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Moderator
11:56, 7th Sep 2011
Vengeancekael:
Vengeancekael:
(8 ratings)
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1st of all thanksI don't want to critic the other maps, but this map really gives me much better gameplay. The design, the description, loading screen and the minimap everything is good. And where did you get the tilles?
Can't wait to see what you have to say, suggest!Kobas made a Footman map ? WOW Just have to check this out.
Thanks, I will improve this later with few nice things.What I liked
1.Though it took me sometime to under it the New Tier system of gaining Experience over the main building and then upgrading it
along with the spells it could cast.
Barricades and trees can be and will be destroyed with large number of spells2.Terrain layout is much different than the other footman maps the Middle Edges had Barricades for making the gameplay a bit different to what it used to be on a flat battle ground like the others and I'm sure one of my allies found some gold in them, good way to get some fast gold rush battles in the start.
Thanks for information3.I played Maiden and my ally was the Blood Mage( Humans ) everything seemed balanced while we we're fighting the orcs.
Will edit them later4. 4 Roshans ? we'll that's what I DotA player would say seeing the 4 huge golems in the middle of each base straight way.
Thanks, you can also turn on damage show and ability show systems ^^5. The experience text bouncing while the heroes gain it and the color name text aswell.
Fixed in incoming 1.2 version!Bugs Encountered/Suggestions
1. Seems like the main building of the Human isn't marked as Townhall as I couldn't use my TP while I wanted to get out of battle.
Me as well, but I want to create few heroes that will be used like group of them (example meepo from dota )2. The Main building was made as a Hero and set to F1, Well I wouldn't say it's anything serious but most players would prefer to see their main hero at F1 than the Building.
Improved as well in incoming 1.2 version3. The Dragon Spawning system, HELL!! the Dragons totally took over everything in Mid we had msgs saying " Player 13 Has Pass Beyond God Streak " I would recommend to make them a bit less or make some land creep instead.
Again improved4. The ways to one Base to another is Waaaay to open I think you might wanna put something as HeLLish as those Drakes there.( it has golem but it never seemed to mind if I just passed by )
Forget to check, will fix bugs if I find any!5. The Night Elf Main building is Somewhat Invisible ? well I did go there with the Gem of True seeing thing but nothing revealed and a wisps we're still spawning at a spot there.
Those header fonts are really bad, hard to read;
JUST LOOK AT IT.
Fixed-no camera set at game start (should move camera to players altar)
Will be fixed in 1.3 version-Learn tooltips have no damage per level info (like default tooltip)
Fixed-Healing potion only healed 150 Hp, useless. (my hero had 670 hp at level 1)
Will be once when I add few more items-Runed gem reduces magic damage. Doesn't seem useful.
Fixed-Blue dragon does a very wide range of attack (ie 123-981 @ 15th upgrade)
I added command so you can turn it on or off!-Moving camera on hero revive (good on most maps but a real pain when your trying to manage your army).
Will create poor AI in 1.3 but only for testing!-No AI.
Thanks a lot+Stationary hero. Offers potentially powerful support for your army while remaining in the rear.
+Loading Screen. One word > AWESOME!
+Terrain
+Orb. +10 to all,+5 armor,+damage. Good item for a relatively low cost.
+Difficulty setting. Always nice to see.
+Map layout. Plenty of wide pathways for your armies movement, Balanced start positions.
Go go go, test it and have fun!I wouldn't play this map again in its current state due to the annoying camera pan on hero revive. Nor will I rate this map since I playtested the map in singleplay and never got a real feel for the gamplay. (most important part)
However if you remove the revive camera pan or put in a switch to turn it off I'd be happy to give it another go with a friend
Cool, how it was,[EDIT#1]:Hey -Kobas- i have played the map with a friend, and i lost the match. -_-
And Eldubs the net speed is 6mbps/s not kb it was mistake.
lol how?It's kind a unfair from the NE they can move the main base and with the other you can't. :/
I totally Second that, it's basically what made all other footman so ImbaThanks for that small review!
But heroes shouldn't kill whole armies by themselves, that's the point! I hate that in other footman maps where guys with 1 or 2 spells kill units on whole screen!
Hero level 500, alone, can kill 10 or 20 enemy units (some can, more or less)
But not 50 units, and I won't change that
I can't take a screenshot it was when we play it and i forgot to take a screenshot. :S
Well you guys reported large number of bugs, some I already found but forget about them!This map developes too fast.
Nice map but I don't like the hero choose
1st. Sure as soon as I create few more custom created heroes!From the description and everything, this looks very promising. Two questions:
1.) Will you be planning on putting screenshots in the description?
This second question is not related to this map, but I must ask it anyway.
2.) Is Rise of Heroes II still in development?
Can you explain that a little more, maybe picture (screenshot)Bug Found Its a little thing.) There's no charges on the warsong battle drums recipe! (don't ya hate when that happens)
Leaks o.o?
I usually clean unit group leaks with:
set bj_wantDestroyGroup = true
Also I use some player groups and locations few times and constantly so I don't need to destroy them!
For example:
Circle of Power position is set as Point_CoP array variable, I just use it that way each time when I need to revive hero and so on!
I don't destroy that point, instead I use it within different triggers as well!
Still maybe I made some memory leaks, but all loop actions that spawn forces and so on and 100% leak clean!
Can you give example?Triggers were bad
Well I won't destroy region because I need it, I can only destroy point, location that can be center of that region and so on
Anyway, I fixed that, so far around 6 leaks in 1 shot triggers >.>
Point is at the end there is no lag created by leaks, still I will take ironman47 advice and create spam limit!
It will be around 25 units per player, after that player get money instead of units
Also:
Can you give example?
Thanks will see what can I do about it!
EDIT:
Can you pls tell me map version, what you did to make that bug happen!