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Insanity Attack v4.5

Submitted by blancfaye7
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]
by blancfaye7

You find yourselves, the Normalizens, in the middle of nowhere.
An apocalypse broke out for reasons unknown, rendering all people to become insane and cause trouble everywhere.
Cults have sprung, other species are evolving, the mighty have fallen...
These are now called the Insanes.
People who still have their sanity are officially called the Normalizens.

You, the Normalizens, must defend yourself from becoming one of the Insanes.
The Insanes will attack you anytime soon. Use your skills to build a base and train sane people to fend off the Insanes! Anything is possible!
You never know, you might kill the source of this apocalypse sometime soon...


Gameplay

First off, the players can choose what mode they want to play in. There are 5 modes:
Very Easy, Easy, Normal, Hard, Insane.
The Insanes adjust for the Normalizens. Isn't that nice of them?

The Normalizens consist of Builders, Military, Resource Structures, Research Structures, Towers, Garrison Structures, Shops and Walls.
Builders are units that build structures vital for progression.
Military are units that are combat-able and experts on the battlefield.
Resource Structures are buildings that give Lumber and Gold resources which play an important role for spending in research, building structures and training units.
Research Structures are buildings whose purpose is to research upgrades. Upgrades include the improvement of each part of the Normalizens.
Towers are basically defensive structures to safeguard the base.
Garrison Structures are buildings that train Military units.
Shops are buildings that sells items for unit (Builder, Military and Tower) improvement.
Walls are structures that serve as a barrier, literally. They are mostly used to cover your camp from the Insanes.

Being a Normalizen, of course there is pride.
Whenever there comes rivalry or dispute between them, or when they feel like they want a contest, then there always is a PvP system.
Normalizens can declare war on each other, as well as redeclare alliance.

Being a Normalizen, there is also friendship.
Each Normalizen is a friend of the other. They can give resources to those who are in need. They can also give their own units under the command of another leader (currently disabled, though).

In the middle of chaos, the Insanes love to bring a trouble party with them just to make a Normalizen to be one with themselves. Random Events will definitely occur, and it must be expected by the Normalizens in order to survive their chaotic acts.

Even with that said, there is still one goal that the Normalizens have: To survive and defeat the Final Boss, whoever the boss is.
It is the end if All the Normalizens' Main Builders died, as it is their leader.
Also, the Final Boss seem to have an aura that makes any person insane... Whatever.
The Normalizens must survive no matter what!

To give a summary:
Normalizens can discuss which mode fits them.
Normalizens must get rid of Insane Fools out there who try to attack them.
Normalizens can declare war on one another.
Normalizens can reforge alliance.
Normalizens can give units to others, except to the Insane Folks.
Insane Fools are random because they want to be random, so Normalizens must expect for the worst.
Normalizens will win if the Insanes give up because they got bored of it or when the Final Boss is killed.
Normalizens will lose if their Main Builders die.


General Screenshots


I am going to update the screenshots using v4.1 version.
Below are screenshots that are outdated.

When the map starts...
[​IMG]

A sample camp that a player can make...
[​IMG]

The Insanes have started invading.
[​IMG]

The Insanes have successfully destroyed the player's camp.
[​IMG]

When all of the players' Main Builders die...
[​IMG]


Features

Different Difficulty Modes
PvP System
Unit Sharing System [Disabled]
Camera Manipulation
Important Unit Searching
Random Events (More to come!)


Game Tips

General
• Don't be insane.
• Be coopreative.
• Don't lose hope.
• Be respectful.
• Be a fun person.

Early Game
Check for a good area. Trees play a vital role in the game. They blind you from vision, and that's not good especially for towers. Any unit whose vision is blurred cannot attack on that spot, even if enemies are in combat range of the unit. These trees also block your view, especially those large ones! In the PvP world, you can use these trees to your advantage .
Start small, Think fast. Start your camp as a small and nice place to live. 3 by 3 Walls are enough to fill your camp with a Hall, 6 Lumber Mills and 2 Towers. This is a very good starting set up.
Be efficient (Decision-making). Walls take too long to build. Well, then leave them unfinished! Place your unfinished Walls first then build them later. Your first priority is to get resources quick and fast, and have at least 1 offensive/defensive unit, in which it is just a Tower in early game. Power Build it if you must, since Pests are a problem.
Be efficient (Base architecture). All structures you can build have the same size, except walls. You must place your buildings well to maximize the small space that you have, and to also have pathways for your builders to travel to easily. Just 1 space gap is fine; all units except the mechanical ones fit through that gap. In late game, there will come Insane Freaks that are ranged. You must place buildings that are least used near the walls so that you lose only a little speck of progression. Take note also of each unit's sight range. Offensive units won't be able to attack on blind spots. Some structures have good sight range on day or night.
Do not rush. Though some things are good to be rushed, there are also some that aren't. This includes Upgrading fast to an Advanced Hall. There are times that Advanced Hall is needed fast, but not all the time. There are other factors, but you must discover them yourselves.
Assign Control Groups. Throughout the game, Control Groups will be very much important. You'll need this and you know you'll need this and abuse it to the maximum extent.

Mid Game
Get Assistants. These group of workers are a must to have! Assistant Builders are your heroes! They have inferior Fast Repairs and Power Builds, but that's something! Helpers can also help auto-repair the walls. Not only that, but only Helpers can build Tunnels, which makes travelling a lot easier especially if your camp is getting bigger.
Expand when needed. You heard me: Only expand when it is needed! Expanding needlessly can lead to your deaths. Expansions are needed for extra space. There are two kinds of expansions: the 1st one and the 2nd one. Hey, don't complain! I don't know what to name them. Anyway, the 1st one is an expansion which is extending your base from a direction. For example, you could either build walls outside of your camp which is just connected from your camp. The 2nd one is an expansion that is building a completely new camp in some place. This one is better, but harder to manage. You need some kind of defense to even pull through building a new camp.
Upgrade when there is a chance. Research those upgrades when you can! Researches take time to finish, and you wouldn't want the Insane Freaks to continuously get stronger without you getting stronger as well! Towers can get outdated, etc...

