Too slow... Increase rate of income. Add more units. Apart from that, very good.
Also, the medivac is actually bad compared to a normal medic building if you are losing, since the medivac tends to get killed before a medic is spawned. Maybe spawn a medic at the same time as a medivac and give the medic a timed life?
Unit Ideas:
Hellion, linear splash, good vs Light bad vs Armored
Banshee: Cloaked till it attacks, maybe even its linear splash from the campaign?
Marauder: Concussives, good vs Armored
Ghost: Very Good vs Psionic (Should only be used to counter stuff like archons)
Some Protoss unit that does the same as the Ghost
Phoenix: Good AtA, Graviton Beams ground units
Collosus: Expensive, good vs Light, usual attack
Sentry: Uses Guardian Shield
Protoss need a third advanced structure like a static defense (Photon Cannon?) like Terrans have Bunkers.
Terrans need something like Force Fields as an advanced Structure. Add another structure for Protoss then as well to keep it equal.
Most of this things are already implemented on the upcoming version (2.0) (Increased income rate / some balancing). Also it will add lots of new units: Banshee, Marauder, Ghost, Roach, Zergling, Mutalisk, Infestor, Science Vessel, ... But I want to finish two new races before publishing this new version. Advanced units and new special structures are planned for upcomming versions.
- Card Shuffle: This game was completely bugged for me. It seems that you haven't localized the map, as all the text in the game was displayed to me as Param/Value/... You can use Localizer to fix this: http://www.sc2mapster.com/assets/sc2-localizer/
- Vampirism: As I posted on the main post, this game still needs a lot of work. I noted a bug, that when a building was destroyed, it displayed the wrong killing animation. You should make builders move slower, and increase their radius, you can't click them when you are following them. Also, the game lasted too short because the map was very small and the vamps could find you too easily.
- Zombie Master: I missed some extra abilities for the heroes, you only could use a single ability. Also I think you need to add some attribute or item system so you can customize your heroes. I didn't play on the Zombie Master team, but it seemed to be very entertaining. Also, I liked a lot the terrain and the dark atmosphere of this map.
@ZealNaga: I'm trying to fix the lag. For next version I'll try to deactivate the camera shake thing. Void Rays are too weak and easy to counter if you build some marines or vikings. Anyway, I'll lower the attack of Void Ray I.
It's published on EU and US servers. Search for the game on the custom map list and click on it to start download. You will find it easier if you check the Tug of War category.
I used to play Vampirism in wc3, and I was waiting for someone to work on a remake.
I tested the map today. I see its still on its early stages and there is a lot of work to be done. You did a good job with the models and hero's inventory. You still have to make much more bases and I'd suggest you to move the current ones closer each other, so the paths feels more like a maze. I guess you plan to expand the map and make it bigger. Also, I don't like the current way to select vampires and workers at the beggining of the game, it would be better to make a dialog for it or to allow players to select it while in the lobby.
I found a small bug, that when you don't have enough gold to make a building, it says you don't have enough vespene gas.
Keep the good work. ;)
PS: You should add some screenshot/video on the main post.
- Some script command to get the fps of a player. I want to make a trigger that will hide weather effects and some other stuff for players with low fps.
- Option to disallow resource splitting after a player leaves the game.
- Allow passive abilities to be shown on uncommandable units.
- Server side banks.
- Some script command to get the name of a player as a string.
- Some better way to add custom galaxy scripts to the map.
- Allow you to publish your map on multiple servers.
We had a nice time playing these maps. I see there are really good mappers on this comunity. All the maps I played was very well done and polished.
- Room Wars: It has a very original gameplay. It seemed to me as some kind of short minigame. Rounds lasted quite a few time, maybe because I was a noob at this game :P. We had to play with 4 AI players. They worked quite well, but I think AI should attack the best player in the round instead of the one who is about to lose. In this case I was the worst player and AI was attacking me all the time :D. I would suggest to make the game last longer, maybe you can make the map bigger, add more rooms, etc...
- CoreFight: This was my map :P. I have to fix lag. I'm trying to add some option to deactivate weather effects, lighting, camera shake... depending on the player's fps. Force field seems overpowered, as they completely make artillery useless.
- NotD: Spec Ops: I'm not used to play coop survival games, but it seemed interesting. I was the one who survived the most!! The game seemed too easy because of the begginer dificulty thing. I got the Firebat, and I couldn't kill anything because the marines killed everything before the enemies get close to me. I'll try to play it on dificult mode next time :D. It seems a bit difficult to learn how to play it when you play it for the first time. There were tons of items on the floor and I didn't know what most of them were they used for. Anyway, I guess this game is the kind of game you need to play many times in order to master it.
Tomorrow, 25 feb, we will be playing CoreFight 4v4 at EU Map Night (7 PM GTM +1). So if you want to try CoreFight against other players, you can join us. 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
I've seen some comments about the map on the US bnet forums. Someone said that the map have some bugs. I'll apreciate if someone could tell me about these bugs, as I can't find any bugs in the current version. http://us.battle.net/sc2/en/forum/topic/2089282331#13
I'll remove some doodads from the sea and I'll make fog static in order to reduce graphic requirements. Also I'll check if I can add some actors to the preload list to improve ingame performance, hope it doesn't increase loading time too much.
