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Member for 11 years, 7 months, and 19 days
Last active Thu, Feb, 21 2013 11:07:02
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May 12, 2012Posted in: General Chat
I got one too... I was hesitant to download the link because I can't find any official verification that the emails are actually from Blizzard. I made a post on the forums asking for clarification...
EDIT: There seems to be some hesitation as to whether this email is real.
Feb 13, 2012Posted in: General Chat
I haven't touched SC2 in almost a year. Has anything interesting happened? Any outstanding changes to the editor? Any new outstanding maps? Anything interesting about Heart of the Swarm? The popularity system changes (if any)?
Feb 13, 2012Posted in: General Chat
I am looking for someone to pass this map on to. I no longer have time to work on it, and I haven't touched it in almost a year.
You will have my permission to upload the map yourself, and give yourself credit.
All I ask is:
-That the map name be "Vexal Tower Defense _", where the blank is some word or phrase of your choosing.
And: "Originally created by: Vexal 525" and a link to my Facebook, youtube, and email accounts remain in the map description.
You will have full creative control over the races, and you can edit the description to contain anything else you wish.
I will be happy to tutor those with creative potential on how to use the editor.
If you are unfamiliar with the map, you can find it easily by filtering in the Tower Defense category.
Aug 19, 2011Posted in: General Chat
My point was that my TD was popular specifically because I stuck to my initial belief that a game should not cater to what players think they want. When players asked for something to be made easier, I made it more difficult just to spite them. Designing a game should feel like you're a dungeon master, not like you're just trying to get players to play with you.
I hate games that give you what you need so you can always win. Look at Half Life 2... it's a terrible, terrible game. Ammo boxes EVERYWHERE. Seriously. What the hell? You come across a giant walking strider robot, and there's conveniently a box of infinite rockets nearby? How is that fun? It just makes the game lame. Players shouldn't always be guaranteed a victory. I bet Newell was thinking "hmm, I bet players would like more rockets here. So I'll give them rockets."
Crysis... it had so much potential to be an incredible game. Yet it was ruined with a single poor design decision. Health regeneration. Can you believe that? All it took was one poor choice and the game is completely ruined. Health regeneration took out every single piece of necessary strategy, and replaced it with "shoot twice, duck, wait, recover, shoot twice, duck, wait, recover, repeat..". They did this because of what players said about their previous game, FarCry.
Yet games like this still continue to sell. And the industry appears to be going further and further in this direction.
Aug 17, 2011Posted in: General Chat
Hard TD's don't have success? Explain the success of mine then. It was on the front page of the 'all' category for months, and is still the #3 TD. If you haven't played it, a good example of how it's hard:
There's a round where mobs can blink. They don't just randomly blink, either. They blink when they're attacked. In a TD where you can maze.
There's another round with hardened shields.
The list goes on. My eventual goal was to have every round contradict the strategy needed for at least one other round. Even though TD's are not real-time games, I wanted to keep players on their feet so that their building and selling of towers and their decision making were as close to real-time as possible.
My TD developed an exclusive community of super-elite players. At its peak point in popularity, there were 3 chat channels, channel Vexal, channel Vexal2, channel Vexal3 which were completely full of players looking for groups to play my TD or discuss it with other players. The channel limit is 100 players. That's 300 people at any given time.
That's how hard my TD was.
It only lost popularity once everyone eventually figured out how to win, and I lost interest in updating it when I realized adding a race comprised entirely of hero-towers made balancing too hard for me to do myself without beating myself up about it.
I can't imagine the point of playing a map that's easy. I made sure to make mine as difficult as possible, and give nothing to players. My goal was to give players no slack.
To me, if someone beats my map, I've failed. I feel like them beating my map is the same as them defeating myself.
In other words, everything you've said is wrong.
EDIT: Lastly, the reason I flame everyone is because this community isn't a community. It's just a bunch of people out for themselves. All I wanted was to work with other people passionate about design and technology. That never happened. I still have to do everything myself. I made a popular map. It was easy. It's something I'm good at. The people complaining can't make a popular map because it's not something they're good at.
I completely feel this community is just too immature and undeveloped. And they can't just admit to themselves that their problems with the popularity system are their own fault.
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