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I am extreamly bored - need beta tester?

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This thread will soon be deserving of a sticky :D

I've attached the latest development version of Ice Race / Just Drift for your enjoyment/timekilling.

It still has a lot of bugs that I'm busy sorting out, so don't review it yet, just enjoy.

WOW!!! IT GOT IMPROVED INFINITE TIMES STRONGER!!! :goblin_jawdrop::goblin_jawdrop: CONGRATES AND KEEP ON DOING!!!! WOW IF YOU KEEP LIKE THAT... I THINK MY REVIEWS ARE HELPING SO BE SURE TO COME BACK FOR A REVIEW, K ? :thumbs_up:

Edit: Critical Error at minute 15. There are a few critical errors that make the corrent version unplayable, I am eager to see the new version comes out. Good luck :ogre_haosis::thumbs_up:
 

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Like I said, development version. So I'm aware of fatals.

Before I view it - was your car going insanely fast towards map bounds?

No, it was ever so slowly getting stuck in its place (exactly same ramp as previous bug)

I was thinking: maybe if you want ideals for more functions maybe you will love one of those:

1) NITRO(single/multi player) = T in hotkey, same effect like ramp, give speed boost and push you very hard, cooldowned well.
2) Oil (Multiplayer) = Put down aura that cause enemies (or enemies + self) to lose acculoration when drive on it.
3) Stick (Multiplayer) = Put down aura that cause enemies (or +self) to lose speed and stand in possition when used.
4) Chain (single/multiplayer) = push you toward the ground or car in front of you, if it was a car, that car stand in place OR if it was a car m that car pushed backward to your position.
5) Hitting out of terrain rock/ wall= slower speed + lose acculoration
Hitting out of terrain ice = faster speed + lose acculotaion, pushed hard backward.
Hitting out of terrain bucket = Total paused ("the car got nailed")
 
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1) NITRO(single/multi player) = T in hotkey, same effect like ramp, give speed boost and push you very hard, cooldowned well.
2) Oil (Multiplayer) = Put down aura that cause enemies (or enemies + self) to lose acculoration when drive on it.
3) Stick (Multiplayer) = Put down aura that cause enemies (or +self) to lose speed and stand in possition when used.
4) Chain (single/multiplayer) = push you toward the ground or car in front of you, if it was a car, that car stand in place OR if it was a car m that car pushed backward to your position.
5) Hitting out of terrain rock/ wall= slower speed + lose acculoration
Hitting out of terrain ice = faster speed + lose acculotaion, pushed hard backward.
Hitting out of terrain bucket = Total paused ("the car got nailed")

All of those are planned, plus some more you'll have to wait to see :)

No, it was ever so slowly getting stuck in its place (exactly same ramp as previous bug)

I don't have time to go watch the replay again, could you describe or screenshot which ramp it was?

Because this bug concerns me if it wasn't the out of bounds error, which I am still 90% sure it was. In some spaces, you can knock repeatedly between two objects to read a huge escape velocity (a side effect of a fix), and then launch out of the map very quickly.
 
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All of those are planned, plus some more you'll have to wait to see :)



I don't have time to go watch the replay again, could you describe or screenshot which ramp it was?

Because this bug concerns me if it wasn't the out of bounds error, which I am still 90% sure it was. In some spaces, you can knock repeatedly between two objects to read a huge escape velocity (a side effect of a fix), and then launch out of the map very quickly.

Stuck in place, as in pushed between two objects and reach total stop. resulting in a situation where turning will not help, permastuck.

Pharaoh_: Please, do not use bright colors in your posts, they are blinding. Edit your posts. <- Rep +0 (warning?)
Me: I can't there are too many threads and not all are mine, some are simply "quote" and might still contain the previous colors. If you are a forum boss, please delete my thread.

Ghess we have no choise but to delete the thread. :thumbs_down:
 
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Pharaoh_: Please, do not use bright colors in your posts, they are blinding. Edit your posts. <- Rep +0 (warning?)
Me: I can't there are too many threads and not all are mine, some are simply "quote" and might still contain the previous colors. If you are a forum boss, please delete my thread.

Ghess we have no choise but to delete the thread. :thumbs_down:

I actually found the multi-coloured text to be quite helpful.

But for the sake of those that cannot deal with it, I suggest you put section headings in your reviews.

