Just like onetwo, unlisted video, if they ask me it shall be removed.
Incase you missed my hours long stream on sunday, I'll be making a series of the new features ;o
Can you dinamicaly modify lighting by using triggers? That would be quite interesting for my Populous Map. Looking forward to the open beta test, any idea when will it start?
Mainly we protest against:
- Politicians introducing budget cuts and tax rises, and then injecting public money into banks.
- Everybody suffering from the crisis while banks keep reporting millionaire profits.
- High unemployment.
@Vortexx2010: Go
I'm quite bussy because of my university exams. If I find some free time, i'll try to test your map. By the way, is it published in EU?
+ Beast Commanders
Now that everything is more or less balanced, it's time to add new unlockable heroes and game mechanics.
+ Photon Discs
Mouse movement and controls felt very uncomfortable. I wan't able to comfortably aim and dodge discs.
That terrain doesn't fits a shooter game. It needs some doodads so you can hide behind them.
+ Ghost Tournament - Jungle
You have to find a way to deal with that lag.
Teams shouldn't be able to stay at the enemy base.
Vehicles shouldn't be able to jump, it looks weird. Also, give them some different weapon.
@IliIilI: Go
About Core Fight:
Dont know what caused it, but it was more "sudden" than the version I used to play; I counter the enemy units and Im suddenly in their base. It used to be more gradual and slow.
For some reason nobody in my team was building at the bottom line.
@IliIilI: Go
"Random Race" being the default annoys me. No one seemed to get protoss, therefore no artillery shields. I dont find the terran races fun to play in Core Fight, while I do like the protoss. Ive played toss more and know the counters there better and just overall like the race more. Please make Pick Race the default option - If players want random race, theyll pick it, but Im pretty sure people generally like to know what they get. I often times play random in melee or other maps, but this is one map where I highly favor one race over the others.
Done. But you could have voted for pick race mode at the beggining.
@IliIilI: Go
I liked the old base layout more than this one (the bases looked good, but i didnt like how thin they were... I believe there was just as much space in the old bases, but how it was divided just felt awkward. Its a horizontal map, so having more space vertically seems a bit off.)
I wanted a more linear layout so placing artillery would be part of the strategy of the game.
@IliIilI: Go
I havent played the old Core Fight on this laptop, but on my old PC Core Fight ran at a nice FPS always. Now it runs at 15 FPS on this better laptop (With better graphic settings of course, not sure if that makes the map more laggy than before or just the same). RuneCraft runs at 30-40 FPS early on for me.
New CoreFight version should perform much better than previous one.
@IliIilI: Go
It was odd that workers couldnt repair. I know, it makes artillery weaker, but generally artillery outnumbers workers anyway. In the old Core Fight we were at least able to save the low on health buildings. If you don't want to give repair back, consider turning up to 30-50% of structure health into shields instead.
Massive amounts of units is the main cause of lag in all tug of war maps. It's a problem since you just keep building more and more structures over the time. I want artillery to clear up some of these structures, as well as to take a decisive role in the game.
@IliIilI: Go
The left team core for some reason was on top, but Im guessing thats a rather obvious issue and doesnt really need to be mentioned... Oh well, I mentioned it anyway.
Core is placed in a random location inside the base. This way you have to find out where the enemy core is placed in order to focus your artillery at that point.
@IliIilI: Go
I like the concept of artillery, I just dont think it worked well this time. In the old version it felt a little underpowered, but eventually it did make the players go "OH S!". I think every race should have something for anti-artillery - It doesnt have to be force fields like protoss have, anything that will in one way or another help against being besieged is good. A structure that would repair surrounding buildings for example would be a good idea for terran, and zerg could maybe cover buildings in icky stuff as a temporary shield and/or heal and disable the structure.
Broodling launchers could maybe fire more rapidly, do less damage, but have broodlings be killable and possibily even allow them to attack units.
Remote control bomb + speed is unbeatable. I think you should nerf speed.
I think this game isn't meant for so many people. There were just too many bombs out there.
CoreFight:
First of all, I won't rate my map, but would want you to post some feedback here.
People told me to increase the speed of the game. I could try it, but that migh cause insane lag.
Some other players didn't like artillery. There are many tug of war games out there. I think artillery is what makes my game different from other tugs. I think new artillery system worked quite well. I may empower artillery even more.
There was still some bugs. We lose because our AI players weren't building artillery structures. There was also some random actor errors and -gg command didn't work.
