Yea, none of the mods here have the power to change much, and I doubt curse is going to put any effort into this site :(
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Jul 28, 2014Posted in: Terrain
Yes it is.
Updated the main post, but here's what's been added:
Week 3 (July 28-4 August): "The Halls". As some of you might have guessed at this point, the last theme for this WTE project is relatively straightforward: grab a new map and terrain the indoor section of one of the complexes made last week. If someone made that Terran research centre, make us your rendition of what it looks like inside. The same for that Zerg Hive (slimy corridors!) and the Protoss Temple. Try to keep the outside's geometry in mind so that you have sort of a set lay-out. Curious to see how well this plays out!
Jul 22, 2014Posted in: Terrain
Pretty sure you can use your own, dunno tho. Still, upload so that others can use em! Would be interesting to see two people do different things with the same map
Jul 21, 2014Posted in: Terrain
Did he call me a spoonman?
He called me a spoonman...
Anyway, I see no one actually uploaded a proper map file :( Guys pls. Upload the maps! They're important for Part 2!
I've put part two into the original post, but here it is again:
Week 2 (July 21-28): "Complex-ity". This week's theme builds upon the theme of the previous week. If everything is gone right, by now everyone should have submitted various planet-theme terrains in all shapes and colours. The challenge this week is relatively simple: pick any of the planet-terrains that have been previously sent in, and terrain what you would think a Terran, Zerg or Protoss 'complex' build on said terrain would look like. Whether you build a huge Terran research centre, create an awesome custom made Zerg Hive with tendrils or create a huge stone Protoss temple is up to you, as long as it displays the outside area of some kind of amazing building owned by any of the three races.
And remember, upload the map file when you're done so it can be used for part 3!
Apr 21, 2014Posted in: General Chat
Quote from JacktheArcher: Go
Unfortunately that'd be up to curse. And they're yet to update the site in any truly beneficial way. So yea... We'll probably just have to deal with it.
This pretty much sums it up...
I delete em whenever I notice em, but I don't check mapster 24/7 as I used to...
Mar 15, 2014Posted in: Off-Topic
...fixed the title cuz it was annoying me...
Started playing again about a few hours before Moz did (Same group of friends), I'm having a hard time getting my characters above 100k Damage, my monk's on 89k after quite a few hours, my wizard gets to about 130k if I stack all kinds of damage passive/skills (which I don't really think is better than using other skills/passives that boost my entire groups damage), while everyone else (except for Moz's barbarian) just jumped straight past my damage and is finding upgrades at the same rate I am, so I'm not really catching up :/ But I'm having fun playing this again. Will probably buy the expansion, still waiting on the group decision, cuz I don't like playing games alone in general.
The crusader looks pretty cool, will definitely be trying him when he's out :)
Feb 17, 2014Posted in: Project Workplace
Quote from fishy77: Go
I know I don't really have a say in this matter, but I like participating. While people do have very open minds and are willing to learn how to play, I have found within my own maps, that you really have to spoon feed your players the information, or many will just say, "What do I do? This makes no sense!", and then leave.
I made a map where you defended a base with heroes, and there were 8 lanes. You could toggle units spawning in lanes by attacking beacons (Green meant no units, red meant they spawned). On the loading screen, it said "Attack beacons/green circles to start spawning units", ingame messages stated that you had to attack the beacons to start the game, and I put up text tags above the beacons saying "Enemies are (not) spawning, attack to start/stop spawning enemies"
People did not know what to do.
Similar thing happened with runecraft, where we had to force a slow tutorial on people with lots of red text and blinking buttons just for people to understand "This is a worker, you want to build this, then select it, then select what units you want to spawn, and now look at the top right of the screen for the tech tree button". People actually still had trouble with it, not too many, but there were some.
Yes, we could've tried something new and innovative. But we already did, we made Runecraft, which I think is a pretty cool tug of war map that works differently than most due to the fact you don't have to build units (Games where I went spells instead of units I usually had more success with) and due to the way the runes/buildings there work. And it suffered because of that. People on map night loved the map, but those are the kind of people that would actually spend five minutes to learn how to play it, which isn't the majority of players on battle.net unfortunately. Online gaming is catering to casuals for a good reason.
