So my timing for when to attempt the game was bad, like, Christmas Eve bad, but whichever. It ended up being a 3 player game regardless, featuring, me, myself, and I. Yours truly and self had to sit it out though.
Over all I like the direction it is heading, but it isn't without its quirks. The way the mineral pickups function will be something I complain about pretty much the entire game, I'm afraid :)
I see, thank you for the example map. Undecided if I'll make anything like that or not, although think in my case I'd probably just use a lot of switch effects with an upgrade based validator rather than extra abilities as my heroes are rather loaded on abilities already, around 25 or so each. As it so happens, I decided to go with OnUp yesterday for the time being as I liked players being able to see the AE impact radius if desired. But understand what you are suggesting now :)
Right, I have had something similar for the last 3 years at least, but it did very poorly when quick mouse movements were involved. At the moment I'd rather everyone suffer and learn a new system than go back to the input lag that one had.
Assuming this is as accurate as just setting the option to On or OnUp, mind going into a little more detail on this method? I'd probably only have to set it up to toggle 60-70 abilities which isn't a terribly big deal.
You are right, gave it another try when I wasn't lagging heavily from remoting in, is far more accurate than I thought. Is a pity it can't be toggled for at least player to player basis, but, whichever, all my players will have to learn a new skill. It makes the game play far better than before, this is something I was wanting for the last 3-4 years.
Have to let me know if a workaround for this is found to allow further customization. Like is it possible to run a different UI for a player within game?
Odd, something about my map must be blocking it. It doesn't work for any of my custom abilities, or default abilities for standard units either.
Edit: Apparently it doesn't like accepting this option when you have it named as MapName SC2 UI Settings instead of Default SC2 UI Settings. Oh well, fixed easily enough now that I know what it's issue was. Thx for the help.
Edit2: Apparently for this QuickCasting, targeting sold separately... It did poorly against quick mouse movements as the constantly updating mouse cursor position did. Hope this gets refined later. Not any real improvement in accuracy.
By the way, not having much luck getting it to work for my existing abilities, either On or OnUp. Anything special needed on the abilities themselves for it to work properly?
Nevermind, I see, it casts them diablo style on right click. I was hoping it made them happen on the key press of the ability itself. Not sure I have much use for this in that form.
More accurate than what I had been doing, constantly updating the world position of the mouse cursor and making the caster cast wherever that was at the time. It was fairly accurate, but it didn't handle quick mouse movements well at all.
Very nice find, I mistakenly assumed OnUp meant there was a way to toggle it via an upgrade of sorts, but digging through the upgrades nothing looked promising. Might check it out via setcatalog in there, see if that does anything good, but I'm not minding the idea too much of letting everyone get used to quick casting.... I'd rather they get more accurate quick casting than the option to do both.
Let me know when, just keep in mind I likely AM going to break your map somehow, so no true use to waiting for the planets to align before I try it out.
To all others, taking requests again, including replays of maps I've already visited. Just keep in mind revisits typically get less views, but I am mostly doing this for the mapmakers themselves anyways :) Is a lot of why I try to be overly harsh in my feedback as well, so you know what to improve upon, if you so choose. Anyways, that is enough of justifying me being an asshole for now, let me know if you got anything you want checked out!
Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?
Glad to hear it killduk, that is exactly why I do this. To let authors see the sorts of issues new players run into through a different lens. How much time I've spent with the editor helps, as I actually know how to resolve a lot of the issues I see, hopefully that has been helpful to others and not just a know it all sounding thing.
300 MB to 100 MB is pretty huge, I'm curious, do you use a single map file for it all, or a map file then a mod file for all the assets? Map file + mod file for assets lets you make minor tweaks and updates without forcing people to download the full 100 MB. Is something to consider if you haven't. Glad you were able to squash a few glitches/bugs from what you saw :)
I'll see about doing something in the next day or two, although in the future I'd prefer to at least know the map name, how many players you are hoping for, map type, that sort of thing :)
Over all had no real issues playing it, no major glitches occurred. Seems like a fun little game over all. Ability count seems fine as you have to try pretty hard to keep all of them used all the time. Why oh why did I feel like I was doing nothing but escort missions though? Was surprisingly short, I was expecting and hoping for far more gameplay to be perfectly honest. Look forward to seeing the less abridged version!
Quite a lot going on here, and here I was thinking it'd be an article on the problems with shady massage parlors. Oh well, gutter mind is gonna go where it is gonna go.
For anyone needing a refresher on how to have the least happy endings ever, just read the entire Berserk Manga sometime. The question isn't about will the complete anti-hero win, but rather, what horrible solution to his problem will he have? Let lots of civilians die to give you an advantage, sure. Burn children alive, no problem! Whatever terrible solution to the problem there might be, Guts will find it!
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@Trieva: Go
So my timing for when to attempt the game was bad, like, Christmas Eve bad, but whichever. It ended up being a 3 player game regardless, featuring, me, myself, and I. Yours truly and self had to sit it out though.
