Urrggghh if that's the case then I am mistaken perhaps.
But even your TD, I'm willing to pay 99c or so if you keep updating with more waves and bosses and more race really. 99c is just one piece of grandma cookie from the vending machine. Oh and one (1) Street Fighter game at the arcade costs you $1.50 btw. If you're really good you can sit the whole day kicking new challenger's asses and that's it - Just one day of entertainment max. This is 99c and you can play Vexal TD for the rest of your life with mapmakers support, patch and updates. Very fair pricing imo...
I think Blizzard should be less strict on the qualification. Let us use their assets and they get like 30% royalty from map sales or something. Just adopt Mobile App Store model.
It takes a long long long time for anything of quality to pop up anyways, up until this point, no custom map/mod released would be close to a "premium" one.
I think there's a few maps that I would consider premium already. To name a few:
Smashcraft: I'd value this $1.99c-$2.99 really if the dev are willing to keep on updating with new contents.
StarBattle: I'm willing to pay 99c to $1.99 if they keep supporting it.
Blizzard DotA: if released and as good as LoL, HoN, $2.99 to $4.99 is reasonable imo.
I'm sorry if I offense creator of SmashCraft or StarBattle with that few $ valuation. But What I am trying to say here is that Battle.Net can adopt the idea of Mobile App Store. Believe it or not, Map and App rhymes. There's an app for that. There's a map for that. It is meant to work that way imo.
Sell it for 99c-4.99 I bet people are willing to pay really as long as the quality is there and there will be supports on the map.
Now more concern than the Popularity System, or the Custom Game list is the Mod Security. How to make sure nobody can rip it off and resell. Very crucial imo.
Im making map in which u can shoot projectiles and if it hits your ally it will damage them.
The problem is, the friendly unit will attack you in return. I'm not sure why this happens to my ability. I think it's because the acquire type is set to offensive, and on damage set to acquire.
Wierdly though, in siege tank friendly fire, it doesn't make your friendly unit to become hostile or attack you.
I don't use validators though. I just set the target filter ticking player, enemy, ally, neutral. Maybe I should try validators tomorrow... But anyone encountering the same problem?
Very fun game. Remind me of Digital System class few years ago. Loved that subject. They made us design the circuit logic for alarm clock with snooze lolz.
I never got good CS professor. Many are lame, boring, can't teach. Some are decent. But never been as spirited as that guy. No candies too. Oh actually there's one who's spirited but he's a deuchebag... He only give A if you got perfect 100% on EVERYTHING... what a deuche.
I got a lot of deuche teacher actually. There was Chemistry teacher giving my group 0 because we opened our textbooks during Lab session. We didn't know you couldn;'t open book during lab session. My english sucks Im not native english speaker. I said sorry, explaining I might miss his instruction and he said I should dropped his course if my English was bad. What a deuche. Then one female said sorry and she was forgiven. He must got a blowjob from that girl. What a deuche. Sorry Im still very mad when I think about that time. I ended up getting A- because of that on a lame super easy class...
Hey thx for the idea. I use hellion to try and it works. But now here's another challenge. I actually don't want my ability to be exactly like Ember Lance where it pierces through enemies. I want it to collide with enemy when it hits. when no enemy in sight it will continue piercing through.
I guess I want like Void Ray when it collides, when not collide it keeps firing in a line like hellion.
I'm totally with you on this. I myself is debating whether to continue mapping or move on to other development platform that has better future.
I created a TD (and released beta version) back in November 2010. Some people think is unique in its own way. I got some of good feedback... really good feedback... and I can show you. it's not just "i played it, it's good" but really detailed feedback coming from someone as if he/she got addicted to the game. But boooo!! some people love it. but most players in battle.net GOT CONFUSED by the gameplay... and when they got confused, THEY FUCKIN LEAVE!! They don't even try to learn or read the tooltips... Sometimes I hop in the game to see what people say and only 1 out of 8 players actually wanted to learn and got the grip. The rest just got confused and LEAVE!!
That really bugged me. I don't think it's the popularity that's bugged. This BS has to do with the players/user base. I befriended tons of 12-15yrs old random players during the span of the game... No wonder they don't appreciate unique approach to a genre. They're fucken' twelve!
Plus I did my math. at peak in NA, we might see 1.5M players on battle.net. but when I did average of hours, number of players per game, on custom map. My math tells me that only 1/3 of that players actually play custom game. 2/3 still fully engaged with Melee.
SotiS: 16000 hours/day. each game lasts 30mins+ so 16000*2/24 = 1333 games per day * 8 players = 10667 players.
AND THATS ALREADY OVERCOUNTING. SotiS could last 1 hour. and not to mention SAME ADDICTED PLAYERS COMING BACK. so that 10667 players are not unique.
Now lets say there are:
- 10 popular maps with roughly same statistics as SotiS (Star Battle, Marine Arena, etc etc.): 10 * 10667 = 200,000ish.