Late Game
Produce an army. At this point, you should be mass producing units to kill the Final Boss, and to reduce stress from your camp/s. This can be done in mid-game. You need to reserve a space for these, since this can become cloggy.
Research only what you have researched with a progress of 70% and up. Starting to research new upgrades can become futile. It can help, but it's better to focus what you have maximized by now.
• Get a Bank. Yep. With this, Lumber and Gold can all become as 1 type of currency. There is unity and serenity within the hearts of Wood and Money!
Always check your camp and builders. With the Insane Fools getting more insane each second, you have to check your camp regularly. Anything bad can happen, you know!

This is addressed to all the Players in cooperation. Good Luck out there, Normalizens!


Credits

World Editor by Blizzard is used for this project.

Insane BGM is made by beatdock.
Peaceful BGM is made by craigaustin.
Alarm sound effects are made by fongcheng4 and audiomicro.
(www.freesfx.co.uk)

Pickaxe sounds are made by Benboncan and an unknown artist.
(www.freesound.org and www.audioblocks.com)

Touhou Models came from THDotS.

Etrian Odyssey Models are made by harin.
(chaosrealm.info)

Dwarf Cavalry Model is made by Radagast.
Arthas Rider Model is made by Kuhneghetz.
Basic House Model is made by Ergius.
Beautiful Gate Model is made by s4nji.
Hero Glow is made by assassin_lord.
Better House and Generator Models are made by Kitabatake.
Gold Mine Model is made by Mike.
Nebula is made by WILL THE ALMIGHTY.
Destroy Button is made by CRAZYRUSSIAN.
Map Description Generator by Vengeancekael is used.
Dozer Icon is made by Hayate.
Game Logo is made by Ardenian.
Map Optimizer by Vexorian is used.
Model Editor by Magos is used.
MDX Squisher by Guesst is used.
Technical Support are given by Dat-C3, Flux, sentrywiz, Wietlol, BPower, edo494, WaterKnight, Death_Adder, spasorc, morgos14, MyTearsYourWeapon, IcemanBo, rulerofiron99, apcrabnightlive, Almia, Alright, Destiny.Knight and andreasaspenberg.
Map is tested by Yugata, kino, Mech_Warrior with his friends, Orcnet with his friends, Mammamia, Emm-A- and Flux.
(www.hiveworkshop.com and www.wc3c.net)

Infection Attack by Asiliuxas map gave me inspiration!

Thanks to my friends, namely Oblige, Oracle, Cross, CipheR, Jevichrono, eggertime, PusheenTheCat, nutellaboy, doge, Cerbus, Jamaja, MikuMikuRin, RM, thereoninguy, Transcendence, illyas, Kaku and hayahay for testing the map and giving suggestions. I needed the support you gave me!


Changelog

v0.1
- This is the first version.
- Expect this map to be buggy.
- First release: Alpha Version.

v0.5
- Second version of the map development.
- Fixed several leaks that causes lag.
- Removed Blancii C.I.W.U.N.
- Changed the central area of its terrain layout.
- Made the central area to be unbuildable.
- Fixed Tunnel Burrow.
- Reedited the buildings that the Technician can construct.
- The next version (v1.0) will have Enemy AI fixed.

v0.7
- Third version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed. Some updates were made.
- Rebalanced difficulty.
- Easy mode now available.
- Added regeneration rates of Advanced Wall and Gates.
- Decreased Imbued Wall regeneration.
- Increased Imbued Gate regeneration.

v0.8a (1st)
- Fourth alpha version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed.
- Opening and Closing Gates no longer makes a selection with other players.
- Fixed some bad unit references.
- Removed profanity on Easy Mode. All profanity will be eradicated soon.
- Hard mode is buggy due to Immolation skills of Flandre and Koishi. Thus it is disabled.
- Fixed wrong flags of the Spawn System.
- Updated Enemy Stats and Upgrades over time.

v0.8a (2nd)
- Fourth alpha version of the map development.
- Fixed more leaks.
- Fixed Gate Bug.
- Fixed some bad unit references.
- Removed some profanity. All profanity will be eradicated soon.
- Hard mode is buggy. Thus disabled.
- Fixed wrong flags of the Spawn System.
- Updated Unit Stats, Upgrades and Spawn Times.
- Upgrades for enemies are updated on Easy Mode for testing.
- Updated AI, but not completely perfect yet.
- Added a new track.
- Set a maximum cap for gold and lumber.
- Fixed upgrading system to actually upgrade affected units.
- Added Fast Repair for Assistants.

v0.8b
- Fourth beta version of the map development.
- Added Chen and her Champions as bosses.
- Extended Survive Time.
- Updates only available on Easy mode for testing.
- Disabled Normal Mode temporarily.
- Added Pests.
- Normalized game economy (Ongoing).
- Fixed Assitant Builder Upgrade bug.
- Major Update on Military Units.
- Added Vertical Gates.
- Changed Burrow Mechanics.
- Will implement Spacebar Points.

v1.0 (Alpha)
- Stable Version of the map (Alpha Testing).
- Added a Tutorial Mode.
- Unimplemented Spacebar Points.
- Soon to implement Normal and Hard Modes.
- Technician and Manager are downgraded upon the death of Imbued Town Hall.
- Fixed Mining Sound Set.
- Readjusted Enemy stats for a reasonable difficulty increase.
- Added a PvP system.
- Changed all Background Music.
- Added a Shop entity.
- Creator now officially named as blancfaye7!

v1.0 (Beta)
- Stable Version of the map (Beta Testing).
- Map now open to public for beta testing.
- Readjusted enemy health and variable upgrading.
- Readjusted Military and Tower variable upgrading.
- Fixed Unit Sharing to avoid giving units to enemy players.
- Updated Tutorial.

v1.1 (Beta)
- Stable Version of the map (2nd Beta Testing).
- Major Model Updates (Added Team Color and Unit Glows).
- Enemy A.I. updated.
- Increased Map Size.
- Added in-game Tips.
- Sight Range decreased for most units.

v1.2 (Beta)
- Quick Update of the Map (2nd Beta).
- Decreased Map Size and Playable Area Bounds.
- Fixed Sight Range absurdity.
- Updated Reveal Skill.
- Fixed careless AI bug.
- Added camera reset chat command.
- Added new structure: Scout Beacon.
- Replaced Battleship with Locomotive.
- Changed and added Camera Chat Commands.
- Single Player Modes now get more resources to at least survive.