Map Name
Visuals
  • Terrain was so lame, add some trees in the barrens section and it'll look amazing.
Balance
  • Grunts have three times as much HP as footmen, and they cost less! Please fix.
Bugs
  • Whenever I cast Storm Bolt, the game crashes. Tested in multiplayer.

Please don't delete this thread, myself as well as other mappers have found it very useful, and it's a fun, happy thread :)

Stuck in place, as in pushed between two objects and reach total stop. resulting in a situation where turning will not help, permastuck.

Please confirm - are you 100% sure you weren't moving when the game crashed? Also, please tell me where it happened exactly.
 
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It didn't crush, it simply permastucked. ermmm it was in the ice area, near a built in ramp, the ramp pushed me into ice boundary and the ice pushed me into the ramp, there was milion of stormbolt specialeffects, and turnning didn't get me out, instead, the double push was so hard that it became a single point standing, when turning not help and many special effects are spawn.
 
Please don't delete this thread, myself as well as other mappers have found it very useful, and it's a fun, happy thread :)

I really don't understand how best_player_88 ended up with that assumption. I never said I will delete the thread, I simply asked of him not to include bright colors in his posts. While I thought he wouldn't realize my edits, I decided to tell him through 0 reputation message - and well, it worked.

That's all. Keep reviewing, you're doing fine ;]
 
http://www.hiveworkshop.com/forums/maps-564/blades-n-gore-ii-v0-93m-211054/
Blades 'n Gore by Kitabatake - *Grand GameShifting (Keyboard Ninja Fight) Award*
Kick+Slash= Impale Combo :D

Nono.
Kick+Slash = Disembowel combo, which is much more effective.
Kick+Lunge = Impale combo, which is easier to carry out.

Fun fact: the open wound and guts hanging loose are actually displayed on the character models when successful disembowelment is performed.


Just had to fix the facts, carry on!
 
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Nono.
Kick+Slash = Disembowel combo, which is much more effective.
Kick+Lunge = Impale combo, which is easier to carry out.

Fun fact: the open wound and guts hanging loose are actually displayed on the character models when successful disembowelment is performed.


Just had to fix the facts, carry on!
Without you telling me that I would never know, parhaps I never really hit a Disembowel or the effect isn't that shown. (maybe make it easier or NO WAY? :goblin_jawdrop:)
 
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Today is the 30/01/13 and considering how the week passed without a need of beta testers, Its possible to say that this thread near its ending.
I wanted to say that it was fun to be a beta tester and it totaly
improved my own map when other people tested it.

Its a good idea for us to test eachother maps and leave notes:
See how far it got us!!!

I learned a lot from watching other people maps:
Give note to Balancing, Bugs, make sure all match the same saga.
(Though Robots owns in sword fights of middle age)
Allowing new players to learn early levels by sending glass made enemies.
Making sure income is enough.
Making sure all texts are readable and understoodable.
Making sure enemies won't jump into the enemy and just stand there.

I think that the most important thing I learned was to allways bring
more and more and as many more ideals as possible to the map -
so that even if a player didn't like specific idea, he could enjoy the other

This I learned from ORC MOD AI*:
This one is my favorite idea, so that I actually added it to my map:

*Credit to TaShadan for the original patent if used.


  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Player number of (Owner of (Triggering unit))) Greater than 4
    • Then - Actions
      • Set ug = (Units within 600.00 of p matching (((Level of Invulnerable (Neutral) for (Matching unit)) Equal to 0) and (((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and ((Level of U
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ug is empty) Equal to False
        • Then - Actions
          • Set unit = (Random unit from ug)
          • Set real = (Life of unit)
          • Unit Group - Pick every unit in ug and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Life of (Picked unit)) Less than real
                • Then - Actions
                  • Set unit = (Picked unit)
                  • Set real = (Life of (Picked unit))
                • Else - Actions
          • Unit - Order (Triggering unit) to Attack unit
        • Else - Actions
      • Custom script: call DestroyGroup(udg_ug)
    • Else - Actions


^ Trigger that allows smarter computer player: attack low health enemies.
Added to damage detection system.
(I never opened any of the tested maps, just copied a few ideals and formed it in my own trigger)
* in the corrent case, melee attackers will walk into the enemy and attack it from 600 range away, this is to give small hint for the player so he notice his low health unit is attacked, it could be changed by lowering the range or setting "is a ranged attacker" to conditions.

