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Vexorian HA (Beta Test Current version = 0.506)

10-29-2003, 03:42 PM#46
arknick
Played your map and it was fun, it's the second arena map I've ever played and so far the most enjoyable.

Here's some of my subjective thoughts and opinions on how to make it really great:

A lot more custom abilities/skills. Make custom abilities that are more useful rather than simple damage spells with maybe a buff/effect. They should provoke the user to play more tactical and craft their onslaught, rather than just rush in and let loose.

More distinctive range of characters. (Max of only 2-3 of the same skill (level ones) distributed among heros, the less the better)

Maybe less levels for heros. Either that or make highers levels for creeps that spawn.

Balance some more. Make it so everyone is very close to the same level. I went up against a level 10 hero when I was level 17 in a 12 player all on all. Of course I slaughtered the level 10.

I know you might have a lot of this already planned... but I felt like adding because I'm looking forward to the next installment. ^_^
10-29-2003, 08:20 PM#47
Vexorian
Quote:
Originally posted by arknick
Played your map and it was fun, it's the second arena map I've ever played and so far the most enjoyable.

Here's some of my subjective thoughts and opinions on how to make it really great:

A lot more custom abilities/skills. Make custom abilities that are more useful rather than simple damage spells with maybe a buff/effect. They should provoke the user to play more tactical and craft their onslaught, rather than just rush in and let loose.

More distinctive range of characters. (Max of only 2-3 of the same skill (level ones) distributed among heros, the less the better)

Maybe less levels for heros. Either that or make highers levels for creeps that spawn.

Balance some more. Make it so everyone is very close to the same level. I went up against a level 10 hero when I was level 17 in a 12 player all on all. Of course I slaughtered the level 10.

I know you might have a lot of this already planned... but I felt like adding because I'm looking forward to the next installment. ^_^


I uploaded that alpha test a long before, My map is pretty different from that now, I fixed a lot of bugs and I am currently giving each hero an unique special ability.

Creeps also get stronger with hero level now so we can get fun with them.

As for balance I am going to make a beta test once I finish the special abilities.

However thanks for the feedback
01-10-2004, 06:45 AM#48
MonkY
Well... i've played Alpha 11 in single player. This was the best map i've played in single player. The AI is great... You're the best Vexxorian... and i was wondering if you can help me with DDAY.. when you'll have the time. Thank you... and keep up this great work !
02-09-2004, 11:29 PM#49
adhesive
looking nice... 2 things i got to say. One, what is a frag limit, the amountof hero kills a hero can have? How does a frag limit benefit the game?

Also u need custom skins, models and icon. Models arent needed but skins and custom icons can mae a crappy game still interesting. Maybe have some one do minor edits to 40 of ur heros. Just like color changes and clothes here and there. And find someone that can do geomerging. Is you dont know what that is, it is taking a part of one unit and sticking it onthe other. For instance, you can stick a paladins head on a blade masters body, then change the color of the paladins head to fit the blademaster.

Well anyway great work.


-edit- bah i just realized u have a thread of custom icons. Well if u dont already have custom skins and models then get them...
02-10-2004, 01:13 PM#50
Vexorian
I am completelly against having custom skins / models (unless they are spell effect models), so forget about them.

And the frag limit is something that was always in most of the arenas I played so I don't understand the problem you have with them. If A team gets to the frag limit the team wins and the game ends.
02-15-2004, 08:01 PM#51
Remy
I haven't checked the map out but reading the posts I understand that the frag limit selection system work as follows: every player selects a frag limit and then the average of all those limits will be the actual frag limit.

But this seems kind of strange: if I suspect all the other players to choose a high frag limit while I want an average one I should choose a low frag limit so the actual frag limit will be closer to an average frag limit?
I would use a regular voting system: the most votes is the winner.

Whatever, Remy:)
02-16-2004, 01:25 PM#52
Vexorian
If you want an average frag limit click on the average. I did it so every vote matters.
02-16-2004, 04:08 PM#53
Remy
I think I wasn't quite clear.
Suppose you (player1) want an average frag limit: normally one would click on the average fraglimit. But.. suppose the other player (player2) clicks the high frag limit:

High frag limit (for example 180)+
Avarage frag limit (for example 120)
=
A/H frag limit: 150

A fair frag limit but now see what happens if player1 is not fair and abuses this type of system, for him to get what he wants he needs to click the low frag limit:

High frag limit: 180+
Low frag limit:60
=
Average frag limit!: 120;)

I don't think this system is entirely fair, do you?
I'll work on a more fair voting system, even if you don't want to use it, I'd like to show it;)

