Ice and Blood

Sooda

Diversity enchants
Reaction score
318
Yes, me. Though I have had opportunity to play it only in single player right now. So far it seems awesome. All these custom models are so nicely done. I have played with 2 heroes (Death Knight and Forest Troll) they have nice abilities. Custom stats system surprised me very much. It looked so cool. Taking over some spots is good idea. With small map size and fast attack animations it seems always action goes on.
 

Hatebreeder

So many apples
Reaction score
381
Lol, you can destroy the Enemies Towers with the troll without taking damage (invis near a Tree where the Tower is), and somethings wrong with his regenerate Paasive... I like heal 50 Hp/Sec when I'm near a tree.. So abusive... Emj, i suggest adding a 'Reaveal Invis Unit' to the Towers. Annother thing which bothered me, was that some Icons didn't fit some Heroes...
Anyways, very nice game, +Rep from me =)
 

emjlr3

Change can be a good thing
Reaction score
395
ill look into that

what icons do you speak of?

btw yea his passive may be a bit too beast heh
 

Doomhammer

Bob Kotick - Gamers' corporate spoilsport No. 1
Reaction score
67
Tried and tested. Spells are quite nice :D

there's a noticeable lag after selecting the hero. If it's not on purpose (it doesn't feel appropriate), then better try to get rid of it.

And, where did you get those building models from? Did you make them yourself?
 

emjlr3

Change can be a good thing
Reaction score
395
the lag after hero selection is on purpose, actually

a slight pause there after the first time a hero of a certain type is chosen shaves off about 10s of loading time :)

building models were made by Rinpun

Death Knight icons, let me look into it :)
 

Doomhammer

Bob Kotick - Gamers' corporate spoilsport No. 1
Reaction score
67
it's okay if that pause is on purpose; just be told that it feels like a lag: after pressing the select button, you'd expect something to happen.

(be aware: I could go on write a psychological argumentation about this issue :D.)
 

rodead

Active Member
Reaction score
42
i like the map tested it out with some friends and they all like the spells where just great and not to imba ( nobody choses the troll) :p so but i liked it

+rep
 

emjlr3

Change can be a good thing
Reaction score
395
good good

glad to hear it

any bugs reports guys?
 

Hatebreeder

So many apples
Reaction score
381
good good

glad to hear it

any bugs reports guys?

So far there are no Bugs... Some Skills are Abusable, but other than that, it's very Decent. Although I like the Skills from AoD more (But sometimes they tend to Lagg *sigh*), but these are better for Online Games ;)
 

emjlr3

Change can be a good thing
Reaction score
395
please report any other abusable bugs you happen to find. thnx

why do you like AoD's spells better then these?
 

waaaks!

Zinctified
Reaction score
256
i think they said that because, AoD has cool spell ides, while this project is just basic (but hard)

in my opinion, its better to have a basic idea spells, as long as its hard to code, because if the idea is too complicated, the players will take days to understand the spell, specially spells with combinations

:D
 

Doomhammer

Bob Kotick - Gamers' corporate spoilsport No. 1
Reaction score
67
Do you mind asking Rinpun for a release of his well-made models (sentry towers + temple) ?
 

2-P

I will work hard tomorrow
Reaction score
325
Hm... not sure if the stat systems fits into an AoS. Yeah, it gives you the opportunity to evolve each hero in different directions, changing the way they're played every time, that's good and all... but doesn't it create "optimal stat builds"?

Let's take the Death Knight, one player skills almost only strength, which grants him a high attack damage, a hell lot of hit points and a neat hp reg. The other player skills all three stats a bit and ends up a lot weaker.
Well I don't know if that's the case (would need to test it first), I'm just saying, since it seems kinda logical.

You could say now that's the player's fault for spending the points on the "wrong stats"... hm, the effect would be that the experienced players, who know the best stat build, would have an advantage. Oh, and I said "experienced" and not "skilled", since remembering some numbers doesn't take much skill imo. It's kinda like knowing the best items for your hero in Do... can I say that? :p
It only makes the map "noob unfriendly" in the end.

But hey, if the stats and heroes are so balanced that you can build your heroes in many different ways without causing imbalances, then wow, that would be awesome. :)


The beacon system seems pretty cool. ^^
Imo it would be better to pause a hero when he enters the circle, kinda like in AWA. That would make it more risky since you couldn't defend yourself. Right now, the gnoll dude for example, can step into the circle and then cast some massive AoE spells around him.


I hate creeps in AoS maps, but I won't complain about that, since it's personal preference. :p
There's just one thing what's SUPER annoying. When a stone golem* suddenly throws a hurl boulder from a higher cliff level onto you... that happend in many old RPGs I've played and it's just so... :mad: Camp Mode!
*located to the right side of the Orc base.


The layout is kinda complicated, the middle is fine but the rest is somehow :confused:. I guess mainly because it's not symmetrical.
At least the creep spots on both sides should be identical if you ask me. o.0


Oh the tooltip of the "Bloodline" ability is wrong if I remember correctly. it has the tooltip of the Death Knight's ghostly shield (or whatever it's called).