So yea, this thread dies since people won't need beta testers which is
a pity, check out versions from one to another and see how much
improving the map testing is. I myself didn't publish my latest version
of Freedom Force, but be sure its nothing like the version before 2 weeks.

I tested about 10 maps, I mean, do we only have 10 map editors on this site who make maps?
Common!
We should Beta Test more and give maps into Beta Tests more

We must RESIST this unposting
We must PUSH ON and post maps
We must FIGHT BACK and edit maps according to reviews
NOW WHOS WITH ME?!
:goblin_boom::ogre_rage::vw_death::goblin_jawdrop:
:thumbs_up:[/COLOR]:thumbs_up:
 
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you could test the Scars of Conflict map, but iam not the maker so iam not sure if iam allowed to suggest it...
you can dl it here http://www.wc3c.net/showthread.php?t=110823

Giving a hard to read review to person who didn't even asked for it might be unconsidering. So I will make brief mention on stuff I think make the map better. If the person who created the map wants a full review, I will give one.

Suggestions (and text fixing):

* Make watch tower extra damage x2 from x1.75, people who play maps came to play, not to start making % culculating, this is not good on official maps since NOT ALL PEOPLE KNOWS % CULCULATING. (or atlist write "add 75% damage which is more resemble to Roar's text) [same goes for Ogre's Smash, don't write "1.75" on official games, instead, write 75%]
* Ok this is personal ishue but it's uncosiderative to force a player to eat pigs with his units, most people arround the world consider pigs to be a disgusting animal to eat (Arab, Jew, Christians, Budda... <- those people play your game), make it a chicken farm and you will be ok in popularity.
* "pig regenerates each 45 seconds" which seconds? real game seconds? seconds since I used it? seconds since I built it? seconds since I finished construction? give details in the text.
* Instead of giving fake error massage when abate mana is targeting an ally, simply put "enemy" in the spell's stats: targets.
* Battle Roar stops the unit when it reach less than the health cost needed, forcing a stop order but not giving a text massage, should give text massage and spawn a sound "can't use for not enought health"
* "lay dragon egg that will hatch in 45 seconds" FINE BUT WHAT ABOUT WHAT IS THE DRAGON UNIT GOOD FOR? DOES IT HAVE SPLASH DAMAGE? WHY NOT GIVING INFORMATION LIKE ALL THE REST OF THE UNITS INSIDE THE GAME?

Unknown?

* computer players won't work?
* I randomed night elf and got orc?
* As a game who follows warcraft 2 its weird that I can't buy Heroes, which are available in warcraft 2 (unfair balancing for no reason).
* I couldn't check it since I had computer for enemies and they just afk, but Belistra + Sinking hooks which is for what I belive, made of either critical strike or Desolate, I mean, Belistra's attack type is (missle that deal splash damage in the area it hit, cannot be added into critical since its a special attack type) not 100% work with this attack modification, I know for certain that belistra + critical strike will make bug! either the attack become missle -not splash or not deal the damage at all, please, check it since it might indeed be a critical error for this unit.
* Battle Roar which promiss to give +5 extra attack damage, will not show +5 on the unit stats, is this given by damage detection system or is this a bug?

Goods!

* All hotkeys and upgrades I encountered works perfectly TO THE TEA!.
* My ship, War Turtle, Can walk on land!
* Penguin floating inside the sea :D
 
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Highlands

Please review it and tell me what kind of doodads and terrain I can add. And also if the creeps have suitable drops etc.

Highlands by En_Tropy

Middle of map spawn 4 Artificat items, in other words, the one who fight 1 creep will surely draw the attantion of other creeps and by that, this is a fair advantage to give to a very difficult creep, However, I doubt that level 7 Ogre Lord is capable of attacking air units and by that, his weakness might lead into free 4 epic items for a player who made 5 air units. Make his ally, Ogre Magi, an air attacker specialist and it will be fine, hex and the such will not matter since it works less time on level 7 creeps.
* Giving 4 times Artificat items is also balanced by itself, 2 drops of cold orb, mask of madness and blink dagger or even just 1 drop of orb of cold and a mask will be useless on a single hero.
Forest Troll shouldn't drop Artificat item, or else taking on the hard enemies in middle of map will be better off skipping, instead, put some other item that stacks like Ring of Protection+4 (level 7) or Claw of Attack +12 (level 6).
For balance sake, don't put 50% to drop level 1 tome / 50% level 2 tome, instead put 100% dropping random tome (level 1. or 2 but as set in stone = not as randomed from 1 or 2).

