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    posted a message on EVOLVES choice (EU) - feedback needed

    hi tdhsst, first of all thanks a lot for take your time to give your opinon ^^

    saddly the game is way more difficult to balance than that because of the coexistence of different lvls simultaneously.
    Lets say one player is on lvl10 for example. As you say with just 2 choice one of them will always be more powerful than the other, but what if other player is on lvl9? will this unit keep being the best? and if other player is lvl11? which player should you counter?
    It's a crazy system where there are 6 different units being spawned but you can use only 2 of them. What is more, you can't forget those units that survived the battle on lower levels. They can be weaker but can't forget about them.
    You can say that the game already has a RPS (rock-paper-scissors) system, one with not 3 but 4-6-8 different options that change along the game xD

    Could i use a RPS similar for all levels, making it easier to balanced? Yes
    But that way all levels would be near the same, just changing skin (lvl1: marine, zergling, zealot; lvl2: tychus, ultralisk, firebat; etc)

    Posted in: Map Feedback
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    posted a message on EVOLVES choice (EU) - feedback needed

    Hi again guys! Time ago i had a project to recreate EVOLVES choice from BW, but i stoped with editor few time after start it. I returned 1 week ago, with 1.5 patch, and i retake ths project.

    -= ABOUT THE GAME =-

    • EVOLVES is a frenzy/madness game where you will spawn units every second. The more you kill the more powerfull your units will be. The objetive is to kill enemies bunkers and be the last alive player.
    • "choice" version add the posibility of choice between 2 different units every level, leaving the fate of the battle to the choice of the player.

    -= ACTUAL FEATURES =-

    • Mass Attack: This is a function that will order all figther units move-attack the desire location. Once active this trigger will repeat itself every second, sending brand new units to the heart of the battle.
    • Raven abilities:Actually Raven, the unit that spawn units, is also a support unit with several abilities, what include heal, auras and mass blink.
    • 14 levels. And what is the same, 28 different units along the game.

    -= FUTURE FEATURES =-

    • Raven abilities: In a near future Raven will be a hero unit with levels, having to unlock and empower his abilities throw experience points.
    • A new ability is planned: Hero Recall, which will allow Raven to call hero/mercenary units (like siege tank for example).
    • Another planned feature is the posibility to configure the game, being able to choose between FFA or 3vs3, double units spawn, etc
    • A total of 35 levels, or 70 different units.

    This map is currently aviable in EU server, but once it reach 1.0 version (aprox 1 week from now) i will try to publish in other servers. Until then I would apreciate if you can test and feedback it, i really need it to keep doing a good job

    Posted in: Map Feedback
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    posted a message on Diablo 3 to be released unfinished.

    i don't think Blizzard have real financial problems, it's more than actually they are too ambicious:
    - 3 simultaneous developments: D3, HotS and one more expansion for WoW (last time blizzard tried 2 simultaneous developments it finished with "sc: ghost" cancelled)
    - the "promise" of 2 games per year. blizzard are you serious? (you can't manage more than 1 project at same time and trying 2 games per year?)
    - a fourth simultaneous development with that "secret project" they have a while ago
    - WoW, as any other MMoRPG, have a lifespan. They try to cover it with more an more patchs but it will only prolong the agony of the beast

    more than financial problems they have too many taps open. They grew arrogant with WoW incomes and just noticed the mistake, but they need to keep their pride and publish the games they promised

    Posted in: Off-Topic
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    posted a message on EVOLVES choice 2

    test version is already aviable on SEA and NA!!

    Posted in: Project Workplace
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    posted a message on Magical Flying Nydus worm of lulz

    i don't know if this have relation, but i think that on development nydus worm was planned to be an "underground transport" instead of classic (and actual) "instant teleport". you could see it jump between platforms on space maps xD
    probably this model came from there

    Posted in: Terrain
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    posted a message on Maar animation so cool yet cant find

    add campaign dependence
    model: Assets/Effects/Zerg/HybridWarpIn/HybridWarpIn.m3
    model: Assets/Effects/Zerg/HybridWarpOut/HybridWarpOut.m3

    that one?

