I believe someone was creating, not a remake, but a map very similar inspired by a different game. People were telling him to look at Troll Tribes in order to see how certain features had been accomplished there.
Oh, so they are allowed to bump maps that are lacking feedback? I know plenty of maps 1000 times better that are lacking feedback and they are in much lower popularity than Blizzard maps were.
It's like we are in the middle of a blizzard freezing in cold, and Blizzard joins us saying that they want to understand our point of view, but suddenly they turn on a heater just for themselves. Excellent way to understand what we feel.
That wasn't my point. And yes, as has been stated they can do what they like, though we may not like it. Additionally, I disagree about the quality of these maps, they may not be the best maps out there, but they are up there with the best of them.
However from what you just said, clearly you are just using this as another excuse to complain about the Popularity System. Everyone, EVERYONE! is aware of the problems, and I am sure many of them are as sick as me of hear about it.
Why can't we hear about the maps you are working on, or what you have learned while using the editor, or your ideas for future maps, instead of this constant whining? Stop antagonizing Blizzard for no good reason, and lets get back to what we are here for. Creating games.
Seriously Rodrigo, I tire of your constant complaints.
You are reading faar to into this. In fact my first assumption is that they bumped them up because they are still trying to develop them and are lacking in feedback. Obviously they aren't going to be doing the same with more than say four maps. It's like you just go around looking for fights.
Yeah I think dra6o0n has the right idea here. A map with fewer towers which are more varied in their purposes would be far more fun. To make it about how you place your towers rather than what towers you have.
But here is a tower idea, which I guess I might be. One of a pair
A tower which needs to be built near another tower of the same, or corresponding type. It would then activate an ability with all nearby towers of that type which would stretch an energy barrier of sorts. I know there is an appropriate model though I don't remember what it is called. Any unit (or even tower for that matter) which passes in the barrier will take some damage, or have some kind of effect applied to them.
Alternatively, perhaps the tower can only connect with a single other tower (You would have to manually activate it), but the effect would vary depending on which other tower you connect to.
In the past I have used it. And main reason for doing so is when I had very long function which was calling several other functions and some looping was going on.
I was getting a "Thread is too long" error. Which is problematic because when you hit that error the trigger stops running. So I set some of the subfunctions to Create Threads. So thats where you'll need it. When using it though make sure to watch out for getting a "Too many threads" error.
Unfortunately since most of the length of the function I was using was because it kept looping back on itself to try and find all the possible movement routes this just got me a "Too many threads" error. Eventually I had to duplicate the function and make them call each other, and make it so only one of them Created a New Thread. Therefore every other call would be separated instead of every call.
have a Behavior buff applied on your hero that does a search of 1 radius or whatever you want it to be, that applies a force effect for a short duration... will basically be pushing enemies out of the way, yah?
That wouldn't effectively replicate the effects of pushability. Normally pushing only works when the unit is idle, what your suggesting I don't think would.
I believe there is a trigger called something like "Turn Pushable On"
I don't think there is any restriction on whether the players involved are allies or enemies.
Alternatively, if such a trigger doesn't exist (I can't quite remember), then this might be controllable using the Set Alliance Aspect trigger.
I definitely know there is a way to control Pushability with triggers as I was had to turn off all pushing for my own map.
I've always thought that a YouTube channel that did consistent interviews with mappers would be a great idea. Not just one off things either, follow up interviews periodically with updates on the maps they are working on and such. The maps they are working on would obviously be the focus rather than methods, though those are also interesting. I think such a thing would be valuable for players and mappers alike, not to mention they would motivate the interviewees to complete their maps.
I personally feel like a menu would give a map a much rounder feel, and yes make it feel much more like an actual game. Of course as Varine said though, some maps simply have no use for a menu.
I personally will be adding one to my current project.
For my own map I think it will definitely be beneficial. A tutorial is 100% necessary, as the game involves a lot of different aspects. There's no way I could fit all the instructions into the loading screen. And as well there are 3 modes: Singleplayer, Cooperative, Multiplayer, and more set up than can be accomplished in the Battle.net interface. _
In a singleplayer only game I would say 100% go for the menu it will make it feel a lot more professional, and I think improve the overall experience. But in multiplayer, from what I read of your post I would say, don't. It would mostly serve to just slow it down and annoy people as they try to have everyone ready to play.
Meh, it would have it's benefits. By no means though do I think it should be the default.
What I think would really help is if Blizzard made it so that the default page when you go to "Join Custom Game", is a single page which simply contains a list of random maps. The list would be randomly generated every night, and remain for the rest of the day.
