Staredit Network > Forums > SC1 Map Showcase > Topic: Division of Heroes
Division of Heroes
Jan 30 2010, 12:41 pm
By: MetalGear  

Feb 4 2010, 6:35 am fat_flying_pigs Post #21



A replay of my playing the beast master for the first time. (3rd game overall) It was gg in about 10 minutes.

BM is super op since he can deny exp, and just base rush rape.

Attachments:
DoH beast master.rep
Hits: 1 Size: 518.21kb



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Feb 18 2010, 2:43 pm MetalGear Post #22



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As usual, your spells fail. There's no real theme to any of your heroes. Also, too many repeated spells.
Some of the spells are pretty cool and well thought out, but yes I think to some degree youre right. Its nice how the spells interact and use accurate percentage systems but I guess the synergy between them was lacking a fair bit and also the spell names descriptions are pretty lame.
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F-
or what purpose do y-
ou type like this? Th-
ere IS a grammatical r-
ule for using hyphens t-
o connect words.
Tideness :) haha I may change this style of text in my next map.
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Also, most of your spells have secondary effects which have nothing to do with the primary effect, which is annoying.
Thats debatable but you may have a point I guess.
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-Congratulations on creating a game with decent pacing
-It's an easy game to learn, which should not be underestimated as a map virtue
-I find the characters fairly interesting, with definite differences in play style between them
Thanks. This is what I intended :) The characters do have synergy but not quite enough for the high expectations of others.
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-Some of the spells are buggy. When I was Beastmaster, an enemy Beastmaster's L3 ultras kept spawning at my hero
-I don't know whether or not this is intentional, but some of your bridges aren't actually passable
-Is there a life limit? People seemed to respawn indefinitely when I played
-The vision system "skips" occasionally
The Beastmaster is the only hero I regret. Hes too overpowered and spells are buggy. I didnt know that about the bridges but thanks for mentioning. There is no life limit, and yes you do have a point. Some games are just impossible to finish because of the infinate respawn system. As for the vision system, theres not alot I can do about that really.
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All in all, it's a pretty nice map, though not a perfect one, and I'm interested to see how it develops with future versions.
Thanks. Future versions are on the way.
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While I'd agree that some heroes have certain spells that are quite unique and help develope gameplay mechanics and strategies... Many spells have no niche and are far far too unpolished and/or limited to have any effect. Many spells are not useful, and most spells are uncreative and uninspired.
Looking back at my work, yes I think Id have to agree. My spells need more thought and need to have something to do with the role of the hero.
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we all know how u hate anything with more than one words..
This Im going to change about my future outlook in designing maps. I need to be much more creative and realistic.
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If you ask me, I srsly think you'd excel in maps that are not as dynamic as AoS's. Maps such as Defense or Puzzle maps such as the Puzzling, Mafia, and etc.... Because i truly feel you have your own style, and your professionalism is way beyond me. AoS is just not your cup of tea.
Well I do intend to make more AoS maps as Im on a mission to design the ultimate AoS eventually. However I think I just need to find partnership with someone who can polish up my weaknesses because I do understand everything youre saying and Id have to agree with you. Thanks :)
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terrain is mostly unused. There is almost no need for the terrain between 3 paths except for base rushing.
its rediciously easy to base camp and farm
many spells are unclear of EXACTLY what they do
medics are a bad choice for stat points (especially since they can wall). Use a scv and mienrals so you can mine through units
Unclear that double MC is choose your hero
do not use sunkens.. they do explosive damage, and give small units a huge advantage... unless you already accounted for this...
fast units have a significant advantage on this map
for many heroes, using 5 civs on the passive ability is a very good idea (at the start of game). Choosing anything else is kinda wasteful
Although you have an infinite upgrade system, it's wasted when you don't need infinite mana. Most spells (from what I've seen) have cooldowns.
Could you maybe run a zerg ai script, and have the zerling/hydra spawn upgrade as time goes by. Maybe attack, or ling speed, etc.
1. Terrain is one of my weaknesses. Will try harder next time!
2. Easy to camp? Thats what bases are for?
3. Some of the spells are unclear yes. Im working on this.
4. Are civilians the best choice for stat points?
5. On the DA, its name is MC twice to choose. How is this confusing?
6. Mmm.. Cannons are a better choice?
7. Its true that fast units have an advantage. What is the best way to fix this problem?
8. The infinate mana system is pointless I guess. I should have thought that one through better!


Overall.. thanks for all the feedback. Ive learned so much from it and it has given me the inspiration to create my next map. Im going to hopefully find a creative partner to help me where my map editing skills are lacking. My maps just need more creative elements, more interesting themes and variations of gameplay and some special quality that makes it replayable.



None.

Feb 18 2010, 3:14 pm Biophysicist Post #23



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Overall.. thanks for all the feedback. Ive learned so much from it and it has given me the inspiration to create my next map. Im going to hopefully find a creative partner to help me where my map editing skills are lacking. My maps just need more creative elements, more interesting themes and variations of gameplay and some special quality that makes it replayable.
In. I may dislike your maps but I'm more than willing to help.

EDIT: Added you on MSN. Please get on.



None.

Feb 18 2010, 4:16 pm fat_flying_pigs Post #24



Quote
Quote
terrain is mostly unused. There is almost no need for the terrain between 3 paths except for base rushing.
its rediciously easy to base camp and farm
many spells are unclear of EXACTLY what they do
medics are a bad choice for stat points (especially since they can wall). Use a scv and mienrals so you can mine through units
Unclear that double MC is choose your hero
do not use sunkens.. they do explosive damage, and give small units a huge advantage... unless you already accounted for this...
fast units have a significant advantage on this map
for many heroes, using 5 civs on the passive ability is a very good idea (at the start of game). Choosing anything else is kinda wasteful
Although you have an infinite upgrade system, it's wasted when you don't need infinite mana. Most spells (from what I've seen) have cooldowns.
Could you maybe run a zerg ai script, and have the zerling/hydra spawn upgrade as time goes by. Maybe attack, or ling speed, etc.
1. Terrain is one of my weaknesses. Will try harder next time!
2. Easy to camp? Thats what bases are for?
3. Some of the spells are unclear yes. Im working on this.
4. Are civilians the best choice for stat points?
5. On the DA, its name is MC twice to choose. How is this confusing?
6. Mmm.. Cannons are a better choice?
7. Its true that fast units have an advantage. What is the best way to fix this problem?
8. The infinate mana system is pointless I guess. I should have thought that one through better!

Overall.. thanks for all the feedback. Ive learned so much from it and it has given me the inspiration to create my next map. Im going to hopefully find a creative partner to help me where my map editing skills are lacking. My maps just need more creative elements, more interesting themes and variations of game play and some special quality that makes it replayable.

2) I meant that at the temple, heroes can just camp and farm. The only exception to this is if the other team has the beast master, in which case, you're probably f***ed
4) Use scv's and have minerals at each corner, so the scv's can mine through.
5) since people rarely read the unit name. We see a DA and then look to see if it has mind control. It does, ok, mind control shit. What!? I didn't get it? Eventually they get it, but on average, it takes a good minute.
6) yes, or bunker with jimmys.
7) either make the terrain smaller, or give the slow units teleport spells (the tele for the mage was nice).



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