0
http://en.wikipedia.org/wiki/Lagrange_polynomial
l1(x) = (x - 10) · (x - 20) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
l1(0) = -10 - 20 - 30 - 40 - 50 - 60 - 70 - 80 - 90 - 100 = -550
L1(x) = -20/550 · (x - 10) · (x - 20) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
l2(x) = x · (x - 20) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
l2(10) = 10 - 10 - 20 - 30 - 40 - 50 - 60 - 70 - 80 - 90 = -440
L2(x) = -14.75/440 · x · (x - 20) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
l3(x) = x · (x - 10) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
l3(20) = 20 + 10 - 10 - 20 - 30 - 40 - 50 - 60 - 70 - 80 = -330
L3(x) = -10.88/330 · x · (x - 10) · (x - 30) · (x - 40) · (x - 50) · (x - 60) · (x - 70) · (x - 80) · (x - 90) · (x - 100)
...
P(x) = sum(Li(x))
0
Most of this things are already implemented on the upcoming version (2.0) (Increased income rate / some balancing). Also it will add lots of new units: Banshee, Marauder, Ghost, Roach, Zergling, Mutalisk, Infestor, Science Vessel, ... But I want to finish two new races before publishing this new version. Advanced units and new special structures are planned for upcomming versions.
0
- Card Shuffle: This game was completely bugged for me. It seems that you haven't localized the map, as all the text in the game was displayed to me as Param/Value/... You can use Localizer to fix this: http://www.sc2mapster.com/assets/sc2-localizer/
- Vampirism: As I posted on the main post, this game still needs a lot of work. I noted a bug, that when a building was destroyed, it displayed the wrong killing animation. You should make builders move slower, and increase their radius, you can't click them when you are following them. Also, the game lasted too short because the map was very small and the vamps could find you too easily.
- Zombie Master: I missed some extra abilities for the heroes, you only could use a single ability. Also I think you need to add some attribute or item system so you can customize your heroes. I didn't play on the Zombie Master team, but it seemed to be very entertaining. Also, I liked a lot the terrain and the dark atmosphere of this map.
@ZealNaga: I'm trying to fix the lag. For next version I'll try to deactivate the camera shake thing. Void Rays are too weak and easy to counter if you build some marines or vikings. Anyway, I'll lower the attack of Void Ray I.
0
Then you will have to create the game, and make it public.
0
It's published on EU and US servers. Search for the game on the custom map list and click on it to start download. You will find it easier if you check the Tug of War category.
0
I used to play Vampirism in wc3, and I was waiting for someone to work on a remake.
I tested the map today. I see its still on its early stages and there is a lot of work to be done. You did a good job with the models and hero's inventory. You still have to make much more bases and I'd suggest you to move the current ones closer each other, so the paths feels more like a maze. I guess you plan to expand the map and make it bigger. Also, I don't like the current way to select vampires and workers at the beggining of the game, it would be better to make a dialog for it or to allow players to select it while in the lobby.
I found a small bug, that when you don't have enough gold to make a building, it says you don't have enough vespene gas.
Keep the good work. ;)
PS: You should add some screenshot/video on the main post.
0
I have updated the "upcoming features" seccion on the main post.
We had a nice match at EU Map Night: http://www.livestream.com/wolfling/video?clipId=pla_17d3d16e-46b4-4a28-8c86-3239c9133ff1&utm_source=lslibrary&utm_medium=ui-thumb
You can download the replay: http://static.sc2mapster.com/content/attachments/13/719/Core_Fight__23_.SC2Replay
Also I've found another video on youtube playing the map:
0
- Some script command to get the fps of a player. I want to make a trigger that will hide weather effects and some other stuff for players with low fps.
- Option to disallow resource splitting after a player leaves the game.
- Allow passive abilities to be shown on uncommandable units.
- Server side banks.
- Some script command to get the name of a player as a string.
- Some better way to add custom galaxy scripts to the map.
- Allow you to publish your map on multiple servers.
0
Promising. Sad that we can't test on EU. :(
0
Yep, and people never want to lower their graphic settings.
0
How can I get fps of a player? I want to make a trigger that will hide weather effects and some other stuff for players with low fps. Is is possible?
0
We had a nice time playing these maps. I see there are really good mappers on this comunity. All the maps I played was very well done and polished.
- Room Wars: It has a very original gameplay. It seemed to me as some kind of short minigame. Rounds lasted quite a few time, maybe because I was a noob at this game :P. We had to play with 4 AI players. They worked quite well, but I think AI should attack the best player in the round instead of the one who is about to lose. In this case I was the worst player and AI was attacking me all the time :D. I would suggest to make the game last longer, maybe you can make the map bigger, add more rooms, etc...
- CoreFight: This was my map :P. I have to fix lag. I'm trying to add some option to deactivate weather effects, lighting, camera shake... depending on the player's fps. Force field seems overpowered, as they completely make artillery useless.
- NotD: Spec Ops: I'm not used to play coop survival games, but it seemed interesting. I was the one who survived the most!! The game seemed too easy because of the begginer dificulty thing. I got the Firebat, and I couldn't kill anything because the marines killed everything before the enemies get close to me. I'll try to play it on dificult mode next time :D. It seems a bit difficult to learn how to play it when you play it for the first time. There were tons of items on the floor and I didn't know what most of them were they used for. Anyway, I guess this game is the kind of game you need to play many times in order to master it.
0
Tomorrow, 25 feb, we will be playing CoreFight 4v4 at EU Map Night (7 PM GTM +1). So if you want to try CoreFight against other players, you can join us. 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
I've seen some comments about the map on the US bnet forums. Someone said that the map have some bugs. I'll apreciate if someone could tell me about these bugs, as I can't find any bugs in the current version. http://us.battle.net/sc2/en/forum/topic/2089282331#13
0
I'll remove some doodads from the sea and I'll make fog static in order to reduce graphic requirements. Also I'll check if I can add some actors to the preload list to improve ingame performance, hope it doesn't increase loading time too much.
0
You can play 5v5, 4v4, 3v3, 2v2 or 1v1.
For this event, i think the best would be 4v4.