| 07-19-2010, 01:01 AM | #1 | |||||||||
Name: Mage Arena Number of players: 2-8
This map is protected |
| 07-19-2010, 01:15 AM | #2 | |
This reminds me of something. Quote:
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| 07-19-2010, 07:05 AM | #3 |
sorry i forgot to write number of players :P :D tnx |
| 09-05-2010, 11:49 PM | #4 |
We played a 2v2 game; one player got to 25 kills while the rest of us were stuck around 5. This was due to a very powerful feedback loop: every kill gives you a skill point and it only takes two to level up a spell or three to buy a new one. This is a major problem and enough on its own to block an otherwise excellent map from being approved. However, there are also many other problems with the map. For example, control issues. The units appear to be paused during jumping, so you can't issue an order for them to execute once they land. The jump itself would work better if it had unlimited cast distance, but simply didn't jump the full distance if the target point is too far, like Blink does. It sucks when you try to jump out of danger and your hero just walks slowly because you clicked too far. Speaking of heroes, why are the mages heroes? They didn't seem to gain any experience, so they could as well have been units which would give you a cleaner user interface. This is a small issue, but still, it shows poor design. Another design problem: why have three mages at all? Their advanced spells are all the same, and their base spells are nearly identical as well. Also, why does the level-up menu contain all the spells, even ones you haven't bought yet? In our test game, I didn't even realize spells were bought through a separate menu, since I got very few ability points and spent all of them leveling up existing spells. More examples of poor design: using clumsy chat messages for game setup instead of dialogues. Tooltips are poorly written. The loading screen graphics have nothing to do with the map and you just use the same image for the map preview despite the huge difference in size. You are using imported models when you have plenty of ingame assets that would work just as well, and then the models you do use don't even match (two mages are skeletons, which is almost a theme, but then the third guy breaks that). |
| 09-08-2010, 12:20 AM | #5 | |
Quote:
I agre about Fly (jump) spell, i must change that....i seen in my games that this is problem... About game setup...i wonted to use dialog,that is ok for seting game mode, but when you wont to set game kills,what then? Only to i ofter players to chose from 10,20,30...100 kills for victory...this is easy whay.... Whay mages are heroes...you are right i can add almost any unit....but we write this game story: " Every 10 years,a tournament between 2 mage clans is being held ".....etc... that was idea....so mage models are part of story...i can change that,we will see.. About game models..you say that 2 mages are skeletons and 1 is not..That is becouse good mage models are limited. I cant find decent mage models on internet.... Why have three mages at all? You are right, Mage bassic spells are not so different, we making 2 new mage, they will have very different bassic spells... Why does the level-up menu contain all the spells, even ones you haven't bought yet? This kind of menu is more simple to make, but maybe is better to spell upgrade abilty appers in "upgrade spell" menu only if you learned that spell. Now all spells are in upgrade manu and if you wont to upgrade spell that you didnt learned, game shows massage "YOU DONT HAVE THIS SPELL".......I will change that... Tooltips can be better, that is easy to change. Loading screen have same picture and that is normal thing, and i dont like when is different....Loading screen is thing that attract players, same case is with custom game model...players like this...Increased map size is cost but.... Tnx for your comments man, you help me....I will change most of thing that you tell me |
| 02-13-2011, 01:18 PM | #6 |
Rather a large snowballing effect, particularly with longer games. 50 kills is pretty much guaranteed to be end up being fail. The gloves of spell mastery that let you add +1 imply that they stack. But they don't. And cannot be dropped, leaving you one inventory slot extra down if you buy two. Skills are pretty cool, although the jump spell is really, really annoying for the reasons Anitarf said, pausing fucks with commanding a lot. You also need to get rid of the double kill sounds, or replace them with ones you/someone else records for you. |