    Posted in: Triggers
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    posted a message on EVOLVES choice 2

    as promised i just published the beta (alpha?) version on EU servers. if i have luck will publish it on NA shortly, to test and feedback

    Posted in: Project Workplace
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    posted a message on EVOLVES choice 2

    I'm here one more time!
    this week i'm working on a "EVOLVES choice" remake.
    For those who don't know what is EVOLVES, it's a madness/frenzy game where 6 players have to kill enamy bunkers while spawning units every second. spawned units will be more powerful the more points you have.
    in short it's a game to enjoy massive armies killing each other.

    This game need a really hard work with balance so i have to ask all you for feedbacks. help me to make this a nice map

    Posted in: Map Feedback
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    posted a message on EVOLVES choice 2

    you are quiete right. As you say, on BW map, skilled players were easily feeded by newbies... But the biggest problem (and at the same time the best point) of evolves choice is that you have to worry not just to balance same lvl units, but between lvls too

    lets say player1 and player2 go up to lvl5. They can choice between tank and hidras, and best choice is tanks. They fight wth tanks until player1 lvl up and is able to build mutalisk. all other players will be fucked for the arrogance of build only the "actual" stronger unit and will be force to build hidras.
    BUT lets say player3 stop killing on lvl4 and just mass ghosts. Since they are lvl4 they have less live, less attack and give less points, but have bonus vs light (mutalisk), so between that bonus and the numerical superiority he can overtake lvl6 mutalisk and take the lead.
    can think from this between levels relationship similar to your "third choice" suggestion, but a lot more complex (and chaotic)

    for me this is the funniest point of the game but, as you said, at the same time is the biggest problem with newbies and feeders...

    anyway i already have prepared a basic version with 10 lvls and some defensive skills, so probably i will publish it tonight or tomorrow and ask for feedbacks. it's near imposble to make this type of games without feedbacks and opinions xD

    Posted in: Project Workplace
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    posted a message on EVOLVES choice 2

    exact. but i don't know what welcome could have since no one remade it yet (maybe the reason no one remade it is because would have a bad welcome)
    that is why i want some opinions ^^

    Posted in: Project Workplace
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    posted a message on EVOLVES choice 2

    Hi everyone!
    Last weekend, after some events, i decided to make a simple but funny map and finally chose to recreate the clasic EVOLVES.

    For those who don't know what is evolves, it's a madness type UMS map (use map settings) from sc1 where players spawn units every second and have to kill all enemy's base to win (usually a bunker). Special feature is that every X kill points player spawn a different and more powerfull unit. for example, player start spawning 1 marine per second, but when he earn 1000 points it will be 1 zealot per second, with 3000 points 1 hidra, etc

    I'm planing to recreate one specific version of that serie: EVOLVES choice, where you can choose between 2 units per level.
    other features I'm planing to add are:
    1. Some defensive skill for the base, like nova or guardian shield
    2. Spells for command ship (spawner unit), like area heal, psi storm or even buy heros (that are powerfull but can die in combat)

    All those spells will be limited with mineral cost, so players need to think wisely what they want to buy

    up here my ideas, now need to listen opnions from other players to make it a good map that everyone can enjoy!
    so please answer and let me know what everyone think

    Posted in: Project Workplace
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    posted a message on Stupid abillity question that I should already know

    instant effect ability with a cooldown of 60 seconds, that apply a behaviour that last 5 seconds.

    just copy stim pack and add the cooldown

    Posted in: Data
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    posted a message on Creating a spellbook-style dialog

    as bashar said you will need 1 variable per object (not button but object, include dialog itself and images)

    i think the best option is learn about layouts and modify default UI. helral have amazing tutorials about that
    http://www.sc2mapster.com/forums/resources/tutorials/20323-ui-sc2layout-files-override-method-aiurchef-method/
    i'm sure you would like to see a demo of runecraft, with a "spellbook-style" layout

    Posted in: Triggers
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    posted a message on Disable AutoFire & Make AutoFire Ability

    hi again!
    yesterday i finished my map so i needed something fresh for a change, so i tried it.

    as said i duplicated marine weapon and removed scan filter to one of them, while adding energy cost to the other.
    next i created an ability (focused warrior) that apply a behaviour (focused marine), and that behaviour disabled normal weapon to finally add the automatic one.

    i created another ability with same steps for marauder,with some differences: dup weapon have no energy cost, but behaviour itself consume energy (add negative energy regen)

    Posted in: Data
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    posted a message on Advance Wars 0.6 - FeedBack needed

    that was fast!!
    Advance Wars 0.6 is already aviable on NA and SEA.

    thx trieva for the upload

    Posted in: Map Feedback
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