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    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)
    Quote from JayborinoPlays >>

    We had no idea how to forecast realistic participation.  I'd like to split the games into their own categories, but only if we have at least 3 participants per game, which seems like a lot for a community run contest.  We'll see how it goes.  There is no point making it more detailed for absolutely no reason, especially if there is low participation, but feel free to expand your thoughts for us.  I can't glean anything from "I'm disappointed" with no elaboration.

     

    The prizes and overall stakes are purposefully low here and it's more to give a basic excuse for folks to show off their mapmaking chops and have them showcased to a large audience.  The reason is to encourage someone to participate even if they don't necessarily intend to be the absolute best, plus it also makes it easier for us as administrators too.

     as I already mentioned to deltron via PM's, I think that there should be "honorable mentions" (rewards not necessary) for the best of a certain map type (perhaps something like "best holdout map", whatever).  Of course this only should be done if there's enough entries for such a thing, but I hope that this would encourage some cross platform competition.
    EDIT: THE CONTEST HAS STARTED
     
    Posted in: General Chat
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    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)
    Quote from OutsiderXE >>

    Might be they make up the categories if there are many entries. This is also the first contest of its kind, so I guess its also some sort of test-run.

     sure, but at least some mention that they'd consider categories would be good.  Right now we're at just complete silence except for 1st place and rules.
    Posted in: General Chat
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    posted a message on Cross-Game Single Player Map Contest (WC3/SC1/SC2)

    Apparently the contest has started running now.

     

    Am a little disappointed that it has no categories.

    Posted in: General Chat
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    posted a message on CO-OP Maps

    How often are these updated? This patch got a fix to Chain of Ascension (Vorazun being unable to skip hybrid with timestop anymore), is the map any different?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Nemesis (RPG Campaign)

    In reply to EivindL:

     so it's "elect a dictator" rather than a "check-and-balances" system?
    Posted in: Project Workplace
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    posted a message on [Campaign] Wrath of the Tal'darim

    The pause before jump feels weird and they don't feel 'lifelike" at all while in the air tbh

    Posted in: Project Workplace
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    More gameplay stuff:

    • Mission 1:
      • Zealots don't get a image update when they get a weapon upgrade
      • While zealots do get weapon ups, the weapon image doesn't change
      • Dragoons don't get upgrades
      • No units get shield/armor upgrades (except probes)
      • Dragoons still have barrier
      • The pylons u start with don't get shield upgrades
      • You should probably give the brutalisk detection so you can't snipe it with cloaked units
    • Mission 2:
      • All dark portals are unpowered (you've made it worse)
      • Suggestion: enemy attack wave minimap ping.  Zerg (especially mutalisks) move faster than you so you're taking dmg while retreating to ally fortifications
      • Mission is way more interesting when you solopush defenses then retreat back to allies for attack waves
      • Norah'fur's energy doesn't regen
    • Mission 3:
      • You can use the base structures before you reach the base
      • Super zealots will move randomly due to the trigger "place in front of army" or something
    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    My opinions on the missions:

     

    1. It's a mission.

    2. You're too reliant on waiting for your allies to attack with you.  Broodlords are a real pain to fight, especially earlygame.  Brutalisk is almost worthless at the point you find him and takes too long to kill.

    3. Too much time between attacks, especially lategame.  Despite the mission not ending if you lose your hero unit he's just too good to lose.  Running out of minerals just past the halfway mark.

     

    By "reliant on early game vespene", I mean that you have to get a refinery real early to get supply and units.

    Posted in: Map Feedback
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    posted a message on Twilight of the Exi'kas (testing, anyone?)

    This is for missions 1-2 I'll update once I hit 3.

    Text issues:

    • The opening line seems a bit weird:
      "before he and I die, Amon will fall at our feet." 
    • "kappa, can I you" 
    • You can have "find super zealot" and "start of mission" dialogue overlap (mission 3)

    Gameplay issues:

    • No way to decloak (or make it clear you can't decloak)
    • It says melee units have shadow charge, but nothing on the command bar for that (mission 1)
    • Building warpins look weird
    • can't select warping in cannon
    • Mission 1 doesn't update when you destroy a "position"
    • there's an unpowered "dark portal" in the right side of the base on mission 2
    • There's no setting up of forward bases in mission 2
    • Can't get to mission 3 by completing mission 2
    • Reconstruction will still be grey on super zealots after research (unless it's cooling down)
    • Some units don't get upgrades
    • You can place another nexus (on the higher ground) to get around the lose condition
    • you get 150 minerals on a super zealot destruction
    • You can reresearch the "marine" enable.

    I don't like the reliance you have on early game vespene

    Posted in: Map Feedback
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    posted a message on Is it a Good Idea: Invisible status systems in a RPG?

    The main problem with hiding numbers is that the % max hp you lose a second is based on five things:

    ((Enemy attack dmg) - (Your armor)) / (enemy attack speed) * (1-passive dmg reduct) / (your max hp)

     

    There's so many knobs and variables, determining what's the best tank (if you need one) for a given situation is just annoying.

     

    Furthermore, hiding the variables will just lead to pro's constantly having to recite to noobs which unit's the "best"

     

    Posted in: General Chat
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    posted a message on [Campaign] Wrath of the Tal'darim

    Woah, cool wrathwalker stun.

     

    Will we be getting m5 difficulty improvements now that WotT is back?

     

    A building for hero rezzing seems odd.

    Posted in: Project Workplace
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    posted a message on Nemesis (RPG Campaign)

    Cyrilos/Belior minority government only option.

    Posted in: Project Workplace
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    posted a message on Starcraft 2 custom campaign: Starcraft Monatch

    Why not release the first two missions for us to play?

    Posted in: General Chat
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    posted a message on Resource Curse (Campaign project)

    The gameplay feels unfinished.

     

    You compare the "unit stat system" to "card games like Magic, Faeria, and Hearthstone" on your campaign page.  However, those games have units with abilities (and different races have units with focuses on different types of abilities), so you're not just slapping down the biggest pile of stats you can get your hands on each turn, which is what Resource Curse feels like.

     

    The minimap is not well designed.  many of the doodads show up as white squares, making it hard to get useful information.

     

    Attacks not scaling up into lategame, combined with generally poor enemy defenses, means the gameplay stops being exciting once you beat an attack wave with little effort.

     

    Installation missions are tedious.  I played one and decided to time how long it takes me on average to defeat a squad.  It took 30 seconds, and there was well over 50 or so squads with little variation. 

    Posted in: Map Feedback
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    posted a message on [Campaign] "Episodes from Brood War II" logs

    Cool! The only thing I'd like to mention is that perhaps letting people know that you can skip through the briefing by clicking the briefing box, perhaps by instead of having a blank briefing box before "start transmission", perhaps make it say "after clicking start transmission, you can click the box to (skip? autofill? idk the word) the text"

     

    And wow, what a huge amount of work that's going in to just the architecture of the campaign itself.  I think many of us here should envy your planning skills.  If nothing else, you probably have an SC2 mapster first here :P

    Posted in: Project Workplace
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