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Russian Federation36 Posts
Hello, you could probably remember me.
I created these arcade maps for sc2: Heroes of Might and Magic, Sid Meier's Civilization, Rise of Legends, Zed, Glass Castle TD.
7 month ago I decided to create a map that would work based on Squadron TD mechanics. Because, you know, new builders appear in Squad TD not so frequently, also, I wanted to change lots of things to make the game feel different. Also, had builders ideas, and just desired something like the good old Squad TD, but fresh in details.
And finally, the map has reached the publishable stage. I released it at EU server in alpha state for balance testing, and realy need some feedback concerning balance and resource systems. Some features are not implemented, but most of the thing is done and working.
Some details about the map:
- eco system is different, there are 7 different resources, and they randomly spread along the map - you have to build mines on resources, expand to reach more resources - builders have only 3 base towers, but you can research more towers, depending on what resources you possess - you can invest in towers and get income from kills, or in mines, or in sends - battle areas made the way that creeps that you haven't killed will fight your neibhoring player, and the creeps that survived this battle will meet the towers of other part of your team (it's 4v4 as usual) - 4 builders are completed, and also 16 towers are available for research
There are also some thing planned that I'm working on.
But, as I said, I need to balane the map (though, it has some grade of balance yet, that makes the playing enjoyable).
Map's name is "Mines and Magic", it's available on EU server. Come, try it, and maybe leave a review or post here in this thread. I would realy appreciate some feedback from this community.
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Great game, fun to play and hope it says up high in the most played area. not to many people seem to be good at it yet, but eventually you might want to make more then 35 rounds lol. also Id like to see a better ranking system at some point, this one with starting at 1600 and going up or down seems a bit confusing... might try something like the one on PvZ, start at D then move up or down from there (doing s-1 s-2... after A+) obviously still some balancing issues to work out, might want to get it its own website or something for forums and info on the game.
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Great game! One issue though, it feels a bit too much luckbased, if you have a good starting area you're gonna perform much better, like having gold close to you pays of instantly. Might wanna look into that.
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This sounds really cool! Looking forward to try it out! I will post thoughts after I play a few games.
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Russian Federation36 Posts
The map has tons of updates, and for now it's not too far from beta stage. It's available on both EU and NA servers.
SolidSMD
Yea, it's luck base, but now I've reduced the randomness of starting locations, so players have guaranteed 3 resources, one of which is they one the race requires mostly.
EatThePath
I'll be glad to know any thpughts, epsecially balance notes about the units we research in const yard.
MrLucky
Elo system is used in professionaa chess to determine players' strength. I decided to use it because it's simple and fair.
If you win vs good players, you gain alot of points, if you win vs suckers, you gain little. Same with loses, you drop just slightly if someone powerful defeated you. Map has team vs team mode, so I'm using tournament kind of Elo calculations.
People may be not too familiar with it, because sc2 ladder doesn't show player's scores, but I'm sure Elo or something similar is used there.
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Played this last night, had a good time. The resource system adds a lot of depth which is nice. I'm still trying to figure out how you added extra custom resources though.
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Hey Zolden, i guess you have no time for a reply of my pm. But maybe u will have some time to spare in the future.
Some of our feedback:
Elo system is ok, but even if u only play against the waves (enemy team without players) the players are losing elo when they cant beat all waves. That should be removes for training purpose or trying out new builds
In the description should be a scale of difficulty (maybe 1 to 5 stars). I our opinion the races are different to play. Mages for example could have huge problems coming back into game when they make one mistake at the beginning because of the snowball effect in the game. (example: wasting too much gold in after round 1 and then not building a second turret for wave 2)
That's it for now. Hope this game will be the next big thing
Best wishes, Chozen
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Russian Federation36 Posts
TheFish7
Well, it required some tricks to use 7 resources when only 4 supported.
I keep those additional resources as an upgrade level and using requirement to check if a player has enough of it. Also some triggers to add/subtract. Also, some triggers to handle the fact that upgrade level can't be higher than 127. And some triggers to handle fractions of income.
MSTheChosenOne
I'd never gues I have a pm if you wouldnt tell me. Not too familiar with TL forum notifications. Now you'll have the answer.
After the next update, elo won't change in singleplayer anymore.
And builders difficulty is not decided yet since there are lots of balance changes happening still, also I'll add more builders, so there may be a scale sometimes, but not now.
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Game is pretty fun, I think you succeeded in doing "Squad TD + more". I like that the randomly generated resources can really change how you start off. Pretty quickly though it seems like you will always go towards the same things. I guess this is not bad, it is expected I suppose.
The "race to the middle" with new construction yards is kind of weird. It just feels odd. I think there should be more incentive to build multiple new construction yards, like a small discount on tower prices for each yard you have. It'd also be great if there were "tier 2" resources that you never start next to that you can only reach by expanding. And while we're on the topic, I think some doodads that show connections between the center and outer areas would be nice, to indicate to players that you can build over the lanes. Like some bridges that go over the lanes from one cliff to the other, that obviously won't interfere in a fight because of their placement but visually show that you can "pass" to the other side with a properly placed yard. To that end, some more intricate texturing around the resource areas would be nice. Some grass with dirt paths, trees and shrubs and whatnot.
One last small thing, I think it's weird that you can only start with 1 melee or 1 archer when playing the "mixed" (newbie) builder. Depending on the sends you get, the archer isn't any better than the melee and there's no way you can guarantee passing the first wave with that builder. Maybe the price of melee should be 30 instead of 35? I don't think this would break anything since they quickly become outclassed as tanks and you really want the upgraded version, so you can add 5 to the price there if you want.
