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[Defense / Survival] The Dreamvale

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Just an update about why a playable demo isn't out yet.

1) Im a professional procrastinator
2) Hero #3 is glitchy as shit.

On a side note, Im considering on removing constant damage display. Both in terms of leaderboards and damage text.

- Competing for dps is cool and all, but in the context of Dreamvale it has very little relevance.
The only real thing it proves is who can cheese numbers either by aoe or by wailing on static targets. I don't want to end up having to balance heroes based on who can put out the most theoretical numeric dps.

- Dots are really cluncky atm. Due to the damage display, dots literally tick per second.
 
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One reason why I hate making previews is that until the map is released, anything and everything is up for change. Im saying this specifically because I just noticed that a good 90% of this thread's content previews are no longer relevant.

Just a heads up
- Most of the screenshots are no longer accurate
- None of the info about stats/items or powerups is accurate
- Most hero skills have changed

Before I can release the demo a few more things I need to do.
1) Clean out legacy imports/features that are just sitting around taking up space
2) Add a good 3 more complete heroes.
3) Finalise the stat system.

More about why the stat system is so amazingly screwed.
- There needs to be a manual way to add stats. ie. stat growth/level is player controlled.
- Should there be a stat cap?
- How does one scale healing? %max health is the one cheap solution. However in doing so, it means that healing is worse on characters that sorely need it. aka. squishy heroes.
 

Gwy

Gwy

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Dear Kino

good to hear your thoughts. And never forget: Procrastination is 1 of the 4584 sins you should avoid under all circumstances. Flee this vice. Stay clean!!!!
 
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hi kino,
i would love to test ur map and give u some feedback maybe to help u if u wawnt to,
i loved the previous version but kinda hard in single player.
greetz
 
Level 23
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hi kino,
i would love to test ur map and give u some feedback maybe to help u if u wawnt to,
i loved the previous version but kinda hard in single player.
greetz

Unfortunately, there is no working test version right now.
I don't even have enough functional heroes to make a full team.
That and many of the core systems are not working/subject to change.

Id like to say a workable test is coming soon, but that would be a lie.
 
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Aaand were back in action.

On a side note, one thing I dislike about map previews is that you often change content mid development, making said previews outdated.
Also I don't like to make promises I cannot keep.
 
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Ive reached the point where I might as well just throw out a pilot/test edition of the map.

Pretty much all the previews both image and text wise are wholly out of date, none of the features and screens shown are actually in the game.
Currently has 2 two functional heroes and one playable level.
 

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  • Dreamvale v.0.1test.w3x
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Gwy

Gwy

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Dear Kino,

I played it with the ranger class (second class I will play next time), and feeling is good.

Feedback: Maybe too fundamental, but a question/ idea: In last Dramvale, all chars were selfsufficient: You could play with a char (more or less) through the map.
Maybe now give us a set of chars that can be played alone/or self sufficient (need no heal/ tank from others)
and a set of maybe 3 chars that are totally dependent on teamwork.

Probably you wanted other feedback/ detailed wishes for chars. I will think abaout it.
 
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Feedback: Maybe too fundamental, but a question/ idea: In last Dramvale, all chars were selfsufficient: You could play with a char (more or less) through the map.
Maybe now give us a set of chars that can be played alone/or self sufficient (need no heal/ tank from others)
and a set of maybe 3 chars that are totally dependent on teamwork.

I don't get you.
Are you saying that characters are not self sufficient or?
 

Gwy

Gwy

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Sorry for bad english

my simple Thoughts:
make some heroes that can survive alone/ without teamplay
make some heroes that cant survive alone/ need teamplay.

Greetings,
Gwy
 
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Just a note, Im looking for proper feedback on how the skill system works as well as tooltip readability.

Im am not interested in feedback along the lines of "make more heroes" or "looks good". You want more heroes? cant be done unless the skill system is set in order.
 
Level 2
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Hey,

Skills and tooltips are great!
everything is great just continue with it how u like it,
it's going great.
Although i couldn't pass the wall in the middle,
i cleared the four corners and did everything.

