Anachron said:Until yet it's looking like a beta, I don't say it's bad, just that you really should continue working on it.
Note the word "almost."It's almost June, 2010.
Almost.Frozen Throne was released in July 2003. If you'll kindly subtract 2003 from 2010 you'll notice that's 7. That means that yes, it was out 7 years ago.
That you would think this is a compliment to us. It means we did a good job on designing simple and smooth abilities. I can assure you though, none of our abilities, or anything else for that matter, is "object editor work".object editor work.
Simple and smooth but unoriginal :/That you would think this is a compliment to us. It means we did a good job on designing simple and smooth abilities. I can assure you though, none of our abilities, or anything else for that matter, is "object editor work".
Note the word "almost."
Almost.
I'd respond to the rest, but you aren't up to speed on our development timeline or the scope and complexity of the project.
You are stupid.The skills however are totally mixed.
Some are really great, unique and wellthemed, some are only object editor work.
I isnt really easy to trace down to what causes the desync, but i can atleast say its alot more common in full or nearly full games, usually after just 5-15 minutes. I've never had any problem with 2on2 games however. Also i only think a few of the players desync, not everyone if that is of any help.If you could be more specific about the context in which those happened you could be of great help.
Saying that the map is still is Beta is a poor excuse.as already said countless times, but those are nothing compared with the fact of what all is done in this map (it's a beta)
Cassiel said:Note the word "almost."
Cassiel said:I'd respond to the rest, but you aren't up to speed on our development timeline or the scope and complexity of the project.
erwtenpeller said:And yes this map *could* have been out sooner, and it may have been more successful back then. But it didn't. It's out now, and I'm glad.
erwtenpeller said:Also, GWY, just play on US East, that's where most of the tides community hangs, i'm euroscum and i havn't played on a euro server in years.
Viikuna said:is because thats kinda only way to do stuff like Blueshift for example.
Nudl9 said:Replace the shitty hook with old eat spell, but instead make it unit target and stunlocking so its similiar to DotA pudge's ultimate, make it eat % hp of the enemy target.
Anachron said:Instead accepting it they discuss about your opinion and try to prove that your're wrong.
Blueshift only requires control over projectiles.
Viikuna said:And buffs. And Knockbacks. Also units animation time, attack speed and move speed.
Viikuna said:Anyways, I dont really get why you think that theres a work gone to waste. Like all things, making a map takes time.
You can do it faster, but then you have less time to do some other stuff.
Viikuna said:Even if this version is released 3 years after the last one, it doesnt affect the maps coolness. No way at all.
Animation speed and all that can be controlled easily in-game. Knock-back is a triggered motion, so that can also be quite easily controlled.
I didn't say it was a waste, I said it would've been a shame to see it go to waste. Sure it's a cool map still, I didn't say it was garbage, all I said was that the release timing was poor
Second of all, it took 7 years to come out with a game.
In other words: you stand corrected. Work started in January 2007. We released it in May 2010. It didn't take 7 years. It didn't take 4 years. It took 3 years and change.Cassiel, you've been working on it for more than 3 years, that's the bottom line.
Yes, it was a good job. Thank you. In those three years I finished two master's degrees and released yet another map exposing the incredible dearth of actual game design and innovation on the rest of Battle.net. "Good job" isn't a strong enough commendation, really.I'm actually more up to speed than you think. See, your development time-line is leaving your "complex super-project" in the dust along with Warcraft III. It's been over 3 years, and you're just now releasing something. Good job, Cassiel. Good job.
You were wrong about Rising_Dusk not being in the credits and wrong about development taking 7 years. Those are the only comments I have responded to. Try again.I think Cassiel just looks at it as shots to his ego though.
Cassiel said:In other words: you stand corrected. Work started in January 2007. We released it in May 2010. It didn't take 7 years. It didn't take 4 years. It took 3 years and change.
Cassiel said:Yes, it was a good job. Thank you. In those three years I finished two master's degrees and released yet another map exposing the incredible dearth of actual game design and innovation on the rest of Battle.net. "Good job" isn't a strong enough commendation, really.
Cassiel said:You were wrong about Rising_Dusk not being in the credits and wrong about development taking 7 years. Those are the only comments I have responded to. Try again.
erwtenpeller said:On the other hand, though, if you enjoy aiming so much you can always play the witch doctor. *tee-hee*
Viikuna said:My personal favorite is currently and probably the Inquizitor.
voodoo glow skulls, actually.Glowing Skulls
1.19 Changelog
Bug Fixes
* Fixed an issue with Butthead hitting allied units.
* Fixed an issue with El Toro retaining Freezerburn after dying in Red Bull form.
* Fixed an issue with Jimmy Eat World possibly causing a previous target to be teleported to Jimmy in the future.
* Fixed an issue with spawns controlled by Fugue continuing to receive periodic AI orders.
* Fixed an issue with Brightdarken not resetting cooldowns of abilities if they are actively being cast.
* Fixed an issue with Brightdarken being dropped if its owner is not alive when its cooldown begins or ends.
* Fixed an issue with auras updating improperly for revived heroes.
* Fixed an issue with auras updating improperly for units whose owner has changed.