Have fun (whatever), Remy!
02-16-2004, 04:34 PM#54
LegolasArcher
I agree, weight the average if possible, so the average frag limits maybe get a 10% more invluence on the vote than the extremes. It might take osme more triggering, but Its not fair if everyone votes lets say 50 and 2 people vote 160 it wouldn't be fair the majority, for it got inflated buy a cople of extremes. Or remove the highest and lowest 2 votes so your left with what most people voted and average that. BNET is full of peope who would just vote something to ruin the game for others. my 5 cents
02-16-2004, 07:42 PM#55
Vexorian
Quote:
Originally posted by Remy
I think I wasn't quite clear.
Suppose you (player1) want an average frag limit: normally one would click on the average fraglimit. But.. suppose the other player (player2) clicks the high frag limit:

High frag limit (for example 180)+
Avarage frag limit (for example 120)
=
A/H frag limit: 150

A fair frag limit but now see what happens if player1 is not fair and abuses this type of system, for him to get what he wants he needs to click the low frag limit:

High frag limit: 180+
Low frag limit:60
=
Average frag limit!: 120;)

I don't think this system is entirely fair, do you?
I'll work on a more fair voting system, even if you don't want to use it, I'd like to show it;)

Have fun (whatever), Remy!


That is exactly the way it is supposed to work.

edit: (50+50+50+50+50+50+50+50+50+50+160+160) / 12 == 68.33.. ~= 68

So the two guys that voted 160 will only increase the frag limit to 68.
02-16-2004, 08:47 PM#56
Remy
As for the voting system: I'll work on an in my opinion perfected voting system tomorrow;)

Now for something else:
After deciding I was too tired to continue my endless work on my new map I surfed through the forums while not replying to all those helpless people that were in dire need of my endless wisdom. I finally downloaded your alpha map. It looks so far so good, and it seems to have been made by someone who expresses his perfectionisme through symmetry;)

I dó have a list of remarks though:
- the terrain: the terrain is done pretty regular. I'd like to see a bit more complicated terrain: some paths, a few (2/3) open spots; I don't like the way the creeps spawn, dumb gates;), place some creep tents throughout the area maybe?; and the ruins tileset is being used while there aren't a lot of doodads, I don't need doodads but I think the ruins looks a bit fake without em. I like ashenvale: more mystic, less fake.

- creep size: the creeps become too big, I hate it when I can't see shit because of those creeps walking through my screen.

- cinematics: there aren't any cinematics at all throughout the entire map. this doesn't have to be bad but I think it would add the map in this case. Just a few short ones: One at the start, lasting about 20seconds and cycling through a rotating view of some important spots in the map while displaying some (not the entire screen please, keep it clean) explanations or/and hints; and one when you enter the arena, some kind of portal showing up after which the hero comes out, this all in about 4seconds.

- new features: heroes that can learn 6ix abilities?; a duel arena where you can select a class to fight by your side in a 2vs2 so casters will not have a disadvantage against melee heroes?; or a capture the flag game mode?



[Next Post!] (edit of the first one will come later)



Quote:
Originally posted by Lord Vexorian
That is exactly the way it is supposed to work.

edit: (50+50+50+50+50+50+50+50+50+50+160+160) / 12 == 68.33.. ~= 68

So the two guys that voted 160 will only increase the frag limit to 68.


Well a difference of almost 8.5 seems less now but that's just because there are 12players in the game, suppose there were only 4players in the game the difference would have been 55, which is more than double of the frag limit half of the players voted for.
Though I don't agree with some of legolas's suggestions (sorry;)) I do still have some hopes for a voting system that works more fair, as already stated, tomorrow!

btw: legolas, remember that example of terrain you did for me? I liked it!:ggani:
02-17-2004, 01:18 PM#57
Vexorian
I can make a voting system by majority (sp?) but I like the way mine works, let's leave the decission on how the voting system will work to the results of the beta test (just wait 3 or 4 years for it =)
03-14-2004, 03:34 AM#58
Takeiteasy404
If You Want I Know Alot Of Show And I Could Come Up With Names Of Characters And With It The Game Name. Like You Can Choose Like ANything you know like Dragon ball z i would pick specific names for specific units.

C:\Program Files\Diablo II\support\images\char
03-27-2004, 01:49 AM#59
linkmaster23
Latest Progress on the Arena? Any new screenshots? ^_^
03-28-2004, 01:52 PM#60
Vexorian
The map is actually suffering a big update and is unplayable till I make all the spells (that is why I keep making spell maps)