* Killing 4 gnolls of level 3 give the player the ability to have charged item from level 6, in other words, a level 1 hero and 3 footmans can kill them and then drop infernal to fight another player with his peons and burrows to hold them, too overpower item to give. Give level 3 will instead give high points healing of mana or health, small invulnerability or roar / mana steal which is way better for start of games.

Golems should swap their items, giving the level 9 golem Artificant item and the level 6 golem the level 4 permanent item, for balance sake so that Blademaster who knows that will cheat.

Ogre mauler drop way too weak item as his bloodlust slow and itself are the challenge to obtain +1 stats. Give him something better like random level 5 charged item: healing wards, ankh, long invulnerability time, scroll of restoration and +500/+200 heal potion.

Level 3 gnoll warden near gold mine shouldn't drop the one of the highest artificant items in the game -_- give him something weaker and try avoid giving too many artificant items overall, even thou it sounds good, having 10 orb of vampir that wont stack is useless unless if sold for 200 gold. Give one of the level 5 gnolls some charged item of level 5 instead and really avoid giving too many epic items, unless middle of map which is awesome.

Level 5 kobolt in top left shouldn't drop the artificant item blink dagger which is both overspammed as item that can be dropped atlist 10 times and it is way better for the challenge which level 5 kobolt is giving. give some level 5 whatever class instead.
Rock golem to most right bottom, same thing and it shouldn't drop the Artificant which is the strongest items in the game, on the lower creep as it is.

Global note:
Put 3 of the same difficulty same place and give one of them item that is randomed with the level of the maximum creep (item levels are 1-8 so 3 golems with 2 being slowers and one being levle 6 will drop random level 6 item of your choosen class)
Or instead, if you want something more challenging place 5-6 vast enemies levels: 2 weak 2 harder 1 imba and give 1 imba item of same level as unit levle and 2 harder give same drop / same level drop but one is power up and other is charged and 2 weak drops nothing.
* Try watch the item you are randoming and think if it fits the situation.

Funny:
Rabbit near gate way. I wonder if he get to teleport as he jumps near it ^_^

Good:
+ The map looks very nice in the minimap.
+ Each side have different race protecting the mines which is awesome.
+ Looking at the map makes you want to instantly play in it.

Bugs:
Middle map fountain of health + mana / obstructed by trees / obstructed by path blockers. It can be used to heal the health of birds, but other units will be unable to reach the fountain properly, and since the only bird who has mana and get regain from mana fountain are the DragonHawk Skyraiders, it will give an unfair advantage due to race choosing.
Edit: and fairy dragons/ druid of claw on bird form, but it does't matter, the fountain which should have given high heal to whoever conquered middle of map with belistra will not enjoy it to the fullness with some unit gain better advantage just because they come from another race, which is unbalanced.

Suggestion:
Netural Altars should allways (nearly allways in bnet original maps), in a place where no nearby creeps can kill the unit who buys it, the reason is because when a player wants netural hero as its first hero, he/she send a wisp and it will be a shame if that wisp dies on the way to the altar, in the way to your netural altar there are trolls and ogres and golems who block the way from all sides, should put the altar in a safer place (in nearly all bnet maps they put it in middle of the map, in a place where creeps can't reach with a few maps which are a risk if not microesd right, but never in a 100% dead zone)

* Note: I wrote the review while I was sick and sleepy,if you see misspelling and not understand my meanning, feel free to ask what I was tring to write. Sorry but I'm not feeling good today...
 
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I'm not willing to work much on the kingdom anymore, but what do you think of this hero?
For some odd reason the game won't allow me to see that map inside the option of hosting.
(I think it maybe because of bnet having new version, and the map was not saved inside that new ver, like my old map which is the same since it was made with an old version of warcraft)
Congrates for starting another project, be sure to test it whenever you are ready...
 
