Deleted member 247165
D
Deleted member 247165
Would you please: Map Description - Templates
(2 ratings)
please whatWould you please: Map Description - Templates
Thanks so much for this. Was about to test it as well but I saw enough. This one goes into substandard. Beta should be posted here: Map DevelopmentSummary:
- There's no decent item to purchase. Marketplace doesn't fill up with anything, everything else is subpar against opponent.
- Mana is sort of a hindrance with lack of distribution, and tome lacking adds the pain up.
- Limited resources doesn't help.
- Subpar units to actually combat the enemy. By subpar, I mean ALMOST useless (perhaps berserker is the most useful on the list for me).
- Broken icons.
- I'd give credit for hero spells despite not being pretty unique, still decent.
So, I have a feeling I just wasted 8 minutes of my life... There's barely anything worthy to use, hero being somewhat reliant on mana being a hindrance and lack of actual item or unit makes it harder. Do I mention limited resources?
Here's a take on my play.
i made it better,please test it againSummary:
- There's no decent item to purchase. Marketplace doesn't fill up with anything, everything else is subpar against opponent.
- Mana is sort of a hindrance with lack of distribution, and tome lacking adds the pain up.
- Limited resources doesn't help.
- Subpar units to actually combat the enemy. By subpar, I mean ALMOST useless (perhaps berserker is the most useful on the list for me).
- Broken icons.
- I'd give credit for hero spells despite not being pretty unique, still decent.
So, I have a feeling I just wasted 8 minutes of my life... There's barely anything worthy to use, hero being somewhat reliant on mana being a hindrance and lack of actual item or unit makes it harder. Do I mention limited resources?
Here's a take on my play.
EDIT:
If I go with Map Submission Rules, there's a LOT of improvements in gameplay department before this can be approved. I have to commend the work on getting all sides properly attacking each other though, so that ends with 2/5 I guess.
ok tyClick on that link and improve the bundle's description accordingly.
Fixed.I tried to fix the things you said.Please provide a changelog of what changes and added in new version.
sorry i forgot.now i didYou haven't addressed the description issue properly though. Anyway, I will give this another run later.
But dark ranger has a new level.I'm curious about the city change, wonder how it will look next.
Auto revives and bonus fix is much appreciated.
Sorting items is good, though you might opt to make custom ones as well.
Which broken items? I might be able to give some insight to help.
I doubt that making workers bring less gold would be that much influential. Even at 10 gold, it's already a struggle by 20-30 minutes. I think you're missing one crucial problem:
THE HEROES.
Giving multiple heroes to pick is positive, but giving multiple DEFAULT heroes is not. If I get your map right, the hero player uses is an integral part of the game. This means that the hero needs to have such a unique feel for the player that they actually playing something new. I mean people already get used to all melee heroes that they get quite repetitive. Sure, you can use melee heroes, but at least alter something from their existing kit so we don't get the exact hero as the one from melee (maybe switch out one of their spells with a custom one, or maybe add extra non-hero spells?). Their values can also be modified to function better for your map.
The only heroes I noticed to be unique so far would be the three heroes from 1.5 version (I particularly fond of Bolvar's set on that version, if not for his lack of mana but that's another thing), others are exact rip-off of the melee game heroes (like Pandaren, Dark Ranger, Firelord, etc, etc) with one change: addition of Attribute Bonus. Correct me if I'm wrong here, but that's what I have been seeing so far.
Ah, forgot about this one: when heroes are selected, they automatically get picked. This means there's no way to see what a hero has so one has to know in advance how the hero works. This can be quite devastating when people randomly select a hero thinking they can read some hero info only to get the hero instantly picked for them.
I know I am pretty picky and looks pretty rude, but hopefully, this feedback can be invaluable for this map's development.
thanks for downloading.i will fix themI played the map. It's seems be good for your first world editor experience. However you must work better in next versions. More heroes and more items might be interesting.
please test the map again.i think it is good nowI'm curious about the city change, wonder how it will look next.
Auto revives and bonus fix is much appreciated.
Sorting items is good, though you might opt to make custom ones as well.
Which broken items? I might be able to give some insight to help.
I doubt that making workers bring less gold would be that much influential. Even at 10 gold, it's already a struggle by 20-30 minutes. I think you're missing one crucial problem:
THE HEROES.
