Staredit Network

Staredit Network -> UMS Production -> Rush Beta Testing
Report, edit, etc...Posted by Rantent on 2006-04-26 at 21:20:20
So, the cave level is somewhat controversial...
The first time we entered, we gained vision of a teal defiler at where the highway boss died at, then when we entered again, starting at the cave level, something happened and the hydra kept burrowing and unburrowing.

Yeah what he said.. bleh.gif
Report, edit, etc...Posted by Moogle on 2006-04-26 at 21:46:20
So many people having hassles.. These fights nothing till end =/ Turret fight i would have to say is hardest i beaten Ultralisk and he was bloody biznatch took too long just to rape and i know tux halved his life thank god almost like 10 min battle. With CC 2nd battle you need weaken him on way down highway once he hits end you need fire move, fire move so his attacks dont hit you and you weaken him as well moving happy.gif; all about unit control and moving so says tux.. And the cave part just random luck running into ultralisk.


PLAYER 2 = BUGGY! im sure a code aswell unlock him..

\\Moogle
Report, edit, etc...Posted by PCFredZ on 2006-04-26 at 21:56:55
Hey Tux, I'll beta test it.

Trailer's on the Map Spotlight curtesy of me btw. tongue.gif
Report, edit, etc...Posted by empty on 2006-04-26 at 23:27:11
Lemme Test! Plz!?
Report, edit, etc...Posted by Demaris on 2006-04-27 at 00:51:43

The Windy Chasm ceases to be fun rather quickly. While that is a great concept, and very cool at first, it loses it's novelty after the 20th time you've been pushed off a cliff by a muta. Make it more lenient, it's REALLY frustrating.
Report, edit, etc...Posted by Moogle on 2006-04-27 at 00:54:27
Trick is to shift + move small step then press hold kill mutas so on =)

\\Moogle
Report, edit, etc...Posted by Demaris on 2006-04-27 at 01:06:16

I know how to do it. It's still aggravating.
Report, edit, etc...Posted by Tuxedo Templar on 2006-04-27 at 01:09:17
Ok I've compiled the list I have so far and will be bouncing around for a day or so to take care of it. I won't have much time if I wait longer than this week so if you guys find any new stuff please let me know now. Still, good job. Didn't think you'd break my map so easily though pinch.gif.

I'll be posting BETA02 when all the latest changes are in effect. I'll try to tone down the difficulty signifantly, but I'll need you all to give another go at testing it from scratch when it's done. Bear with me, I'm doing this so it can be all done correctly on the first release instead of having to make multiple releases later. I don't think people are gonna want to have to download a 7 meg map more than once anyway tongue.gif.



And don't worry: When I get BETA02 ready, there should be some new tester slots open for all those who missed the first round. Keep in mind though that I'd rather you see the finished form if you're looking to "experience" it instead of an unfinished beta, so if you're just here to play it out of curiosity I'd rather you wait. This is for testing purposes, and I think I was a bit too generous on the first go about letting people get to see it, frankly.

Oh well, lesson learned.
Report, edit, etc...Posted by Demaris on 2006-04-27 at 01:16:46

Another gun would be cool. tongue.gif A rocket launcher or something.
Report, edit, etc...Posted by Tuxedo Templar on 2006-04-27 at 01:19:04
Nope. I think by now I'm past the point of adding new features. At least for part 1. If I make part 2 I'll be redesigning everything from scratch. But I haven't even decided yet if I can or not. tongue.gif
Report, edit, etc...Posted by AshaMeD on 2006-04-27 at 01:26:53
No its totally cool Temp i think its smart... Cuz i can tell this will be big on sc.. not because ur all perfect at map making.. just because this is sc type of map you know?? its not all advanced like us good map makers make.. u know thats why bounds went out cuz we started making them hella hard and advanced lol... but heaven bound is still played you know why its easy... ^_^

So i can tell this will be a good hit on sc..
Report, edit, etc...Posted by Rantent on 2006-04-27 at 01:30:34
Well one rather large glitch, thats pretty cool in my opinion.
As player 2, you fire a flamethrower, then quickly switch to the mortor. The flamethrowers flame turns into a mortor attack, and it lasts until you switch weapons again.
Report, edit, etc...Posted by Demaris on 2006-04-27 at 01:32:05

