| 04-22-2005, 06:40 AM | #1 |
Hey guys, i made an aos map and i need some beta testers and comments. It has a new combat system with NO spell cooldowns, a multiboard which resizes and fits itself to the number of players playing, a unique hero selection system VERY similar to diablo with animations, and many other features. Please give feedback, i need to know what to fix and what not.. http://beam.to/vile |
| 04-26-2005, 12:09 AM | #2 | |
Guest | Quote:
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| 04-29-2005, 06:52 AM | #3 |
We would be happy to test your map. If your want to see a advanced multiboard take a look at ours. It resizes to match number of players, tells if someone is dissconected, displays player names in their color, tracks gold and lumber income, displays what race they chose, sorts by score with each update like a scoreboard and tells if they are alive or dead. All this info while not taking up too much space. It is in a tower war and could be changed in a AoS to show connection, name, level, deaths, kills, hero choice and if they are alive or dead. And then sort by kills. You can find it in Hive's Revenge II at this link... http://www.wc3campaigns.com/showthread.php?t=74262 Map is unlocked so you can take a look at how it was made. Edit: Played it once. Very well done. Here are the things we didnt like or bugs we found. Played solo. Mainly because the map is 3+ megs. That means it would take a half an hour to get a 2v2 game going on b-net. Might want to consider how much you value the cusom skins and models and other imports. Anything over 1 meg is a problem on b-net. That alone will mean it will always be a problem getting a game going and since its a multiplayer map that means it wont ever become popular. "NO spell cooldowns, a multiboard which resizes and fits itself to the number of players playing, a unique hero selection system VERY similar to diablo with animations" .... Forgot to open the multiboard. Selection system was fine but dont see how it relates to Diablo. The animations didnt add anything to the experiance except forcing us to wait for the info to pop up. Not about the other heroes but Legolas had cooldowns. Fairly quick but they where still there. Most of the art is great but the borders on all of the buttons is distracting. The message for upgading trained unit armor says +5 when its actualy +1. Not sure but the price on those upgrades seems very low. We used tech upgrades in our AoS (Hive's Nexus) and found that the best way to win was to spam them. So they should be expensive or have a low level cap. True most players will want upgrades for their heroes instead. However, if you had 2-3 good players spaming unit upgrades to high level the other team would be in a pinch quick. Played legolas, had a couple problems with his ultimate. First he looses this ability if any orb based items are used. Like many of those ranged only items that are suposed to be good for him. Second the ability might be unbalanced. With a few good items he can destroy a whole spawn in 2 seconds after lvl 10 or so. Liked his other abilities but we would sugguest changing the ultimate to another ability. He already has a multishot type ability. He also does not have a anti hero ability. That might be a good balance choice tho since he is so good ver regular spawns. Keep in mind, if you change his ultimate he wont be so good vs spawns so you might consider a good anti hero ability. Creep spawns are few but large. Makes them hard to solo. Didnt see much point to them anyway. The benifit of killing them does not outweigh the risk. Now if they dropped random items or something that would would make it worth it. Maybe they do but after clearing 3 of them all we found was gold. If you intended them for group raids you might want to reconsider that unless there is a good reward for killing them. The main resion to have creep spawn in a AoS is to give someone who is having a hard time on the front lines something else to do. A way for them to level up a bit and then get back into the battle. That means solo creeping. Was level 16 before we could even kill a spawn and by then the bit of gold they dropped wasnt worth jack. By level 17 the game was over. All in all it looks like a great map. Items are well though out and didnt see any real balance problems with them. Did notice there was a lack of +damage items. Was this a balance choice or ommission? The art is wonderful (exept the border thing). The terrain looks good. Lots of detail off the path but uncluttered on the path. Really like the entrance guards that respawn. Never seen that in a AoS before. Cut that file size down and you may have a winner. If not you will just have a great map that nobody plays. |
| 05-12-2005, 08:37 PM | #4 |
| 06-03-2005, 08:10 AM | #5 |
Guest | i had a try of this map (single player so there were no enemy heroes obviously). I had a good amount of fun, i played as some marksman guy with the triple exp activated. overall i found it pretty awesome, but at about lvl 20 i was owning stuff way too fast in my opinion. i was shooting 5 ppl at once, very hard, and very fast, using my quickshot and the passive ultimate abilities. i gotta say though, the way that the potions have cooldowns and stuff, i thought that was pretty cool :) |
| 06-06-2005, 06:40 PM | #6 |
Guest | I can't seem to download it off the link you supplied. |
| 06-27-2005, 06:51 PM | #7 |
try now.. probably it was down at that time it reached to 1.42, and it got many changes and as for the marksman.. you shouldnt try triple xp and 1 play.. his ultimate and his quick shot is useful against multiple enemy units, thats his specialty.. try it againt other players and you will see its pretty balanced. |