v1.3
- First Official Release of the Map.
- Adjusted pitch of "-cam far".
- Fixed A.I. of Chen.
- Fixed the freeze bug of the Champions.
- Fixed Immolation of Koishi and Flandre.
- Decreased Dice Damage of Advanced Military Units.
- Increased Tower Damage.
- Updated Upgrade Tooltips to a more specific description.
- Increased Normal and Hard difficulty.
- Decreased 2nd-Tier Resource structures' costs.
- Fixed Sound Sets of Ranger and Marines.
- Quitters will not have some of their units to be removed and their resources are now divided among User Players.
- Fixed Player List Multiboard.

v2.0
- Second Official Release of the Map.
- Increased Pulverize chance of Bull that became intelligent.
- Decreased Advanced Hall and Imbued Town Hall's HP and armor.
- Decorated Terrain on the edges.
- Reduced Decay Time.
- Added 2 new Random Events; 2 Insane units added.
- Changed Healing Wave of Nurse to Slow.
- Changed name of Nurse to Witch; corresponding upgrades and tooltips also updated.
- Changed name of Priest to Cleric; corresponding upgrades and tooltips also updated.
- Fixed Hostile Sound Effect from looping.
- Fixed registration of units even when in PvP mode.

v2.1
- Third Official Release of the Map.
- Removed Tutorial as it is pointless.
- Added Spawn Limit.
- Updated the Blink Spell; 150 to 1000 range, 200 second cooldown, 5 second cast time.
- Will implement Sanity System if supported by many.

v2.2
- Fourth Official Release of the Map.
- Fixed Death of Main Builders condition for defeat.
- Removed Single Player Limiter.
- Will implement Sanity System if supported by many.
- Changed Destroy button.
- Fixed Quitter's unit removal.
- Fixed Multiboard disappearance bug.

v2.3
- Fifth Official Release of the Map.
- Nothing major changed.
- Updated Tooltips with information of Tech Upgrades.
- Refactored some Triggers.

v2.4
- Sixth Official Release of the Map.
- Removed Casting TIme of Blink. Cooldown is now 220 seconds, and the minimum range is now at 250.
- Increased resource production of Advanced Lumber Mill, Gold Mine, Excavation Sitr and Underground Green House.
- Decreased building time of some buildings, from small scale change to large scale change.
- Increased repair rate of all buildings with variations, from small scale to large scale change.
- Added a Very Easy Mode.
- Refactored some triggers again.

v3.0
- Seventh Official Release of the Map.
- v3.x series will be the final versions.
- Fixed Hard Mode Enemy Scaling over time System.
- Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
- Units cannot no longer transport to another unfinished burrow.
- Increased Final Boss's Tentacle Spawn cooldown.
- Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
- Melee Military Units' acquisition range slightly increased.
- Marines are nerfed in terms of damage, attack rate, HP and food cost.
- Added tooltips on Blueprints for Mechanical-only items to work correctly.
- Decreased Military Expedite's upgrade to 15% Attack Rate.
- Changed Military Expedite's Movement Speed Increase to 15.
- Fixed Quest Logs for long texts being unreadable.

v3.0a
- Seventh Official Release of the Map. This is a quick update.
- v3.x series will be the final versions.
- Reverted Shop Client Acquisition range to default (350).
- Fixed Final Rush completion bug that makes it repeat.
- Added a Damage System to Emergency C4 for PvP purposes.
- Increased Chen and her Champions' HP and regeneration.
- Decreased production time for Life Orb.
- Decreased item cost of Critical Necklace to 350.
- Decreased Golden Bracelet Damage Output to 10.
- Slightly decreased production time for Golden Bracelet.
- Changed Hall upgrade sequence requirements from Gate to Walls.
- Reduced Battle Golem's Taunt to 45 seconds.

v3.1
- Eighth Official Release of the Map.
- v3.x series will be the final versions.
- Reworked on Chen and her Champions.
- Chen has less Evasion now.
- Chii and Faye both have less base HP now.
- Decreased damage output of Chii and Faye.
- Reworked on Chen's attack speed so that it is dependent on Chii's buff.
- Increased Crazed Pickpocket's HP.
- Decreased upgrade time of all Mines and Mills.

v3.2a
- Updated from v3.1 to add missing key features.
- Added a Bulk Buying system for Military Units and Trinket Boutique only.
- Fixed a misplaced icon positioning for Critical Necklace.

v3.2b
- Updated from v3.1 to add missing key features.
- This map is still for testing purposes for v3.3.
- Decreased Faye's buff of damage increase to Chen.
- Chen's attack speed decreased.
- Decreased Jamaja's splash damage over structures.
- Decreased armor and health regeneration of Jamaja.
- Bounce attacks will not hit the same enemy anymore.
- Bounce radius increased.
- Helicopter Multishot range increased.
- Houses are now faster to build and repair.
- Better Houses now give 5 food, and is now faster to build and repair.
- Vacant Lots and their upgrades now produce 3 food.
- Vacant Lots now have a limit of 15.
- Jamaja's Tentacle spawn rate increased.
- Fixed Tentacles AI and beefed them up.
- All items balanced.
- Added -find functions. Check Logs for instructions.
- Improved dependency equivalence.
- Disabled -give command... for now.
- Charger has now a limit of 4.

v3.3
- New official and stable release of the map!
- Fixed multiple Manager creation bug.
- Power Build of Assistant Builder is now instant, and cooldown is reduced.
- Fixed misplaced icon of Lighting the Beacon.
- Reverted Chen's attack speed from the nerf hammer.
- Slightly increased Chen's evasion. She's too easy now even with Champion buffs.
- Heavily refactored enemy AI.
- Improved some of the unique abilities of enemies.
- Nothing would spawn anymore after winning the game.
- Slightly nerfed Tentacles.
- Slightly beefed Jamaja from the nerf hammer last version.
- Slightly increased Tentacle Spawn rate.
- Fixed the PvP system from giving projectile vision.
- Fixed Cold Tower model problems.
- Added Helper Towers.
- Buildable Cold Towers removed.
- Reassigned techtree requirements, shortcuts and button positoin of structures.
- Refactored the structures that can be built to fix a dependency equivalence bug.
- Modified Point Values for Triggering and as well as Score Board Calculation.
- Gate does not reposition anymore and is not allowed to be opened if there is a unit in it's pathing.
- Improved Imbued Splash Tower and Tank splash range.
- Fixed Locomotive's attack type.
- Fixed attack animation v.s. projectile launch of Tank and Locomotive.
- Changed and swapped a few projectile arts for relevance.
- Added exploding death effects to all units.
- Increased slow duration of Bolt Discharger.
- Fixed Witch's stats and cost.
- Increased aquisition range of all allied units.
- Main Builder Power Build now only sets the construction progress to 99%.
- Charger Repair icons now have a proper autocast button art.
- Barriers now have a limit of 5.
- Removed Test Mode completely.
- Accordingly colored tooltips for readability.

