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    posted a message on -RAID- (Impossible Bosses)
    Quote from Enexy: Go

    @Enexy: Go

    Why was this moved?

    I requested a mod to move it to Project Workplace.

    Quote from Enexy: Go

    @Stealthsam: Go

    Did some testing with stealthsam.

    The map is very fun, and it actually does require strategy to win. It doesn't take too long to get used to the boss and get the strategy down. It does get a bit of a instance boss feel, but not quite at the raid level material. Though, some raid bosses in games are just utter trash anyways. Only did the first boss, but definitely felt a little harder than a normal instance boss.

    Equipment system is confusing for the first 15 seconds, but just give it that 15 seconds and you'll understand it.

    Looting doesn't seem as epic as it should, but it is there, and it will make you want to get more loot.

    My major issue is losing control of your unit, and then not being able to quickly select it back (as you can't bind it to anything, nor is there a hotkey to reselect it) after losing control. Sometimes it's hard to reclick your unit as the boss takes up quite a large selection circle.

    I don't see long-term replayability in this map, YET. It's pretty basic atm, but that's because this was just an alpha/beta test. Still very fun even if you only play 1, or 100 times.

    Overall - very fun, I'd give it 5 stars on the rating system. If I had to actually grade it accurately, I'd give it somewhere around an 80~ out of 100.

    Thanks Enexy for the feedback! I didn't mention tihs in the post, or even during tests. But this map is pre-alpha atm. almost nothing is 100% polished.

    There is only 4 playable classes right now, with an estimate of around 10 in the finished product. The boss AI is pretty close to finished, but still needs some touching up to make the fights a tad more interesting for when only 2 players remain.

    The replayability will be there. If you like strategizing until you nail how to kill a boss, tough challenges, great teamwork, and tons of rewards in items (and probably leaderboard rankings) then you will probably play the finished product quite a bit before you get tired of it.

    There is also a planned PvP mode, where 2 teams are pitted against each other in various game modes. Capture the Flag is one, Domination is another, and finally there is a boss time mode. In this mode there are 6 players on each team, the team that kills their boss the fastest wins the round.

    I have a whole lot in store for this game.

    Posted in: Project Workplace
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    posted a message on [Model Showcase] Warcraft Units

    Please, god, let me use that Rifleman model for my map!

    PLEASE!!!!!

    Posted in: Artist Tavern
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    posted a message on -RAID- (Impossible Bosses)

    Thanks for the feedback.

    The issue you have with roles being self assigned in a game like this is that player's won't know what to pick. This was a big issue in Impossible Bosses. Everyone would leave because you'd end up with like 5 warlocks and 3 tanks, no one wanted to heal.

    I'm hoping the Easy Setup system will work better than that, but if it doesn't then oh well.

    I look forward to seeing more feedback!

    Posted in: Project Workplace
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    posted a message on -RAID- (Impossible Bosses)

    Hello! I've been working on this for quite awhile, it's my latest (and most dearly loved) project of mine.

    I feel a quick summary is necessary. Below is a video of Impossible Bosses from Warcraft III.

    Embed Removed: https://www.youtube.com/v/GJo6_mgc7h0?fs=1

    Impossible Bosses is about teamwork, raging, and self pride (But most importantly raging).

    I am rebuilding the excitement of Impossible Bosses, in my own way. My idea is to take the exciting boss fight only material of Impossible Bosses and turn it into an RPG game with saveable characters. However, items will be the only thing saved. Heroes do not level up, but recieve stat points. Stat points are for building your character each time you play for a different purpose, therefore it is not necessary to save stats.

    Systems

    Combat

    • The combat system is built to allow many different statistics, such as Critical Strike chance for both regular attack and Spell attacks (or even heals).
    • The combat system also has block chances/block power and dodge chances. Each boss has different stats according to their difficulty. Bosses actually play like real MMO bosses, rather than just dealing and taking set damage.

    Items

    • Items are saved to each character you play. Rather than having 3 slots of saveable characters, I have optimized the bank data in such a way that I can easily save data from all characters you play.
    • Items are obtained via Bosses, random challenges, achievements and vendors.
      • Bosses drop anywhere from 1 to 3 items for each player individually. There is no loot system using Greed/Need. Loot is significant for each boss.
      • Vendors change after every boss. Vendors have item sale chances aswell, this is so that vendors are constantly changing and have more of a merchant element to them. Vendors don't sell low grade items only like in most RPG style games, the vendors sell almost as good gear as can be obtained from the previous boss. After defeating the last boss there is a vendor area for that boss.
    • Items are viewed in a list format (much like Skyrim's inventory). Item types are separated into categories for the player so that your inventory doesn't get clunky.
    • Each boss has approximately 15 items, some have more, but no boss has less.

