Waterwalk
W
Waterwalk
Well maybe there are nowadays too many wow designer who are working at the diablo franchise, that there could be a submenu similar to wow ;P
(216 ratings)
Ok inventory almost done....release, you can do it
Edit:
and yes LTGH, i think you are right, that this isn't a real item slot...
but i dont think that its the button for the rune spots either....diablo menu was always lean and they dont want any submenu's
maybe its another surprise they talked about.
I will not be generous, rating of mine is 2/5 for now because of reasons below.
1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.
![]()
![]()
10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.
![]()
12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.
![]()
17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.
Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.
I will not be generous, rating of mine is 2/5 for now because of reasons below.
1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.
![]()
![]()
10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.
![]()
12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.
![]()
17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.
Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-
Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...
btw, use some map optimizer tool if you havent already![]()
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-
Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...
btw, use some map optimizer tool if you havent already![]()
OMG!!! I think APproject is n00b to say this. Ofc all the bugs are there, and its good he tells them. BUT. DUDE its still in BETA if you dint see that!! That kinda explains it all huh?
I also think you got a very offensive way to tell these things. As if the creators are kinda dumb. And that is not true! and omg 2/5?! This map is awesomely done, and i see some of your "bugs" like the one with you still though cain was talking maybe was kinda stupid. firstly wtf should they name the hero? If there just stood "hero" it would look really stupid. And no of the heroes has any names -_-
Still. its good you say it. But way too offensive to the creators if you ask me. Ofc i dont know what they think, but i think its kinda rude...
i still cant see any of this "low quality". And my writing i dint see it as that bad. But its good you tell me anyway.
The hero names. Dont they change each map? Still dont see it as a thing they need to fix. But i agree with some other things as hotkeys, and the thing when selecting character where you need to press down arrow key. (pretty weird you missed it anyway XD)
My point was: write so it doesent seem so rude to others.
But as it looks like im the only who thinks this. then NvM
And again. Its good you told this much stuff, cus theres really alot ^^ To the mongrel model, i think the same, but maybe its kinda hard to put much more models in because of the max size for maps. (I cant understand Blizzard does something to that -_-)
The same problem comes when you ask for more creeps. I dont think its necessary, but it would be nice. Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!
Anyway got a question about that. If you use Garena. Can you then host bigger maps? And i still havent understood. Whats the good thing about Garena? i only found that thing with less delay. But well, i use Delay Reducer, so no need for that.
Hope this was easier to understand![]()
I didn't mean to write it's PROPER NAME, I meant to add NAME. Such as Barbarian, Wizard, Witch Doctor. Proper Names changes itself, not exact names.The hero names. Dont they change each map?
I don't want the model to be changed. I said, that icon of it do not fit's the model. Changing the icon, would be better solution.To the mongrel model, i think the same, but maybe its kinda hard to put much more models in because of the max size for maps.
There is no necessity to add new custom models to new units. Blizzard has already made many of them that would fit the map and it's not used all.The same problem comes when you ask for more creeps. I dont think its necessary, but it would be nice. Again we must say Blizzard is pretty dumb not to increase max size to upload at b.net!
It was.Hope this was easier to understand![]()
New Idea:
It would be cool to see traps....maybe you can build a trigger where randomly 15 out of 100 dummys or other triggers will activated at each map start...shouldn't be that big problem.
saphiree said:ooh, like in diablo 2 with those spikes comming up and arrows being fired from the sides?![]()
You're speaking of random factors right? Rock slides, traps, random unit horde spawns and so on? Would be kinda fun as diversity adds to game play.
Just for curiosity's sake, how's the space breakdown as far as resources for each aspect of the map? There were just a few imported models and textures from what I remember (heros, GUI buttons, Tyrael) Witch doctor seems he's either a custom model or he has some geometry fixed to the original model's attachment points?
May i suggest something more? i know i did some review before but i think you missed one idea of mine that i told cw a while back.
