Staredit Network > Forums > SC1 Map Production > Topic: Fallen Memories
Fallen Memories
Sep 21 2009, 11:04 pm
By: xYoshix
Pages: < 1 2 3 4 >
 

Nov 19 2009, 3:24 am xYoshix Post #41



Nice to know you're excited ^^ Currently, it's about 75% finished. I expect it to be finished somewhere in December.



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Dec 6 2009, 3:05 am ImagoDeo Post #42



This counts as December... is it done? ^^



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Dec 10 2009, 8:21 pm payne Post #43

:payne:

Before releasing, lemme fix some terrain please? :P



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Dec 11 2009, 1:39 am Positively Post #44



Yayy :). This map looks awesome :). I like how you divided up the terrain by 20x12 squares :].



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Dec 11 2009, 2:10 am xYoshix Post #45



Quote from Positively
Yayy :). This map looks awesome :). I like how you divided up the terrain by 20x12 squares :].
Thanks :)

Quote from payne
Before releasing, lemme fix some terrain please? :P
No :P It's not that bad, anyways >< It's just you.

I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o



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Dec 12 2009, 12:44 am lil-Inferno Post #46

Just here for the pie

Quote from xYoshix
I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Can I get a little special thanks for helping with you this :P?




Dec 12 2009, 1:05 am MadZombie Post #47



Quote from lil-Inferno
Quote from xYoshix
I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Can I get a little special thanks for helping with you this :P?
Why would he need to ? At least if you told him his "hero walks into deserted town which he was away from for a while finding everyone dead then swearing revenge and going on lulz quest to find the culprit". Anyone could've told him that if that was still his story from the last time i played it.. fufufufu-



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Dec 13 2009, 4:20 pm lil-Inferno Post #48

Just here for the pie

Quote from MadZombie
Quote from lil-Inferno
Quote from xYoshix
I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Can I get a little special thanks for helping with you this :P?
Why would he need to ? At least if you told him his "hero walks into deserted town which he was away from for a while finding everyone dead then swearing revenge and going on lulz quest to find the culprit". Anyone could've told him that if that was still his story from the last time i played it.. fufufufu-
Nonono, I offered to edit his dialogue because I thought it was so horrible :P.




Dec 13 2009, 4:44 pm xYoshix Post #49



Quote from MadZombie
Quote from lil-Inferno
Quote from xYoshix
I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Can I get a little special thanks for helping with you this :P?
Why would he need to ? At least if you told him his "hero walks into deserted town which he was away from for a while finding everyone dead then swearing revenge and going on lulz quest to find the culprit". Anyone could've told him that if that was still his story from the last time i played it.. fufufufu-
He made my dialogue MUCH better than it was before.

Quote from lil-Inferno
Quote from xYoshix
I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Can I get a little special thanks for helping with you this :P?
Of course you will :)



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Dec 13 2009, 6:15 pm MadZombie Post #50



Well just because it's a cliche doesn't mean it sucks. I thought you cancelled this btw?



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Dec 13 2009, 6:21 pm xYoshix Post #51



Quote from MadZombie
Well just because it's a cliche doesn't mean it sucks. I thought you cancelled this btw?
Nope, I plan on getting this finished :)



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Dec 14 2009, 1:51 am payne Post #52

:payne:

Quote from xYoshix
Quote from Positively
Yayy :). This map looks awesome :). I like how you divided up the terrain by 20x12 squares :].
Thanks :)

Quote from payne
Before releasing, lemme fix some terrain please? :P
No :P It's not that bad, anyways >< It's just you.

I'm currently working on fixing dialogue for the cutscenes since I've been told they were horrid o_o
Don't tell me you can't see any block... D:



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Dec 14 2009, 5:20 am UnholyUrine Post #53



Two and maybe a third complaints:

1. Won't be able to message people while playing this game.. D:
2. Some of the Dialogues, as I remember, was really bad... ruined the atmosphere for me..

and a possible no. 3...

The terrain is awesome, and I love how you seperated them into pieces of land, like the Puzzling. However, it gets annoying at times, when the terrain's so convuluted.. that I get lost. Also, there are parts of land that are walkable all the way to the side, but you can't move to the next square, which confuses me at times. Please fix terrain to be slightly less confusing (tho, u can argue this works for the forest part... as it's supposed to be confusing? .. I dunno)



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Dec 14 2009, 5:30 am samsizzle Post #54



Quote from payne
Before releasing, lemme fix some terrain please? :P
paranoid?



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Dec 14 2009, 9:01 pm xYoshix Post #55



Quote from UnholyUrine
Two and maybe a third complaints:

1. Won't be able to message people while playing this game.. D:
2. Some of the Dialogues, as I remember, was really bad... ruined the atmosphere for me..
1. By pressing "Q", all keys, except for "Q", of course, are disabled, so you can press "Q" if you need to type. This is recommended to played in LAN, though.
2. Dialogue seems to be fixed now, thanks to inferno :D
Quote
and a possible no. 3...