Shhh, that's our little Über secret tongue.gif



ADDITION:
QUOTE(AshaMeD @ Apr 26 2006, 11:26 PM)
No its totally cool Temp i think its smart... Cuz i can tell this will be big on sc.. not because ur all perfect at map making.. just because this is sc type of map you know?? its not all advanced like us good map makers make.. u know thats why bounds went out cuz we started making them hella hard and advanced lol... but heaven bound is still played you know why its easy... ^_^

So i can tell this will be a good hit on sc..
[right][snapback]473616[/snapback][/right]


Too bad most people on Bnet are too dumb to understand hotkeys.
Report, edit, etc...Posted by Kupo on 2006-04-27 at 01:37:12
Hey tuxedo, sorry i have been gone for the past 2 days, so if i missed anything thats my fault. Still testing =D
Report, edit, etc...Posted by Rantent on 2006-04-27 at 02:02:46
And another thing, when your the bike, and you die, your screwed on regaining the time.
Report, edit, etc...Posted by Demaris on 2006-04-27 at 02:14:58
QUOTE(AshaMeD @ Apr 26 2006, 11:26 PM)
No its totally cool Temp i think its smart... Cuz i can tell this will be big on sc.. not because ur all perfect at map making.. just because this is sc type of map you know?? its not all advanced like us good map makers make.. u know thats why bounds went out cuz we started making them hella hard and advanced lol... but heaven bound is still played you know why its easy... ^_^

So i can tell this will be a good hit on sc..
[right][snapback]473616[/snapback][/right]


Wait wait wait, did you say this map "is not all that advanced"?

Let's see YOU do this quality of work.
Report, edit, etc...Posted by WoodenFire on 2006-04-27 at 06:40:34
Demaris... the map isn't that complex... lol

I got a huge list of stuff that was bad. I will post it in a few days.
Report, edit, etc...Posted by Demaris on 2006-04-27 at 06:42:22

Complex and advanced are two seperate things.
Report, edit, etc...Posted by Tuxedo Templar on 2006-04-27 at 09:01:38
Heh, it doesn't seem complex because I've gone to great pains putting all the functionality triggers behind the scenes. That's how I wanted it. People get turned off by complexity anyway, like with my old Fire Fighters map (among others). Why do you think I gave only 4 main weapons for the player to use vs. the 9 weapons I allowed for Trigger Happy Defense? But don't forget they're upgradable so that's almost like 16 weapons for both players, when you think about it.

But by god don't think for a minute this was easy or uncomplicated to make lol. You'll see for yourself when I post the unlocked map on the official release.
Report, edit, etc...Posted by Dr.Shotgun on 2006-04-27 at 09:24:12
Is testing closed? If not, sign me up!

If the game is two-player, though, my 56K modem will present some difficulties.
Report, edit, etc...Posted by TEC_Ghost on 2006-04-27 at 09:27:47
Woot!

Any room for a vetran beta tester? smile.gif
Report, edit, etc...Posted by Blacker9Winter on 2006-04-27 at 09:29:02
Templar, I got the opportunity to play this Beta version at Wooden's house. I truely expected a lot more. Ill praise you first, but believe me theres a lot you gotta fix. blink.gif

-I like the music, it adds a certain edge to the game that otherwise would not have been there. So thumbs up there.
-I like the wind blowing effect, it's also something that is new and interesting; bringing yet another facet of Starcraft manipulation into view. Realistic effects such as this really add the final-- vital demention of realism to the game. Thumbs up there.
-The idea of the timer is good, but you really need to tweek it. It (the timer) in my opinion, should be activated by a location, which it does not appear to be. I understand that you would like to prevent training-- resulting in a hero with 30 armor. However you can set up peramiters for how long you can be in the location prior to the location initiating the timer prior to entry to the forest. But to end this nicely, the concept is sound.
--------------------------------------------
Now for the extremely palpable, easily avoidable, game diminishing and overall-- careless errors. pinch.gif

