I just finished Playing the map. played it solo with a total of 30450/38213 with the mage fella
Like Mentioned earlier the targeting system was kind of difficult to handle at first because there was no auto target on the last unit that attacked you. After awhile i got used to spamming tab but it was still difficult most times to do combat, and seeing as this game is 90% combat you want smooth and easy to control combat, tho overall it really is a great game the terrain and game play was awesome, it just needs some tweaking. Also something that would help soo much would be to put a small 1-2-3-4-5-6 on the spell bar in the corner of the boxes, it just would make combat a little easier. And it would be nice to know what level i was as well lol, a little number above the hero bar to indicate the current level. Also make it alot more obvious that you just leveled, make some sort of effect go around your hero.
i did like the beginning with the text telling you what to do and how 2 do it but i would personally put in a general help button and the text can guide you to that.
Also it would be EXCELLENT if a wsad or some kind of keyboard movement was put in2 it. now i know it would be getting world of warcrafty but it is hard in the heat of battle to not run in2 your enemies instead of selecting them, this had been my doom about 1/4 of the times i died. I would personally put in an option to turn on and off the wsad movement or turn on a diabilo type movement were you hold the mouse down instead of constantly clicking over and over and over and over again. oh and with the items whenever i dropped an item it gave me the weird unidentified sphere thing instead of whatever you meant the model to be. It would also be nice if somehow you could see the item before you picked it up.
Going to the archon fight they seemed to be missing the actor that made the volt of lightning come out of their hands so they just looked like they were pushing their hands at me, and i loved the blades that flew around the big boss but they were quite easy to dodge, possibly close the player in the room?
The story seemed to be interesting but i felt as if there were no objectives, no quests, no merchants (sorry if you said earlier that you would add) so i just felt lost the entire way to the end. It would be awesome if names of enemies selected were in the top left above their portrait as well. at least put in some quests like, Save this dude! or Defend this place, or Kill this bad guy! and town interactions with units was close to none so that is were i would put the quests. There is a model that is a question mark in the shapes so you could use that to put above a unit. One last thing that i just discovered, in the re select thing put a big obvious exit option encase the person changes their mind about re selecting, and the choose portrait is the same for everyone but the warrior.
Overall this is a great start to something epic, i'm certain that this will become an excellent map but for now it needs tweaking.
Good to hear form ya again on this thread :) , was beginning to wonder of you were still working on this project. id go on a rant of how maps like these are undeserving killed by the pop system but i"m sure about 90% of people just cringed at the mention of the P term lol.
Fyi it was not until 30 mins ago when i watched the corruption commentary youtube video that i learned that the abilities were not automatically upgraded on the UI button frame. If i was the average player i would have probably gone 8 more games before i discovered that, so just make it more obvious that you have to manually drag the upgraded ability down to the ability bar. and that is probably the reason why i had such a hard time during the battle, i plan next weekend to tell you how the battle goes with the upgraded abilities that i did not know that i was not using.
Good news i'm back, and better news iv'e got hell load of feedback :) . I was playing as the mage alone in single player and i maxed out in the end. fyi FB means Feedback.
(yay first post with colors!)Overall I'm loving the map tho max level 9 made the battle really hard, with so much potential exp on that part id recommend to make completely different units (same stats and looks) just with less exp gain, also id raise the lvl cap to 10 or 11 for now with more terrain and get dem objectives working! Well once again gl on your map.
K thanks, just post when you got another patch up and running and im sure plenty of people will be happy to find all the little bugs here n yonder.
Edit: For that Auto Targeting system I had suggested, here is a prodotype that i made just 4 u or anyone elce that might want it. It has explanations for each trigger with comments to explain what the trigger does, give it a try and see if you like I have a zealot set up to take on some variety of units so you can tell when it switches form unit to unit. Only thing i noticed was that when i wanted to run it could be hard to because it selects the unit i'm attacking every time i attack, that is the only thing id change is to make it more run away friendly but i could not come up with a way to do that. So take it, criticize it, modify it, see if you can use it.Force
linebreak
Edit:Playing the map over again i just noticed you had your hero constantly selected so u could constantly cast spells...so take a look at it but now that i think of it it may be useless 2 u lol...anyway once you take a look at it you will know what i meant by auto targeting. Oh and in Corruption the zerglings that are burrowed can be tab selected and killed b 4 they unburrow.