The terrain is awesome, and I love how you seperated them into pieces of land, like the Puzzling. However, it gets annoying at times, when the terrain's so convuluted.. that I get lost. Also, there are parts of land that are walkable all the way to the side, but you can't move to the next square, which confuses me at times. Please fix terrain to be slightly less confusing (tho, u can argue this works for the forest part... as it's supposed to be confusing? .. I dunno)
The forest is supposed to be confusing. I purposely added some loops and secret entrances xD Are the other sections that are confusing? I'll fix the transition from one slide to another, though.



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Dec 14 2009, 9:44 pm lil-Inferno Post #56

Just here for the pie

Quote from xYoshix
1. By pressing "Q", all keys, except for "Q", of course, are disabled, so you can press "Q" if you need to type. This is recommended to played in LAN, though.
You should change it to "Enter", seeing as that's what you press before you talk. Even the letter "Q" comes up once in a while in a conversation.




Dec 14 2009, 9:55 pm xYoshix Post #57



Enter key won't work. It doesn't detect when the key gets pressed down, rather when the key is down (I can't really explain this well :S).

Also, if you come across a "Q" during typing, you can press it, press it again, then backspace to go from where you left off.



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Jan 6 2010, 10:51 pm TiKels Post #58



i remember reading Kaias list off a whole bunch of reasons why detecting "Enter" wouldnt work... there were like 5 or so. One of them being "If you are typing and someone starts lagging, your message is removed" and it'd like screw it up, and think u were still typing when u werent, and u are not typing when u are. That is 1 example



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jan 8 2010, 4:10 am UnholyUrine Post #59



How's this going??

Btw .. you've put yourself in a disadvantage buy making this single player D: .. impossible for this to be popular..

On the other hand... it lets you use that EUD system.. which is cool and simple enough to use ^.^ ...

If you want.. I can help with atmosphere'ing... I'm not bad with that :D



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Mar 3 2010, 11:04 am Multivision-Doors Post #60



Alright, let's see.... I have no idea how much of this map you finalized Yoshi, but here's some thoughts I had after playing your map. I realize this topic is old now.

a. UU is correct about the terrain, there's too much detail. The original terrain created by Blizzard looks like shit, let's face it. However, you put too much effort into making the terrain look "detailed", instead of looking "good". The terrain is too unnatural, and that makes it an eyesore. It's also very trying on the eyes, which I'm sure everyone here has spent a great deal of time staring as their computer screens. It's painful, and that's no good.

b. The spell costs are too high. Notably, spells 2, 3 and fire arrows. Spell 4, Chain Bolt, being higher damage and casting quicker makes spells 2 and 3 virtually unused.

c. Normal arrows are unnecessary(and probably removable with slight edits). At times I forgot to move the arrows away and when cornered I'd be switching to normal arrows instead of casting the spells. I wish you would remove this and let the player use spells either while the arrows are out, or remove the arrows when casting spells.

d. I don't understand why you used observers for the screen center. This is harmful in the final battle where you can't use your bow in the center of the room due to preventing the observer from moving. This should be simpler using a burrowed unit if I understand this correctly(which I'm not sure I do), at least on the boss fight.

e. Shields are too high and armor is too low. It's too easy to die in a bind and too difficult to die otherwise. This would be better balanced we're the armor set to 1/2 and the shields lowered slightly. This should also indirectly effect potion usage, by making players take slightly more damage from random enemies but not 40>0 when cornered. Which brings me to point f...

f. Too many (health)potions. This is far too spammy, because the player is taking too much damage in dangerous situations, and not able to be conservative about the use. By the logic of point e players should be using potions more conservatively. In either case, players are finding too many potions too often, and can hold onto too many at a time.

Let me explain more about points e and f. During the boss fight you can stand in the boss's attack range and take no damage from him while preparing the bow. You only need to move far enough to keep him on you and not get hit by his firebats. This battle is by no means easy, but not knowing how to kill the boss has the player getting killed too often, and knowing how to kill him makes the fight too easy.

By this logic reducing the players shields slightly should have him taking a small amount of damage from the boss, but with a small amount of armor, prevent him from being completely destroyed when surrounded by multiple enemies, which you'll be fighting constantly if you don't know how to fight the boss, and thus death or spamming potions, leading to death. This is a very similar problem to Remisa's map Spellsword. The damage was way too bursty, and that map didn't even have potions.

As for point a, I'd take a note from Tux's Rush map as far as terrain goes, specifically the metropolis district. Although his map is similar in detail(although not to the extent yours is), this area is more open and less of an eyesore, and yet also detailed enough to be cool to look at.

Okay, that's a lot. I haven't done that since Temple Siege. Yoshi, you're map was extremely well made, and as I've touched up on terrain quite a few times, I understand the amount of effort you put into it. I hope you take this criticism constructively, and if you can't, then simply ignore it, as I truly think your map is undoubtedly the best RPG for Starcraft.

My sincerest thanks for creating this awesome map, and hopes that you create a sequel.

Post has been edited 1 time(s), last time on Mar 3 2010, 12:50 pm by Multivision-Doors.



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