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Kino
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  • I will update in the next days. But i'm not sure if i can upload in my basement because of the connection.
    Done I think it has been updated successfully
    Kino
    Kino
    Definitely didn't work.
    The last updated date still shows last month, I check in-game just to be sure and its still the old version.
    Hey!
    I just wanted to let you know that I took your advice and added a cooldown indicator for the stun ability.

    I solved it with an energy bar, replacing the former supply (or food) resource bar.
    I haven't implemented it in all maps yet, but I tried it in "Solen's Sanctuary", and it turned out great.

    Thanks! :)
    Oh, they look sweet. So you have no intention in uploading them in the skins section?
    Dear Kino,
    I need permission to edit one of your resources for use in map.
    The resource being mentioned is Dreamspire.
    The edits include (not limited to):
    -Adding Team Color
    -Adding Different Birth Anim
    -Adding Attachment Points
    etc
    Hope you permit me. Thanks in advance.
    Of course, as allways.

    I have uploaded the newest version, it is not a major update, but it feels quiet a bit faster.
    Some abilities have been changed, but the biggest difference is the increased speed, attack speed and reduced cooldown times. Like you suggested.
    W
    Do you mean the creature cannot eat?
    W
    I mean your custom user title. :)
    W
    Hello! :)

    lol "Creature is cannot eat." XD

    I thought it should be "Creature cannot be eaten".
    I think it is possible to win, actually. So far my best is season 9. It takes a lot of patience, and you have to force yourself not to get lazy.

    It also takes a lot of practice, because knowing the behaviors and properties of the enemies is not obvious.

    My thoughts so far:

    * enemy monsters should have some way of indicating their properties. Perhaps give them items visible to the player, that show traits?
    * some monsters are way too strong. none of them should have chaos attack type.
    * wildkin/birdlasher's AI behaviour is really annoying - they seek you out and you cannot hide. you also cannot fight back against mature ones.
    * mammoth's design is a little binary. I get that they're high-risk/high-reward, but I found them frustrating on a couple occasions that they could kill a group of 9+ on their own.
    * the AI chases you too aggressively, and creatures never fight each other. This makes running away really risky.
    * Endotherm trait is too hard to play with juveniles. Perhaps better would be "1% of current health is lost per second"?
    * Disease-attack trait is impossible to use without really, really special circumstances. I suggest removing it in favor of a couple different traits that have more mild negative effects, like "Underdeveloped Nervous System: stunning and slowing effects persist for double duration", or "Soft Tissue: Attacks while under 25 health are mortal wounds"
    * The "50% health" to persist between seasons is a little bit frustrating to maintain because tracking what is and isn't half is not that easy. Better, perhaps would be to either use a value like 25/33%, that feels more "fair", or use a more continuous system, so 50% health units grow with reduced capacity than a more healthy individual.
    * After enough plays I feel much less interested in passive abilities/feed level, because managing traits and food is much more important. Perhaps those behavior abilities could be considered again at some point. Or maybe they're good the way they are - I'm undecided.
    I played 1 game of each builder, It's a freaking sweet map. I love the human builder.
    Reputation (+2):
    (Post) I deeply loved this map! Fun, cool concept, neat execution, pleasant terrain. Good job!
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