    Bosses

    • All Bosses are unique. My only issue with Impossible Bosses is that the bosses were generally all the same with a little more damage and health. It was still a great game, however. But in RAID bosses have weaknesses/objectives. The first boss in RAID is a tribute to the first boss in Impossible Bosses and it is the only boss that is remade from the original.
    • Bosses have a built in AI. The AI allows them to be stunned inbetween casts, use abilities on certain targets such as the healer or highest DPS player etc.
    • Threat System. The Bosses and all summoned enemies have a Threat meter that can be influenced by any other unit. So player summoned pets can influence the Threat meters.
    • Visual Queues. Another thing Impossible Bosses didn't do very well was this. Making the bosses very challenging is one thing, but randomized randomness is another. Visual Queues are very important for cooperative team play. Therefore cast bars have been added to all bosses, a long with some other notifications of danger. This does not mean the game is easy!

    Difficulty Settings

    • There are only 3 difficulty settings as of right now in RAID.
    • Difficulty settings must be reached much like Diablo difficulties. For the host to select a harder difficulty there is a formula
      • avgBossKilled >= (1/2boss#). Basically if all players in the game average out to have killed half of the number of bosses in the first difficulty then the host can select the next difficulty.
      • Each difficulty brings 1 or 2 new abilities to each boss, and stat bonuses. Health does not increase on bosses, but other stats like Block Chance, Dodge Chance, Critical Strike Chance, etc. become greater.

    Interface

    • The games interface is greatly simplified and improved. The interface provides custom Command Card, Removed Minimap, Custom Chat section, and dps/threat meters.
      • The Chat Box is in the bottom left and is much like Mafia's. It is out of the way of the action and allows manipulation of it in a way that is much more significant than the original chat box.
      • The Command Card now in the center of the screen with a custom made border that fits the theme. all status bars are present inside of the command card.
      • DPS/Threat meters can be viewed inthe multibox in the top right. The multibox allows players to quickly change viewing between hero stats, dps, threat meters and more to come.
    • Custom Healthbars. These healthbars are displayed over all enemies that have been attacked by you within 10 real time seconds. There are also custom healthbars displayed over all allied players that help healers keep track of things much easier.

    Easy Setup System

    • The role selection system is by default made to design a balanced game based on the number of players present.
      • The system finds a good number of Tanks/DPS/Healers based on the amount of players and will only allow a maximum selection of each role to be selected.
      • This system can be turned off to allow more coordinated teams to play on their own terms.

    Progress

    The systems in place are really all I need as far as I can see. Some new systems may need to be put in place at a later date though.

    • As of right now 2 bosses are complete for all 3 difficulties.
    • 37 items are in place
    • 4 heroes are complete with 1 in progress
    • Everything mentioned above is complete

    Screenshots

    A video and screenshots will be available to view in the near future.

    Please give me feedback as soon as possible!!

    Posted in: Project Workplace
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    posted a message on Rise of Nigma RPG

    This game has improved greatly since you showed it to me last man. (This is Aphotic btw).

    I remember when you first showed it to me and it was really hard to navigate because of the amount of shit on the screen. IT looks as though you have optimized the UI. Most of the dialog images also look a little more clear. I believe the last time you showed me the game you had a lot of placeholders instead of actual images.

    I'd really like to test this map again with you some time!

    Posted in: Map Feedback
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    posted a message on Is Boolean a Bit or Byte?

    In essence a bool is just a 1 or a 0. So it's 4 bytes.

    Posted in: Triggers
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    posted a message on Black Mesa Source

    Holy Fucking Shit.

    Posted in: Off-Topic
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    posted a message on Meat Hook Mechanics (Pudge)

    Ill tell you on sc2. This is Aphotic.

    Posted in: Triggers
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    posted a message on Difficulty dialog runs all the difficulties.

    Looks like you difficultyvote arrays are off. It modifies array 1 but in the if then it checks for array 0.

    Posted in: Triggers
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    posted a message on Custom UI Advices

    @Trieva: Go

    Not trying to sound like a dick.. But if you're trying to learn something, read the whole post. >.>

    Posted in: UI Development
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    posted a message on OneTwo, You have Dissed me Bigtime

    LotR is a genre pretty much. It's like diplomacy without the strategy.

    Posted in: General Chat
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    posted a message on OneTwo, You have Dissed me Bigtime

    It's.. not even your map.. you're just the uploader...

    And.. it's a LotR. Those style maps have been outdated since Starcraft 1. Mappers with skill, like OneTwo aren't going to find games where you mass units and run in to die over and over and over until something magical happens very appealing.

    Posted in: General Chat
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    posted a message on SC2 Arcade Alpha

    @Taintedwisp: Go

    Haha I really enjoy this new patch.

    Posted in: General Chat
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    posted a message on SC2 Arcade Alpha

    Wooh I got in this! totally published MageCraft!

    Posted in: General Chat
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    posted a message on [Music] The Official Metal Thread

    How is Lamb of God not on here? Anything but their latest Album. Clutch could somewhat be classified as metal? Suicide Silence... :D Marilyn Manson!

    Posted in: Off-Topic
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