* Fixed an issue with movement effects on bridges.
* Fixed an issue with heroes turning invisible after being revived with the Ritual of Life.
* Fixed an issue with units being pulled underground due to incompatibilities between unit Fly Height and Ensare- and Entangling Roots-based abilities.
* Fixed an issue with effects appearing above the Human Castle.
* Fixed an issue with the Inquisitor model's selection detection.
* Removed the option to purchase additional spawns until the cause of occasional late-game lag can be located and fixed.
* Removed the word "Build" from the map description to avoid overlapping text during load.
Balance Changes
General:
* Lowered Blood Bath from +200% to +100% maximum bonus.
* Blood Bath now correctly adds life when used and correctly retains added life after expiration.
* Heroes now respawn with full life and mana.
* Ultimate abilities are now immune to Spell Failure.
* Fountains of Restoration are now powered down when their associated Keep or Hall is destroyed.
Units:
* Treants created by Reap and Sow can no longer spawn additional treants.
* Juju Bees no longer heal Pain Wards.
* Pain Wards no longer take damage from abilities.
* Dead Can Dance can now be evaded.
* Spirit of the Adria will no longer collide with units until it becomes fully visible.
* Spirit of the Adria will now continue to move forward for a short time after colliding with its initial target.
* Blinding Light now causes affected units to miss with spells as well as attacks.
* Blinding Light now uses duration as its primary effect.
* Increased Blinding Light's area of effect slightly.
* Lowered Fugue from 45 to 30 second duration.
* Lowered Fugue from 180/150/120 to 150/120/90 second cooldown.
* Changed Scab Armor from 1 Armor per 66/50/40/33/28 life lost to 1 Armor per 3%/2%/1.5%/1.2%/1% life lost.
* Antavahni can now be evaded.
* Flare can now be evaded.
Items:
* The Lesser Key of Ix is no longer activated by spells cast from items.
* Increased Mirror Shield cost from 2400 to 4200 gold.
Info Changes
* Most casts with values greater than 10 no longer display decimals in their texttags. Decimals are still reflected in their actual effects, however.
* Added brief explanations of several of the new mechanics to the Map Info menu.
* Added Alexander244 to the credits.
erwtenpeller said:I just ran through a game right now. I think there is a bug in Dead Can Dance. Sometimes it seems like enemy units are constantly trying to attack a different target (of which the end result is a constant stutter). They'll switch from facing/attacking one of the skeletons to another one, in a completely different direction. I don't know if this is a bug, or if there's something you're doing here that is necessary --but anyways.
erwtenpeller said:Fixed an issue with spawns controlled by Fugue continuing to receive periodic AI orders.
1.20/1.21/1.23 Changelog
Bug Fixes
1.23
* Fixed several issues with texture compression that caused crashes for Mac users.
* Fixed an issue with Spell Resistance not working correctly under certain conditions.
* Fixed an issue with Pain Wards being controlled by Fugue.
* Fixed an issue with corpses in Blueshift not returning to their original speeds when its effect ends.
* Fixed an issue with the Blood Meter conferring disproportionately large bonuses.
* Restored the Phantom Arrows/Haunt AI to its version 1.08 state, making it more responsive.
* Phantom Arrows now use Spell Power.
1.21
* Fixed several issues related to the game crashing.
1.20
* Fixed an issue with numerous graphical elements being displayed improperly.
* Fixed an issue with the Blood Meter conferring disproportionately large bonuses.
* Added additional safety to prevent a rare issue with double freeing a timer.
Debug Additions
1.20
* Added debug messages to attempt to catch the cause of the frame rate issue that occurs in some games.(removed 1.21)
General Changes
1.23
* Mode selection no longer times out in single-player.
* Restored the option to purchase additional spawns.
* Towers now attack wards.
1.20
* Mode selection now times out after 20 seconds.
* Player cameras no longer track respawning heroes if a player controls at least one other living hero. Instead, the respawning hero is pinged for the controlling player.
Balance Changes
1.23
Units:
* The Flying Dutchman now slows its target by 60% for 3 seconds on impact.
* Decreased the length of time Spirit of the Adria moves forward after colliding with its initial target.
* Dead Can Dance skeletons no longer receive buffs from auras.
* Dead Can Dance skeletons are now slowed by Blueshift. (This does not cause them to explode.)
* Shield of Faith is no longer channeled.
* Lowered Blueshift's cooldown from 180/150/120 to 150/120/90 seconds.
* Increased Crimson Wake's speed.
* Butthead now slows its target for 4 seconds at all levels.
* Antavahni now gives the Firebeetle immunity to channel-breaking effects.
1.20
* Units affected by Voodoo Glow Skulls now suffer a penalty to Armor and Spell Resistance in addition to being slowed.
* Dual Nature now heals only as much damage as it is able to deal before killing its enemy target.
Review
Please Note
This map review set-up is based on that created and used by Tank Commander,
I review maps that look interesting or promising. If you wish for me to review your map, or if notable changes have occured to a map I have already reviewed, then you may message me with a link to your map and I will review it within the next week.