v4.0
- Major stability update of the map.
- Map player size has decreased to 7 from 10.
- Insanes now have 5 color identifiers.
- Choppy movements severely reduced.
- Pests now belong to Brown Insanes only.
- Quitter's Chargers won't get destroyed anymore.
- Slightly buffed Chen in stats and abilities.
- Fixed a fatal bug in stopping enemy stat improvement over time.
- Refactored Spawn limit.

v4.0a
- Major stability update of the map.
- Fixed a buggy remnant of the fatal bug said from the previous version.
- Fixed a few tooltips as well.

v4.0b
- Major stability update of the map.
- Patch fix for versions v4.0 and v4.0a.
- Fixed the fatal bug problems of v4.0 and v4.0a. Problems still persisted even when the said fix was done.
- Fixed more tooltip errors. Minor details only, though.

v4.1
- Balance changes of the map.
- Strengthened Towers.
- Greatly improved Military Unit stats.
- Removed game end time.
- Treated projectile vision alliance bug a feature... for now. Just added a few lines to remove vision of unused player slots.

v4.5
- Adjusted enemy stats.
- Power spikes reduced for all modes.
- Removed "Ping" art since the minimap is not accurate.
- Adjusted Item prices from what they're worth.



Old Map Development Thread: Check it out here.

Other Old Map Development Thread: Check it out here.

Development Threads will stay dead from now on.

► Map Description Generator 「By Vengeancekael」
Contents

Insanity Attack v4.5 (Map)

Reviews
Moderator
15:38, 7th May 2015 Orcnet: "] Damn I manage to last a few minutes from those excessive siege units attacking me from everywhere, it would be nice if siege units has level hp and damage, while pierce or normal units have big base damage and...
  1. Mammamia

    Mammamia

    Joined:
    Jan 28, 2015
    Messages:
    48
    Resources:
    0
    Resources:
    0
    Units come help if they themselves not engaged in combat, unless the attacked ally is a hero.

    I have some ideas, with lots of "if"s, for checking integrity of the wall-off, but they need testing. If they work, then AI would be able to make sence of "Inside" and "Outside" of the camp. Then if workers are out and in range of 400-500 of psycho - target them.
    *Easier version of this is to make them non-worker class unit, but then players will have no "Idle workers" icons, thus having problems managing the base.

    * Potentially bulls should attack unfinished walls, because they claim to be intelligent :), but I need to finish the game with no bonus start resourses before making any judgment.

    * Insane lags on Kioshi and Falandre boss stage. (decrease the damage instances from 1 per 1 millisecond to something reasonable like 10 a second, I assume. Doubt that visuals cause that, but who knows)
    * Lags on the final boss
    * after killing the final womb you should continuously apply the effect to the worker, because selling the main base reverts worker to normal with no effects on.
    * One can infinitely cast reveal by destroying the hall after casting it and then rebuilding it again.
    * Opened gate do not count as gate at all (nothing serious, but still can't upgrade to tier 2 hall)
    * If unit stands on the gate when it closes gate itself moves, and it is a pain to move it back where it was.
    With propper placement of units or buildings I can move the gate 800 units away))
    * Feather ankle is debuff artifact that takes away 50ms, since each equiped artifact slows unit by 100ms or so. (Change buff to +150 to be valid)
    Also speed debuff in conjunction with target acquirelessness makes almost all melee units useless, IMO. -55 a piece seems reasonable enough.
    * Mecha critters would be useless if mobs will be sent via attack order, but you can make them invis birds to fix it.
    * Buggy and tank's acquisition range should be the same as their attack range, because this makes them completely inferior to the infantry with instant projectile speed.
    As for melee units try setting it to 150 and we will see how it goes. (you may have implemented it in such way because the were running away. DotA, ora warcraft engine in general, has an interesting mechanic for neutral camps: units guard their place within 600 to 800 units and If agroed, they chase for 6 seconds, then return. If attaked in their guard zone - they will reinitiate on attacker. implementing this with tweaked lower values has a potential)
    * In normal mode mobs scale with time, while in Hard they don't, but nasty-ish events occure more frequent. Is it intended to be like this?
    * Insane is far easier then every other mod. You finish in no time.
    * Units picked in at the Tunnel entrance pop out at the exit doorway even if the last one isn't fully built. The other way around also works.

    ** - Tooltips and gameplay
    ** Assistant powerbuild tooltip should be "Under" instead of "Over" 80%
    ** Golems, towers and machines can't acquire items THEMSELVES. Specify in the tooltip that workers should install them, because it is counterintuitive. Usually unit's can't acquire items they can't use.

    P.S. I've beaten it solo with no initial resources on very easy and it seems that marines are vital for defense, but for what they are doing you should increase their food to 2.
    * Before writing that message check is "Greedisgood" adds or takes away resources :p

    P.S. I've beeten the Hard difficulty solo with no starting resources. That Chen with reverted madness buff thou :)
    I'd like to see mobs scale just a little. Rapid bobmders with Normal diff scaling would be totally BRUTAL.
    And so the day has came to past...



