• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Tides of Blood: Version O Beta.

Status
Not open for further replies.
Level 18
Joined
Jan 21, 2006
Messages
2,552
It's almost June, 2010. 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.

http://www.wc3c.net/showpost.php?p=898499&postcount=1

This post (displaying finished work) was dated February of 2007. That's a little over 3 years ago, not to mention you were completely silent about it for at least a year before any material came out at all. I'd say 3 years is being generous to you.

Either way, 4 years is more than enough time (especially with the kind of resources the creators of ToB have at their disposal) to release a game. If this game had come out a year or two earlier I'm positive it would've been a really good game -- but now Warcraft III is dying and the Starcraft II beta is out.

Whatever though, I feel bad how much effort was put into this (by some of the most talented artists in the entire Warcraft III community) only for their work to fade away with Warcraft III. It's a shame.
 
Played this map a few times.
I must say it was pretty boring.

The skills however are totally mixed.
Some are really great, unique and wellthemed, some are only object editor work.
The game does not really make fun and the terrain isn't well either.

You should improve terrain and fix up some heroes so I will retry it. Until yet it's looking like a beta, I don't say it's bad, just that you really should continue working on it.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
I didn't mind the terrain actually. It was pretty well done while keeping functionality priority.

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.

Well this is just a beta, so I suppose I should hold my tongue until a full release comes out. It's not a satisfying first look, though, you're right.
 

Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
pls stop useless discussions whether wc3 will die...

some will stay (me p. e.) and they will like to play this map!
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
Well it's not that it's going to die I mean Starcraft and Diablo still haven't died. The community moves on, though, the amount of players who are going to be playing Warcraft after Starcraft II comes out is going to decrease greatly, even now playing a game on BNet is getting to that stage where it's a struggle to get a game started.
 
Level 12
Joined
Sep 13, 2004
Messages
268
object editor work.
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".

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.

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.
 
Level 8
Joined
Dec 1, 2006
Messages
342
Could you give an example of an unoriginal skill from ToB and an original skill from, what ever map else there is.

Cause, I myself, have eyegasms and thrills when I play this gave, how it all adds up into a perfect whole and looks nothing short of brilliant. Yes, there are bug fixes and some improvements to be made, 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).

I feel like an activist for ToB, lol.
 
Level 8
Joined
Aug 6, 2008
Messages
451
Simple doesnt equal unoriginal, you know.

Also theres nothing wrong with object editor spells really.

You can make just fine game with object editor spells mostly. ( ToB N, DotA )
The reason why you should, however, trigger everything, is because thats kinda only way to do stuff like Blueshift for example.
 
Level 24
Joined
Nov 9, 2006
Messages
2,561
The skills however are totally mixed.
Some are really great, unique and wellthemed, some are only object editor work.
You are stupid.

If you could be more specific about the context in which those happened you could be of great help.
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.

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)
Saying that the map is still is Beta is a poor excuse.
Beta means that the progress of the map should be finished, but open to finding bugs and neccessary tweaks. Basicly your contradicting yourself when your saying items arent finished.

Also please add back the old siege Jimmy, now hes just a boring blob of meat hero with simple boring damage spells. Not even one of the spells are fun to use.

-For example why not give the cleaver a 20% - 50% slow for 4 seconds on impact with units. Cleaver can now be used to get close to the prey (basicly the benefits of cleave and hook in one spell). This allows him to get close to his prey and can use either the eat ability (see spell suggestion below) or ultimate.

-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. This spell will work well with the new passive i invented (see below) so that when you eat from an enemy hero his allies will try target you making you deal damage to the hero your eating making the target hero fall faster.

-The passive is still pretty boring (old one had permantly strength gain... wooo!). So anyway i got an idea, how about when Jimmy loses 100-400 hit points over a 3-5 seconds (GIB spell :D) he will a 120 - 500 damage aoe blast explosion using the SFX: Effects > Unit Death Effects > Abomination Explosion. Its a cool tanking ability which makes you pretty fearsome on close combat which was why Jimmy was loveable in the first place! >:D

-Ulti is fine as it is now, needs balancing though.
 
Level 8
Joined
Aug 6, 2008
Messages
451
Probably true. At least partly.

Just have to sometimes point out some things that are simply not true.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
Cassiel said:
Note the word "almost."

Cassiel, you've been working on it for more than 3 years, that's the bottom line. If you want to argue over a month then you can go do it in your own little pretend world.

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.

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.

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.

I am too. It would've been a shame to see all the work put into this go to waste.

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.

Very few games being hosted on USEast at the moment, as of last night at least.

Viikuna said:
is because thats kinda only way to do stuff like Blueshift for example.

Blueshift only requires control over projectiles.

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.

I laughed.