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For some odd reason the game won't allow me to see that map inside the option of hosting.
(I think it maybe because of bnet having new version, and the map was not saved inside that new ver, like my old map which is the same since it was made with an old version of warcraft)
Congrates for starting another project, be sure to test it whenever you are ready...

That's weird, it does work for me. I'll attach it to the previous post again.
 
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Interesting thread... time to add a single player option in all my maps.. =)

Will edit this post later, sorry if its a waste of space.
Good luck and don't worry about the double posting, I dp for like 10 times by now XD, but the important thing is not to leave "I need tester" and leave no map or leave map without players so the only way is to edit it (unofficial thing that I'm againts it).

Edit: I am now able to start the map, it was a bug with my very weak computer engeen, a very weak leptop for low cost... anyways I start testing it now.
 
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Good luck and don't worry about the double posting, I dp for like 10 times by now XD, but the important thing is not to leave "I need tester" and leave no map or leave map without players so the only way is to edit it (unofficial thing that I'm againts it).

Edit: I am now able to start the map, it was a bug with my very weak computer engeen, a very weak leptop for low cost... anyways I start testing it now.

It's true that this map takes incredible amounts of power to run. I am not entirely sure why, but it might either be about terrain or triggers.
 
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I'm not willing to work much on the kingdom anymore, but what do you think of this hero?

He's fun to play with, a very close range caster hero, very fun.

Bugs:

* Automatic use of drain life and mana cause nearly game crushing lags.
* Absorb soul has not Icon for passive use (press F10).
* bring, sipoonmanaandlife, soulblast, absorbsoul, soulfire and summon missing an hotkey.

~~~ Epic things I liked ~~~

+ Attack range fits.
+ Immulation + special pulse of damage = Epic
+ mana regeneration is imba-ly dropped and can be instantly replanish with stealing from ally unit, making risky + mindgame play style.
+ Soul Blast Cooldown: ZERO. It uses the hero casting point which is much as it is, good thing that it can be spammed.

Things I didn't like at all:

- Horror sound on summoned unit.
- souls are trolling arround the map.
- I might be totaly wrong but in my eyes, horror games are not popular.

Misspellings:

* "each soul add 0.5 mana per second", this can be easiely culculated by itself, check attached map for details. ( <AHab,DataA1,.> )

Suggestions:

* Souls should be inside of passive icon, to fit their passive mana regeneration.
* Bring = 99999 cast range, for Blink + Bring, right now, the cast range mean that the summon soul can pull a unit that is extreamly close to it to begin with, will be imba fun if made the cast range global or atlist much more than it is right now.
* I can't check it, but if killing an army of summoned units will bring to the owner of this hero the same ammount as active units, it might be 1000 units due to killing skeletons, make sure summons are out of the spell trigger or instead make the souls to have a timed life for a few seconds, to allow new summons in a line.
* For popularity sake: Destroyer instead of soulkeeper, flying energy (wisp?) instead of undeadunit, sound set: lovely (none?) name of ability "channel energy" , "soul" -> "power surges", "from dead units"->"as gathered from power flowing after the battle ends", etc.


It's true that this map takes incredible amounts of power to run. I am not entirely sure why, but it might either be about terrain or triggers.

My computer was really cheap and it can't handle other maps, not only yours, its just that I had to restart warcraft 2-3 times so it finnaly detect it as a file which can be hosted.
 

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Best player! I know you dont play mulitplayer... But if i can play with you, can you then tell me the failiures of my map? (Whats working good and whats not?)

Yes.
I can also join in. (Because mappers know too much about their own maps)

It's a good idea to have more than one beta tester: there are some things I leave out of concept when I play the tested games, that is the hero skill set which many other people are really expert at (most forum players are playing dota). So it will be imba good thing if you join my beta testing!
 
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Hi, If you have some time , can you check my maps and find some bugs ? Terraining is really poor but i guarantee that map using many triger (GUI/MUI not jass) and advanced gameplay system wich can occur in bugs.
When you have interest , i will be very happy.

http://www.hiveworkshop.com/forums/map-development-202/lineage-2-survival-1-1-open-betatest-230527/

Lineage 2 Survival 1.1 (open betatest) by streng (1st review)
---------------------------------------------------------------------------


* Note: I played the map as singleplayer so if I say it was too hard I mean on normal mode it was too hard for a single player.
** I tested the map twise using Undead Archer (and lost) and Giant (and the game stopped spawn any creeps and by that I was forced to leave).
*** Global note: the game give too much time between waves which ruin the whole fun of the game, I will give it in details below.

Bugs Found:
1) Quike healing potion as 4th item -> dropped -> try -> dropped -> mass try -> hold. "drop item from hero" is better than "force hero to drop item at point which is in front of the hero +1" which is what I think, the case here. [system fix]
2) 5 first waves: 10 minutes of bordom with enemies who die for tower without any help. 5 waves afterward: units that can nearly 1 hit your hero and are killing your base. Total game played: 10 mins afk, 5 mins of respawn untill gameover. < Balance Needed. [fun factor]
3) Forcing HEX on ally team attack: this is totaly un-needed: giving order for that hero to STOP will not cause the same lag for creating a unit for player at a location and then forcing that unit to cast a spell and then giving it a death timer.
4) Either the enemy is too strong or my hero is too weak: how come my archer has attack speed which is done one per 3 seconds? is this how a "phisical arrow attacker master" should be? attacking an enemy once while army of enemies attacked her 10 times?, also, her (his?) critical deals 200-300 damage which is nothing for an enemy with 1000 hit points, how can she be a phisical specialist when her attacks are weak and very slow?. This is the attack speed formula: 1+(mod)/cooldown, mod is attack speed bonuses or minuses, max +400% min -80%, which -0.8 is -80%. So a unit with 50 agility has 50*2 as default, = 100% = 1.00 so in the formula 1+1/cooldown is how much archer attacks are fast. means she attack 0.66 times each second, a very, very slow attack. [major balance needed for the game attack speed and attack damage of heroes, I usually use 1.00 for imba fast attack (1-5 attacks done each second and make sure you set the attack point to 0.00)]
5) Herb of life is an item that is a power up: healing self!? Why only self?! is there is atlist one retard who joined, he steal all allies' heals and gameover them?! instead, give "don't allow on full hp" ability, I'm not sure how to do it, probably giving chain healing with a single target that allows only self and give it to the item or potion of healing ability which won't allow heal on full health to begin with, this might need more thinking and you can post a question on map editor help furum since I don't know. [ Anti Teamkiller xD ]

Text mispellings:
1) Archer desciption saying he is a male and is missing a space after a dot.
2) Lesser Healing Potion does not say the heals stops once you get hit.
3) Tornado shot healing me for unwritten ammount, even if it is "( agilty x 2 )/ agility" that is making fun out of the reader which think you consider him to be stupid to know math, offical game should write real value, (Like in official warcraft, Control Magic says that the spell cost 30% of the summons unit corrent health in mana cost, despite of being really hard to culculate).
4) Game time on score board: 10:9 -> seconds won't show nicely -> "if the seconds integer less than 10, write the text ":0" and then the integer, else only ":"

??? Things which are plain weird: ???
1) How come female archer with breast think she is a man?
2) How come I can't control units which I payed gold for? I want to move them to save towers in another lanes?!.
3) The enemy Boss "Zaken" is killing my towers while ignoring my hero, is this intended to force gameover for all the players?
4) A tresure looking unit is spawned on the map, when killed, it destroy your item that grant + agility per kills, drop 1500 gold which are basicly 90% your gold and kill you. Why are you putting such a silly game element? I mean, it's not an hard enemy, its just killing all players who haven't joined your map before or are not friend with you (since you won't tell them in team chat) [needless game element who make people quit for being unfair]

~~ The Epic Things I Liked ~~~
* Sword akamana as item that adds agility untill death.
* Text for kills done in a row. (tho it only activates once, is this a bug?)
* Zombies walkspeed allows you to force freekills on them.
* Gate is actually a unit.

Suggestions:
1) Game start items: +1 armor for 100 gold, +1 damage for 30 gold, Etc. The player starts the game with zero advantage which is boring, and giving a very low advantage will work for your map in particular, since +1 armor is alot to give but in your map it is really somthing useless since you can't carry more than one armor. [Fun Factor]
2) After each wave you give the players 30 seconds to afk, which is totaly too much since the items are so costy, you can be sure that no one ever go to shop untill wave 30, just give 5 seconds instead (or make shops more useable). [Balance the timing]
3) Instead of dropping 30 items which are mostly exp tomes, when an enemy boss dies: give each player the same ammount of gold, this is to disable the competition among allies which can get pissed off and quit / try teamkill. [unfair rule]

I reviewed the game but I still want to test it again, please, leave notes refering to my "plain weird", before my next test, if you want me to test another version, tell me how many days before you post it and I will post it on that day.


[color]:thumbs_up:[color/]

*** Attached: replay that show how the spawn suddenly stopped and forced me to quit the game.
 

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Greetings mister, do you have a time to check out my new project? Extreme Survival. Just tell me out your opinions about it :p

There was a map I was told to test before that one, but the other map is just too weird, its like you join to afk and die nearly immidiatly, I allready put review on the official map post so.... I ghess I can skip reviewing that map again, I mean, his map deserve more watching but its a permadeath before geting to understand the map. Well, anyways, if I do manage to understand his map then I will post 2nd review today and check urs tomorow, else I will test yours today.
Phoenix dies -> dropped an egg -> egg didnt die -> spawn 50 phoenixes to kill all and make gameover.



ok I will check your map, the first map is wayyyy to frustrating to be tested.

Edit: is this map a single player? the game gets stack: all ai players are running into a tresure looking unit and then nothing happens?!
 
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Level 15
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Unique Maze by Dat-C3


Entering the world where cars, lightning towers and spiders are walking all arround will not scare my bloodmage riding a phoenix!.

Bugs Found:

1) Player shouldn't go top, find out that he has the screen masssage "fake key" and dropped into the start location just so he know that this is the second place to go to. I mean, you can't move the camera so there is no way you can tell where is "1" and where is "2, key goes here". This can be fixed by loading model of arrows and numbers, or, give massage on the spawn location "go bottom, get the key, and go up to claim the next path", tho it will be very funny if you do it with models of number signs.
2) The first time the spider pop, is in order to ensure 100% killing for the player, if there is one thing I learned by being a beta tester is that you must never give a rule into a map that force gameover, in other words, autokilling by spawn spider as a trap is a bad idea.
3) I checked the map twise, in my first attemp there was no gryphon raider, while in the other test there was a gryphon raider all of the sudden.
[Critical Error]
4) Lower the speed in which bloodmage is flying, its totaly rare to land one hit on the keyboard with him actually step ONE TILE and not TEN.
That bug is really annoying, you force the player to walk in a really narrow path with his keyboard overwalking his path. This can be fixed by adding boolean who disable the moving system for 0.1 seconds, to prevent double steps to be made.
[Critical Error]