Over all I like the direction it is heading, but it isn't without its quirks. The way the mineral pickups function will be something I complain about pretty much the entire game, I'm afraid :)
0
@greythepirate: Go
I see, thank you for the example map. Undecided if I'll make anything like that or not, although think in my case I'd probably just use a lot of switch effects with an upgrade based validator rather than extra abilities as my heroes are rather loaded on abilities already, around 25 or so each. As it so happens, I decided to go with OnUp yesterday for the time being as I liked players being able to see the AE impact radius if desired. But understand what you are suggesting now :)
0
@GlornII: Go
Right, I have had something similar for the last 3 years at least, but it did very poorly when quick mouse movements were involved. At the moment I'd rather everyone suffer and learn a new system than go back to the input lag that one had.
@greythepirate: Go
Assuming this is as accurate as just setting the option to On or OnUp, mind going into a little more detail on this method? I'd probably only have to set it up to toggle 60-70 abilities which isn't a terribly big deal.
0
@Zer0skiller: Go
You are right, gave it another try when I wasn't lagging heavily from remoting in, is far more accurate than I thought. Is a pity it can't be toggled for at least player to player basis, but, whichever, all my players will have to learn a new skill. It makes the game play far better than before, this is something I was wanting for the last 3-4 years.
Have to let me know if a workaround for this is found to allow further customization. Like is it possible to run a different UI for a player within game?
0
@greythepirate: Go
Odd, something about my map must be blocking it. It doesn't work for any of my custom abilities, or default abilities for standard units either.
Edit: Apparently it doesn't like accepting this option when you have it named as MapName SC2 UI Settings instead of Default SC2 UI Settings. Oh well, fixed easily enough now that I know what it's issue was. Thx for the help.
Edit2: Apparently for this QuickCasting, targeting sold separately... It did poorly against quick mouse movements as the constantly updating mouse cursor position did. Hope this gets refined later. Not any real improvement in accuracy.0
By the way, not having much luck getting it to work for my existing abilities, either On or OnUp. Anything special needed on the abilities themselves for it to work properly?
Nevermind, I see, it casts them diablo style on right click. I was hoping it made them happen on the key press of the ability itself. Not sure I have much use for this in that form.
0
@greythepirate: Go
More accurate than what I had been doing, constantly updating the world position of the mouse cursor and making the caster cast wherever that was at the time. It was fairly accurate, but it didn't handle quick mouse movements well at all.
0
@greythepirate: Go
Very nice find, I mistakenly assumed OnUp meant there was a way to toggle it via an upgrade of sorts, but digging through the upgrades nothing looked promising. Might check it out via setcatalog in there, see if that does anything good, but I'm not minding the idea too much of letting everyone get used to quick casting.... I'd rather they get more accurate quick casting than the option to do both.
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@MaskedImposter: Go
Scary stuff indeed, especially the losing of points based on who you are friends with.... I'd be a pariah for sure.
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@Trieva: Go
Sure, any preferences for how you would like it played this time? Like player count, difficulty, etc?
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@uroboros1987: Go
Let me know when, just keep in mind I likely AM going to break your map somehow, so no true use to waiting for the planets to align before I try it out.
To all others, taking requests again, including replays of maps I've already visited. Just keep in mind revisits typically get less views, but I am mostly doing this for the mapmakers themselves anyways :) Is a lot of why I try to be overly harsh in my feedback as well, so you know what to improve upon, if you so choose. Anyways, that is enough of justifying me being an asshole for now, let me know if you got anything you want checked out!
0
@uroboros1987: Go
Hi, so been rather sick and out of things lately, so apologize for the whole nothingness happening. Did you still want feedback for that particular map, and anything I should know about besides what you told me before?
0
@killduk: Go
Glad to hear it killduk, that is exactly why I do this. To let authors see the sorts of issues new players run into through a different lens. How much time I've spent with the editor helps, as I actually know how to resolve a lot of the issues I see, hopefully that has been helpful to others and not just a know it all sounding thing.
300 MB to 100 MB is pretty huge, I'm curious, do you use a single map file for it all, or a map file then a mod file for all the assets? Map file + mod file for assets lets you make minor tweaks and updates without forcing people to download the full 100 MB. Is something to consider if you haven't. Glad you were able to squash a few glitches/bugs from what you saw :)
@uroboros1987: Go
I'll see about doing something in the next day or two, although in the future I'd prefer to at least know the map name, how many players you are hoping for, map type, that sort of thing :)
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Next Up is BladeMaster by TheUltragon:
Over all had no real issues playing it, no major glitches occurred. Seems like a fun little game over all. Ability count seems fine as you have to try pretty hard to keep all of them used all the time. Why oh why did I feel like I was doing nothing but escort missions though? Was surprisingly short, I was expecting and hoping for far more gameplay to be perfectly honest. Look forward to seeing the less abridged version!
0
Quite a lot going on here, and here I was thinking it'd be an article on the problems with shady massage parlors. Oh well, gutter mind is gonna go where it is gonna go.
For anyone needing a refresher on how to have the least happy endings ever, just read the entire Berserk Manga sometime. The question isn't about will the complete anti-hero win, but rather, what horrible solution to his problem will he have? Let lots of civilians die to give you an advantage, sure. Burn children alive, no problem! Whatever terrible solution to the problem there might be, Guts will find it!