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Very nice idea. I love how you are adding the Mining Nodes. Adds some extra depth to the rounds.
I look forward to seeing some screenshots.
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I believe someone was creating, not a remake, but a map very similar inspired by a different game. People were telling him to look at Troll Tribes in order to see how certain features had been accomplished there.
I've forgotten the name though.
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The Last Stand looks quite interesting. But what you have taken away from it seems like just a pretty generic survival.
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This is looking awesome. Too bad it's an AoS in my view, but still, I'll be looking forward to giving this a whirl.
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That wasn't my point. And yes, as has been stated they can do what they like, though we may not like it. Additionally, I disagree about the quality of these maps, they may not be the best maps out there, but they are up there with the best of them.
However from what you just said, clearly you are just using this as another excuse to complain about the Popularity System. Everyone, EVERYONE! is aware of the problems, and I am sure many of them are as sick as me of hear about it.
Why can't we hear about the maps you are working on, or what you have learned while using the editor, or your ideas for future maps, instead of this constant whining? Stop antagonizing Blizzard for no good reason, and lets get back to what we are here for. Creating games.
0
Seriously Rodrigo, I tire of your constant complaints.
You are reading faar to into this. In fact my first assumption is that they bumped them up because they are still trying to develop them and are lacking in feedback. Obviously they aren't going to be doing the same with more than say four maps. It's like you just go around looking for fights.
Also I concur with Molsterr.
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Yeah I think dra6o0n has the right idea here. A map with fewer towers which are more varied in their purposes would be far more fun. To make it about how you place your towers rather than what towers you have.
But here is a tower idea, which I guess I might be. One of a pair
A tower which needs to be built near another tower of the same, or corresponding type. It would then activate an ability with all nearby towers of that type which would stretch an energy barrier of sorts. I know there is an appropriate model though I don't remember what it is called. Any unit (or even tower for that matter) which passes in the barrier will take some damage, or have some kind of effect applied to them.
Alternatively, perhaps the tower can only connect with a single other tower (You would have to manually activate it), but the effect would vary depending on which other tower you connect to.
0
In the past I have used it. And main reason for doing so is when I had very long function which was calling several other functions and some looping was going on.
I was getting a "Thread is too long" error. Which is problematic because when you hit that error the trigger stops running. So I set some of the subfunctions to Create Threads. So thats where you'll need it. When using it though make sure to watch out for getting a "Too many threads" error.
Unfortunately since most of the length of the function I was using was because it kept looping back on itself to try and find all the possible movement routes this just got me a "Too many threads" error. Eventually I had to duplicate the function and make them call each other, and make it so only one of them Created a New Thread. Therefore every other call would be separated instead of every call.
0
I am almost certain that you can use other people's mods in your map. I never thought saving space was the primary purpose of the mod system.
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That wouldn't effectively replicate the effects of pushability. Normally pushing only works when the unit is idle, what your suggesting I don't think would.
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portraits are models.
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I believe there is a trigger called something like "Turn Pushable On"
I don't think there is any restriction on whether the players involved are allies or enemies.
Alternatively, if such a trigger doesn't exist (I can't quite remember), then this might be controllable using the Set Alliance Aspect trigger.
I definitely know there is a way to control Pushability with triggers as I was had to turn off all pushing for my own map.
0
I would also like to watch these at a later time.
I've always thought that a YouTube channel that did consistent interviews with mappers would be a great idea. Not just one off things either, follow up interviews periodically with updates on the maps they are working on and such. The maps they are working on would obviously be the focus rather than methods, though those are also interesting. I think such a thing would be valuable for players and mappers alike, not to mention they would motivate the interviewees to complete their maps.
0
I personally feel like a menu would give a map a much rounder feel, and yes make it feel much more like an actual game. Of course as Varine said though, some maps simply have no use for a menu.
I personally will be adding one to my current project.
For my own map I think it will definitely be beneficial. A tutorial is 100% necessary, as the game involves a lot of different aspects. There's no way I could fit all the instructions into the loading screen. And as well there are 3 modes: Singleplayer, Cooperative, Multiplayer, and more set up than can be accomplished in the Battle.net interface.
_
In a singleplayer only game I would say 100% go for the menu it will make it feel a lot more professional, and I think improve the overall experience. But in multiplayer, from what I read of your post I would say, don't. It would mostly serve to just slow it down and annoy people as they try to have everyone ready to play.
0
Meh, it would have it's benefits. By no means though do I think it should be the default.
What I think would really help is if Blizzard made it so that the default page when you go to "Join Custom Game", is a single page which simply contains a list of random maps. The list would be randomly generated every night, and remain for the rest of the day.