~~~ The epic things I liked! ~~~

* The map lives up to its name: its an uniqe, advance maze which is built up in a form of an old consule arcade game like Tetris.
* Lightning Tower looks awesome.
* There is a place where lightning tower can't see me.
* All enemies look like allies in color which is much less stress for the player.

Suggestions are optional and you shouldn't get angry for people suggesting you what to do.

1) Give bloodmage movement type: flying and set fling hight to 200, it will stop phoenix from waving his wings inside of rocks.
2) Remove hero abilities from bloodmage, his icon shows as if the player need to pick an hero skill which wasn't spent.
3) Its a very general thing but I'm used to talk psychology in real life so what the hell lets say it right here:
In arcade games when you crouch, you avoid enemy fire with imba reflexes which is cool.
In some great games, when you lose and spawn, you get something from it (little exp or gold).
In your map when you stand in your place, you are surrounded all arround by enemies which use that to get closer.
In your map when you lose, nothing happens, you just try and try and try.
This is the reason why I named the replay ZZZ, its boring and missing the fun which you would expect from games that force you to try things over and over and over and over.
-> encourage the players to try again by adding gold for each fail, that gold can be used to press ESC and make yourself invulnerable for a few seconds.
-> give more location where the player can rest, the player is running from a car into fighting a spider or a lightning tower followed by hawkraider or another car. too much stress too less fun, which can be fixed by giving huge space after each obstacle as in "good job you are the man!!!! you bypass an OBSTECLE WOW !!! LETS MAKE IMBA MUSIC HE PASSED IT" rather than throwing milion enemies at him.

I will check this map again if you want, once you fixed the bug which unable the player to step one and only tile per pressing of keyboard.

* attached replay
:thumbs_up:[/color]:thumbs_up:
I wonder if the moderators would like me to use colors again...
 

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