I haven't played enough to comment on balance yet, but the game is pretty fun and I hope to see more refinements.
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Still having much fun with this game! however, there are some things i'd like to see: -subdolak feels inferior to both oil and chrystals, it happens enough in games that you only get 1 special resource and that you choose the techtree of the resources that you have. The ranged techtree feels very bad compared to the other 2, it scales bad to lategame and the last unit of this tree (that at least has some dps) requires chrystals as well. -you cannot sell non-basic towers (i had an only metal start and had made a lot of marauders, later i found oil and went mech-tree, the problem was that my butterflies couldn't reach the enemy and friendly tanks because the fat marauders just stood next to each other) => maybe implement some feature like in desert strike that allows you to reposition your units? -cost of multiple construction yards might be too high: it happens that you're a midplayer and you scan ahead to see that your lane has 1 or no resources, now you need to invest in at least 3 constructions yards to get to over the lane before you're able to invest in some new resources. The opportunity cost feels too high until lategame, when you're probably too behind already. Being able to make more construction yards and easier would be a good thing i think.
That's all for now. I'm amazed at how interesting and balanced your game is even in the alpha phase, blizzard should hire you! :D
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I'd really like to see an option to continue the game when your enemy lost.
Bug report: Two of my angels attacked too early at wave 35. This already happened twice. Replay: http://drop.sc/367835
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I have noticed some bugs with resources, it happens that you have for example +9 crystals but only get 8. I noticed this a couple times, where I upgraded mines/farms especially so i would have enough of that resource in 1/2 turns, not sure what causes this. It also happens that there are resources that are impossible to take due to map infrastructure (like a cliff to the right of a mana mine).
A suggestion: some sendings/sendlings are only available at wave X, maybe put a visible timer on those units with the amount of wave remaining on it? thanks
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some suggestions for 2.0. pleaseeee!
just like squardon td
1. more races to choose from. 2. custom builder 3. randomly generated races / units per 2-3 waves aka chaos refined 4. need a vote kick feature like nexus squadron strike. it's not fair for the whole team to suffer from 1 uncooperative noob or asshole. it requires 3 people to vote kick, "-kick 4". if 3 players left, requires 2 to kick. if 2 left, you can't kick.
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Why do people release maps on only 1 server?
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On December 21 2013 09:15 blackpimple wrote: some suggestions for 2.0. pleaseeee!
just like squardon td
1. more races to choose from. 2. custom builder 3. randomly generated races / units per 2-3 waves aka chaos refined 4. need a vote kick feature like nexus squadron strike. it's not fair for the whole team to suffer from 1 uncooperative noob or asshole. it requires 3 people to vote kick, "-kick 4". if 3 players left, requires 2 to kick. if 2 left, you can't kick.
Please don't ruin this game like Squadron! Custom Builder and all that stuff are terrible. Squadron was good when they just copied from Legion TD for WC3.
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On December 24 2013 03:03 Ulciscor wrote:Show nested quote +On December 21 2013 09:15 blackpimple wrote: some suggestions for 2.0. pleaseeee!
just like squardon td
1. more races to choose from. 2. custom builder 3. randomly generated races / units per 2-3 waves aka chaos refined 4. need a vote kick feature like nexus squadron strike. it's not fair for the whole team to suffer from 1 uncooperative noob or asshole. it requires 3 people to vote kick, "-kick 4". if 3 players left, requires 2 to kick. if 2 left, you can't kick. Please don't ruin this game like Squadron! Custom Builder and all that stuff are terrible. Squadron was good when they just copied from Legion TD for WC3.
this game is based on std bro. change is good. new options is good. no one cares about legion td. this is sc
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i dont think the elo system is fair. i win 1 vs 2, 1600+, n i gain 4 pts. i lose 1 vs 2, same guys, and i lose 14 pts. y?
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elo bug. 1 vs 1, back to back. the other person quit out both times before game began. i ended up losing 10 elo per wave.
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I'm not sure how the elo system works but I think it may be bugged. I always gain only 1 elo if I win after the last wave when we have won the battle in the middle but lose more.
Update: I got 6 elo the last game and won after the last wave. But I often earn only 1 point which is pretty weird.
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Russian Federation36 Posts
Thanks for the feedback, guys.
About elo: the higher your rating relatively to opponents, the more you will lose, and the less you will gain on lose/win. Also, the higher your rating is, the smaller gain coefficient.
And I'll check is there's a bug for 1v1 + early leaver.
SolidSMD it happens that you have for example +9 crystals but only get 8 It was an awkward rounding issue, when you had 8.99 instead of 9, and on turn end you recieve 8, while .99 are waiting to be added later. Now it's fixed.
blackpimple 1. more races to choose from. 2. custom builder 3. randomly generated races / units per 2-3 waves aka chaos refined 4. need a vote kick feature like nexus squadron strike. it's not fair for the whole team to suffer from 1 uncooperative noob or asshole. it requires 3 people to vote kick, "-kick 4". if 3 players left, requires 2 to kick. if 2 left, you can't kick.
More races will be added.
Not sure about other points, I'll think about.
I liked the chaos builder in Squad TD, and I'm ok about adding something that would allow mixing towers from different builders, but I don't want to copy, maybe I'll have some new idea about. But first I'd add some more desirable things. DOn't forget, that STD had about 2 years of development before those were added.
MarlieChurphy Why do people release maps on only 1 server?
SEA is deserted since global play KR requires translation (seems they just don't play english language maps)
1 server upload is usualy good for a new map to fix main bugs and polish a little before upping to the second one. Right now the map is available on EU adn US.
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