[Warning: incoming gigantic rant, sorry about that, got carried away :( I like writing...]
We wanted to make a pokemon map. Not a map where you capture creatures and train them and fight with them, we specifically wanted a pokemon game, with pokemon mechanics, that anyone who can play pokemon can easily pick up, and that if I say "It's pretty much pokemon for SC2", people know what I mean. We wanted to have something to base our map on to reduce the amount of work we have. We've had experience with making our own thing, and it was definitely fun and cool, but starmon was easy and fast. Instead of trying to design the game, we took what existed and made it as cool as we possibly could. I didn't have to spend hours brainstorming ideas for attacks, what they do and just designing an entire combat system, I took a combat system that already existed with its moves, and then made it look cool. Most of my efforts in this map up to now have been "make this look cool". Instead of designing complex mechanics, I made grass move when you walk through it and doors that open when players or NPCs walk near them. I spent hours creating complex combinations of invisible models to get animations that did not exist in SC2. I really enjoyed the work I did, in another way than in RuneCraft. In RuneCraft I experimented for hours and just tried to "make it work", which was cool, I ended up going through many different things before we finally settled on a system that worked perfectly for the player, for the data editor and the trigger editor. I played around a lot with how things work in RuneCraft, I tried to create data-systems that could have easily been done through triggers. I created a system where a building would automatically target the entire closest lane for an AoE spell, and it included 0 triggers - I was kinda proud of that. By the time the map was released, I figured out a way to replace all the unit spawning triggers with data and could've implemented that within a few hours - if there had been a point to it, triggers worked just fine and were already implemented.
I'm going on a long rant here... Point is, Zelda and I did a map before this, and this time we did something different. And as backwards as it may seem, its our second map actually that's a copy of something that already exists instead of the first, and we wanted it to be that way for various reasons, and in the end it allowed us to learn many new things - I got a lot more familiar with actors and how to create fancy visual effects, while Zelda got experience working with massive trigger systems, he basically created a proper game engine.
I'm sorry you don't like the direction we're heading with this map :( But even if we wanted to try something different, more along the lines of what you want from us, we wouldn't have the time. This took ages, and we'd practically have to start from scratch if we wanted something not-pokemon-like, and we just don't have the time for that anymore, and I honestly don't have the motivation. I'll probably just finish starmon, and then I'm done with SC2 map editting for a while. It's a really nice hobby, but I've found other hobbies to replace it. I'll probably come back some day though, it's just too damn cool making your own stuff to give this up forever!
Quote from Trieva: Go
If you want to straight up copy pokemon, I don't see that as an interesting reason to play Starmon when I could get pokemon myself and play it much sooner.
The thing with this though is that pokemon doesn't exist for PC, at least not officially. There are emulators and things like PokeMMO, and those are technically seen illegal (PokeMMO and the emulators themselves are legal, but you need to have the GBA ROMs/Games, and you can't obtain them legally afaik)
Quote from Trieva: Go
You don't have to advertise your game as a pokemon one. If it's just another arcade map players will have to learn how to play anyways.
About this point, we actually want to advertise it as a pokemon map. As I said above, somewhere in that big rant: We wanted to say "Its pokemon" and have people know what we're talking about. That's how we started doing this map. We had a long discussion where we were brainstorming for ideas before we started our second map together, and the idea that one was "Something people already know, something we don't have to explain. We just say it's [this] and people get what we mean", and it was pokemon. There's many things we could've done and considered them, but we are doing this with a purpose - Every little bit about it was discussed and we decided this was how we do it. Some things are even different from the pokemon games, we are making our own improvements, we're not just blindly copying the game.
But yeah, I think I've pretty much just been saying the same thing over and over and over again and its probably getting boring by now. Sorry again :( I'll head to bed.