Anachron said:
Instead accepting it they discuss about your opinion and try to prove that your're wrong.

erwtenpeller seems to be taking serious note of what is said. I think Cassiel just looks at it as shots to his ego though.
 
Level 8
Joined
Aug 6, 2008
Messages
451
Blueshift only requires control over projectiles.

And jumping lil dwarfs like that Seamus O´Hooligan.


And buffs. And Knockbacks. Also units animation time, attack speed and move speed.



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.

Even if this version is released few years after the last one, it doesnt affect the maps coolness. No way at all.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
Viikuna said:
And buffs. And Knockbacks. Also units animation time, attack speed and move speed.

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.

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.

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.
 
Level 8
Joined
Aug 6, 2008
Messages
451
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.

Knockback and projectiles are triggered motion, yes. There exist natives for animation speed, but not attackspeed, yes. Blizzard buffs suck balls, yes yes.

How easy or hard it is, was not really my point. Just the fact that it requires more than just controlling projectiles.


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

It kinda depends on what they tried to achieve in the first place.
 
Level 3
Joined
Mar 7, 2004
Messages
37
Second of all, it took 7 years to come out with a game.
Cassiel, you've been working on it for more than 3 years, that's the bottom line.
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.

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.
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 think Cassiel just looks at it as shots to his ego though.
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.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
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.

Does it really even matter how long it took you? The point was it took too long, as the Starcraft II beta has already come out and that dawns the beginning of a community shift.

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.

I don't see anybody else other than a select few from the Warcraft III community commending you, so how amazing could you really be. If you've got something to prove then I suggest you don't start on this forum. Just acknowledge the fact that timing was crappy, like erwtenpeller so respectfully did and move on.

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.

Try again? Cassiel these are not attempts to foil you. You're only proving my point that you're taking all this criticism as shots at your own ego. I merely stated that the credits seemed shallow, I did not accuse you of stealing anybody's work. It's not about right/wrong, it's about what is and isn't.

Also if you're completing more than one master's degree in three years then it's because the degrees you're "achieving" are worth squat. Nobody cares about a Bachelor of Arts, or two. If the degrees you say you've earned were worth anything then you wouldn't still be arguing with someone as feeble-minded as myself. I also haven't even heard of this other map that you've released so it must not have been very impressive.
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
There are too many point-and-click spells IMO. From what I remember, the earlier versions of ToB had tons of abilities that requires some form of aiming. Here, we have some spells that uses simple point and click:
Meat Hook
Charge skill of Battlerouser

I personally enjoy aiming spells that make a large difference to point-and-click spells that make less of a difference. It makes skill a greater factor in game.

Also, I don't really understand why so many melee ranged spells have such a complex animation (it looks good, but sometimes it feels weird).
For example, the Battlerouser's spell that causes him to jump up at melee range and hit the target. I would like to understand why there is a need for the jump. Is it possible to dodge the spells? Does it have some impact on gameplay?
Similarly, we have the Ancient Mariner's melee ranged spell. It also has a rather lengthy animation, which seems rather unecessary.
I haven't been able to test out whether Blue Shift can help you dodge the spell, but it doesn't really make much sense to have the animation just because you have 1 spell which can help you dodge it.

I haven't been able to test it throughly, but some of the heroes don't seem to radiate the same aura of awesomeness that other heroes radiate.
 
Level 8
Joined
Aug 6, 2008
Messages
451
Spells have animations to make them look cool.

The other option, having hero just standing there and doing nothing while dealing damage, just doesnt feel right.


edit. And it has impact on gameplay too. Ive missed countless Call of the Moons when trying to shoot a leaping dwarf.

I kinda miss those aimable aoe damage abilities too, though. Mostly leto and his cool moves.
 
Last edited:
Level 12
Joined
Sep 13, 2004
Messages
268
I agree.

On the other hand, though, if you enjoy aiming so much you can always play the witch doctor. *tee-hee*

Oh and yeah those animations are there to give melee spells some "oomf". Basically the only model that can pull off a truly smooth leap/charge/melee-orientated-spell is the blademaster, and we just wanted to have some more. Especially the battlerager is designed in every way to be a badass in-your-face character, and his animations should reflect that.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
erwtenpeller said:
On the other hand, though, if you enjoy aiming so much you can always play the witch doctor. *tee-hee*

This is one of my favorite heroes. The Pain Ward is pretty basic (though it's a great spell idea) but what I really like is the little bomb. The custom art makes it look really nice unfortunately that spell doesn't have much effect. I still like it though.

The skeletons dancing is a nice touch, too. Just shows how much more dimension is possible with an able animator at your disposal.
 
Level 8
Joined
Aug 6, 2008
Messages
451
I personally dont really like current Glowing Skulls too much. Old Erethreal Mines kinda worked better together with Pain Ward IMO. Then again I havent really played WD that much now.