- 20 semi-popular maps with half of SotiS, Star Battle stats: 20 * 5000 = 100,000 ish
- and 50 still barely made it on custom game list: 50 * 2000 = 100,000 ish
- and 100 others almost dead: 100* 1000 = 100,000 ish
TOTAL: 200K+100K+100K+100k = 500K players playing custom game roughly... give or take..., and that;s NOT UNIQUE players. could be same addicted joe coming back for same maps. Oh and not to mention THE BOOSTING, PUMPING happening lolz...
You're developing on a platform with 500k NON-UNIQUE users. WHAT DO YOU EXPECT??!?!?! And those players are usually Bronze who gave up melee-ing! And you expect them to play games that are unique and out of the box??
If you are 10"+ then you are not average. If you are 5" - 6" then you are lolz. I think if you want to make popular map, you have to put yourseft in average joe's shoes. After all, our customer is the average joe. you can't give em something that overwhelms their ability to play...
Ok... There is the Awful, the Average, the Awesome. But I think there is one more category: the Complex. The reason is because I've played some pretty well designed maps that have really steep learning curve. i.e. Sorceress TD, Formation Defense.
Those two are polished, the tutorial is there, all tootips are complete. Formation Defense even created numerous achievement. The gameplay and design I think is pretty good once you understand how to play. However, it is not easy to pick up and complex, too many units, and many players just leave within a few mins. A lot of users are not willing to learn. Sorceress TD might also be due to too much crash that people not willing to play...
Reinventing the wheel could be tough. You can say that games that are too complex are badly designed too.. I agree. But it's not entirely true... Sometimes the users are to blame. I know that consumer is king... but SC2 users are totally different than WC3 users. WC3 players are willing to try and explore new unique maps. That's the reason so many genre such as TD, AOS evolution DotA, Hero Defense, Open RPG were born. In SC2 too many players are 14 years old players. No kidding I have befriended many random people I played with and the age range are 12-15 mostly... And many are not willing to try dig deeper into games. They want something that's easy to pick up.
And that's what really happened. Reason Starcraft 2 can only sell that 3M in 1st month is because SC2 is Strategy game requires tons of decision making and thought. Look at Civilization IV. Great great game but horrid sales. Because too complex. the pace is not as fast. But great great game if you are willing to go deep. Compare that to Call of Duty. Also great great game but super easy to pick up no need to think too much. No brainer and boooomm! the fastest selling game ever.
0
Urrggghh if that's the case then I am mistaken perhaps.
But even your TD, I'm willing to pay 99c or so if you keep updating with more waves and bosses and more race really. 99c is just one piece of grandma cookie from the vending machine. Oh and one (1) Street Fighter game at the arcade costs you $1.50 btw. If you're really good you can sit the whole day kicking new challenger's asses and that's it - Just one day of entertainment max. This is 99c and you can play Vexal TD for the rest of your life with mapmakers support, patch and updates. Very fair pricing imo...
I think Blizzard should be less strict on the qualification. Let us use their assets and they get like 30% royalty from map sales or something. Just adopt Mobile App Store model.
0
I think there's a few maps that I would consider premium already. To name a few: Smashcraft: I'd value this $1.99c-$2.99 really if the dev are willing to keep on updating with new contents. StarBattle: I'm willing to pay 99c to $1.99 if they keep supporting it. Blizzard DotA: if released and as good as LoL, HoN, $2.99 to $4.99 is reasonable imo.
I'm sorry if I offense creator of SmashCraft or StarBattle with that few $ valuation. But What I am trying to say here is that Battle.Net can adopt the idea of Mobile App Store. Believe it or not, Map and App rhymes. There's an app for that. There's a map for that. It is meant to work that way imo.
Sell it for 99c-4.99 I bet people are willing to pay really as long as the quality is there and there will be supports on the map.
Now more concern than the Popularity System, or the Custom Game list is the Mod Security. How to make sure nobody can rip it off and resell. Very crucial imo.
0
Just do whatever makes you happy
0
Hi guys!
Im making map in which u can shoot projectiles and if it hits your ally it will damage them.
The problem is, the friendly unit will attack you in return. I'm not sure why this happens to my ability. I think it's because the acquire type is set to offensive, and on damage set to acquire.
Wierdly though, in siege tank friendly fire, it doesn't make your friendly unit to become hostile or attack you.
I don't use validators though. I just set the target filter ticking player, enemy, ally, neutral. Maybe I should try validators tomorrow... But anyone encountering the same problem?
0
I want to play too! color: 6666FF
0
Very fun game. Remind me of Digital System class few years ago. Loved that subject. They made us design the circuit logic for alarm clock with snooze lolz.
0
I never got good CS professor. Many are lame, boring, can't teach. Some are decent. But never been as spirited as that guy. No candies too. Oh actually there's one who's spirited but he's a deuchebag... He only give A if you got perfect 100% on EVERYTHING... what a deuche.
I got a lot of deuche teacher actually. There was Chemistry teacher giving my group 0 because we opened our textbooks during Lab session. We didn't know you couldn;'t open book during lab session. My english sucks Im not native english speaker. I said sorry, explaining I might miss his instruction and he said I should dropped his course if my English was bad. What a deuche. Then one female said sorry and she was forgiven. He must got a blowjob from that girl. What a deuche. Sorry Im still very mad when I think about that time. I ended up getting A- because of that on a lame super easy class...