    16.05
    * Power plant's tooltip states that in can repair multiple mechanical UNITS, but in reality it AoE regenerates HP to buildings, while repairs only ONE.
    * Lit scout beacon consumes 10 gold and lumber per 3 secons instead of listed 1.
    * Military artifacts replenish time needs reworking.
    >-(rt- replenish time)
    >- + - Faster
    >- - - Slower
    Corrupt orb - fine.
    Lifesteal - extremely situational, but useful. -25% rt
    Crits - Joke item for the cost. (+4%dps for 450g!?)
    Stun - good-ish item for late game marines. Almost no other unit can benefit from it (6-12 units with this can be effective against boss, but no guarantees)
    +5 def costs like a unit, but gives almost nothing. Faster replenish and lower cost if it was intended for melee units)
    +15 dmg is fine, but needs faster repl. x3 or x4
    +15 AS is fine, but needs faster repl. x3 or x4
    Bottle? somewhat ineffective, because units can't swap items.
    Boots? IDK. Never felt the need for them.

    Machinery items need to be tested. only three things I found of use:
    blink on the taunt golem
    +15 dmg on buggies
    +1k hp for buggies.
    Troll's cloack. installed into buggies and towers could surround bosses for further beatdown))
    mid-lategame 25 dmg/sec immolation?
    Suicide? - Time and money down the drain. +units scaling is far superior.
    3 sec invul with 120 sec cd? What for? spell dodging? :)
    3 hp regen... :) powerplant + 1k hp + some micro is far superior. 6-7 with 650 cost sounds more attractive.



    ** Add (Y) hotkey to Destroy. Unlikely to be clicked randomly.
    ** Sorcs appear without activated slow autocast
    ** Bank spell X should be 1000 instead of 100

    17.06
    ** Map description in loading screen: "Survive the insaniest onslaught" would sound better.
    *** - Suggetions
    *** Rework the Chen battle.
    1. Give her -30% ms & as "Goddess descend" aura with 2600 radius for firs 25 seconds. Ascend of the goddess shouldn't be unnoticed.
    2. Split her buff in two separate abilities: I. "Holy shock" +200% dmg, 25 armor II. "Second wind" +25% DMG, 500 ARMOR.
    When she engages in combat - use firs one. She should wreck faces, but player must have a feeling that she is beatable. When her HP drops to 40% - she uses second one and spreads havoc in the military lines.
    3. That evasion should also scale corresponding to HP lost.
    100% HP - 60 eva
    70 - 80
    40 - 90
    20 - 95

    Righ now it feels like she has 99% evasion.
     
    Last edited: May 17, 2015
  2. Mammamia

    Mammamia

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    Wellp... Normal diff solo is somewhat unbeatable at the moment. I keep getting swarmed by dogs&grunts, with acolytes bashing on the walls 16 minutes into the game for now. But there is still a chance. I believe.
     
  3. blancfaye7

    blancfaye7

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    Thank you for all these wonderful reviews and suggestions. It is clear what I am supposed to do now. The next version will be a huge update to fix!

    There are some things that I do not understand, but I'll come to you in PM to ask.
    Thanks again!

    EDIT: A few comments about the reports you've made.

    1. The Hard mode had a bug with scaling the units. I'm trying to fix it right now.
    2. Koishi and Flandre: They had immolation repetition of 5 and 3 seconds interval. It still causes lag so then I increased the interval, but increased damage as well so the rate will remain unchanged.
    3. Fixed the Burrow System.
    4. Bulls are supposedly for anti-military unit combat, so I won't change their behavior towards structures.
    5. I don't understand what's wrong with the other bugs you mentioned. Feather Anklet? That is absolutely not a DEBUFF equipment. I tested it and it doesn't decrease movement speed, and it isn't stackable. Are you telling me something else here, though?
    6. I don't get how it lags on final boss. Please describe further. Does it lag because of the tentacle spawn? Or does it lag when the boss spawns, etc?
    7. Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
    8. I also don't understand how the open gate is not detected as a Gate. I tested it myself and I can access 2nd tier with Closed and Opened gates (tested with both vertical and horizontal single-handedly. No bugs detected.)
    9. If a unit stands on the gate, then the gate will be moved. Is there a way to temporarily remove the Close ability when a unit is on the gate though?
    10. Mecha critters will truly be useless, but I will still implement attack-point commandments. I will find a work around on these critters.
    11. Buggy and Tank have by default already an equal acquisition and range.
    12. Insane mode is just like that for the lols.
    13. Assistant Power Build tooltip is correct. It will STILL set the construction progress to 80%, regardless of the current progress.
    14. I still need help in some things that I have not mentioned in this list yet.

    ---Updated this post---
     
    Last edited: May 15, 2015
  4. Mammamia

    Mammamia

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    4. Thank god! :)

    5. Build advanced barracks, Research 3-rd backpack (it works as intended).
    Research Military Expedite III. (Units stacked with 3 artifacts before this upgrade will remain speedy, but every artifact for new units will further decrease their movement speed).
    * II upgr is where speed is differed slightly
    III - stacked are at formidable disadvantage
    V - stacked barely move. (Buggy's speed is halved if equipped)

    It seems like your speed upgrade is based of a goblin's airship. The more it is staked - the slower it flies :))

    6. Maybe too much marines firing at ultra high speed)

    7. ^_^

    8. It happened when final boss annihilated my base and I tried to rebuilt. It works fine. Nothing serious)

    9. I'm thinking about moving units with offset.
    Create a Vert and Hor regions. When gate closes move corresponding region to position of gate, casted the ability, then pick every unit in the region and teleport them 100 units away.
    OR
    pick every unit in the Gate region, remove them, close the gate and then place them back. They will appear somwhere nearby. (this has some abuse potential like building lots of gates in a key area and then once mobs entered spam open/close)

    11. Buggy starts to shoot at 250 distance. Well, not actually, but sometimes it lags and takes a first shot at this distance or closer)

    12. ^_^

    13. Yellow tooltip declares that it will finish only if current progress is OVER 80%. In the white one everything is fine.

    Former statements:
    * Potentially bulls should attack unfinished walls, because they claim to be intelligent :), but I need to finish the game with no bonus start resourses before making any judgment.
    I regret that statement. If one wall would be assaulted by multiple acolytes with the boss on Normal, it would have almost no chance of standing. (2 builders +3 assistants +2 repair stations could suffice. Just maybe.) Bulls on normal are just brutal. That splash AoE...

    - Melee units should have a wider acquisition range like 400-500, for example, because they never react to foes coming by under their nose (knight chieftain especially), ... unless attacked but mobs are passing by on the move command.
    140 should be good enough. Without it "Attack move command" doesn't work.

