yeah i don't care either way but i think thats why some may think hes female.
prolly used a girls voice to get more attention for the map xD
some feedback on turrets
- debuffing freshly build turrets with a -50% attackspeeddebuff called initialisation or something that fades slowly over 10-15 seconds
-or add a cd to the deployability after a tower gets killed by the enemy, if you can build more than one of the same sort you should be able to do so it just slowly recharges the charge for the next tower in the background
on a personal note: you may have noticed i post quite a lot here xD but you know i don't do it to annoy you eiviyn but because i want to help you make an awesome map a bit more awesome so it stays on page 1 forever like dota or nexus wars. and with the upcoming blizzard dota you will have even more competition for a solid playerbase thats why the first release should blow new players away instantly with awesomeness ^.- first impressions are the most important thing to a new player if its meh he likely won't ever come back, catalyst2 has the potential to become really amazing but it's not quite there yet
Feels like i'm the only guy posting here atm QQ
Anyways blue team players start in the red base and that is unhealthy for them hehe
Only initialspawn is screwed up upon death they respawn correctly in the blue base
If you jump to your scv with F1 your camera first moves to your hercules and then to your hangar, this doesn't happen if you switch views with the switch-ability.
Also the fortress is too easily snipeable by even 1 player, it should be moved further into the base, get autoupgrades just like the biocreeps, and the Ibiks Cannon shoud be immune to point defence turrets (1 player with 2 point-defence can basically cancel out the Ibiks cannon and snipe the fortress all on his own.
The tooltips for the towers should be more consistend, meaning sometimes you state that a weapon is dodgeable or not/immune to point defence but why not do that for all weapons so a new player knows immediately whats going on with which weapontype?
Energy currently is kinda useless it would be far better if all abilities would cost energy including warpdrive and the healtowers would use their own energybar, that way you would suddenly be able to do energyrelated stuff like drainweapons/abilities, energyregenerators etc. It would also be more of a decision to use an ability or not, currently(especially with mules) it is simply the best and most effective thing to just spam the abilities available and that is kinda blegh.( ret-/protpaladins in wow got a new resource for the same reason cuz spamming stuff that is of cd is boring and requires little decisions made by the player hence facerolladin xD)
1-some buildings cost minerals instead of energy to deploy
2-if the player dies the buildings shouldn't explode it is enough to halt production
3-creeps have to walk on the correct path currently they run across the map
4-bios should benefit from the autoupgrades just like the computerbios otherwise you have to pump vespene/minerals just to not make them utterly useless later
5-would be cool if you could give the ghosts some extra flavour by enabling them to snipe like in nexus wars
6-ghosts/medics should start out with full or near full energy after all they won't get a rest to build it up
alright thats it for now and i gotta say i love this map already especially the way you handled the control-nodes :)
Got a gamebreaking bug just now. I played as wraith (I guess this could also happen as a different unit don't know) and some time into the game my wraith got somehow added to the creepwaveorders, meaning it would automatically move as if it was a creep every few seconds to the next creepwaypoint. Hope you can squash this bug.
Hold on I think it happened right at the start of the game, even while your screen is locked in your base. So somehow the map-initialisation screwed up or something.
Yeah i know already that there is loads of customization don't get me wrong but as i understand it the tech trees work like the ones in diablo2, where you have to get at least 1 first tier weapon to use the 2ndtier weapon.
Well maybe i don't want the 1st but only the 2nd tier thingie cause the 1st doesn't work well with the rest of my build you see thats what i meant with restrictions.
I think a gated approach coupled with your vehiclelevel is good enough without a actual tech tree but what do i know.
Alright thanks for the answers, well i dunno tech trees for turrets could be a good or bad thing cause it restricts the customization by quite a bit. Dunno one has to play it to see how it pans out.
So it would be pretty neat if you could actually release a beta so we can give actual feedback instead of guessing whats going on ^^
Argh the suspense is killingt me, there is atm no custom-map that i really fancy aside from star battle, thats kinda unique.
So keep up the good work i can't wait :)
Do you still have "turret"-weapons and normal "stand-still-to-fire"-weapons? That 's pretty cool but i didn't really see that in you big weapons-post on 38. If you have it would make things easier if you placed like all turret-weapons to the left side of the control-panel(for example in the light weapons tab) and all normal weapons on the right side. So a turret-weapon oriented player would primarily look on the left side when building stuff and so on.