0
Wow and they use Windows!!!
Most Big University and Ivy League uses Unix from my experience! lolz
0
@SexLethal: Go
Hey thx for the idea. I use hellion to try and it works. But now here's another challenge. I actually don't want my ability to be exactly like Ember Lance where it pierces through enemies. I want it to collide with enemy when it hits. when no enemy in sight it will continue piercing through.
I guess I want like Void Ray when it collides, when not collide it keeps firing in a line like hellion.
Any tips?
Thanks
0
Hi guys,
wondering if it's possible to do that kind of ability based on mouse click and mouse move in SC2?
Youtube Link here:http:www.youtube.com/watch?v=RPcDtsfe_fo
TIA
0
@Koronis: Go
It is dick shaped indeed.
I'm totally with you on this. I myself is debating whether to continue mapping or move on to other development platform that has better future.
I created a TD (and released beta version) back in November 2010. Some people think is unique in its own way. I got some of good feedback... really good feedback... and I can show you. it's not just "i played it, it's good" but really detailed feedback coming from someone as if he/she got addicted to the game. But boooo!! some people love it. but most players in battle.net GOT CONFUSED by the gameplay... and when they got confused, THEY FUCKIN LEAVE!! They don't even try to learn or read the tooltips... Sometimes I hop in the game to see what people say and only 1 out of 8 players actually wanted to learn and got the grip. The rest just got confused and LEAVE!!
That really bugged me. I don't think it's the popularity that's bugged. This BS has to do with the players/user base. I befriended tons of 12-15yrs old random players during the span of the game... No wonder they don't appreciate unique approach to a genre. They're fucken' twelve!
Plus I did my math. at peak in NA, we might see 1.5M players on battle.net. but when I did average of hours, number of players per game, on custom map. My math tells me that only 1/3 of that players actually play custom game. 2/3 still fully engaged with Melee. SotiS: 16000 hours/day. each game lasts 30mins+ so 16000*2/24 = 1333 games per day * 8 players = 10667 players. AND THATS ALREADY OVERCOUNTING. SotiS could last 1 hour. and not to mention SAME ADDICTED PLAYERS COMING BACK. so that 10667 players are not unique. Now lets say there are:
- 10 popular maps with roughly same statistics as SotiS (Star Battle, Marine Arena, etc etc.): 10 * 10667 = 200,000ish.
- 20 semi-popular maps with half of SotiS, Star Battle stats: 20 * 5000 = 100,000 ish
- and 50 still barely made it on custom game list: 50 * 2000 = 100,000 ish
- and 100 others almost dead: 100* 1000 = 100,000 ish
-------------------------------------------------------------------------------------+TOTAL: 200K+100K+100K+100k = 500K players playing custom game roughly... give or take..., and that;s NOT UNIQUE players. could be same addicted joe coming back for same maps. Oh and not to mention THE BOOSTING, PUMPING happening lolz...
You're developing on a platform with 500k NON-UNIQUE users. WHAT DO YOU EXPECT??!?!?! And those players are usually Bronze who gave up melee-ing! And you expect them to play games that are unique and out of the box??
You see now why I;m giving up on this?!
0
Can't wait! Love vexal td.
However my concern is the artistic model. There's no usagi.m3 in the editor...
0
@Wraith367: Go
Try peeking at mutalisk glaive worm
0
@MotiveMe: Go
If you are 10"+ then you are not average. If you are 5" - 6" then you are lolz. I think if you want to make popular map, you have to put yourseft in average joe's shoes. After all, our customer is the average joe. you can't give em something that overwhelms their ability to play...
0
Ok... There is the Awful, the Average, the Awesome. But I think there is one more category: the Complex. The reason is because I've played some pretty well designed maps that have really steep learning curve. i.e. Sorceress TD, Formation Defense.
Those two are polished, the tutorial is there, all tootips are complete. Formation Defense even created numerous achievement. The gameplay and design I think is pretty good once you understand how to play. However, it is not easy to pick up and complex, too many units, and many players just leave within a few mins. A lot of users are not willing to learn. Sorceress TD might also be due to too much crash that people not willing to play...
Reinventing the wheel could be tough. You can say that games that are too complex are badly designed too.. I agree. But it's not entirely true... Sometimes the users are to blame. I know that consumer is king... but SC2 users are totally different than WC3 users. WC3 players are willing to try and explore new unique maps. That's the reason so many genre such as TD, AOS evolution DotA, Hero Defense, Open RPG were born. In SC2 too many players are 14 years old players. No kidding I have befriended many random people I played with and the age range are 12-15 mostly... And many are not willing to try dig deeper into games. They want something that's easy to pick up.
And that's what really happened. Reason Starcraft 2 can only sell that 3M in 1st month is because SC2 is Strategy game requires tons of decision making and thought. Look at Civilization IV. Great great game but horrid sales. Because too complex. the pace is not as fast. But great great game if you are willing to go deep. Compare that to Call of Duty. Also great great game but super easy to pick up no need to think too much. No brainer and boooomm! the fastest selling game ever.