Back again, played as the warrior and i got 33330/38213 exp at level 8 and item level 589 single player So as the warrior as i expected the clicky clicky system was allot more friendly with him especially with his splash damage spells, honestly with the mage i was really timid and running from everything while firing and i still died allot. but with the warrior i just blew through everything and died only 2 times when i got overconfident so it was allot easier with the warrior. Just a few more things i noticed.
When an item is auto equipped, announce the equipping of the item. Also when my inventory was full the purple item that i looted was destroyed and i was like GHAHHHHH!!!!!!, may b drop the item on the ground or something? oh and list the hotkeys somewhere in the beginning text areas (id keep those makes the map have a unique feel) because it took me awhile to find them all (the hotkeys)
There was also a pathing problem down to the right of the town that the Chrystal is first taken to, the rocks to the bottom right of the town are walkable.Also when buttons 1-6 are used, just for visuals possibly make it look like the corresponding button on the screen is being pressed. like when 1 is pressed make the button light up to show that yes this is the ability being used/ clicked. Also the warrior jump, when you cannot jump to a certain location the cooldown still goes through, just something that you could fix later not sure what method you are using to validate the jump. 1 last thing i would put a small cooldown such as 1 second on the psiconic saw so you cannot burn through all your mana in 2 seconds and have 2 bijillion damage swirling around you, its awesome! but... cheap.. lol.
Well that is all for now i will see if i can give any more feedback at all, i just feel like the hangbringer of bad news lol tho i will admit that the second time through it was much easier an i wasn't lost every second but first impressions are important if you want top spot, gl on ur map once again.
np we just want to see a fully functional RPG come to starcraft 2 at last =)
I just finished Playing the map. played it solo with a total of 30450/38213 with the mage fella
Like Mentioned earlier the targeting system was kind of difficult to handle at first because there was no auto target on the last unit that attacked you. After awhile i got used to spamming tab but it was still difficult most times to do combat, and seeing as this game is 90% combat you want smooth and easy to control combat, tho overall it really is a great game the terrain and game play was awesome, it just needs some tweaking. Also something that would help soo much would be to put a small 1-2-3-4-5-6 on the spell bar in the corner of the boxes, it just would make combat a little easier. And it would be nice to know what level i was as well lol, a little number above the hero bar to indicate the current level. Also make it alot more obvious that you just leveled, make some sort of effect go around your hero.
i did like the beginning with the text telling you what to do and how 2 do it but i would personally put in a general help button and the text can guide you to that.
Also it would be EXCELLENT if a wsad or some kind of keyboard movement was put in2 it. now i know it would be getting world of warcrafty but it is hard in the heat of battle to not run in2 your enemies instead of selecting them, this had been my doom about 1/4 of the times i died. I would personally put in an option to turn on and off the wsad movement or turn on a diabilo type movement were you hold the mouse down instead of constantly clicking over and over and over and over again. oh and with the items whenever i dropped an item it gave me the weird unidentified sphere thing instead of whatever you meant the model to be. It would also be nice if somehow you could see the item before you picked it up.
Going to the archon fight they seemed to be missing the actor that made the volt of lightning come out of their hands so they just looked like they were pushing their hands at me, and i loved the blades that flew around the big boss but they were quite easy to dodge, possibly close the player in the room?
The story seemed to be interesting but i felt as if there were no objectives, no quests, no merchants (sorry if you said earlier that you would add) so i just felt lost the entire way to the end. It would be awesome if names of enemies selected were in the top left above their portrait as well. at least put in some quests like, Save this dude! or Defend this place, or Kill this bad guy! and town interactions with units was close to none so that is were i would put the quests. There is a model that is a question mark in the shapes so you could use that to put above a unit. One last thing that i just discovered, in the re select thing put a big obvious exit option encase the person changes their mind about re selecting, and the choose portrait is the same for everyone but the warrior.
Overall this is a great start to something epic, i'm certain that this will become an excellent map but for now it needs tweaking.