Here? Dunno. Maybe Nightbrowler and Seki? Why not try posting in the game dev forum? DSG and other programmers here visit that forum from time to time and maybe can help you to improve stuffs programming wise.
Hmm.. onix is meant to be mostly a defensive hero, but it seems it would need some improvements. And btw, I forgot to mention the most important chat command: start.
I'm not sure about legendaries yet, but I'll consider your idea. Anyway, legendaries are like a bonus feature, not on the highest priority. What do you think about evolution? Should it happen during one game, or would it be better if an evolution is unlocked for future games as well?
Thanks for your interest! I checked out your map (only in sinle player, might have been old version, 0.16), and the concept looks really cool. And good job with replicating the original systems. EDIT: That seems to be a very old version, I found a newer version on hive.
I'd prefer not to share an unprotected version of the map at its this phase, but you can find a protected version in my pastebin. Only about half of the waves have been finished, there are a lot of balance issues, all pokemon don't have 2nd and 3rd evolutions, I haven't done credits yet and so on, but it's playable. If you want to see triggers or other details, just ask. Also any feedback is very welcome, especially concerning those aspects I've asked about on idea factory.
A few useful commands for testing:
tp : teleports selected units to current camera view
herolevel <nr> : sets herolevel to nr. If you skip too many levels, abilities may not be learn correctly.
gamelevel <nr> : sets game level.
difficulty <nr> : sets difficulty (1-5), cannot be decreased.
Just want to point out another bug. If you summon your pokemon indoor it can't go outside. You probably didn't gave them conditions to go outside.
Other than wild pokemons being so strong that you can really almost die every battle setting hotkey will really ease battling them cause clicking the spell then pointing it to them takes precious seconds.
I have to play the map more to give some more feedback.
Hmmm, well, it can be enjoyable if you probably played it a lot and know exactly what to do. Not really that newb friendly.
But anyway, just wanna point out that the play forever option still gives a time limit of 1 hour and 20 minutes. Also, maybe hotkeys for the abilities?The map also relies on you having a potion or returning the former relying on gold too much and the latter going back to town which is very time consuming and makes the map very slow. Map needs more polishing but that will be done as you keep working on it.
Oh also some minor stuffs.
Pause a bit after every battle instead of suddenly returning you back as you kill the enemy, if you don't like that then at least pan the camera back to the trainer.
Let me give you some simple tips that might help your terrain even with your current terraining skills.
-Scrap that tileset you're using and change it to Village or Village Fall.
-Change Lordaeron's Trees to Dalaran Tree Wall or Fall Tree Wall.
-Tinting down models that can be tinted via object editor actually gives a pretty nice effect. Change the RGB from 255 to 120-170 (E.G. Rocks, Flowers, Fences, Shrubs, Cattail etc.)
-Learn to scale things. Yoju have some weirdly scaled rocks, if you gonna make a mountain then just raise them via raising tool on the terrain pallete and cover it with rock tile.
Well that should improve something cause if it didn't do anything at all I'ma throw you out the earth.
Oh, that sounds interesting, will probably boost the maps replay value by a lot and your bloody map already have tons of replay value in the first place.
Although being able to breed your pokemon is still sounds cool for me. xD
Anyway, does the map still ends with a final battle? I hope not or at least you make a mode that removes that so players can just roam the map for hours and that will blend nicely with the Egg System since leveling pokemon takes a lot of time.