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    posted a message on [Revived!] Map Night
    Quote:

    Core Fight:
    As always, great and well made map!
    But, as with all tugs, there's that problem with the giant blobs of units >.> Someone on the stream had a good suggestion though: Give units a timed life thats about twice the time it takes for that unit to get to the enemy base. Or more, needs testing. This way, giant blobs will dissolve before reaching the enemy base (because they are formed by the units constantly stopping to attack). The timed life shouldnt have much impact on non-blob units though as its almost impossible to have them live that long.

    Thats a good idea. I've tested it with a 150 seconds timed life and it worked nicely. Thx for the idea. :D

    Posted in: General Chat
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    posted a message on CoreFight

    Version 2.1 is out!! Now you can choose between 3 AI difficulty levels when playing against computer players. Easy AI will build random structures at random points inside your base. Medium AI will place its buildings on the right positions inside their base and will synchro their units. Difficult AI will make structures strategically to counterattack their enemies.

    v2.1:

    • Added adjustable AI Difficulty.
    • 4v4 is now the default mode.
    • Lowered the life of the Core.
    • Balance:
      - Lowered Ultralisk II life.
      - Decreased range of Tie Down Infestor's ability.
    • BugFixes:
      - Fixed Train VoidRay I hotkey.

    I have a new challenge for you: You have to beat the AI in a 5v5 match with easy AI computer players on your team and difficult AI computer players on the opponent team. ;)

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    Feedback:

    - WGX: Nagrand: I don't use to play micro games, but I did quite good at this game. I had already played this game at the fun or not system. You should stop units when they spam at the battle field. I don't get why they should run towards the enemies. In some matches, both players wait at their side of the battleground because they get a build with static units (tanks, zerg burrowed units). Maybe you can add some solar flames like the ones on a map from the campaign, that forces players to met at the center of the map.

    - Card Shuffle: I love this map. Gamaplay is already well polished. Now you can develope some new game modes or random stuff: different terrains for the battlefield, 3 teams mode (2v2v2), ...

    - Blood Maraton: Really fun game. You should enlarge the circuit. Also you can add some custom sounds so you get a better idea how the other players are doing. Nice game and nice data work.

    - VoidCraft: Is there some imbalanced ability? Why did you kill us so easily at the begining of the game? It seems you can't heal your ship, or at least I didn't found it. Also the game should end when all your opponents get killed, as there is no respawn.

    I saw you playing CoreFight. :) You had a nice BasketBall match. :P Zerg can make Infestors for antiair. The tentacle is not a bug, it was an infestor burrowed. Infestors are quite overpowered, ill reduce the range of its tie down ability. But you was also making only air against their infestor and thats why you get owned.

    Posted in: General Chat
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    posted a message on [Youtube] What is your current favorite song(s)?

    Red - Breathe Into Me - End of Silence

    Embed Removed: https://www.youtube.com/v/9T7Lw3QoIM4?fs=1
    Posted in: Off-Topic
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    posted a message on CoreFight

    Yesterday CoreFight peaked at page 5 in the popularity list!! I was thinking to change my signature, but today they have reseted popularity and it is again at the bottom of the popularity list.

    I don't consider my map any clone of a map on the first page. o.O

    If you want to try the new version, join us at EU Map Nights. We will play CoreFight and some other awesome maps. Check the main post here: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    CoreFight (v2.0) is released for public!! Thx for your feedback.