Keep up the great work!
greetings
 
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There needs to be a manual way to add stats. ie. stat growth/level is player controlled.
Some possibilities off the top of my head:
- Abilities (e.g. attribute bonuses), like in Gaia's Retaliation.
- Dialogue-based systems, like in Sunken City or Seth's Reign.
- Tomes bought with some resource (e.g. "lumber"). You can increase custom attributes with this.
- More complicated systems, e.g. TKoK. You probably don't want to do that.

Should there be a stat cap?
This should only apply to stats that get out of control when reaching thresholds (e.g. avoidance, damage reduction). It's probably best to avoid their use or keep them in "harmless" ranges (low-medium).

How does one scale healing? %max health is the one cheap solution. However in doing so, it means that healing is worse on characters that sorely need it. aka. squishy heroes.
Maybe a custom stat can do this.

Examples: Endurance (+HP, +Armor(?), stronger defensive abilities), Wisdom (mana regeneration, stronger mana restoration skills), Power (stronger damage/healing abilities)
 
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Hey, thanks for the input.

Some possibilities off the top of my head:
- Abilities (e.g. attribute bonuses), like in Gaia's Retaliation.
- Dialogue-based systems, like in Sunken City or Seth's Reign.
- Tomes bought with some resource (e.g. "lumber"). You can increase custom attributes with this.
- More complicated systems, e.g. TKoK. You probably don't want to do that.

Im currently leaning towards stats and abilities being independent in terms of progression.
Abilities level as per wc3 norm, stats are mainly in tome/token form.

This should only apply to stats that get out of control when reaching thresholds (e.g. avoidance, damage reduction). It's probably best to avoid their use or keep them in "harmless" ranges (low-medium).

Good point.
I currently plan to have items handle non linear bonuses such as evasion/block etc.
 
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Screen Capture #160.jpg

Glinting dream fragments.
 

Gwy

Gwy

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fine that you didnt gave it up.
patiently waiting for a playable version/ demo somewhere in this century... :)
 

Gwy

Gwy

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this map is wonderfull...
and (for me) a challenge in easy. How you defeat it in norm??? :)

playing all heroes while waiting for bosses...
 
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this map is wonderfull...
and (for me) a challenge in easy. How you defeat it in norm??? :)

playing all heroes while waiting for bosses...

First off, thanks for the support all this time.

However...
Give me more info, you cant simply say "its too hard" or "its too easy" and expect me to know what to do.
What was your team size?
What heroes did you use?
What skill build did you use?

Or just attach a replay.
 

Gwy

Gwy

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ok, a more specific feedback
- i played with calmeia
- i really like here spells, especially the push-back-bomb is great
-my problem in the first turns was (imo), that i defeated the "guardians" in the wrong order. Now i start with the fire elemental guardian and it works
- the fire elementals are really fast deadly - that ended my first attempts
- you can cheat with the bomb spell, when you fire the bomb over the wall from the room below before the terasse is opened. So you can kill 2 guardians before.
- and i like the design of the landscape
- i played alone. But i will try it tomorrow with a friend
- now i think the "easy difficulty" is ok

thats a trial of a less emotional/euphoric feedback :) keep on!
 
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After a long thought, I have decided to end all development of Dreamvale.

I started this project years ago, in a different time, for a different audience, with a different goal and as a different person.
Somewhere along the line, the reason for this maps existence was forgotten. The last two years have been an on and off struggle to get anything done.

Making levels and characters has become a chore.
A task that would have once taken weeks has taken years.
To be frank, I no longer have the inspiration to continue Dreamvale.

Id like to thank everyone who has supported me all this while.
With special mention to Gwy, Copsychus and Wolfe.

It has been a wonderful journey, albeit an often painful one.
- Kino

Here are some screens of unfinished areas.

Vale1.jpgVale2.jpgVale3.jpgVale4.jpg

Lastly, if you would like to have any of the resources in this map, send me a note and Ill have you sorted out.
 

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  • Dreamvale v.2.0a Opt.w3x
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Gwy

Gwy

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Dear Kino,

ty for a great map.
In a nostalgic mood i played some rounds Dreamvale V. 2.i/ in my memory that´s the last unbugged version :).
Still a very good map!

Good luck with what ever you will do!
 

Gwy

Gwy

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Grande!
To be honest, i hoped silently, that you once come back and repair this jewel.
I cant test it before weekend,
but im in great expectations,
Gwy
 

Gwy

Gwy

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Dear Kino!

