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rulerofiron99

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  • It works near-perfectly, thanks ruler. Much appreciated, just one question.... any way to increase the curve a bit more? It is still a little too straight if you have ever played ice gliders.
    D
    Quitting as my partners quit D:
    D
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    - How far did you get, and which difficulty did you select?
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    Easy, we got to the 2nd round of enemy heroes, no towers yet


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    - How difficult was it?
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    At first very easy/too easy I'd say, then it ramped up on 2nd hero round


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    - How was the amount of resources - rocks, seeds, trees?
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    Dunno, there was plenty of seeds and trees at all the time. It felt never like a challenge to protect the trees from peons. Also 70 trees at start is a bit high imo if you can replant them..
    D
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    What exactly would these bases do? Just be a safe little farming area where no one will touch your trees?
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    I think they quit because of boredom, they only can control one unit. If you added some kind of income system for the home tree, it would boost the amount of interest for players. At the end of each round they'd have the time to work on their economy with the home tree. For example, have roots under the home tree, use root model that automatically grows when you increase economy to make it look cool. Make so that only the home tree owner can see the roots with a little opacity. If allies are forced to see it, make everyone neutral to each other (expect enemies).

    Here's also a suggestion on how the home tree would be planted; Have an un-droppable item taking inventory slot 5 or 6. Its tooltip would say "you require x amount of seeds, x amount of logs and x amount of water to construct the home tree". The item would trigger point target ability, if player has ingredients, it would start constructing home tree. At first home tree has little to none roots, once you upgraded it, you would see them grow, and you can start seeing +1, +1, +1 on top of the home. Then you can boost the number. After constructing the tree, the item would disappear, but the slot'd stay reserved. If the tree died, make the item reappear.

    Now what you would get with the resource, would be a weapon which boosts your attack drastically, maybe add some effects to it too. Of course they would cost a lot, like 500, 1200, 3000, the weapon could be sold for nearly the same price so you can easily get the next weapon etc. You could also buy a single usable horn that warns the sentinels about threat, then it would trigger the sentinel forces to appear.

    Other thing you'd get from the tree would be some kind of ability to connect the roots with other tree. Again other players could not see the roots. It would drastically increase the trees health, and make it so that it's harder to chop down. Also it would increase the economy.

    I could go all day about ideas but I don't want to ruin my keyboard/your VMs... And these are only ideas, you're free to go your own way.
    D
    Played it on multiplayer yesterday, you can trigger the ESC event after cinematic is done.

    Suggestion: Bigger map size and small bases for players. Players don't start with them, but can use ingredients like seeds, water, logs to make home trees. Because players ragequit after a while yesterday :(
    D
    It doesn't matter if it's long map, I don't finish the maps, because a) they're too hard b) they're too long (non sexual way) Still as I take 20 mins for each map, 20 * 13 = many hours..

    It's a bummer you've no interest in it. But orc players would be cool ^^
    D
    Yeah, it doesn't seem to.

    will you abandon the map or maybe grow its size since contest is locked? Just curious..

    I'm halfway through the maps with score range from 0 to 100, your map is highest with score of 70 something. It's a lot of work to go through them all..
    D
    Your map.. just wow :D Btw, are you aware of this bug?
    I haven't really thought about who will do what part of the job... Well, aside from making the 3 abilities (I got that), we will have to edit a model (the generic shinigami), make a few swords, and make models and systems for the Shikai/Bankai abilities.

    If you don't like this project, I have another proposition for you.
    The Simulator
    Basically, we make heroes as we like them. Each member of the team imagines one or more heroes he would enjoy playing with, and the team makes the heroes. And I mean high quality shit, not an Illidan with Thunder Clap, Critical Strike and a Shockwave. I mean (for example) an Ancient Protector, a guy who will be able to grab enemies and toss them at each other, who will have a wide melee attack along with a slam ability, and who will be tanky as fuck with tons of regeneration.
    So, after we make our own heroes, we make some battlegrounds. Trigger-generated battlegrounds.
    Then, we make creeps. Some easy, some hard.
    And we make a system which will let us decide whether we want to go PvP or PvE, which creeps do we want to spawn, etc.

    Generally, a map to play to break boredom. Perfect for singlaplayer and multiplayer alike :D

    Afterwards, we let people send us their wishes for heroes/creeps, and we continue making it in our free time.
    Not a bad idea, right?
    The title of the project is Bleach: Zanpakuto. So, basically,it's a Hero Arena.
    It features a custom combat system (I perfected that shit already, so it will take less than a couple of days to make it). Each player has a generic Shinigami with 5 skills:
    -Slash (frontal damage)
    -Block (blocks frontal attacks)
    -Flash Step (similar to blink)
    -Shikai (unlockable)
    -Bankai (unlockable)

    About the Shikai/Bankai: In the game modes, we will let the host decide whether these abilities are randomed or chosen. Also, we will let him decide whether they are available from the start or can be unlocked during the game.

    The project is not too complicated, and I think it will be very fun to make :) Also, it will not be too time-consuming, so the chance that anyone will drop out is low :D
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