    Posted in: General Chat
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    posted a message on CoreFight

    After working on it for some months, version 2.0 is out!! Lots of things has changed since the previous version. This new version increases the number of available races to 4 (Terran Dominion, Protoss, Zerg and Raynor's Raiders). It also brings some of your suggestions and some new features:

    v2.0:

    • Added Zerg race.
    • Terran race is splitted into two new races: Terran Dominion and Raynor's Rayders.
    • Now builders are different for each race: only protoss have shields, zerg have life regeneration and terran more life.
    • Stronger units will grant you more KU score points.
    • Increased starting minerals to 200.
    • Added shields to protoss buildings.
    • Adjusted time scale of protoss build animations.
    • Structures will block visibility.
    • Adjusted game variants for patch 1.3.
    • Zerg and terran buiders won't have shields.
    • Removed achievements tab.
    • Bunker's now load terran units.
    • Removed shaking camera effect to improve graphics performance.
    • Changed the way dinamic fog works to improve graphics performance.
    • Removed beach shorewaves to improve graphics performance.
    • Added some balls at the team bases, just for fun.
    • BugFixes:
      - Fixed some errors caused by patch 1.3.
      - Added some missing translations.
      - AI won't place bunkers on closed paths.
      - Bunkers won't be able to attack allied units.
      - Weather effects not being invulterable.
    • Balance:
      - Nerfed War Pigs, Battlecruisers and Medics.
      - Increased the speed at which Medivacs spawn Medics.
      - Reduced Siege Breaker's and Hels Angels' splash.
      - Adjusted price of Interception Turret so it cost less minerals.
      - Increased vespene cost of Force Field.
      - Decreased uncloak time of Dark Templar II.
      - Decreased attack speed of Void Ray I.

    Now I'll start working on some minor revisions (v2.x) which will bring some UI improvements and will patch the bugs and imbalances you find on the current version. Next major version (v3.0) will bring an advanced artillery system, similar to Missile Wars w3c map.

    Posted in: Map Feedback
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    posted a message on [Missile] e_effectMissileRetarget (requires target vision??)

    I'm making a seeking missile for an ability. I need this missile to use the e_effectMissileRetarget flag, so it takes a new target when the previous one dies or uses blink ability. But when this missile retargets to some unit, (for example when you use the blink ability), it won't execute the impact effect.

    I've tried changing the impact location and launch location parameters at the damage effect (the one which should fire at the impact effect event) with no result. I'm getting crazy with this. Is there someone experienced with those kind of missiles?

    PD: The problem seems to be that retargeting requires the new unit to be visible in order to execute the impact effect. But in my effect I have not checked the visible filter as required. o.O

    PD2: Found a tricky solution. Create a enum area effect that searchs for a target in a 1 radius area. Then apply the damage effect to this unit and add the search area as the final effect of your launch missile effect.

    Posted in: Data
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    posted a message on [Revived!] Map Night

    I played lots of maps today:

    - Gates of Darkness: I played it for the first time, and it was nice. The boss dance ruined the game, jaja. Next time I want to play it for a longer time.

    - Catalyst: This is one of my favourite games on bnet. I have been playing it since its early beta versions. We played the "War Machines" beta version. I don't like some things on this new version of the game. You lose too much time upgrading and building your weapons inside your machine. Missiles are still overpowered, that's why I got 23 kills. There are two bugs that would need to be repaired: Blue players spawn at the red base at the begining of the game. There is not ending trigger.

    - Card Suffle: New version has brought some nice features. I loved the new UI. I felt the game got much more entertaining. You did right by nerfing some spells, now it makes more sense taking units. I'm loving this game. Hope it gets popular and I can play it more often.

    - Pictionary: I saw on the loading screen some kind of competitive mode between two teams. Maybe we can try this next week. I think this game last too long. Maybe you can change the background lighting and color every round, so it doesn't feel so monotonous.

    - Room wars: I've played it for the third time, and I feel like I'm still as bad at this game as the first time I played it. I think this game has the problem that newbie players can't do much against experienced players and they end losing too early. As a result, it makes it too hard for newbie players to learn and improve at playing this map. But I have to admit I'm not used to play "micro" style maps.

    - Hero line wars: The map wasn't localized, so I couldn't read the dialogs. That's why I did so bad at this game. I want to try it next week when it gets localized. Also it lagged too much. Having too much units in a map produces insane lag.