I really like the new version!
But is it possible that shards/ scrabs are bugged?
They are erased after every level...
Greetings,
gwy
 

Gwy

Gwy

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dear kino
i tried it today
but it seems multiplayer is bugged
i tried it wih a friend
either i could choose a hero or he (first choice was right, second doesnt work).

greetings,
gwy
 
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dear kino
i tried it today
but it seems multiplayer is bugged
i tried it wih a friend
either i could choose a hero or he (first choice was right, second doesnt work).

greetings,
gwy

Sorry for the delayed response, it has now been fixed.

Update
- Fixed a issue where hero picking in multiplayer failed to work properly.
- Finished Adowyn, he is now fully functional
- Added a new class of consumable items.
- Scraps now actually do something (woopedy-do)

Eld
- Fixed Dreamfire not healing and damaging correctly.
- Root Curtain now gains reistance per level, its cooldown remains static.
- Sapling duration now increases per level

Anzo
- Reduced Sunder rune healing to 10/12/14/16%

Aerden
- Remade ultimate; flurry now causes your next attack to deal bonus damage with every ability use. Stacks to 3/4/5.

EDIT: All updated versions now go on the first post.
 
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2.0q
-------
- Rebalanced some of the universal skills
- Shards can now buy permanent items, starting from level 1.

Hero Changes
------------------------
- New Hero released; Faeru, Season's Sovereign
- Oben has been taken down for renovation

Anzo
- Grapple changed to Granite Palm: stuns a target and cleaves a scaling amount of damage to nearby targets.
- Perpetual Machine changed to Stone Skin
- Fist of Stone is now a buff that causes attacks to stun.
- Fixed Earthgrab referencing damage when it has no damage.

Ado
- Crucible now slows, damage scale reduced to 10*Int.
- Fixed skills having the same flavour text.

Inikya
- Increased the base, but reduced the scaling of her heal.

Area Changes
------------------------

Ruins Vigil
- Slowed the spawn rate of monsters
- Drastically increased the stats of Flame Belchers and Brittle Sentries

Sunken Garden
- Added an extra side area
- Fetid Urchins now eat corpses instead of exploding corpses.
- Crimson crawlers now explode corpses instead of spinning webs.
- Added 2 new monster types; Carrion Colossus and Carrion Bug.
 
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2.0s
-------
- Fixed a bug where AOE Knockbacks didnt work on large packs (Props to never being reported for 3++ years)
- Globe of Fire: now kills non-hero units instantly, cost and charges halved to 1.
- Moss Gear: Golem base stats increased.
- Feral Companion: Hound stats decreased.

New Item: Globe of Water, perform a heal in a large AOE.
New Item: Globe of Growth, entangle an enemy
New Item: Globe of Wind. gain attack and movespeed for 10 secomds.
New Item: Sap Elixir; restore a small amount of btoh health and mana.

Hero Changes
------------------------
- New Hero: Sardor the Tempest
- All heroes start with 2 skill points
- Universal Renew cooldown reduced.

Anzo
-

Ado
- Crucible now stuns at its end instead of slowing over its duration
- Remade Flare: now burns an enemy over time, slowing it. Bounces to adjacent targets.

Inikya
- Increased Quill damage and mana cost
- Pincushion damage incresed, base slow reduced. Slow now scales per level. Trap max rescaled to 4/5/6

Area Changes
------------------------
New Level: The Murk
- This is a new first level, all other levels are thus pushed back.

Ruins Vigil
- Compressed all "fire zone" type effects into 1 flame strike skill.
- Reduced life of spark spitters
- Sikhar's Frenzy has a longer cooldown but now greatly increases his movespeed.

As of this version, the map is functionally complete.
There are 6 classes and 3 levels.
About 20+ mins of co-op tactics/dungeon crawling
 
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Gwy

Gwy

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Dear Kino!

Wanted to say: I played it in last weeks sometimes again. I really like it.
1 Suggestion: In the map forum you has only an old version uploaded. Why not upload last version their?
 
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Dear Kino!

Wanted to say: I played it in last weeks sometimes again. I really like it.
1 Suggestion: In the map forum you has only an old version uploaded. Why not upload last version their?

The uploaded version has more content (I think)
At this point I don't really know what version contains what.

That said, will consider it.
 
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