The last boss, siegebreaker, moves in very slowly. i think this is ridiculous because you could do something much more impressive without much work. else i want to say that bossfights could be more interesting as they sometimes do not much more than attacking. therefore a few suggestions:
-the last boss could charge in and get some autocast spells
-the fat boss (forgot how he is called, some girls are sacrificed for him) does some really cool things in the d3 gameplay trailer, like going into a rage and then charging to players, knocking back a little and so on
I already heard that you are improving hero skills by triggering them from now on instead of just working with the object idea and i can only appreciate and recommend the progress the map does though you will have to notice that sometimes the small things make a game. even if they are only eyecatchers and no actually important things to the gameplay they add a lot of style to a game and players will love it.
that might also be one reason why diablo 2 which is a very old game is still so popular that it is under the 10 most played games (2007 or 2008).
My suggestion: work on the gameplay - make it faster and more interesting.
You can take a look in the map, its open source :]
Just for curiosity's sake, how's the space breakdown as far as resources for each aspect of the map? There were just a few imported models and textures from what I remember (heros, GUI buttons, Tyrael) Witch doctor seems he's either a custom model or he has some geometry fixed to the original model's attachment points?
may i quote myself because u seem to missed it. yeah, saphiree, the bosses could have more abilities, not only events in the surroundings.
else what about some general events in the dungeon? make it more questlike.
something like rocks falling down from top of you, crashing bridges, whatever.
Suggestion for Siegebreaker boss: Make random rain of fires and/or flames strikes on the area when its hitpoints get lower. This would make it harder and harder.
well this is only a random sfx witch doesn't belong to that boss fight...
I'm against it.
Well, we need to have something right? And we cant make him eat the players like in the d3 video. that would be imbalanced. BUT we maybe can give him the ability to eat a player and every sec the eaten player gets a few damage and then after 10/15sec you get back.
And making it raining fire from the sky would be cool. Not a spell that the boss casts or something just make it rain and when the fire balls hit the ground, the infernal ground spell appears and damage
If you get hitted by a fireball you get damage and stunned when the infernal ground spell only does AoE damage.
LTGH just the person I wanted to contact. I'm almost done with all the functionality in the inventory system and I'd like you to test it. As for now the only item types supported are weapons and potions(they're easy to implement).
I can try it tommorow after school if you want, i have to sleep now :-[
I will not be generous, rating of mine is 2/5 for now because of reasons below.
1. At the beginning, heroes that stands right in the screen has wrongly set selection scale rates. Barbarian and Wizard has too big selection scale rate, Witch Doector has obviously too small one. It looks silly. In my opinion, the green circle should just be almost touching unit's feets, not actually touching, but be close to it.
2. Didn't see an objective telling me what exacly must I do in order to win this map and finally finish it.
3. Map Description do not exist.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
5. Heroes while playing also has too big and too small selection scale rates.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
7. Barbarian's abilities' Hot-Keys confuses of these spells: Ground Stomp and Stamina. I press T and I want to use Stamina, but I use Ground Stomp instead.
8. Ability of Wizards - Magic Missiles has no Hot-Keys notice.
9. Please fix this mistakes, sceenshot cuts below. I cannot see my Numpad numbers of items.
![]()
![]()
10. Witch Doctor's ability Dispatch misses it's Hot-Key notice.
11. Witch Doctor's abilities has randomly set X; Y button positions. Observe it in the screenshot cut below.
![]()
12. Many enemy units has wrongly developed selection scale rates, just like heroes. Most of it, has too small rates. As for example, Grotesque unit seemed worse with such a scale.
13. After Cain's transmission, appeared other message and it was talking one of heroes, but I figured that Cain was still talking, that's the impression. Messages when Cain talks the first time.
My point is that you should add a name at the start of every transmission or at least make some space between nameless transmissions and nameful ones.
14. Why items tells me: Drop item on shop to sell? Am I able to sell it to shop? Am I?
15. Mongrol's icon do not fits reality. Enough to compare the model and icon to realise it.
16. I've noticed few mistakes such as thiis one. Make a space there when I underlined with red line. It looks like grammar mistake that do not looks nicely. Screenshot cut below.
