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    posted a message on Battle Planets - Beta Release

    Here's some notes I've got for the next version. I'd like to hear feedback since some of this may change the game a bit. Take note this is only the big changes I have planned at the moment, some more things may be implemented as well.

    Battle Planets v3.12

    Technical Changes

    • Asteroids no longer tag for kills
    • Reworked the way some weapons tag for kills

    Map Changes - Sol System

    • Push from hitting Sol reduced by 50% to help new players out.
    • Size of the Sol map increased by roughly 20% (in radius).

    UI Changes

    • A new options screen has been added, and can be accessed by a button similar to how the planet panel.
    • Added option checkbox for inverted shooting.
    • Added option checkbox for inverted boost targeting.
    • Added option checkbox for hold-leftclick shooting.
    • Added option to change the default skin and weapon you start the game with. (Maybe)

    Tutorial Changes

    • Redesigning tutorial to better introduce new players to the game.
    Posted in: Map Feedback
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    posted a message on Map of the Week [Waiting new system before complaining]

    From my experience Battle Planets has been great fun with a party, and I'm not saying this because I made the map. Pretty much the only people who play it are in private lobbies with their own friends.

    Posted in: General Chat
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    posted a message on Map of the Week [Waiting new system before complaining]

    I'm on NA btw, sorry I didn't specify this in my post.

    Posted in: General Chat
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    posted a message on Battle Planets - Beta Release

    @JademusSreg: Go I've changed how the unlock system works since you last played. All weapons are unlocked at default so new players aren't at a disadvantage.

    EXP only applies to the cosmetic planet models. The rewards aren't really that enticing to grind for since they make no difference in game play. I don't want the game to revolve around farming, since its not fun and anyone could just make a private match with an afk friend and go 40-0 to get what they want.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    @xSun: Go

    At the moment I've reduced the detonation pull on asteroids by roughly 70%. This is enough to redirect asteroids but not enough to give them ridiculously high speeds. The pull on all other objects remains the same. I've also reduced the cooldown of the weapon by 2 seconds.

    I've also added 2 more skins in the next update, Frozen Earth and Dust, available at rank 5 and 6 respectively.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    @Sandtrout: Go I may have overbuffed it since I lowered its cd and increased it force at the same time. I'll probably end up restoring its force back to what it was but give it a 15 or 14 second cd, since the long cooldown is what made it so weak before.

    The observer system is in, you just need to type -ref at the welcome message. I didn't want it to be obvious since its intended for private games.

    Ill try to throw in same new skins next update. I just gotta draw them myself.

    Posted in: Map Feedback
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    posted a message on Map of the Week [Waiting new system before complaining]

    Is the trigger going to cause the featured map to spam all its players into playing Rodrigo maps?

    Kidding, I submit my map, Battle Planets.

    http://www.sc2mapster.com/forums/player-zone/map-feedback/20038-battle-planets-beta-release/#posts

    Posted in: General Chat
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    posted a message on Countdown to D3

    @maverck: Go

    LOL

    Posted in: General Chat
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    posted a message on Battle Planets - Beta Release

    After a stupidly long time of reading through my code, I've located an error in the way I was handling banks. I've rewritten it and it should fix players from getting their stats reset. I'm still working on making a tournament friendly mode in the next update. Additional balance updates are being made as well. If I finish soon, ill try to add something new and fun.

    UPDATE: Observer Support is finished, currently testing.

    The observer system is being implemented as follows. During the start of the game, a player may type -ref or -referee to become a spectator. After doing this, he/she will no longer be playing and does not have a planet. There must be at least 2 players left afterwards in order to use this command. After the initialization phase of the game, the command is disabled. This feature is purely to add spectator functionality for private games and tournaments (Since lobby spectators do not work). The feature is not obvious or displayed in the game UI at the start, since it doesn't really have a use in regular matches.

    Additionally, I'm making more balance changes.

    Tectonic Launch (Rock)

    • Cooldown raised to 9 seconds. (Up from 8 seconds)

    Anti Matter

    • Cooldown lowered to 12 seconds. (Down from 13 seconds)

    Singularity Charge

    • Detonation force increased by 25%.
    • Cooldown lowered to 16 seconds. (Down from 18 seconds)
    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    @Keyeszx: Go

    No I don't think it has.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    I've further improved the balance between weapons, and I'm working on observer compatibility, but its going to be a ton of work since blizzards built in observer functionality is completely broken in my map. The 'get active players' function considers watchers in the lobby to be players, and I haven't found an accurate way to confirm if someone was placed as a watcher in the lobby. This means I'm going to have to create my own observer system in game and create a UI for it and make sure these observers aren't recognized by the game as players.

    I'm adding more skins as well and at least 2 more exp rank skins. Possibly some new content as well but I'll see what happens when I get there.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    @xSun: Go

    Since it is almost impossible for me to get test games on the US, I'd love it if you could send me some replays so I can further evaluate balance.

    More skins are very easy to add and I'll probably throw a few in for the next update. The only thing I have to worry about for them is fitting them into the UI. I may put in achievement skins rather than just levelup skins such as 'get a double kill' or 'get an X killstreak' to add variety to them. Observer support will probably be in the next patch, but I'm still working out how to implement it best.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    @xSun: Go

    I just discovered a few hours ago that my battle.net account isn't working for some reason as I was uploading the patch to NA servers to do some balance testing. Getting it reset... hope this doesn't take too long.

    I'd like to test how powerful some of the stuff is before I send it to EU since it'd be hard for me to make a hotfix.

    I may keep all weapons unlocked at rank 0 because it does make balance and playing with a group better. The only reason I had them require exp was to try to beat the popularity system, which I have given up on now.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    Balance Patch Notes

    Weapon Changes

    • Tectonic Launch - Cooldown lowered by 2 seconds.
    • Anti-matter - Now has a minor homing component that chases the target nearest your right click. Mass of the missile slightly decreased.
    • Singularity Charge - Reworked. Now fires a bomb which can be detonated within the next 3 seconds, pulling nearby objects to it. Cooldown reduced slightly.
    • All weapons are now unlocked at default due to bank issues. (Skins still require exp.)
    • Minor bug fixes and text cleanup.

    I'm testing these changes in some test games on battle.net at the moment, making sure the new changes aren't overpowered.

    Posted in: Map Feedback
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    posted a message on Battle Planets - Beta Release

    On another note, I'm currently reworking Anti-matter and Singularity Charge.

    Anti-matter now chases the nearest enemy to it by accelerating towards it. However, the homing on the missile does not dominate its motion, so proper aiming and launch is still important and it can still be dodged. Direct impacts from the anti-matter therefore are now much more effective if the missile is launched from a distance where it has a relatively straight lane towards the target, giving it time to accelerate and slam into the enemy.

    I have multiple reworks for Singularity Charge to make it more competitive and less of a gimmick ability. I'll be testing it to make sure it has a place in the gameplay.

    Posted in: Map Feedback
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