• 0.96

    posted a message on Working on a DBZ RPG. Custom Models, etc...

    Real question is... Who would actually be interested in playing it?

    It's DBZ, I wouldn't worry about not having people to play it ;D

    Just go for it and do it is the advice I'd give.




    Posted in: Project Workplace
  • 0.966101694915254

    posted a message on New War Chest Models


    That mutalisk looks like some sort of a vampire bat. Exactly what I needed :D

    Posted in: General Chat
  • 0.962962962962963

    posted a message on [Model] m3 to xml - editing hardcoded colors

    Worked perfectly, tyvm!

    Posted in: Tutorials
  • 0.963210702341137

    posted a message on [Monthly Test - June]Noir Automata 05:Wrath of the Tal'Darim by EDHRIANO

    Played it on normal, lost when reached 1st base because I ordered all units to storm it and there was a reaver. On 2nd playtrough every time I saw a structure I'd send out DTs to stasis detection (cannons) -> stasis pylon powering detection and kill everything.


    One possibility of mitigating reaver deadliness on easy and normal difficulties is giving players vision of outposts when they approach them. That way they know that there are such and such units there and can have easy time to plan accordingly.


    Overall difficulty seemed okay, nothing relevant stood out in a bad way.

    Posted in: Map Review
  • 1

    posted a message on [Monthly Test - January] Stranded on Krydon Renewed by R0binicus

    Okay, so I played it around 6-8 times, at first a bit in single player to get a grip of what's going on.

    After being utterly murdered in singleplayer I decided that it would be better to try it with full house after all. After getting utterly murdered in public fullhouse games I made a private party including a guy who played previous versions before, so he knew more than I did. We beat it in 20-ish minutes on our second try.


    So, first out the technical stuff:


    - Loading screen is mean towards non-widescreen monitor users (https://snag.gy/hQbpzX.jpg). I think one of editors settings allows you to scale loading screen properly for any resolution;


    - Patch notes are a mess. First thing the guy I brought in said was: "You sure it's the right version? It hasn't been updated since the middle of last year";


    - No menu button. One of the games a guy had a panic attack because he had to leave the game and he couldn't. I tried telling him the hotkeys but he said he was on mac laptop and he didn't have them. We decided to kill everything and trigger defeat so that the guy could leave;


    -The chat bar misplacement. This alongside with the above points makes map feel technically broken;


    - Timer overflow, I've built a rescue beacon 40 seconds before time and this is the result https://snag.gy/goUsG7.jpg (needing to wait 291 hours for rescue)


    - Tesla Coil build button's description said it can attack ground and air units - it attacked only air. I felt very cheated that the iconic Red Alert tesla coil couldn't zap ground units t_t


    - Harvest minerals objective also counts minerals from kills. I know what you mean, but it still stood out in a weird way;


    -My SC2 hanged on indefinitely when I left games as last remaining player?


    New player experience improvement suggestions:


    - Make supply pickups semi-shared, e.g. when one player picks a supply crate (+4) all others get +1. This way new players who stay in base to repair ship don't get screwed over as much when someone who knows what to do goes out and takes all nearby supplies.


    -Make repair free. You can already heal buildings for energy which is free, as a new player it felt dirt-cheap that I had ran out of my very sparse resources by trying to be helpful and just automatically repairing stuff. You can turn down repair rate to compensate. If you wish to have a quicker emergency repair you can add extra ability that restores buildings/units life in bulk for a portion of it's cost (can be done trough dummy ability + triggers).


    Now, for subjective feedback:


    It's obvious that you love the map the way it is. These are just my observations after half a day of playing it.


    I think the map is a great hybrid of gathering, exploration and defense, at least initially.


    Once mules kick in, everything changes. With them in play you mine out entire screens worth of minerals within less than a day cycle. This boosts your economy to insane levels, pretty much surrendering the pace of the game to players. You're either so good it's boring, or you're a newbie and the game kills you cause you built barricades and didn't explore the map from day 0.



    Maybe it's the kind of gameplay that Krydon players appreciate, I wouldn't know, wipe out screen from enemies, then under 30 seconds plunder all resources, and then repeat the cycle all the while fortifying your ever invincible fortress. It's an ok gameplay. But for an outsider like me the gap between early, middle and lategame and how quickly it occurred left me feeling somesort of dissonance.


    It's as if at some point players were given powerful tools and then in return enemies got buffed, but because pacing is so dependent on player skill it's impossible to balance the game.


    And it's not just gathering element being made redundant by mules, exploration also takes a hit from sensor towers. Where once you needed to scout, now you can just scan entire map with a few scan towers in a little under 5 minutes. This surrenders to players even more control and power.


    So I imagine if one wanted to normalize the pace, one could do something like:


    - Remove mule (or limit it to 1), instead add upgrades for survivor to increase gathering rate (some other upgrades like attack/defense could be neat too). Perhaps a tech research/unlock for a building that slowly mines nearby fields (to process minerals inside base while you explore). Can even be a drone/ability that is released from survivor. (This idea is probably unviable due to current balancing of the game as I imagine it takes into account that at some point players start to gain income in massive chunks).


    - Remove scan tower, if pinpointing tech location is an issue then perhaps make a sensor tower that only shows locations of buildings as red dots on minimap, so that players still need to head into unknown, just now they know in which direction to go.


    But then again, this map has been around for quite a while, so I imagine that exploring such changes would be out of place.


    Regardless, hope you manage to sort out all the technical issues bringing the map down so that more like-minded new and veteran players can appreciate the experience.


    Have a nice day~

    Posted in: Map Review
  • 1

    posted a message on [Monthly Test - January] Stranded on Krydon Renewed by R0binicus
    Quote from R0binicus >>

    So what happens if I get no feedback?

    Dw, I'll be playing it sometime later this week and will have a post before 16th.
    Posted in: Map Review
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