What'd you mean by "the upgrade structure" and "upgrades on the hero" ?
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I'm against having all the upgrades in separate places, but if guys decide it would work better through dialog ahli and I can create this.
I would however like to keep the upgrade structure and not have any upgrades on the hero. To have upgrades on them would require submenus which I hate, and can be annoying when that is the only unit you are using, because f you get attacked while you in a submenu, then you can't cast abilities, you can't move, the regular annoying stuff. It is also easier to just show and hide abilities on the upgrade structure than it is to put the upgrades on the hero (I think, ahli may find it easier to put the upgrades on the hero).
We weren't planning on a submenu in the command card. I dislike submenus on the hero as well because of the reason you brought up.
What'd you mean by "the upgrade structure" and "upgrades on the hero" ?
Upgrade structure = scbw way with a physical unit and upgrades made there. The problem with these is that they tend to be cluttered and filled with upgrades and you don't understand these things well enough.
Their benefit is that you can use hotkeys for them in the way you know them.
@Upgrades on the hero
I think luzz misunderstood what we had in mind. Luzz describes it as the submenu like the page where you select which building you want to build in the SCV's command card.
I just briefly sum all possibilities up:
- Dialog windows appearing on the sides of the screen with buttons there to open/close them.
-- Takes a lot of space on the screen.
-- Unintuitive to use hotkeys for that -> slow
- Upgrades on the hero in submenus of the hero (wc3 style)
-- you lose access of the ability hotkeys while upgrading.
-- cluttered, if to many different upgrades possible
- Upgrade building somewhere placed at the edge of the map (scbw style)
++ most intuitive for most players to have a building hotkeyed for upgrading
-- cluttered, if to many different upgrades possible
- Upgrades on the unit's info area
++ most upgrades are next to the place where you get the info about how you are
-- hotkeys possible, but not intuitive
-- small delay while updating the button's state on switching selected units
- select stuff by moving a unit around
-- this is madness. this is sparta.
- dialogs + custom layout
++ all upgrades and buttons are wherever you want them
++ can use hotkeys and buttons
-- a lot of work as it needs a custom UI
- will be easier to to do when HotS is out, but not impossible to do now
There is a map on EU that uses a dialog above the submenu in the hero to upgrade spells (made by burne). I've never noticed the lag there, so I will give the dialog elements on unit info a shot. Maybe it's cool.
Since we are in the testing phase we can actually implement most stuff and see which way is the best.
At least I want to see how the buttons on the screen feel and work out on battle.net.
- select stuff by moving a unit around
-- this is madness. this is sparta.
DO IT! DO IT NOW!!!!!! I DEMAND IT!!
I'm not sure what you mean by Dialogue boxes. Do you mean something like Jack's UI draft, where the spells are out on the main screen rather than in a tab?
Btw, how would hotkeys for upgrading spells work? QWER and ASHT is already taken up.. Btw, is fourth spell and burrow the same hotkey (R)? I don't think i've ever tried the ultimate spell of a hero yet :$
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
- select stuff by moving a unit around
-- this is madness. this is sparta.
DO IT! DO IT NOW!!!!!! I DEMAND IT!!
I'm not sure what you mean by Dialogue boxes. Do you mean something like Jack's UI draft, where the spells are out on the main screen rather than in a tab?
Btw, how would hotkeys for upgrading spells work? QWER and ASHT is already taken up.. Btw, is fourth spell and burrow the same hotkey (R)? I don't think i've ever tried the ultimate spell of a hero yet :$
I'm using the left grid hotkeys. I don't know anything about the default hotkeys. I only guessed a key that might not have been used in the default hotkeys.
Oh, I didn't use the word "box", so I have problems what you are referencing...
No i dea why i put Boxes
i mean
" dialogs + custom layout "
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
dialog + custom layout is required to do something like in the video or how it is in Jack's old sketch
Made burrows hokey be "B" xD good call unholy.
We can make custom UI, but from what I saw its really annoying, and yes, it will be much harder than leaving it as is. Why would it be easier when hots comes out? Is it because we can make our own art? Or are they adding a way to change it without rewriting the base assets of the game xD
None.
Moar things
Things to Change
- Burrowed Units can be seen at night. Both Teams had the wrong base visible (North team had south team base visible, South team had North base visible).
This is probably due to the recently added minutes to both Day and Night. Luzz should be fixing it.
- Your team's Base should be visible at night. This includes The entire area surrounded by the Temple cliffs.
- No visible cue on Capturing (or recapturing) enemy Outposts. The only animation I can see is if the Outposts were not captured beforehand, then the gateway opens to have that orb thing. If the base was already captured by the enemy, I do not see anything.
- Unburrow's Hotkey is still "R". Needs to be "B"
- When selecting the summons (zlings) and Summoner together, Unburrow is the only action card available. Is there a way to change it so that if the Summoner is burrowed, while the zlings aren't, Burrow has priority over Unburrow? Obviously, when both zlings and the summoner is burrowed, Unburrow has to take precedence over Burrow.