Giving multiple heroes to pick is positive, but giving multiple DEFAULT heroes is not. If I get your map right, the hero player uses is an integral part of the game. This means that the hero needs to have such a unique feel for the player that they actually playing something new. I mean people already get used to all melee heroes that they get quite repetitive. Sure, you can use melee heroes, but at least alter something from their existing kit so we don't get the exact hero as the one from melee (maybe switch out one of their spells with a custom one, or maybe add extra non-hero spells?). Their values can also be modified to function better for your map.
The only heroes I noticed to be unique so far would be the three heroes from 1.5 version (I particularly fond of Bolvar's set on that version, if not for his lack of mana but that's another thing), others are exact rip-off of the melee game heroes (like Pandaren, Dark Ranger, Firelord, etc, etc) with one change: addition of Attribute Bonus. Correct me if I'm wrong here, but that's what I have been seeing so far.
Ah, forgot about this one: when heroes are selected, they automatically get picked. This means there's no way to see what a hero has so one has to know in advance how the hero works. This can be quite devastating when people randomly select a hero thinking they can read some hero info only to get the hero instantly picked for them.
I know I am pretty picky and looks pretty rude, but hopefully, this feedback can be invaluable for this map's development.
Looking at that Goblin Merchant south of City Castle which people most likely to ignore-the dwarven and elven side bases are attacked more than the primary human base (yours) and it becomes a pain to properly arrive on time to defend them because, again, of the walls blocking the path or no teleportation items
thanks so much guys for testing.i am trying to change the system of picking heroes to dota system of picking hero.but it has lots of problem and i dont know how to fix them.Looking at that Goblin Merchant south of City Castle which people most likely to ignore
Oh, I recall the Marketplace variant already ordered in their set per 1.7, not completely random.
Anyway, I just finished my run (will upload a video on 1.7 later today). Here's some feedback from me:
Still, there are many parts of this that can be improved to make it better. However, I'll give 3/5 for this update. I can see at least some positive changes in light of these two updates. The core problem is still there though, so pretty much this rating is where it gets stuck for me until the core problem (heroes) is properly sorted out.
- I appreciate the improvement to gold, however, perhaps I should be more specific in my point. I meant in the previous is that unit suppose to give gold based on how powerful they are. A way is to count the gold based on the level of the killed unit multiplied by a constant. All ground units still give the same amount of gold (which means Ghoul = Crypt Fiend = Doom Guards = Stone Form Gargoyle = Abomination = Eredar = Fel Stalker = Fel Ravager = (list goes on to every ground unit on the enemy side))
- Still on the heroes. They are default except for three heroes (the ones from 1.5: Sylvanas, Lorthemar, and Bolvar). Oh, for Lorthemar and Sylvanas, I'm familiar with their kits. Is he the same Lorthemar from Rise of the Blood Elves campaign and is Sylvanas the same as Curse of the Forsaken campaign? (I noticed this in 1.6 but forgot to mention it)
- For items, I think you really need to tinker with their cost. Here's a too good of an item: Rusty Mining Pick (+1 damage, 15% Bash for 100g). Expensive items are irrationally expensive (looking at you Shield of Deathlord with its 9k gold cost). Other in-between would also need some number tweaking.
- Creeps are somewhat on the better side, though the options are not much, they are much better than previous versions.
- Oh, just sayin' Alchemist gold pretty rigged cause of Transmute xD
I will fix the walls.thanks for testing the map.but about model portraits I really don't know how to fix them.I imported the things again but had no change-no customization at all, all heroes are the default ones from Warcraft 3
-each model has problems with its in-game portrait
-you can barely move your hero around the base since the walls are heavily blocking pathing and it becomes hard to defend on time
-lanes and terrain obstacles are placed wrong
-marketplaces spawn items at random and none of them are organized (this becomes a bit annoying for new players that try this out)
-the dwarven and elven side bases are attacked more than the primary human base (yours) and it becomes a pain to properly arrive on time to defend them because, again, of the walls blocking the path or no teleportation items
It is in the same state as it was before, as Daffa said, this would be posted in the Map Development section. Beta maps are not supposed to be uploaded right away.
thanks so much guys for testing.i am trying to change the system of picking heroes to dota system of picking hero.but it has lots of problem and i dont know how to fix them.
here is the map,if you help me i will be so thankful.
I don't know how to make picking hero by 2 click instead of 1 click.Please specify the problems. I cannot work like a seer, as I am no seer.
Or if it is not possible how to transport the hero bought from the tarvarn (the building that you buy hero from that)Please specify the problems. I cannot work like a seer, as I am no seer.
I respect to your idea,I will prepare it.I already told you that this is not ready yet. It should go in the Map Development section. If you are not satisfied with my decision, please contact another reviewer.