Feb 17, 2014Posted in: Off-Topic
Quote from TacoManStan: Go
Well, maybe your avatar isn't from Dr. Who. But it's still David Tennant, so it counts.
He wore this tuxedo in the episode with the space-titanic iirc :)
I assume that if youre logged into your gmail account you can probably highlight and comment on stuff if you find something stupid I did or just wanna comment on anything in particular :)
Feb 16, 2014Posted in: Off-Topic
I haven't been checking this site enough lately... Look at all the cool threads I missed.
I've been doing a lot of writing for the past few years (I was told this was quite a funny read), written well over a thousand A4 pages which I think is somewhere around half a million words. Recently started developing a world for a story together with my friend, we already wrote about 50 pages worth of history and other things related to designing a world (I never really put that much effort into something like this before, usually I just improvise)
I picked up WoW again about five months ago. Finally defeated Garrosh Hellscream with my guild a few weeks ago, and today I killed the first six bosses on heroic difficulty of Siege of Orgrimmar (Current and last tier raid of this expansion). Quite enjoying the Shaman class, playing the Elemental and Restoration specs mostly. Chain lightning is the best spell ever. Also got a monk to max level and having quite a lot of fun tanking with him.
My computer seems to be dying, and I can't really get a replacement atm :/ Massive issues with loading anything whatsoever, and recently it also started randomly using the integrated graphics of the CPU instead of my actual graphics card for no reason, so sometimes I have to restart games because I cant get a decent framerate... Very inconvenient if all you play is multiplayer games...
That game idea sounds interesting Taco :)
TL;DR: I don't have a life
Feb 15, 2014Posted in: Project Workplace
Shit, I seemed to have missed a lot of posts here >.> Sorry!
Quote from Trieva: Go
I have a change of heart. If you guys want to have wall-of-text discussions, you're on ;)
Do you guys want ideas on how we could work around the limited models and the balance issues it creates?
In my honest opinion, you guys are only in the alpha stage. It's better to make major changes to the game or even start over now so you can solve some major problems. It's better realising and acting on it now than later when the map is bigger, more complicated, and much harder to modify.
I'm gonna try and keep it short: Variety in models is only an issue if I want to force certain things to exist - I believe at the moment the models we have provide enough variety in types and roles. Also, a lot of starmon will be dual types, so having a certain type like Grass focus heavily on defense doesn't mean you won't find an offensive one since the second type can be more offensive (Like for example a massive tree that punches stuff to death). Some types just simply work a lot better for certain roles. Electric and Fire have a lot of high powered stuff and fast starmon. But I already mentioned Shockeve as an Electric+Steel tank and I've got a somewhat beefy rock+fire line in here as well. I might not be able to create every role for every type, but I do think right now every type has starmon for multiple roles (Except dragon cuz iirc I didn't add any dragons yet, the Legendaries will probably take care of that though)
About your points about many pokemon being useless due to base stats/move sets: I want to avoid this as much as possible. This is the biggest thing I'm worried about. I'm not too fussed about not having an excessively large variety of different starmon, but I am kinda worried that certain of these starmon simply won't be good enough to compete. I've already normalized base stats to a total of 520 for every final-stage starmon except for the level 10 bugs (cuz thatd be OP as fuck early on...), which will hopefully help. But, once we're done with everything and the map is released, this is something I want to pay a lot of attention to. I wish we had server side banks and a way for mapmakers to access those to gather statistics, because that would help me a lot once i need to figure out if anything is underpowered.
Quote from OceanFlex: Go
Removing code is work. You have to make sure you didn't do anything inside the now missing code that was important, decide what's unimportant enough to be removed, and more. Simplifying to only a few types would require a rebalanced version of everything he's already implemented, as well as a lot of thinking. And you miss out on some of the feels that he's going for. (Probe-Pikachu wouldn't be an electric mouse-bot, etc.)
While having less starmon doesn't change how the game's played, it changes how long it's interesting. If you only have 15 starmon, there isn't many options of what to catch to make a team you can call your own. Reaching a new area would mean only two or three new starmon to find, instead of a dozen. Personally, as long as models aren't a problem, I'd be happy with up to 250 different little friends to find.