    - Corruption RPG: It reminded me when I used to play Ragnarok Online. I'm quite used to this kind of hardcore RPGs, where you take some days to level up your hero by killing mobs. It was nicely done, but you have to fix the lag. Do you plan to make some kind of PvP or guild wars?

    - CoreFight: I plan to release version 2 soon. I want to know your feedback to better balance the game. Do you think some unit is overpowered? Do you feel some units are useless?

    Posted in: General Chat
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    posted a message on [Revived!] Map Night

    Some feedback:

    - Card Shuffle: Last time I played this map, it was bugged, so I coudn't play it. But it has been fixed and today I could enjoy it. I can say I liked this game a lot. This game fits the kind of game I use to like in sc2. I'm looking forward to it. There is a skill that kills all the enemies in the map. You get this card too often and makes units useless against hybrids. You should lower the chance of getting this card.

    - Split TD: I had played this map before. It seems a bit boring to me. You should add some new stuff and make it someway different to other TD games.

    I'll try to fix CoreFight TEST version as it got bugged because of new game variants in 1.3 patch.

    Posted in: General Chat
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    posted a message on Hero Icons in 1.3

    It's caused by zerg race UI.

    Posted in: Data
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    posted a message on Shield Impact error for non-protoss units

    I get the same error.

    Posted in: Data
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    posted a message on [Revived!] Map Night

    - Debates: I didn't like it. Boring game. :(

    - Pictionary: It was a fun game. I'd suggest to make it easier to select colors. Right now you have to increase/decrease rgb values. It would be faster to select common colors from a table. Also it lagged a bit at the end of the game.
    http://images.sixrevisions.com/2008/09/07-09_web_safe_color_chart.png

    I still want to try Snipers Promod, Gates of Darkness and Netstorm. Maybe next week we can play them earlier, so I can play them. :)

    Posted in: General Chat
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    posted a message on CoreFight

    Tomorrow we will be playing an early TEST version of CoreFight (v.2) at EU Map Nights. Visit the main post of the EU Map Nights event and check which other maps we are playing: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts

    Quote from nevjmac: Go

    1. Attackable builders? this one seems kinda rough, especially with the amount of tower attacks that can come from the interceptors and seige defenses in later game, I understand you can repair at your core but still?

    That's what makes this game different from other ones. End game is inspired by Missile Wars. You have to spend your vespene in making artillery to beat your enemies before they destroy all your buildings and kill your builder. This way I also avoid neverending rounds and late game lag.

    Quote from nevjmac: Go

    2. No income timer, so you have no idea when to expect money or how much? there is a lack of information given on that part.

    There is a hint with some information minerals income and you can also find some information when hovering the minerals icon. But it's true that there isn't any explicit information about the amount of minerals you will get. Where do u think I should show this info? Maybe add an income icon at the resources panel?

    Quote from nevjmac: Go

    3. The map is very dark, it can be hard on the eyes, whilst the terrain looks awesome, you really can't see much of it anyway, dunno what you can do about that either.

    Yep, that's my personal dark touch. ;)

    Quote from nevjmac: Go

    4. AI would build medics first, this is just silly needs to be fixed.

    Medics are overpowered at the begining of the game if they are supporting some biological units. Anyway, in the current version AI just build random structures. Next version will improve greatly the AI.

    Quote from nevjmac: Go

    5. The game feels incredibly slow, I dunno if thats a mix of the long building times and slow movement speeds on the HUGE map, game play just really feels like it takes forever.

    Many people has complained about this, and so I've reduced unit training timers and income timer for the next version.

    Thx for the feedback. :) :)

    Posted in: Map Feedback
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    posted a message on [Revived!] Map Night

    I couldn't be there yesterday. I have watched your CoreFight match in the stream. You seem to have learnt how to counter void rays :D. Mozared, you told something about the water and that it was the cause of lag. Is there some way to reduce this lag?

    Maybe next week we can play the TEST version with some new features. It's unfinished, but I think it's playable.

    Posted in: General Chat
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