    - Melee units have no "help range", thus they stand aside when (if) your units are attacked.
    They do. It's just mobs do not attack them. (is it a good thing on normal?)

    - Marines far superior to other units. Nerf now.
    They are pretty good on lower difficulties in groups, but on Normal it's hard to get a formadable force because of investments into defences, foregoing economy for some time.


    P.S. For convenience purpouses most of the new bug related stuffwill be added to Post #40.
     
    Last edited: May 16, 2015
  5. blancfaye7

    blancfaye7

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    Okay I updated some things in the map.

    I have fixed most of the basic things. About the movement speed decrease...
    it's a Warcraft III limitation. I just based the Anklet on Boots of Speed...
    I was imagining that the upgrade increases the movement speed, to the cap limit. Acquiring the movement increase from the item doesn't change anything, but since the engine doesn't let movement speed stacking, acquiring the item will reduce the movement speed. The limit was checked first, then the decrease happens.
    I solved this by reducing the movement speed increase of the upgrade along with attack rate (it is useless if they cap the movement anyway at upgrade III, so there.) I'll just a tooltip that it doesn't stack, and stacking it would cause problems.

    The installation inctructions of the mechanical equipments are on the tooltip of the machinery repository building. Maybe I should add that to the Blueprints as well.

    About the Power Plant tooltip... I just want to create something that scene that it actually repairs the units around it automatically with new technology, while it can still repair manually damaged mechanical structures and units in range (the auto-cast).

    How am I also going to issue attack point? Attack-Ground or Attack-Move To?

    Okay tested the Attack-Move To... For some odd reason it doesn't work and they behave exactly the same as the current system... What does Attack-Move To work exactly?

    For Power Build Assistant: "This skill reduces construction progress if the current progress is over 80%." I don't see anything wrong...
     
    Last edited: May 16, 2015
  6. blancfaye7

    blancfaye7

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    Sorry for the double post, but I feel like there is a need to post another, since putting this on previous post is confusing. I myself am rather confused already even with all the notes here now.

    Here is the changelog:
    - Seventh Official Release of the Map.
    - v3.x series will be the final versions.
    - Fixed Hard Mode Enemy Scaling over time System.
    - Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
    - Units cannot no longer transport to another unfinished burrow.
    - Increased Final Boss's Tentacle Spawn cooldown.
    - Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
    - Melee Military Units' acquisition range slightly increased.
    - Marines are nerfed in terms of damage, attack rate, HP and food cost.
    - Added tooltips on Blueprints for Mechanical-only items to work correctly.

    I am missing here:
    Critter Improvement IF EVER ATTACK-POINT attitude of enemies are correctly implemented, which seems to be not going well. (See previous post.)
    Obviously, The Attack-Point Behavior System. See previous post for the details.
    Movement Speed Bug with Equipments and Military Expedite Upgrade. I clearly need specific details here.
    What else am I missing?
     
  7. blancfaye7

    blancfaye7

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    I may remove Items in this game... if the movement speed bug persists.

    If I am to remove them, I have to replace it with another feature. What feature would it be? ...
     
  8. Mammamia

    Mammamia

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    Current record on Normal is 45:00. Killed 5 turtles, but bombers destroyed the base. They have an absurd amount of HP and damage for one man standing, + spirit link with heals overwhelm if mobs gather in a substantial force.

    > What feature would it be?
    Well, movement speed slow bug is good enough feature to keep the artifacts in the game ;) . It's just a matter of way you present it to people. The more burden the unit has - the slower it moves. Now it's a feature ))). Why does infantry move slower after purchasing boots of speed? Well, because they carry them ))

    If you want a superman - he will be slow, otherwise one or two artifacts per unit is more then enough.

    > Okay tested the Attack-Move To... For some odd reason it doesn't work and they behave exactly the same as the current system... What does Attack-Move To work exactly?
    It was an assumption. Need to se how it is currently implemented in your map.

    > - Marines are nerfed in terms of damage, attack rate, HP and food cost.
    Any specifics?
    > Reduced attack speed upgrade scaling
    Any specifics?
     
    Last edited: May 17, 2015
  9. blancfaye7

    blancfaye7

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    Here is an updated Changelog:
    - Seventh Official Release of the Map.
    - v3.x series will be the final versions.
    - Fixed Hard Mode Enemy Scaling over time System.
    - Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
    - Units cannot no longer transport to another unfinished burrow.
    - Increased Final Boss's Tentacle Spawn cooldown.
    - Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
    - Melee Military Units' acquisition range slightly increased.
    - Marines are nerfed in terms of damage, attack rate, HP and food cost.
    - Added tooltips on Blueprints for Mechanical-only items to work correctly.
    - Decreased Military Expedite's upgrade to 15% Attack Rate and 7% Movement Speed per research.

    Marines have an increased cost of food to 3. They also have 400 HP now, and a DPS of 32.

    EDIT: If the movement speed decrease only wasn't random, then it's good. Moreover, it changes the base amount of MS that they have, resulting to a different kind of MS decrease to the whole army, which is disturbing.
     
  10. Mammamia

    Mammamia

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    > EDIT: If the movement speed decrease only wasn't random, then it's good. Moreover, it changes the base amount of MS that they have, resulting to a different kind of MS decrease to the whole army, which is disturbing.

    But that is the fun part))

    > Marines have an increased cost of food to 3. They also have 400 HP now, and a DPS of 32.

    With with such insatiable appetite game will be beatable only in multiplayer, because they are the main damage dealers. I would suggest 2, but need to see how will it play out in a real game to make any conclusions.

    > Upgrade thing
    +15 as and 7% ms seems reasonable.
     
    Last edited: May 17, 2015
  11. blancfaye7

    blancfaye7

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    I just changed the MS upgrade to a constant of 15 per research. The bug lies within the Movement Speed (%) upgrade.

    EDIT: Balancing more enemies will be my lat objective for this version (v3.0) I'm wrapping up things. Once I'm done, I'll upload the version 3.0
     
    Last edited: May 17, 2015
  12. Mammamia

    Mammamia

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    * Boss with death coils causes lags. The while one.

    > I just changed the MS upgrade to a constant of 15 per research. The bug lies within the Movement Speed (%) upgrade.

    Interesting.

