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Old 08-11-2012, 03:06 PM   #31 (permalink)
Registered User maddeem
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The logo would be doing so much better without that creepy little boy o.o
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Old 08-11-2012, 03:39 PM   #32 (permalink)
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I don't like it ;P

Last edited by Pharaoh_; 08-11-2012 at 06:15 PM. Reason: Part of this post no longer valid.
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Old 08-11-2012, 09:14 PM   #33 (permalink)
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The Dualism Project has been nominated for MAP OF THE MONTH
And lost T.T
You should remove that.
I still am unable to play the game... Herp-a-Derp

What version of warcraft 3 do you have?
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Old 08-11-2012, 10:45 PM   #34 (permalink)
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Thanks for the heads up, removed it ;)
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Old 08-12-2012, 08:02 AM   #35 (permalink)
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I only played for 5 minutes, but this was amazing. When I first saw this, I thought it was overhyped and bound to fail. I am severely wrong.

Suggestions:
-credits pl0x for the resources
-ability to look up and down maybe, handy for treasure chests
-more info in the beginning, I was very confused at first
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Old 08-12-2012, 05:38 PM   #36 (permalink)
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I've played for 10 minutes, and it looks great.

Some stuff:

- Arrow movement: WC3 is very slow with the arrow triggers, and I can notice here, movements in critic moments are very slow and you die easily. I'd suggest to implement movement by mouse, clicking the floor. With this you can use a simple trigger that will make the reactions faster.

- Camera system: It's nice. Probably you'll need to improve the movement of the camera. I'd suggest to use Oppicam's camera system.

- Credits: I didn't see them, probably I missed that part.

- Item reaching: Sometimes you need to get very close to the point to not viewing the item to catch it. Something to solve :)

In general, nice map, I like the voices, and it seems you have good recording stuff to do those parts. Keep the good work and I hope it gets better and better everyday.
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Old 08-13-2012, 06:30 PM   #37 (permalink)
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The video seems very interesting I will definitely test the map.
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Old 08-14-2012, 06:21 AM   #38 (permalink)
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The trailer is very cool! I must say. After downloading this, I'll play it right away!
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Old 08-14-2012, 10:01 PM   #39 (permalink)
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Dualism BETA
Created by Sverkerman ; Uploaded by: Sverkerman

★ Map Review & Moderation ★

After hours of testing, playing and editing map I can finally write nice
review about it. So let's start.

DUALISM or Dualism simulate FIRST PERSON game almost completely,
sadly for us old and unsuitable for this kind of genre, wc3 engine fail
in few things. First one we need to mention, is arrow movement system,
no mater how great code look like, wc3 won't allow us to exploit this
feature with 100% accuracy, you will need some time to get used to it,
and even after a while you will find yourself blocked inside wall or other
textures. Another thing I mentioned is camera system, again there is no
way to create, or should I say, simulate 100% correct first person camera,
blizzard mess up things with terrain levels, so any kind of cliff or ramp will
damage or at least a little worsen your camera view. I can't forget to
mention that angles near or above 360 degrees show huge number of
object on the screen lowering FPS (frame per second) even more, causing
small lag/delay.

Now when we covered basic things related to game type itself let's move
to story. Authors spent a lot of time on story elements, everything needed
to be very accurate, everything is voice acted, we have huge number of
sounds used in this map, increasing quality a lot. To achieve mystery and
horror effect authors stepped back into past, time without electricity or
any kind of modern devices, you have no lamp to use it in your adventure,
you have no gun to defend yourself. I won't post spoilers here but let's say
that finding yourself in woods, alone, weapon less, darkness all around you,
while day seams so long forgotten, really carve chilling feeling into you.

I really like how owl scream, or how tree fall in background, while some crazy
monster or some shape of some creature pop out on the screen from time
to time. You can interact with objects like, doors, traps, potions, all kind of
items placed all around map. High res textures improved quality a lot, this
for sure can't be achieved with normal wc3 resources, but everything has
it's own cost, so knowing it authors sacrificed a lot of space, increasing map
file size. I was able to see resources used and I must say that having 1 MB
large textures indeed are bad choice. Mp3 file with 128 kbps take around
4.5 MB, while compressed one can take below 2. All textures with huge file
size should pay a price and be compressed at least by 25% (from 100 to 80
or even 70), this won't effect game much, because it's mostly dark while
size go down from 1 MB to 0.5 MB. The largest model has around 0.3 MB
and that's superb.