Maps that weight too much fail at fun or not. Players last too long to download them and when they do, half the lobby has already gone. And as you may know when a lobby is full of players, no new players will enter the lobby if someone leaves.
I concur. Any suggestions? I want the income to remain under total player control. I was thinking of just removing the gold mineral field entirely (so there would be 4 fields total), though I'm open to other ideas.
With the whole thing arranged in a circle. No golds.
Will try it when I've finished the zerg ship.
Removing rich minerals should work. Also, I loved being able to push minerals. Why did you removed it?
+ Dia blo - Mortal Round
+ Bomberbot
+ StarHammer 40k - Burning Chapel:
The game is quite imbalanced. Tech tree evolves in such an exponential way that higher tier units will ownage your lower tier army, no matter how big it is. It should be more linear.
+ Runecraft:
Mutalisks are op. I started making 1 zergling, then 2 tomatoeings, then started making hidralisks, even before my opponents got their mutalisk. But my hidralisk got easily owned.
Units accumulates too much. Timed life should fix it.
The last match we played was too imbalanced. You should fix your cheats not being so noticeable. :P
Achievements and shop items are awesome. But I think I had too much points I could almost buy everything in the shop. It should be more expensive.
0
For the upcomming days I'll be quite busy because of my final exams, so it's unlikely I'll be able to review new maps.
+ Doodads and Seekers
+ Death Sport
+ The Urban thing
+ Genetic Lab Wars
+ Fleet Assault
+ Project Factions ORPG
+ AI-Control
+ A Lava Runs Through It
0
I got an invitation to the Arcade Alpha!!
But I can't install it because it requires me to install Service Pack 3. :(
0
Can you dinamicaly modify lighting by using triggers? That would be quite interesting for my Populous Map. Looking forward to the open beta test, any idea when will it start?
0
Sure, just suggest it in the chat room.
0
Mainly we protest against:
- Politicians introducing budget cuts and tax rises, and then injecting public money into banks.
- Everybody suffering from the crisis while banks keep reporting millionaire profits.
- High unemployment.
0
Today's protests in Madrid:
0
Seems like a lot of people received an invitation to the alpha test. Unfortunately I didn't. :(
But soon I'll facing my final exams, so I guess that's the best for me. I'd appreciate some screenshots/videos though.
0
@Vortexx2010: Go I'm quite bussy because of my university exams. If I find some free time, i'll try to test your map. By the way, is it published in EU?
+ Beast Commanders
+ Photon Discs
+ Ghost Tournament - Jungle
+ BomberBot
0
+ Rising Nations Under God
+ AI Control
+ Hero Attack
+ Genetic Lab Wars
+ Beast Commanders
+ Mastery of War
+ Fatty Fight
+ Critter Wars
+ RuneCraft
+ Chaos Sybil Tower Defense
+ Seismic Battle
+ Bunny TD
+ Counter Zone
0
+ Hero Attack
+ Icecrusher TD 2
+ Winter Wars
+ RuneCraft
+ AI_Control
+ Beast Commanders
+ Bomberbot T1
+ Starhammer 40k
0
Thanx for your feedback.
For some reason nobody in my team was building at the bottom line.
I've increased game speed and initial income.
Done. But you could have voted for pick race mode at the beggining.
I wanted a more linear layout so placing artillery would be part of the strategy of the game.
You were destroying all our buildings. Damage is calculated by a very simple formula, it should be balanced.
New CoreFight version should perform much better than previous one.
I want workers to be killed more often.
Massive amounts of units is the main cause of lag in all tug of war maps. It's a problem since you just keep building more and more structures over the time. I want artillery to clear up some of these structures, as well as to take a decisive role in the game.
Core is placed in a random location inside the base. This way you have to find out where the enemy core is placed in order to focus your artillery at that point.
More defensive structures are on the way.
0
+ RuneCraft:
+BomberBot:
CoreFight:
0
Coming in a few minutes. I'm trying to get a new playable test version of CoreFight 3.
0
Maps that weight too much fail at fun or not. Players last too long to download them and when they do, half the lobby has already gone. And as you may know when a lobby is full of players, no new players will enter the lobby if someone leaves.
0
Most missiles target a point instead of an unit. This causes them being useless when you are fighting a single enemy which is constantly moving.
Removing rich minerals should work. Also, I loved being able to push minerals. Why did you removed it?
+ Dia blo - Mortal Round
+ Bomberbot
+ StarHammer 40k - Burning Chapel:
+ Runecraft: