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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Hello there.

    I find it rather hard to read a wall of text and look at some rather boring screenshots and give out feedback. Thereby providing myself for future beta testing, I am a EU player though. You can find me, and many others, on our lovely mIRC channel of-course !

    Posted in: Project Workplace
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    posted a message on Infinite thin "walls"

    Do you want too block the sight so they don't see the zone behind the wall ? If so just put fog of war too 'Black' and use a +1 cliff. Ground unit's cannot see over it so they won't see other stuff :)

    Posted in: Data
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    posted a message on Untitled Hero Survival - Arena showcase, requesting feedback

    @Obatztrara: Go

    Yeah I agree :) Thanks for noticing hehe.

    So I've been thinking of making something like:

    A zoo (Protoss / Chokepoints or Open) Terrain storage basement (Chokepoint) .. Still thinking ! :D

    Posted in: Project Workplace
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    posted a message on Untitled Hero Survival - Arena showcase, requesting feedback

    I'd like to show off some screenshots from a project I am working on together with Nash. The map is, as stated in the title, a Hero Survival, which will be class-based and feature multiple arenas and RPG elements. In addition to showing arenas we already have, we would also like some input on what arenas you'd like to see, as we are planning to add more.

    The arenas have different gameplay concepts, which will require different play styles. The types we have are:

    • Open type, this will revolve more around kiting as there are no defensible locations.
    • Chokepoint type, which will involve holding one or several chokepoints to prevent being surrounded.
    • Ramp type, where you can stay on high ground and pick off enemies while tanks protect the ramp.
    • Chokepoint/Ramp type, where you hold chokepoints from high ground.

    Each arena is also tied to a certain race; in a Zerg arena you will fight only Zerg enemies, etc.

    I made a few screenshots in-game to give you a basic idea of the theme of the arenas. The map is still in early stages but terrain should be sufficiently fleshed out to show to the public.

    If you have a suggestion for an arena, please specify the overall theme, type of race and what type of gameplay. A sketch of the layout would also be helpful.

    Screenshots Album

    So, as you can see (hopefully) we've got 9 Arenas so far.

    1. Terran / Open / Factory platform theme
    2. Terran / Ramp+Chokepoint / Mine pit theme
    3. Terran / Ramp / Nuclear plant theme
    4. Zerg / Chokepoint / Dark cave theme
    5. Zerg / Open / Swamp theme
    6. Zerg / Ramp / Junkyard theme
    7. Protoss / Chokepoint / Desert town theme
    8. Protoss / Ramp+Chokepoint / Temple theme
    9. Protoss / Open / Summoning circle theme
    Posted in: Project Workplace
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    posted a message on A Problem with Cliffs

    @Chamenas: Go

    Still don't understand your issue but what I would suggest in the future, make your whole map +2 cliff ingame then start cutting out, never got an issue :o

    Posted in: Terrain
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    posted a message on A Problem with Cliffs

    As Mozared stated above, it should work.

    You got 4 cliff elevations standard.

    +2 +1 0 -1

    So yeah.. Should be plenty to get stuff done :)

    Posted in: Terrain
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    posted a message on Rule Number 1...

    Madness...

    Posted in: Off-Topic
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    posted a message on "select all warp gates"-like button

    @Zolden: Go

    There is a standard bottom on the right just above your command card in a melee. Maybe you could just replace this one ?

    Posted in: Data
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    posted a message on Custom Map - Serious Inquiry

    I'm not understanding it. Do you want to be able too modify the terrain in-game depending on how you upgrade or what did you just say ? If not it seems like a pretty straight forward standard Melee PvP map too me that doesn't require all that much work really.

    And the queen can spread creep as a hero.. Seriously ? So if the whole map is creeped out which takes like 3minutes the zerg team got a big advantage. So you should really give team Zealot some detection too kill the creep tumors off right ?

    It does seem like a fun map, but I'm curious why the fancy 'C#' term is used in your previous post though. Would be awesome if you can pull off the terrain thing tho', no idea.

    Posted in: Team Recruitment
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    posted a message on Balancing a Tower Defense

    @Shad0wsEdge: Go

    Don't want to be rude on you but it sounds more logical to maze in a mazing TD and thereby spamming 'level 1' towers ? The point of mazing is to control the units and keep them occupied while all your towers deal dmg.

    While a cliff +1 based TD is more about key-point focused upgraded nuking.

    And yeah as ETD guy said, you should always start out by maths to get a basic balance going. I guess you could look at how much dps/money you got. Then how much money/kill, and how many units. Special abilities aren't balanced easy by maths though. Like 'freezing' is pretty annoying to consider in the maths. If you put effort in making a whole map you might as-well put effort balancing it out I guess..

    Posted in: General Chat
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    posted a message on Hero Line Wars

    @Kueken531: Go

    Hey Kueken didn't catch you on IRC lately but I'm going to put some more hours into the terrain tonight hopefully. Should be ready I guess, then you can still decide whether or not you implent it of-course !

    Posted in: Project Workplace
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    posted a message on Sc2Streamster: Epic Streaming with capital E

    @Mozared: Go

    Well, I watch Day9 on a daily basis on his channel. It's not the fact on times on the stream though, it's providing content worth watching. There's no real need to be exactly on the same time every day, since it is recorded anyway right ?

    How long would you like the casts to be ? Around 1 hour it seems ? I'm always up for helping out sometime really. I got the hardware for it and the time ;)

    Posted in: General Chat
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    posted a message on Sc2Streamster: Epic Streaming with capital E

    @Mozared: Go

    Hey, as much as I love the idea behind this project and I would contribute if needed/possible, I think it's rather hard to keep it on a daily basis. I mean, it surely is possible but if you say it like you just did you are sort of 'forced' to do it on a daily basis. While it might be better too release 2 or 3 episodes a weak going deep in a certain area for an hour ?

    I really sound like a ignorant fool now I guess but, it's easy too lose interests from outsiders if you don't follow your plan :(

    So yeah, don't take my words in a bad way, it's just my opinion. Best of luck with the project nonetheless, hope I get an interview sometime later on when I grow up haha !

    Posted in: General Chat
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    posted a message on How to mix textures of all cind?

    @Mozared: Go

    No need too restart actually. Just select them in your Tileset window with the > arrows. It shows they are already selected, but they arent. So click it, select the same and it works :)

    Posted in: General Chat
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    posted a message on Please review...

    @Draconis3216: Go

    Okay.

    Balance between base A and B is really really bad. The terrain is 'filled' terrain depending on heights. Water isn't everywhere, you missed a few spots. You add foliage over the whole map, what's the use of making lag on stuff you don't see ? 0 doodads. 0 terrain elevation. Allot of ramps that doesn't make sense, just make 1 or 2 ramps ? Why is base A hugging the entrance while base B is on the other side of the map ? Check the spaces across your bridge. Base B clearly got a advantage for placing defensive focused objects.

    The whole map doesn't make much sense for me currently man. That's just suggestions though. But I'm not going too review something I don't understand.

    Don't take us like we are evil, you made a thread for opinions, there you have it. Good luck.

    Posted in: Map Feedback
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