Besides the fact that troll regeneration is rigged, it doesn't fit to the hero imo. He seems more like the sneaky hero killer to me, the regeneration turns him into a tank. xD
Something like "increases the damage of the next attack, depending on the time he stood still" would sound more appropriate to me.


I'll shut up now, I could go on about the terrain, but that post would be at least three times as long as this one. :D :p

Like AoD, it's already very unique (well, for an AoS), looking forward to future releases. <3
 

emjlr3

Change can be a good thing
Reaction score
395
Hm... not sure if the stat systems fits into an AoS. Yeah, it gives you the opportunity to evolve each hero in different directions, changing the way they're played every time, that's good and all... but doesn't it create "optimal stat builds"?

perhaps, though it gives you the option, where you would not have otherwise done, to experiment with what works best with you play style for that hero

Let's take the Death Knight, one player skills almost only strength, which grants him a high attack damage, a hell lot of hit points and a neat hp reg. The other player skills all three stats a bit and ends up a lot weaker.
Well I don't know if that's the case (would need to test it first), I'm just saying, since it seems kinda logical.

why weaker? perhaps there can be optimization, gl finding it, I juts think you now have the option of building the hero how you want, and not being limited in how you do

You could say now that's the player's fault for spending the points on the "wrong stats"... hm, the effect would be that the experienced players, who know the best stat build, would have an advantage. Oh, and I said "experienced" and not "skilled", since remembering some numbers doesn't take much skill imo. It's kinda like knowing the best items for your hero in Do... can I say that? :p
It only makes the map "noob unfriendly" in the end.

see above

But hey, if the stats and heroes are so balanced that you can build your heroes in many different ways without causing imbalances, then wow, that would be awesome. :)

its not a matter of balance, its just the shear number of outcomes, with more testing, this concept will hopefully shoe itself

The beacon system seems pretty cool. ^^
Imo it would be better to pause a hero when he enters the circle, kinda like in AWA. That would make it more risky since you couldn't defend yourself. Right now, the gnoll dude for example, can step into the circle and then cast some massive AoE spells around him.

this promotes the concept of team play, if 1 hero ran to a beacon, my team would make quick mince meat of him, guaranteed


I hate creeps in AoS maps, but I won't complain about that, since it's personal preference. :p
There's just one thing what's SUPER annoying. When a stone golem* suddenly throws a hurl boulder from a higher cliff level onto you... that happend in many old RPGs I've played and it's just so... :mad: Camp Mode!
*located to the right side of the Orc base.

how can you avoid this? other then diff. placement


The layout is kinda complicated, the middle is fine but the rest is somehow :confused:. I guess mainly because it's not symmetrical.
At least the creep spots on both sides should be identical if you ask me. o.0

why? is the world symmetrical?, or any world for that matter (barring the spherical shape...) things should be rather random, if it was all the same, it would look to bland, as it is, I think both sides are fairly even, while still maintaining some realness


Oh the tooltip of the "Bloodline" ability is wrong if I remember correctly. it has the tooltip of the Death Knight's ghostly shield (or whatever it's called).

one of the many things on the list for the beta


Besides the fact that troll regeneration is rigged, it doesn't fit to the hero imo. He seems more like the sneaky hero killer to me, the regeneration turns him into a tank. xD
Something like "increases the damage of the next attack, depending on the time he stood still" would sound more appropriate to me.

I will have to disagree with you there. I am going to nerf it, first off, so keep that in mind
Second, he is sneaky, and this ability promotes the use of the hero as intended, as a sneaky, ganker type guy, if you get my drift, maybe i will change to a very low base regen, with a big boost near trees, as opposed to a high base, and double near trees, as it is now


I'll shut up now, I could go on about the terrain, but that post would be at least three times as long as this one. :D :p

I'll; give you regards to Ace

Like AoD, it's already very unique (well, for an AoS), looking forward to future releases. <3

excellent :)
 

2-P

I will work hard tomorrow
Reaction score
325
why weaker? perhaps there can be optimization, gl finding it,
So you're saying that the stat bonuses are so balanced that it doesn't matter which stats I skill?

its not a matter of balance, its just the shear number of outcomes, with more testing, this concept will hopefully shoe itself
When the outcomes are not equally strong, how's that not supposed to be a balance problem?

this promotes the concept of team play, if 1 hero ran to a beacon, my team would make quick mince meat of him, guaranteed
What promotes team play? Not pausing the hero?
I could as well say that pausing the hero forces the team to send another hero to defend the one that captures the beacon.

how can you avoid this? other then diff. placement
Put them in camp mode should do the job.
Or remove them. :p

why? is the world symmetrical?, or any world for that matter (barring the spherical shape...) things should be rather random, if it was all the same, it would look to bland, as it is, I think both sides are fairly even, while still maintaining some realness
Gameplay/Balance > Realism
Well, I made many melee maps, so maybe I'm a bit too strict when it comes to balanced layouts...
It's just that the layout is so... well random and irritating
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
The spawns meet in the very middle of the tower lines.
That's all the terrain balance that is required.

The other map parts... well, that's at your own risk.
 

2-P

I will work hard tomorrow
Reaction score
325
Hm yeah terrain balance, however...
At least the creep spots on both sides should be identical if you ask me.

Well, as long as hulky thinks it's ok.
 
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