Review Breakdown
(5 marks) - Terraining/Environment
(5 marks) - Triggering
(15 marks) - Gameplay
(10 marks) - Innovation/Originality
(5 marks) - Interface/Object Editor Work
Mark System
1-7 marks = (1) Poor quality map, unfit for the Hive (usually a beginners map)
8-14 marks = (2) The beginnings of a map are there, but it still needs work and is likely unfinished.
15-21 marks = (3) An adequate map, is fun for a game or two and functions.
22-28 marks = (4) Shows promise and has some interesting features; playability is high.
29-35 marks = (5) A fine example of Hive-quality; will keep you entertained for several games at least and updates are looked forward to.
35+ marks = (6) A simply brilliant warcraft map. Features are flawlessly implemented, code is legit, game is fun, and the constraints of
Warcraft 3 are challenged.
Subsection Review
Terraining (4/5) - I really wish you guys had done more here. There is nothing terribly wrong with the terrain (though I would reccomend making the team structures blend in with the terrian more and removing the blizzard bridges), infact it is above 95% of the terraining jobs I see on the Hive (ergo the high score), but this is an extremely advanced and epic project and imo a highly detailed, well-done, and epic terrain should go along with it. I would highly reccomend finding a die-hard highly skilled terrainer to make an brilliant environment to along with your briliant map.
Triggering (N/A) - Map is protected, thus this section will be discounted.
Gameplay (15/15) - This is where this project really kicks ass. Spell systems are very well done and the custom hero stats really advance combat alot from your average WC3 map (though I would reccomend implementing a way to check ones hero stats manually). I am in love with the blood meter and blood bath system; very well done. The socketable items are epic and done well (I am looking forward to more items becoming available). There is evident synergy between hero abilities (such as the Battle Rouser's abilities). The fact that players can upgrade troops and increase the number of creeps sent is cool but would be much better with more detailed tooltips and addtional options.
And on a final note...JUJU BEES IS FREAKING EPIC!
Innovation/Originality (8/10) - Although you still have the same basic AoS setup, innovative features such as item socketing, the blood meter, and unit upgrades along with the implementation of hero stats puts this map in its own league.
Interface/Object Editor Work (4/5) - The game mode and hero selection screens are very well done and very cool. Aside from that though, you need to modify the settings (icons/tooltips) for gold, lumber, and food as well as do a much better job with the tooltips. As with the terrain, there is nothing wrong with the tooltips as they are, but you still really could improve on them greatly. Include much more information on learnable abilities in the spellbook (i.e. mana cost), change the ability damage or ability level color to something else (they are both gold atm and it clashes), and try and make the tooltips cleaner and more detailed in general. Additionally, some of the hero icons don't go well together (like the icons used for the Disciple of the Moon's abilities)
Errors and Suggestions
- Nerf the bloodstone to atleast 150 hit points
- More usable items
- Add a way to manually check hero stats
- Improve terrain (atleast get rid of blizzard bridges)
- Add more information to tooltips and organize them
- Display hero abilities in the hero selection screen
- Take away the item restock time (just silly imo)
- Modify lumber/food/gold tooltips/icons/values
- Create a keep for the middle path
EDIT - I recieved a fatal error when I spammned the blood bath ability
EDIT - After trying to recreate the conditions that caused the error by again spamming the blood bath ability with the same hero (the witch doctor) nothing happened. When I recieved the error I was not using any other abilities (other than blood bath) and was not in combat. Ah, the joy of finding the cause of an error...MWAHAHAHAHAHAA...GL mates!
Final Review
Final Marking - 31/35
Rating - (5)
Voted for - N/A
Rep Given? - Yes, a really freaking epic map
To be honest I am almost squealing right now. This map is very well done, the abilities are brilliant (I shat my pants when I played the witch doctor), the gameplay is fantastic, and the ideas are original; just work on the tooltips, terrain, and some of the rough edges (overall polish) and you'll have a map above the rest.
I have played as the Ancient Mariner, the Disciple of the Moon, the Battle Rouser, the Initiate of the Sun, and the Witch Doctor (always single-player on all-hero mode)
This was addressed in 1.24. So far so good--no new crashes have been reported.EDIT - I recieved a fatal error when I spammned the blood bath ability
EDIT - After trying to recreate the conditions that caused the error by again spamming the blood bath ability with the same hero (the witch doctor) nothing happened. When I recieved the error I was not using any other abilities (other than blood bath) and was not in combat. Ah, the joy of finding the cause of an error...MWAHAHAHAHAHAA...GL mates!
Actually the problem wasn't related to JPG compression, or compression at all. It was the header size of paletted icons created with certain settings in Button Manager. We still use many low-quality JPG-compressed icons--from 15% to30%--and they work fine. The reason everyone else has incorrectly identified the problem, I suspect, is that they haven't compared icons created with Button Manager to icons created with older tools like Image Extractor 2, which never caused any problems for Mac users.It was. I don't know the technicalities, but removing and re-compressing some icons with a different level of compression fixed the issue.
It was the header size of paletted icons created with certain settings in Button Manager.
is that they haven't compared icons created with Button Manager to icons created with older tools like Image Extractor 2