-When you use a weapon, you don't pre-cloak the scout's explosion!
-...The re-spawn location/beacon (zerg egg) belongs to you. confused.gif ..making it far too difficult to accuratly get a hold of your hero after a respawn if enemies are around. You forget and/or havent realized that you have not only your hero selected, but the re-spawn point as well; so when you go to shoot immediatly after respawn... you can't! Resulting in yet.. another death. Do you learn from your mistake? Sure. But it's still a nuisance to have to indivisually select your hero, when you're getting attacked by dragoons, broodlings, invinsible zelots, etc. Which brings me to another point.
-When you die, your hero actually dies.. and respawns. This is dumb. When you die, you should make the hero simply move to an unseen location, what does this accompish? You don't loose your hot key on the hero! This also helps the whole, needing to re-select your hero after respawning.
-The dirt path through the forest is done in perfect lines... thats all to be said on that matter.
-Here's a big one. When you re-spawn, some of the re-spawn locations get mobbed by enemies. I re-spawned into such a heavily camped area that I could not get out. I just kept dying-- and restarted the game. You NEED anti camp on every re-spawn location.

As I keep playing, I'm sure to be finding more avoidable mistakes. No worries though, I have confidence that this game will turn out top notch. Keep it up.
My account name on Starcraft is: BlackWinter feel free to msg me.
Report, edit, etc...Posted by Tuxedo Templar on 2006-04-27 at 10:57:25
Well first of all, I didn't give permission for Wooden to let others try out the beta (even if it was at his house and all). If you wanted to be a tester yourself, I prefer you to have asked.


Anyway cloaking exploders and terrain lines are trivial things. But some of your suggestions arn't things I can really use because you're basically asking I redesign on your opinion. You probably skipped the tutorial parts where it mentioned each of those things explicitly. Unlimited respawns are part of the gameplay. I didn't call it Rush for no reason (race against time, not lives).

As for the respawn stuff, the part about the anti-spawn camping I can probably do something about. Using a neutral player for the respawner might also be reasonable to implement. Hell I can probably even make the forest path a bit more uneven and maybe cloak the exploders. But realize in the larger picture of gameplay these are relatively minor things. Even in most cases of spawn camping you can fight your way out of them with a little effort if you've kept up with upgrades and such. That was also covered in the tutorial.


Anyway I'm fine if you want to give feedback, but I also asked Wooden and everyone else to send their lists by email, mainly to prevent major spoilers and such from being posted. I don't appreciate that either.


EDIT- I think I've decided to make that tutorial unskippable without a password now lol.
Report, edit, etc...Posted by WoodenFire on 2006-04-27 at 11:31:39
Removed for Tuxs last post bottom* just read it again Lol
Report, edit, etc...Posted by Tuxedo Templar on 2006-04-27 at 12:10:36
QUOTE(WoodenFire @ Apr 27 2006, 10:31 AM)
Wait... you said it is really complex? Wutcha mean by that? I can see the player color shuffling as you takea away some of its life... I can see how you managed most of the triggers... Your unit doesn't slow when you use heavier weapons... where are the bought weapons coming from? Why are the option names kinda of... off?

Ugh...

•In terrain I saw terrain mirrors, wrong tiles, blocky blends...
Well I haven't even added all of the unit names yet. Won't have enough strings until I recycle/clean them... which I is why I want to have everything done before I do that (while I can still keep all of the trigger comments and such). I could add slowed movement with weapons like the shotgun or minigun, but that seems kinda trivial. I don't really know what you mean by option names being off.

QUOTE
•Boss battles should move about 10-30% faster. Seeing the same weapon used from the enenmy from X%->X% sometimes takes me a little longer and kinda... boring... eh.

Those are just the first two bosses, but yeah I could probably add more diversity to them later. Just keep in mind there's more to the map than the first few chapters that are undoubtably all you played thus far.

QUOTE
•When lurkers spawn in the begining caves, have them already moving outward from the cave so it looks like they came out of the cave...
I had something like that earlier but it had a few issues. Lurker AI seems not to want to cooperate all the time. I'll look into it though.

