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    posted a message on Mafia: Lies and Murder

    @Vicboy: Go

    I direct your attention to the Tutorials tab.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    The Framer and Lawyer roles being condensed into one is indeed too strong. It essentially makes Cop information nearly useless; not only are Guilty messages suspect, Innocent messages are suspect as well. Besides, there are not many targets for the Framer/Lawyer to unframe in most games of Mafia, since the average count is 3 (leaving just 2 people to choose from, then usually 1 once one of them is killed). You could point out the relative super-strength of the Janitor as a counterpoint, but I am limiting the amount of successful cleanups he can do in the next version.

    Posted in: Map Feedback
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    posted a message on Epic Bank Problem

    Pseudo code:
    Set x = LoadIntegerValue("MyKey","MySection",MyBank);

    Posted in: Triggers
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    posted a message on copyright

    Free mods are virtually never targeted by copyright holders because you're making no money and they're losing no money. Blizzard would only ever ban your map over copyrighted music if it was a well-known, volatile track, or if enough people reported it. My map has music from The Godfather and yet it has not received any heat for copyright infringement, for example.

    Posted in: General Chat
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    posted a message on Looking for partners for Medieval Wizard Arena map - NEW: Preview Video

    I really hope you don't plan on using the data editor for most of this stuff, if a Magicka style is what you're going for.

    Also, be advised that Magicka was designed around a PvE system. There is no real player competition, the balance is thrown out the window (inevitable, considering the spell scheme), and there is no mana limit. If you want a PvP arena, you will need to make some major changes. First things first: ditch the Magicka system, at least partially. Having elements to combine is all fine and dandy, but it's got to be less chaotic. By that I mean make every combination viable (this means you have to reduce the amount of elements from 8 to about 5 or so, unless you make a totally different casting scheme) so that the players won't end up killing themselves and that struggles will be more about smart tactical choices rather than being the first to fire an arcane beam into the casting end of someone's life beam. You will probably have to ditch the entire opposite-elements-explode thing to make it work in PvP.

    Second, you will have to differ from the Magicka system even further due to the (smart) inclusion of mana. There will be less room for trial and error because you're competing with aggressive humans and you have a limited amount of magic so, as before, that kill-yourself-all-the-time part of the game will need to be restricted heavily.

    You might notice that after these changes, you've got a more balanced but ultimately less interesting game because you've been taking away some of the defining traits of Magicka. Because of this, you have to make your own major additions. I have some ideas but I feel that you should form your own plans for this part.

    Finally, you have to remove twitch-based elements of the game. Battle.net has an interface latency that you will be forced to work with, so speed-typing SQFQFAA will be extremely cumbersome on SC2 - spells will have to be deliberate, powerful, and slow or predictable enough to be countered by skilled players.

    P.S. Your requirements are very steep. Most qualified people are working on their own projects or will expect compensation. For example, a mage-based PvP arena style of game is at the top of my list for commercial game goals and I made an entire UI, spell, and physics system for a battle mages map in SC2, which is now defunct due to the b.net lag (EVERY calculation is synced, a limitation imposed by galaxy. It runs fine in singleplayer but when it's on b.net all hell breaks loose. I am and always was completely unavailable for recruiting; people like me tend to start up their own projects.

    P.P.S. Your best bet for getting recruits is making a working, playable demo or alpha of your map and releasing it for use. If it becomes popular, talented people will come to you.

    Posted in: Team Recruitment
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    posted a message on Mafia: Lies and Murder

    I added hats.

    Just thought you might want to know.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    Yup.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    I did a UI layout override. Do you want it or something?

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    I can edit the name color values for brown and dark green to be brighter, but there is a certain point at which I have to pick aesthetics over usability.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    Did you not notice the big SAVE SLOT variant? I added that a couple days ago. Just pick that variant, set up the game, start, and the next game when you use save slot it should retain all of your previous save slot information (it doesn't save role options for roles that are not added, though - if you are working off of custom role options for randomable roles you'll have to edit those back manually). Later on I'll have a save button, but that's a fair bit more work. For now, this is the solution (it saves when you start the game).

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    Version 1.0 is out. Along with a whole host of new and changed stuff.

    Posted in: Map Feedback
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    posted a message on Mafia: Lies and Murder

    There is only one descriptive line for the investigator. He's a role that does not appear in other Mafia games; he's sort of my own thing and I like his unpredictable nature of detection.

    Posted in: Map Feedback
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    posted a message on Mafia, now with Controversy
    Quote:

    Thank you for contacting Blizzard Entertainment Support.

    We hope that the information that was provided to you was helpful in resolving your issue. Customer satisfaction is a top priority here at Blizzard Entertainment, and we would like your feedback on the level of service you have received. Your response would be very much appreciated.

    Here is a link to the survey:
    DERPLINKREMOVED

    This link is uniquely tied to this survey and your email address; please do not forward this message.

    Thank you for your participation!

    Acriglot
    Blizzard Support

    To unsubscribe this email address from all future Blizzard customer service survey requests, please click here: DERPLINKREMOVED

    They best be trollin'.

    Posted in: General Chat
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    posted a message on [NSFW] Sexy Gamequiz is coming!

    Hey, I'm sure it's a quality map. Just make sure there's a disclaimer and button saying "I agree and I am over 18 years old" at the beginning, just so when blizz bans it's even more lol worthy.

    Posted in: Project Workplace
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    posted a message on [NSFW] Sexy Gamequiz is coming!

    Make sure to use the Holo Stripper model in the game too, just for irony's sake.

    (Also, when you get banned, opensource this so we can organize a mass uploadstorm)

    Posted in: Project Workplace
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