- Joined
- May 9, 2007
- Messages
- 3,563
I declare this thread roflz.
RagingPoot for the win!
RagingPoot for the win!
Bobo_the_Kodo never does anything... I had a project with him and he did just nothing....
There shouldn't be an extension in my opinion. This has been hosted to long as it is, let's summ this up and get the poll up.
I wouldn't mind much either way:
- On one hand, people have had a lot of time.
- On the other hand, when raging and I submit, we'll have a total of two contesting teams if I counted correctly.
kewl, I was under the impression your submission had... issues.
Anyhow, as I said, I don't mind much either way. I'm not convinced I'd be very motivated to do any work tonight even if I could.
So, you are forcing credit upon him! That seems strange.
I also wanted to mention that the merchant in the area before the portals, who sold potions and whatnot, was a very clever idea.
Though I don't approve of the lack of originality I did think that it was a good idea to use the "turn to ghost" system for resurrection.
Charge is more of a stock spell than specifically WoW, though there was a bit of WoW inspiration into the warrior. As for the ghost system, I'll have to give credit for that idea to Rising_Dusk's Obsidian Depths; we planned to add some support spells to ghosts (including a powerful heal which increased your time before resurrecting) but ended up prioritizing on more important game elements in our limited amount of time.Such as the charge spell and resurrection system. Though I don't approve of the lack of originality I did think that it was a good idea to use the "turn to ghost" system for resurrection. It's definitely very functional and all in all a good idea.
I never encountered this bug, and thus can't say why it happened. Could you give me a bit of a context?Now, for some reason my hero constantly "died". He would play his death animation and blood would spray everywhere, but he would remain alive and you would just get back up and continue walking. I saw no purpose in that.
So basically, give you a bit more information and a few more seconds to contemplate the information given?Strategy was needed to win the game, that's a plus. Instead of just trying to get to the end as soon as possible we had to kill every enemy we could find to get the experience for the following boss. But the way was clear and no heavy instructions where needed. We were a bit thrown off at the first boss because the instructions, and this goes for all the other bosses, before the fight, told by the guide, came and went much too fast.
To be honest, we couldn't find a warrior skin which fit as well with the hardened criminal theme, but I guess perhaps the other two were a little too hellish - we were more trying to get across the feeling of a rough-and-tumble type.I like the theme very much, and the terrain fit it very well. The doodads and such were chosen well. The minimap also helped maintain the theme and made it look more professional, more than your standard B.net map. It might have also helped the theme if you had made it mandatory to be undead. The music and UI would fit it very well. All imports made sense. Though the warrior seemed a bit out of place. The other two heroes were very undead and hellish, while the warrior just seemed like your everyday dwarf.
Alright, we had the least time to balance him, so yeah, it's likely he's a bit easy. I'll try upping some values and changing his behaviour to fix this for future versions.The bosses were great. Their spells and such were very interesting, but fairly cliche. I thought the final boss, the great eye, was a tad too fast to kill and easy to beat. My team did die, all at different times, but near the end of the fight, and without healing beforehand.
That's also odd (like the death bug), as it never happened to me. So this happened all the time when going through those areas?A problem I encountered twice, that was quite annoying, was after going through portals from zone to zone it takes about 45 seconds for the camera to move to my hero. This only happened to me, red. When leaving the Desert, after killing the boss, this happened, and when going to the third zone.
So many times? It should've only came up once. Guess I messed something up.Speaking of which, the third zone's design was very original. Quite bland, but there wasn't much you could've done to improve it. The only major downside was seeing the "destroy all units to go to open the next portal" hint come up so many times.
Thanks!Overall it was a great map. Best of luck!
The ghosts are, as I said above, inspired by OD. However, the merchants are... merchants. I don't see what makes it unique for OD to have merchants and no other games to.Those are actually both directly taken from OD, RisingDusk's new map
(I know the ghost thing is widely used, but the exact mechanics are the same as in OD)
Iv talked with hawkwing about it and he said he will give airandius the credit if we manage to get to top 3 even tought he wanted to leave the contest.
So, you are forcing credit upon him! That seems strange.
I think he wants the credit anyway. So its fine with me.
The contest shall begin on 9/23/08 and conclude on
11/26/08, 12:00 AM
Airandus that does not mean we cannot release new versions, it just means that the version we released in this thread will be the one that gets judged, no one can force us not to work on our own map if we want to
And "ok" redscores, what is your point with this? If it is just to try and put down the map then whatever, I don't see why you feel the need to do that. We have spells that is there for practical reasons, not to have super many effects. They fit each hero and the theme. The only one I feel could look better would be "charge", else I don't get your complaining, should we have made it so the world trembles and hell arises everytime we do a heal spell or what?
Not really, HappyTauren shouldn't write in a thread just to flame...