![]()
17. I was only on the halfway of map and I reached the maximum level that requires for my abilities.
This might be my bad if I'm right, since I'm not playing it, I'm testing it in Single Player.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
20. How about adding the Fade Filter - Fade Out And Fade In at the beginning? It would look more smooth.
21. I couldn't notice the number of lives of my hero. Please add the notices.
Honestly, only two things surprised of your map while I was testing it. First is the terrain and enviroment art, it's wonderful and astonishing. And the second thing is, final scene. It is pretty impressive and I enjoyed that part most. Afterall, enemy units are pretty basic and it's reiterating too much. I'd love to see different monsters in every room, it's not that hard to do so, though. I also didn't expect to see so many trifles and mistakes on this map, since it is so popular and have been updated about 17 times. It's still hard to believe that there many such a simple mistakes, hehe. I decided to review this map, because I was bored, however, I didn't sorry for that. I haven't even downloaded it before because I though it's perfect without any lackings. I believe, soon you'll receive my private messages with questions about the terrain, hehe, someday.
4. Why he introduction message telling me to press Down Button didn't appear to Log (F12)? I didn't read it first time, but I was expecting it to appear at Log, but it didn't. I had to restart the game in order to see the message.
18. Why the last boss didn't disappear after it's death for such a long period of time? Looked weird. Also the special effect was appearing and appearing. (At the position of the boss that died)
19. Victory condition do not exists. Umm, I waited enough to think so when the game was over, according to the messages.
6. Why you didn't lock the camera? When I try to Zoom In, it jolts.
I'm not sure what happened for you, but the log [F12] has shown the instructions for me :S
My bad. I was testing it, though. So I used many stuff like this and replayed it few times too.Were you using the "Whosyourdaddy" command while testing the map? If you kill the bosses in one hit, it triggers all their spells at the same time, as each spell is dependant on the bosses current hp. This would cause the spells sfx to appear after he's diedIf not, then I'm not sure what happened lol :S
As far as I know, victory / defeat conditions are necessary in every map. Unless your map has no end of gameplay, feature of mini-games.This is just a personal preference of mineI like to give players the time to discuss the game after they've been defeated. It allows people to arrange remakes etc
However, if it really is that confusing, I'll make the defeat menu appear say, 1-2 minutes after death / completion?
No, I cannot look though minimap. Camera is 'locked', but it seems like there is a trigger that applys the camera on your hero every 0.01 second, lol. Because when I move my camera to side, screen shakes. Looks like my camera moves, but immediately get back to the hero. I suggest you to fix it, make it without shaking or something like that. You also could minimize the mnimap as like, umm, your map has many rooms, they're not connected, different parts of map, you could lock the minimap onto the part of map you play. It would look like this map has many maps, lol. More impressive and unpredictable as like you can see all the minimap and know where's the end, how much left, make it mysterious and unknown. However, it's your choice.I've noticed this before, however, I decided not to lock the camera as it allows players to use the minimap to move aroundI may well change this in the future, but im unsure as of yet
![]()
It don't for me. Screenshot cut below.
![]()
My bad. I was testing it, though. So I used many stuff like this and replayed it few times too.
As far as I know, victory / defeat conditions are necessary in every map. Unless your map has no end of gameplay, feature of mini-games.
Yeah, you could create a timer window telling the time when the game will end. If you want to give people time to discuss, 1-2 minutes are okay.
No, I cannot look though minimap. Camera is 'locked', but it seems like there is a trigger that applys the camera on your hero every 0.01 second, lol. Because when I move my camera to side, screen shakes. Looks like my camera moves, but immediately get back to the hero. I suggest you to fix it, make it without shaking or something like that. You also could minimize the mnimap as like, umm, your map has many rooms, they're not connected, different parts of map, you could lock the minimap onto the part of map you play. It would look like this map has many maps, lol. More impressive and unpredictable as like you can see all the minimap and know where's the end, how much left, make it mysterious and unknown. However, it's your choice.
However, I must admit that shaking is kinda annoying :S I'll see what I can do about it, even if i do have to lock the camera
Still not sure whats happening on the log :S I guess I'll just have to make sure the instructions dont dissapear until you have selected a hero then![]()