QUOTE
•Monster Skill Ideas are real ez, allow me to name 2 very simple ones?
     •Dragoons turn into a frozen Dragoon and exlodes under certain conditions (alone? + near you? / reloading?)
     •Lurkers can be randomly (1/32 = 248 16 32: 5 randomized triggers) can be forced to move to your defiler (not burrowing) and when they are near u, they bleed for X time (based on a localized burrowed unit timer) and as it bleeds, broodlings come out of it? Maybe like 3 or 5? Random... and then it just dies... lol
Man you really haven't played past the first area lol. But yeah I'll look into adding some extra abilities if I have time. I'm more interested in finishing than adding a zillion things people will barely notice.

QUOTE
•Controls were very messy... weapon switching was 1 thing, dropship buy was another... skip was a 3rd! upgrades were a 4th... rediculous... All of that could of been put into 1 dropship system. Simply have scrolls that become active/non-active from pressing the options, and then have an Enter button which activates what you chose.
Skip was a one time thing, so there's no point keeping it for the rest of the game. The weapon switching with the gateway is a lot quicker (and has hotkeys) than unloading from a overlord, which I reserved for the less-common purchases. I in fact made an all-in-one system for an old D map awhile ago (LoOny D I think it was), but it wasn't too popular or practical. I like this system as is.

And by the way, I invented that scrolling system lol.

QUOTE
•Better armor system... take out player 2 which ive heard is real buggy sometimes, and make it your vHP... use differnt units for the upgrades or use Attack-Detection using a trigger system and do the armor/damage reductions using DCs... Ok, that might not be adiquit info about what I am talking about so heh...
Hell no. Hard enough getting HP detection for enemies with the current system. I'm not about to do some messy thing for the human players. I'll try to get P2 cleaned up by the release as well, but it's really only there because I'm reluctant to remove all the work I did on it and it might add some replay value for those who want to see it.

QUOTE
•Upgrade Center evolution chamber could be placed... hold on a minute! you get gas as you go during combat, and then you have to manually turn your gas -> armor... why not remove this middle-man type deal? vHP would need to be involved in that one and I guess you don't want that... evolution chamber up top just looks bad...
Well I'm not the blizzard graphics artist that made the evol chamber look like a giant tumor lol. Just deal with it. I'm not adding vHP at this point in the development.

QUOTE
•Confusing password entry... I ended up getting kicked from the game a few times until I figured out the reaver can skip that part too... funny huh?
Yeah funny you can't figure out the instructions on the screen. Though I think I will add better labels for password digit selections, seeing as how not everyone thinks to look at the unit names while they're loaded up.

QUOTE
I let BlackWinter test the map at my house. He does not own the map. He played it for about an hour. Its a protected map and he is good at critiquing maps. He is articulate and would represent a more broad range of gamers then us map makers at SEN would repersent... Fustration with the controls, fustration with the bugs, and many other things contributed to his posting on this thread.
Ok that's fine. I'd just rather you have had him ask first, or told me at least you were going to do that. Now I really don't know what to expect from you and I'm reluctant to let you test the next beta.

QUOTE
Loads of fixable mistakes. I couldn't emagine releasing a Demo of Crescent Dyne with this many flaws within the first 30 minutes of gameplay...
But, this is Beta testing, and this is what you wanted.... feedback.
[right][snapback]473749[/snapback][/right]

Exactly. It's not even finished yet so I hope you weren't expecting everything to be there. At this stage I'm only weeding out gameplay issue; not trying to improve aesthetics and whatnot (though I'm not closed to suggestions either). Sorry about the controls, but without EUDs or a reliable alternative that doesn't require a major overhaul to the triggers to little effect, you'll just have to try and master hotkeys and unit control better.

I know I'm probably spoiled in that regard since I already know how to do that stuff almost by instinct, but I shouldn probably expect others to barely be able to understand what a hotkey is, let alone apply them during gameplay. It's kinda a bummer I have to nerf down the gameplay so much as a result, but I realize it won't be a good product if it's not playable to a non-veteran player, so I have no real choice. That too is what I hoped to learn from watching how you guys handle it as beta testers, since I've been too close to the development to really see that part myself.

ADDITION:
Argh editted typo that changed what I meant. Damn I can't even type straight in the mornings.
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