More or less optimized resources mentioned above used together, create
really good and detailed terrain. Off course as terrainer myself I will find
bad things and have something to suggest, but I won't be wrong to say
that regular wc3 player can become speech less after checking this.
Many time we can see map edge, empty, black, space. Also some trees
looks bad in distance covered in fog. Terrain is sometimes empty as well,
I speak about forest and outside world, where is ground usually covered
with only few grass doodads and here and there rock or two. You can
add one or 2 support wooden beams or something like that inside
basement, especially on the place where you go for lantern where is that
cliff or something.

Expect to see nice systems as well, for example Save Load system that is
basically regular wc3 Save system but thanks to blizzard error (related to
dialogs) and authors nice idea you will see something totally unique.
This is huge bonus in map quality and I like it very much. Another cool
system is one related to Journal, cool idea and nice texture with some
small code created another big bonus in my eyes. I can continue and
mention Latern (turn light on/off, require oil bla bla bla), reading Books
and so on, but I will leave something for checking to you as well.

Finally we can mention script that run this map, we can speak about
efficiency, bugs and game features in general. Using mouse you can
interact with object, but only if you come close enough. This has
bad side, because authors based this system on units, units must be
selected, units will show hit point bar above them. I suggested trackables
but both ways have third common problem, you will be able to interact
with objects located way across map, that's why I suggest some system
that will show/hide units based on distance from the player location.
Triggers are more or less ok, even for GUI I had nothing to mention,
except maybe House Leave/Enter triggers, or that Bear traps, as you
can see you repeat 95% of trigger actions in all triggers, you should
merge them into one trigger. Also triggers like Keyboard event are
more or less useless, they should be injected into movement system
directly, with like 6 or 7 lines of code you will replace 5 or more triggers
and like 50 lines of code generated by them. I really highly suggest
converting core GUI systems into fast vjass clones.

In the end I must say that unique design, cool ideas and nicely
created concept really impressed me, that's why I decided to
award you with 5/5 rating, Highly Recommended award for your
effort and very good job.

I will keep checking project, hoping to see improvements and maybe
if still be here have that honor to gave you highest hiveworkshop
award that one map can achieve, Directors Cut Award.


Good luck with project and have a nice day, sincerely -Kobas-.
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Old 08-15-2012, 04:27 AM   #40 (permalink)
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Thumbs up

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A short message, you're going to get people that have likes and dislikes about the map my advise to you, you can either accept the criticism or chose to either completely ignore it, in such a situation my suggestion would be is that you do a follow-up and at least leave a positive response then perhaps ignore it if you chose to do so, you don't want to ruin your reputation.

My review: (((Viewer be advised this is a constructive summary giving my own opinion you've been warned)))

Short Summary:
I'm quite astonished on what you've done here taking Warcraft III to a new level. I can see you're quite dedicated to your map and as seeing at it's "beta" stage it's quite obvious that there will be so-called "bugs" which should be expected anyways so I will try my best not to be so negative here. Instead of a scoreboard I will just give a run down on things with a overall score at the bottom. First off the interface adequately suits the map, this horror map turned out to be just a terrific idea and overall with a decent story at it's core and well presented. The atmosphere is attractive and acceptable from choices of imported models to terrain work turned out to be great and seems satisfying. As for the game-play the scares are what make up for it putting you into that frightened state making you want to react fast enough or panic over a situation makes it worth it in the end especially when you're least expecting it. On the contrary my biggest complaint I have is really the voice acting no hard feelings but it's probably the biggest drawback for Dualism [please note this is my opinion] and is greatly diluting the impact of the game I can't help but to either turn off the sound completely or just to Alt + F4 out if you would have to ask I would strongly say that it's missing "character" and it's putting it off in the wrong direction. On a few side notes or a few suggestions I strongly encourage you to listen to your fans when the time comes or the map could deeply suffer because of it, I don't expect you to listen or take everything for granted and it might not be something you want but the game is going to eventually demand it sometimes you just gotta make sacrifices and as much as you might not want if you chose to ignore them or everything your fans say they will ignore the map overall. Other than that issue I think you got a great map here as well as a decent start you definitely worked hard so I don't see why you shouldn't deserve a good score.

