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    posted a message on Blasterbots

    @DuckyTheDuck: Go Random monsters that pose little threat/nuisance, a bit like complexity. You could code different types of critters with various values in basic traits, here are some examples:

    Lethal (trigger tracer, can be killed, will kill powerups):

    1. Mutalisk: slow, airborne (it could move over blocks)

    2. Zealot: medium speed, x1 shield (you need 2 explosions to kill it)

    3. Hellbat: slow

    Non-lethal monsters (can't be killed, will not interact directly):

    1. Overlord (slow, flies around randomly spreading creep for slowed bot movement speed, upon sudden death morphs into overseer which drops hard blocks randomly)

    The overseer thing would actually be very interesting because I find complexity to be unfair in the early game but fun in the late game, and this would help with that.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Understood all that, except for the part where you say zoom out lategame to avoid big ranges. I don't think it's possible/I knew abou that :D

    Random monsters then. With critter models. !

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go For 3., I didn't mean the block would soak up explosions, I just meant bombs couldn't be placed on them. This might make endgame zoning out easy though, so it might not be a good idea altogether, or you'd need to make the placement algorithm ignore the centre of the map.

    For 5., I meant pairs of portals that travel bots between each other, so two-way, and perfectly equal in nature. There could be 2 red, 2 blue, and 2 of every colour you can pick for your bot. The only randomness with them would be their locations, but you already have that with complexity and powerup drops. I do think it's worth a try with at least 1 or 2 pairs at first.

    As for adding options for ascension being hard, it's why I suggested rebalancing wall pass instead of adding the option to set ascension bonuses. Basically every powerup has its drawback in the early game (I've seen 2 bombs being placed by mistake or forgetting about power range, throw denies you farm, etc.), but wall pass has none.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go I've played quite a few matches recently (had a 24 hour stream marathon with loads of Blasterbot), so I do have a few ideas :3

    1. A rebalance of wallpass. I like the powerup, and although I could reduce drop probability, it can still be given right off the bat in ascension mode, where it seems to be OP. Maybe decrease movement speed while in soft blocks? Right now if you get it in ascension, you can almost guarantee for yourself free farm and the crippling of at least 1 player on the map with it. It's actually a reason we don't often use ascension, even though it's a fun option.

    2. Ascesion mode reward icons do no match in-game icons of powerups.

    3. Maybe a type of block (the rarity of which could be set similar to complexity) which you can pass through but can't place a bomb on.

    4. More tilesets please @_@

    5. A portal that works exactly like in Portal :p but it could be on the ground. It could transfer bots (and explosions?), kicks but not throws, etc. Maybe 1 pair per map to avoid making it too chaotic, or just give it a slider for the host to decide how many portals there'd be. I can imagine having 10 pairs to be fun actually :D it could be another type of block which you can walk on. Alternatively, you could place it on the side of a map unit for it to make sense to transfer explosions (so it wouldn't be on the ground but it'd be a gate sort of thing).

    NEVER underestimate my power to come up with crazy ideas. ;) hoping to see you tempted to meddle a bit with the map ^^

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go It seems the changes have fixed the problem, although there are sill occasional freezes for players. They can recover from the lag without sc2 crashing though and they can continue playing. Thanks for the customer support :D

    ps no plans for new features? :3

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Hey long time no play :D wanted to give you a headsup that the latest version seems to be suffering from a lot of fatal error crashes lately. We can barely finish a game with half the people. I don't know if you're still active because I don't see you online much, but thought I'd drop by and five feedback.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    http://eu.battle.net/sc2/en/blog/6617991/Arcade_Highlight_Blasterbots-30_11_2012 You thought you could hide that from us? EH?! Congratulations! And thank you for the acknowledgement! <3

    Posted in: Project Workplace
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    posted a message on Blasterbots

    The tournament was an overwhelming success. Got praise, followers, and it was overall great to organise. I managed to get 3 betas to give away as prize, too. Couldn't have done it without you ;D

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go The previous one didn't turn out the way I wanted it, admittedly. Hope you didn't see it lol. Tonight's starts at 19:00 UTC+1 but the tournament proper will probably start around 20:00 since most participants will be late. There's going to be a tad more production value in it than in the previous one - it should be a blast (GEDDIT?!).

    Posted in: Project Workplace
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    posted a message on Blasterbots

    How does this affect my tournament tonight? Can I no longer find bomberbot, new name = updates, or what exactly does this whole thing mean?

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Lyna Blaster? Because bombs burn in... lines... nvm.

    Blast Man Standing!

    Meh it's a shame you have to change name just to get recognition.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    OK, I had someone check it as I'm not at home and he clearly wasn't using his eyes, sorry :D

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Any plans on implementing a spectator status? I'm considering hosting a tournament with commentary and I'd need a spectator slot or two. I'd rather not have the commentator kill himself in the beginning since that occupies a starting position and it looks quirky. Thoughts?

    Posted in: Project Workplace
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    posted a message on Blasterbots

    As 1.5 just went live, I expect the map entry to improve greatly. Screenshots, how-to-play, patch notes, everything, as afaik you already have these ducky, you just need to copy them into the appropriate fields. A well rounded map profile would greatly help with its popularity.

    Hope to see these soon and perhaps play some games.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Seeing as how I feel physically sick from the new queen ground attack animation and these updates sound very interesting, I might just get into this again.

    If D3 gets cancelled.

    Posted in: Project Workplace
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