    Updated post 40
     
    Last edited: May 17, 2015
  13. Mammamia

    Mammamia

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    New record: reduced Chen's life to 10k out of 13k.
     
  14. blancfaye7

    blancfaye7

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    Map updated to v3.0. Check the details for info (mainly changelogs only anyway)

    Dang i think you should make another post for new suggestions. I completely missed all of those.

    I already said my side on Power Plant. I also have fixed the tooltip on Scout Beacon at v3.0.
    I lost track after that and just read them today...

    Anyways, all of these can be updated quickly to 3.0a.
    These items exist for PvP use as well. My other testers have been pumping the map with PvP without PvE anymore, so your suggestions play very well for PvE side. In PvP For example, the suicide is for breaching other player's walls. faster Movement speed than your opponent's can make retreating easier, or they can reach the tower at range quickly. the 3 second cooldown can be of good use along with suicidal tanks to beatdown other enemy player's walls.
    I'll take a look at the list and decide though.

    I won't. Accidents would still happen. I want the player to think still when going through the destroy button by hovering.
    I wanted to change it's position because it's very accident prone on the very first box (lol ._.) but other players say I shouldn't anymore.

    Fixed.

    I already made the line catchy in my place. I can't change it anymore lol.

    Good guess! She has a 99% evasion!
    She is actually beatable. I just want the players to discover how. I won't give any clues about that now... *insert evil giggle here*
     
    Last edited: May 17, 2015
  15. Mammamia

    Mammamia

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    Thanks for fast reaction on suggestions ^_^

    > Dang i think you should make another post for new suggestions. I completely missed all of those.

    Ok)

    > Accidents could still happen.
    Yes, they could, but it's highly unlikely because main control keys are QWER line based.
    Unless managing the control groups it's almost never to be clicked accidentally, but even then, people who play at least 6-10 times will get accustomed to it.
    Having it on a hotkey is way more convenient then not.

    > I already made the line catchy in my place. I can't change it anymore lol.
    Yes, it is catchy, but it just doesn't sound right). Just give it a try ;)

    > She is actually beatable. I just want the players to discover how. I won't give any clues about that now... *insert evil giggle here*

    Yes. I have a pretty good idea about how to do it.
    When you engage her in combat the first thing comes to mind is "WTF is going on here?" and keeps frustrating you for the whole period of "battle". More like Benny Hill, when she runs rampant in your base, while your army tries to keep up with her.

    My suggestion was about changing the feel and the flow of the battle from "WOW! She twoshots walls and units, but she is killable." to "She runs around like crazy with tons of armor nuking everything down HEALING in the meantime!" and finally to 99% eva threshold "WTF can I do to her!?!?"

    This would be a good touch to the map. If you want her to be beaten in only one way that you thought of - then increase her HP, so when the last phase starts she would have 8k left or so. (this values are valid for Normal mode)

    In Easy mode she is perfectly beatable with troops rightclick.

    BTW, is C4 has piercing damage type?
     
    Last edited: May 17, 2015
  16. Mammamia

    Mammamia

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    * Opened Imbued gate do not count as a proper requirement to advanced hall.

    * disable in the center portal trigger once worker got there.

    ** Convenience measure: Make machinery artifacts castable on workers, so they can be installed within the certain range using inventory hotkeys. When worker unit acquires machine artifact it is replaced with worker version. Of course 11 artifacts should be doubled in editor as worker version.
    (You can decline this idea, but it would be cool to see and use)

    ** Increase the range on shops to 400-450 because managing army in a confined space is quite a trick.

    Eidt:
    ** Make Main worker a forever lvl 1 HERO UNIT. Nothing else to be changed. Idea behind it is the ability to always keep tabs on his HP and be able to access him via F1. In PVP this is most useful because he has the highest kill priority, while also most vulnerable unit in the whole game. There is no way to hide him in BUNKER, for example, so 4 gyrocopters or artillery cars with invis will surely kill him in a no time.

    * Oh yes, Invis. Units become visible if attack or detected. Wait, what? DETECTED? What dark magic or trickery can detect them in the entire game?) 2-4 invis buggies can block the enemy worker, so other units would clean him up.

    * Since Scout beacon has such a big appetite you might as well give it a true sight in a smaller radius. Let's say 900.

    * Golem's taunt ability should have lower cooldown, since he is a one trick pony anyway.


    ** "Map reveal" spell for the first three seconds reveals map and for the remaining two shows position of units. So what is the point?

    ** Map informativeness. Right now it carries from little to no useful information. Yes, you can see the positions of allies, but that's it. Other dots is just a complete mess that gives almost no information.
    Mark bombers, turtles and other non-standard wave monsters with another color.
    Custom hero icon like circle with X inside for bosses. In the current state of affairs when Chen with her sidekicks descends she rapes your army and you can't even track where are they.

    ** Placement of the spawned trees is a very crucial part of the game, because if you can't find a wide enough space in time - the whole stratagy is literally screwed. Either generate them right at the start or add 5-7 second of free time to look around the map before choosing the game mode. This way people will have a moment to decide where they want to build and inform others with a ping.

    ** Add main worker to selection on spawn, because you still want camera to be in the same sweet spot you found pre game ^_^

    *** - other stuff
    *** Decorating the map is a different matter, but still needed, because the prettier it looks - the better the chance that people will remain engaged. It's been a long time since I played the WC3 "Iceborn" campaign, but the vision of those beautiful sceneries keep reemerging in my head again, and again and again.
    It doesn't have to be the first priority, but at least something to catch an eye would be nice.
     
    Last edited: May 18, 2015
  17. blancfaye7

    blancfaye7

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    I don't know what you mean and what it is achieved from here. Do you mean it gets the nearest mechanical unit? If that was the case it could cause problems since Towers can be installed with these too.

    I will change the requirements of the Hall. I remember Gates when opened and closed are replaced; thus the "tree that connects where the wall came from on previous upgrades" are lost.


    No. It's Pure. Thanks for pointing out though. I have not implemented the PvP damage type.

    Let me see... I still want the users to retain that feeling of having a terrified presence on the field. I also want the PvP'rs to collaborate using this theme.
    I'll see what I can do, but probably I won't change how she acts because I have already forgotten most dependencies.
    I still think that Easy Mode should remain that way, but there is something in me that I want her to become as you said. We'll see.