- Error message spammed on the Hero Selection UI when typing
- Error message spammed on capturing Top gate.
- Day and Night is actually too long. Luzz has agreed to try 8 minutes.
- Volt's L3 desparately needs more Boom.
- All units need to be able to teleport via the teleporter
fix'd
Post has been edited 1 time(s), last time on Mar 18 2012, 4:58 pm by UnholyUrine.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
How much of the base? Just around the temple? Or all team's buildings or all team's units? Your description isn't specific enough.
no visible cue on capturing outpost
Define visible cue? Also, elaborate on differences in night/day? Atm the successful captured warpgate messages only appear to all during day and only to the team (I think, not quite sure) during night.
Warpgates play a visible animation during capturing process.
When selecting the summons (zlings) and Summoner together, Unburrow is the only action card available
There is TAB to scroll through the unit types. We might need to raise the summoners priority, to make his command card chosen by default.
Burrowed Units can be seen
During day everything is visible. Should that be changed? Map is revealed for x amount of seconds and everyone shares vision with everyone. Oh and cannons detect slightly further than they can shoot in sc2.
errors in Vision during night, wrong base being visible
Have you been in north or south team?
I wish I would be on US server to be able to test & see the current map version in multiplayer.
Unholy, can you try to be more specific on appearing errors? Make a screenshot (hit printscreen), if you see one to memorize them.
For example at top warpgate, I have no clue what could cause that error you get. I don't know if it's actor, I don't know if it's trigger, .... I don't know if the animation was playing, I don't know if you could capture it regardless of the error, I don't know which team you were on (south/north).
Post has been edited 1 time(s), last time on Mar 18 2012, 2:34 am by Ahli.
>be faceless void >mfw I have no face
The base being visible means the temple, the three warpgates around it, and the three sets of cannons should all be visible.
Although in TS1 each base had an ectended set of cannons which weren't visible; I forget if TS2's terrain would accomodate for something like that.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Things to Change
- Burrowed Units can be seen at night. Both Teams had the wrong base visible (North team had south team base visible, South team had North base visible). (Burrowed and cloaked units should be seen at day with the possible exception of Hunter and Phantom, which we'll need to playtest and find out)
This is probably due to the recently added minutes to both Day and Night. Luzz should be fixing it.
- Your team's Base should be visible at night. This includes The entire area surrounded by the Temple cliffs.
- No visible cue on Capturing (or recapturing) enemy Outposts. The only animation I can see is if the Outposts were not captured beforehand, then the gateway opens to have that orb thing. If the base was already captured by the enemy, I do not see anything.
- Unburrow's Hotkey is still "R". Needs to be "B"
- When selecting the summons (zlings) and Summoner together, Unburrow is the only action card available. Is there a way to change it so that if the Summoner is burrowed, while the zlings aren't, Burrow has priority over Unburrow? Obviously, when both zlings and the summoner is burrowed, Unburrow has to take precedence over Burrow.
- Error message spammed on the Hero Selection UI when typing
- Error message spammed on capturing Top gate as South team.
- Day and Night is actually too long. Luzz has agreed to try 8 minutes.
- Volt's L3 desparately needs more Boom.
- All units need to be able to teleport via the teleporter
Fix'd and added one thing that I forgot to put down.
None.
I'm almost done with the changes I'm going to make, I'm currently looking into a way to make the probe be able to control a pylon without unpowering the nearby buildings. I'll send the map back to ahli when I'm done.
None.
Okay so I was working on the terrain.
I didn't change any of the cliffs, mainly focusing on aesthetics
I did, however, added a lot of "Curtain" doodad, where people can easily hide at night.
South Base and the whole area now looks really jungly
Top Base showcases a lit of bits and pieces of what was left behind and has since been swallowed by sand
I've put Curtain doodads next to Several choke points. The pic is from the top path, near the infamous choke area that Jack has nicely recreated in SC2
For Contrast. Also, there're fishies there :3
Important ones at Mid. The ones circled in red are perfect hiding places for punishing people who've tried to capture the middle.
The ones circled in yellow are for extra protection for when you try to snipe people from the top cliff (not gonna help much tho)
Another interesting one down at south. South has more curtains than north, so beware of ganks when you're down south during the night.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
How does the UI feel? does it work it isn't it useable online?
I haven't had a chance to try it with other ppl yet
I just worked on the terrain.
I'll get back to you on that
None.
Are u changing the UI as well then? Not just the terrain?
Also, I don't think the line of sight blockers block vision of units in them, just units on the other side, so I don't think they will work if they are directly on the wall.
Post has been edited 1 time(s), last time on Mar 21 2012, 5:57 pm by luzz.
None.
@Luzz
Explain which ones you think will have problems
I've already tested it with Mutant (using night vision) and most of them work fine.
None.
Ok nvm then, we will find out soon enough.
None.
BUGS Or probably not bugs, but rather, Testing texts
This is in the version that Luzz sent me but NOT in the version Ahli sent me
None.
That's a testing mechanism ahli implemented to test warp gate math, either me or him can remove it easily.
None.