I wanted to ask the devs, now that Heart arcade games are all free to play, are you interested in using any HotS resources?
In addition to this, one of the main goals of making a pokemon map for us was that many people would already be familiar with the core concept and mechanics. Simplifying the game would actually add more to learn because things are different, and having to learn anything in an sc2 custom map usually means it won't be played much.
As for HotS assets... Holy shit I didn't even realize that. ZELDA! ADD HOTS DEPENDENCIES NAO!
Hope I answered everything >.> Sorry if I missed something, pretty tired today and there were quite a lot of posts to go through...
Jan 20, 2014Posted in: Project Workplace
We've already implemented all types and 170 moves and 80ish starmon distributed over those types. "Simplifying" it to 3 would be a lot more work, whether it was changing everything now or from the start - If we did it at the start, we'd have less of a basis in pokemon and make more and more things ourselves. If I had to make up every single one of the 170 moves, things would've gone a lot more slowly. Yeah, I would've needed less probably, but it still would've taken more time. Plus, we want to keep as many similarities with pokemon as possible - People who know how to play pokemon should know how to play this game.
Can't remember when you get exp.share atm, but it's fairly early (most likely before any of your starmon reach level 20)
Jan 4, 2014Posted in: Project Workplace
As for specific numbers: Don't have any at the moment, but it's pretty much double the health, so twice as many hits. (This also makes health EVs twice as effective as in the pokemon games)
It's almost like a broken card game where the cards you chose to be in your deck are a huge determining factor of winning :P . Once everything's chosen one player may have lost already :P .
That's not really a broken card game. In card games, you need to be prepared for everything. If you enter a tournament, you've got your deck and you can't change it up in between games to counter your opponents (At least not in the ones I've seen / been to). You need to know the meta and prepare accordingly. Same goes for pokemon/starmon - Hoping the opponent doesn't have something you can't deal with isn't a great idea.
As for guaranteed stuns... Either they will be just as good as Protect (Buy you a turn and cost you a turn while doing so), or they'll stun for two turns, which means you can just chain stun people if you're faster (and if you're slower it'll just be a weird version of protect that protects the next turn instead of the current one, or if it doesnt count the turn its cast on if cast last it can chain stun again). As the latter case is way too easy to abuse, it would have to be more unreliable, which pretty much turns it into sleep.
I definitely want to balance this, but its too early and I have no real data to analyse to see if its actually broken - I made a simple change that changes a lot (double health) without changing the actual mechanics of the game, and have to see how that works out first. This discussion is definitely telling me what things to keep an eye on though :)
Quote from Trieva: Go
You better have starmon that fits all kinds of styles :P . I might be in the mood for an electric tank, a fire tank, or an ice sweeper. There should be at least one of each battle role for each type of starmon.
That'd be a lot of starmon :p I try to make the starmon fit the 3D models we have for them, and those are in a somewhat short supply :(
I do think we have one or two electric tanks (we have two steel+electric types). One of them has this ability:
Shock Shield: Using or being hit by electric moves gives 1 shock charge. When you have 4, you get a Shock Shield that prevents the damage from the next damaging attack. If that attack was a contact move (Melee, practically), the attacker takes damage and has a chance to be paralyzed. If it wasn't, you immediately get another shock charge. [Note: You'll get charges from all electric damage, so if you put up Static Field, which damages enemies on contact, you can get 2 charges per turn, and if Shock Shield is blocks a contact move it does damage as well, so thats another free charge]
Fire tank... Not sure, I think we have one. Big rock+fire guy.
We have a grass+psychic tank (Mentioned him in the previous post). Also have a grass+fighting starmon, and an ice+fighting. Also have ghost+ice and rock+ice, the ghost one has quite a lot of sp.atk (happens to be the one in the image of my previous post). There aren't too many ice moves though :(
But yeah, I will try to mix things up as much as I can with what I have :)
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