My overall score: 4.5/5 (Astonishing) (Beta - Needs improvement for better score)

Last edited by takezandgoez; 11-21-2013 at 07:22 PM.
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Old 08-15-2012, 08:29 AM   #41 (permalink)
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Oh look'y here. I remember commenting on your project here. It would seem I've underestimated your map making skills. This is quite the map. Its not complete, yet! So I've decided to not rate it yet.

So far so good. One thing id like to point out. I kinda dislike the idea of using the arrow keys. I suggest making a thread where people can vote on making them ASWD keys instead of Arrow movement. It's kind of weird having my left hand near my right hand while playing games like this.

Other than that. Good job!
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Old 08-15-2012, 09:19 AM   #42 (permalink)
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Quote:
Originally Posted by Vista sucks View Post
I suggest making a thread where people can vote on making them ASWD keys instead of Arrow movement.
next to impossible. Only if you made abilties with shortcuts wasd, but w is already sprint and it may be even more inaccurate.
The reason being is there is only
Jass:

constant playerevent EVENT_PLAYER_ARROW_LEFT_DOWN = ConvertPlayerEvent(261)
constant playerevent EVENT_PLAYER_ARROW_LEFT_UP = ConvertPlayerEvent(262)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_DOWN = ConvertPlayerEvent(263)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_UP = ConvertPlayerEvent(264)
constant playerevent EVENT_PLAYER_ARROW_DOWN_DOWN = ConvertPlayerEvent(265)
constant playerevent EVENT_PLAYER_ARROW_DOWN_UP = ConvertPlayerEvent(266)
constant playerevent EVENT_PLAYER_ARROW_UP_DOWN = ConvertPlayerEvent(267)
constant playerevent EVENT_PLAYER_ARROW_UP_UP = ConvertPlayerEvent(268)
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Old 08-15-2012, 09:55 AM   #43 (permalink)
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I disagree on the WASD, since the only way to do this is spells, and using spells for movements is really damn slow.
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Old 08-15-2012, 10:33 AM   #44 (permalink)
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Quote:
Originally Posted by edo494 View Post
next to impossible. Only if you made abilties with shortcuts wasd, but w is already sprint and it may be even more inaccurate.
The reason being is there is only
Jass:

constant playerevent EVENT_PLAYER_ARROW_LEFT_DOWN = ConvertPlayerEvent(261)
constant playerevent EVENT_PLAYER_ARROW_LEFT_UP = ConvertPlayerEvent(262)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_DOWN = ConvertPlayerEvent(263)
constant playerevent EVENT_PLAYER_ARROW_RIGHT_UP = ConvertPlayerEvent(264)
constant playerevent EVENT_PLAYER_ARROW_DOWN_DOWN = ConvertPlayerEvent(265)
constant playerevent EVENT_PLAYER_ARROW_DOWN_UP = ConvertPlayerEvent(266)
constant playerevent EVENT_PLAYER_ARROW_UP_DOWN = ConvertPlayerEvent(267)
constant playerevent EVENT_PLAYER_ARROW_UP_UP = ConvertPlayerEvent(268)
Guess you're right. I did have the idea of using spells to do it. But that could add that slight delay that would annoy people. And it is more easy just to add it like so.

EVENT_PLAYER_ARROW_LEFT_DOWN
EVENT_PLAYER_ARROW_LEFT_UP
exc...exc... But if there was a way to make a flawless system for it. Then Id say do it. But that's just me.
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Old 08-15-2012, 10:33 AM   #45 (permalink)
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why I can't open a room to play with others?
The caution said that map was too big
How can I solve this problem?
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