    Added. Used the "L" hotkey instead.

    +5 armor is something not to be looked down on. It is stackable as well.

    I also updated some items.
     
  18. Mammamia

    Mammamia

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    > I don't know what you mean and what it is achieved from here. Do you mean it gets the nearest mechanical unit?
    I meant that worker could cast this artifact as a targeted spell on a desired mechanical unit instead of moving it from one inventory slot to another. This action would remove item from worker's inventory and give it to the unit. This could be handy in a couple of situations like in the heat of the battle when you have only hand full of tanks, you could cast Stun hammer and then in 0.5 stconds install the blink and use it, when moving it takes about 2.5-3 seconds. Surrounding high priority targets LikeAPro would be much easier. Since it is not only a PVE, but also a PVP - this little time saver can be crucial from tactiacal point of view.

    > No. It's Pure. Thanks for pointing out though. I have not implemented the PvP damage type.
    Right now 120 armor and 7,5k HP golem that uses C4 deals 280 dmg to another golem. 120 arm = 90% phis resist. With a a simple math:
    280/10*100 = 2800 (full damage caused by explosion if unit had no armor)
    2800/7500 = ~0.36 (this is a damage multiplier for piercing attacks vs hero armor... unless you changed the default values, of course :) )

    > +5 armor is something not to be looked down on. It is stackable as well.
    Ok, let's run some numbers. Armor upgrade lvl 5+ gives everything one needs in terms of survivability.
    70*5*5/2 = 875g for 25+ armor and 25% hp for the whole army.
    Only bludgeon units may benefit from +15 armor artifacts could give them, BUT who will use them in the firs place? Swordsman's damage scales way better with speed upgrade, while their inherit armor scaling covers 30-50% difference in HP. Since there are few to none nukes (damaging spells), the effective HP (EHP) vs phisical is almost identical.
    Casters you say? Well, if they come to the brunt of attack you are either missmicroed or screwed anyway)

    > Added. Used the "L" hotkey instead.
    Good. But try "J" insted. When fingers lie on QWER it is within the thumb's reach.
    When I design hotkeys for further use I look from ergonomic point of view. If person has to use awkward shapes or look for it every time - then it is just a little better then having no shortcut at all. They called shortcuts for a reason))

    If you need some real references then compare Starcraft 1 to his older brother Starcraft 2. Building a pylon shortcut: (I) B P. (II) B E. While P is more intuitive, E is far more convenient to use. If one takes into account that your map is fairly high paced then ease of control should be obvious priority.

    Updated post 55
     
    Last edited: May 18, 2015
  19. blancfaye7

    blancfaye7

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    1. I'd say no to this. Installation is a process anyway and I want it this way. I want them to actually "give the item to the mechanical unit", literally in-game. Even if it's for convenience; I want the installation process to be rather "tiring".

    2. Let me check, I may have misunderstood these words called Damage Type and Attack Type.

    3. I'd say that the numbers here have an effect, but only a part of it. I've done some math before but it's still all about the situation and position. If a tactic needs breaching through the base, you'll need armor. I decreased the armor to 5 from 10 because the item became op. after some tests the people I have tested with suggested this number. I argued the same concept of math, but it's still all about the experience of how it is used, they said. I can't decline because these people knows best than me (I'm a noob gamer).
    I might by then decrease the cost of armor items/reincrease slightly, because i kinda agree with you, but I want to also trust the explanations of these other testers, and others have already agreed upon the decision.

    4. We, the people here, have petite hands.... lol. We can only reach G. Decided L because it's far and we usually move our hands through the keyboard fast then return. The middle finger usually lands on L.


    1. I'll think about this. Making the builder a hero will destroy AI priorities. Hero + Worker will increase malice, and thus can be abused negatively. Hero and Worker classifications don't have an equal malice as well.

    2. I am already switching to this idea, I'm going to add true sight on some things, OR I can just lower the Invi duration. I personally don't want to add true sight in the game.

    3. Golem? Let me check that out. I thought I have edited that.

    ---2nd edit---
     
  20. Mammamia

    Mammamia

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    Updated post 55. 16:40 http://www.hiveworkshop.com/forums/2685221-post55.html
    Note, that I will make another post similar to 55 on the next page, but until then I will be posting update message with time stamp on top of my last message.


    4. That is my point exactly. As a middle-of-a-pack gamer and fellow developer I can state that the less you need to move around to do stuff - the better it is.

    > Making the builder a hero will destroy AI priorities.

    You can take another way around: For each player in the game create a dummy hero outside of the visible part of the map, so when it is selected (f1) - select main worker unit for the player.

    > +5 def. other testers have already agreed upon the decision.

    Need a wider sample size to make right judgment.

    > 2. I am already switching to this idea, I'm going to add true sight on some things, OR I can just lower the Invi duration. I personally don't want to add true sight in the game.

    It is understandable. Shota with spirit link+heals is a hard one to crack if your army consist of unit with slow projectile speed such as buggy, locomotive, hell, even every non-rapid shot tower, but even then mobs keep swarming you over.

    > 1. I want the installation process to be rather "tiring".
    I would object to that. In SC1 Zerg's main production building - the hatchery- had only one rally point, so when workers morphed they would all gather in one point withe the army. In WC3 they made rally point smarter, so if pointed on the mine/tree trained worker would automatically start harvesting. Then Came SC2 with major upgrade for Zerg - Hatch had two different rally points - one for workers and another one for military units.
    In SC2 right at the start of the game player should have manually select all workers and sent them each to different mineral patch to maximize the mining efficiency.
    With new Hart of the Swarm patch came out the gameplay was a little bit simplified. Workers would automatically start harvesting minerals at the start of the game. Many argued that it wasn't the right desigion, but after the initial storm weathered almost no one objected against it anymore.

    Just to put things in perspective: The youngest SC1 world champion was 14 years old, while in SC2 closer to 16.

    Conclusion: Simplifying the micromanagement and mechanical part, you, as a developer, open up more time for strategical thinking. With this in mind take a good thought on this matter.

    Your PvP part of the map is quite unique in a way that you also need do think about PvE part as well. I think it hase quite a potential.
     
    Last edited: May 18, 2015