My personal favorite is currently and probably the Inquizitor.
Hes simply awesum, although his ultimate kinda looses some of its coolness, since everybody can buy themselves spell reflection from those spell reflection shield items...
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
Oh, right, that's what it's called, Glowing Skulls. I really like this ability actually, the old mine was too easily foiled while this new one is more instant. While it may not completely disable the enemy, it slows them down enough for Pain Ward to deal more damage. I really like the art associated with Glowing Skulls too, it reminds me of Diablo III's Witch Doctor's fire-bomb move.

Viikuna said:
My personal favorite is currently and probably the Inquizitor.

I don't particularly enjoy the Inquisitor. I kind of like his gun-shot though. The mana-burn attack enchantment (in my opinion) should burn a variable amount of damage (or based on damage, as I think it is currently based on constant mana) just so that the potential is a little higher.

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.
 
Last edited:
Level 15
Joined
Dec 18, 2007
Messages
1,098
Hmm, so those jumping animations actually help to dodge, that's nice :D

By the way, I do believe it is possible for the Inquisitor to pull off 2 of his mana burn attack enchantment one after another (just wait for the cooldown of the first). This helps him deal a lot of damage and burn a lot of mana.
Also, Boomstick doesn't have a proectile, which looks weird. It doesn't even have any effect on the caster or target. Same with Bloody Culverin.
 
Level 8
Joined
Aug 6, 2008
Messages
451
Yea, but Bloody Culverine could use some big bloody blood splash effect on target. Its kinda unnoticeable currently.
 
Level 12
Joined
Sep 13, 2004
Messages
268
Both boomstick and culverin could use more flash. We made the animations and effects a while back without ever having had the opportunity to test them out in a real game context. If there is ever going to be a content upgrade (new items, characters) then those graphics will very likely see an upgrade as well.

For now the goal is to get this version stable and balanced. If people like it enough and the map gets some playtime, we'll consider regular content updates.
 
Level 12
Joined
Sep 13, 2004
Messages
268
Update time!

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.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
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.

So I'll assume that it's not a bug then.

erwtenpeller said:
Fixed an issue with spawns controlled by Fugue continuing to receive periodic AI orders.

Though it seems like you may have just overlooked what I said, this problem has obviously been experienced in other spells. Perhaps?
 
Level 12
Joined
Sep 13, 2004
Messages
268
New version!

Tides of Blood no longer crashes for mac users.

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.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
Because textures reduced below 85% of their original quality (I'm assuming this has something to do with when the TGA is converted to a BLP, or in the saving of the TGA) will cause OS X to crash, for some reason. At least that's what I believe the problem was, I welcome correction.
 
Level 10
Joined
Oct 31, 2009
Messages
352
First off let me just say that this project is extremely cool and has alot of potential. Please do not mistake anything said in this review for implying that this map is bad or lacking in any way, I am simply trying to allow you guys to give the user the best experience possible. Also I realize this map is still in BETA phase and ergo many of the touch-ups have not been done yet. I really look forward to the eventual release of this map and hope, in good faith, that it will generate its own fanbase (as it already seems to be doing).

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)

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.
 
Level 12
Joined
Sep 13, 2004
Messages
268
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)

I thank you for your elaborate review, but if you only tested it in singleplayer the entire review is void. When you play singleplayer you enter a test mode in which the whole balance of the map is different. The singleplayer mode is built just to show off the features, not really to be played as you would an actual multiplayer game.

But again, thanks for the kind and positive words. If you enjoyed it i'd really advice you to try and get at least a 3v3 game going, as this game is really build on the multiplayer experience.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
In some of the "dead" terrain areas there could probably be a little more eye candy. Like those three fountains in the forest connected by small pathways, those could probably be replaced with something more pleasing, cosmetically and tactically.
 
Level 3
Joined
Mar 7, 2004
Messages
37
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!
This was addressed in 1.24. So far so good--no new crashes have been reported.

It was. I don't know the technicalities, but removing and re-compressing some icons with a different level of compression fixed the issue.
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.
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
It was the header size of paletted icons created with certain settings in Button Manager.

Would it hurt to be a little more specific so perhaps members of this site can benefit from what you're saying? Well thanks, it's been over 2 weeks and you haven't said anything - good thing you're a people person and not just self centered (though I kind of already knew that).

is that they haven't compared icons created with Button Manager to icons created with older tools like Image Extractor 2

I didn't compare anything at all, I was just going off what I had gathered. Not to mention it really doesn't help to know that "certain settings" of some "Button Manager" program caused it, perhaps you could be a little more specific. You haven't actually said anything other than it had something to do with textures.
 
Last edited:
Status
Not open for further replies.
Top