Requiem of the dead - Beta 01
RotD criticism:
- On the keyboard the "orbit" control is wrong. The faster orbit speed might be an improvement, but a plugin isn't the place for this kind of change (the Myth II application would be the right place for this, so the change is consistent across every map).
- The names of the difficulty levels aren't the defaults (Timid, Simple, Normal...) This is wrong (for any plugin), because one cannot hope to memorize fancy new names for hundreds of plugins. Players just keep asking the host "Is this Leg?" because that's what people want to know in the end.
- Inconsistent difficulty: When there are 8 players or more there are more friendly units, making it impossible to make comparisons between different games. A coop map at a fixed difficulty level should be a fixed challenge, independent of the number of players.
There are other points but I'm neutral about them. The animation when activating specials is impressive, good work!
- On the keyboard the "orbit" control is wrong. The faster orbit speed might be an improvement, but a plugin isn't the place for this kind of change (the Myth II application would be the right place for this, so the change is consistent across every map).
- The names of the difficulty levels aren't the defaults (Timid, Simple, Normal...) This is wrong (for any plugin), because one cannot hope to memorize fancy new names for hundreds of plugins. Players just keep asking the host "Is this Leg?" because that's what people want to know in the end.
- Inconsistent difficulty: When there are 8 players or more there are more friendly units, making it impossible to make comparisons between different games. A coop map at a fixed difficulty level should be a fixed challenge, independent of the number of players.
There are other points but I'm neutral about them. The animation when activating specials is impressive, good work!
-can't argue with orbit, i use my mouse and screen corners for that
-when playing a mazz game ppl also kept asking is this leg, untill the big waves came, just because it was too easy up till that point
now, most waves are in random order, so if you have the easier waves to start with ppl will think "hey thats easy, this can't be leg,... normal mb" and then they ask.
- twice reborn has the same thing, the side waves become available in multiplayer, but aren't in solo
-when playing a mazz game ppl also kept asking is this leg, untill the big waves came, just because it was too easy up till that point
now, most waves are in random order, so if you have the easier waves to start with ppl will think "hey thats easy, this can't be leg,... normal mb" and then they ask.
- twice reborn has the same thing, the side waves become available in multiplayer, but aren't in solo
Hi, I'm CRC, Japanese myther and a freak of Mazzarin series.
I've played RotD a few times. I noticed some issues.
1. When cap convert zerk to heron, zerk didn't disappear but stucked and couldn't do anything. This happened only once in 10 games playing or so, and other things were worked well in that game (except we were defeated too badly). :p
2. When I played solo (offline) game and had done RotD, I clicked "next level" bottum. Then solo map "Great Library" began as next level. I thought another RotD began with veteran units...(like mazz IV)
3. Playing less than 7 player (i.e. without reinforcements), overhead map didn't scroll enough when I went to the west of map. I guess it is because reinforcement units are in the temple even if I didn't get them.
These are films related above issues.
http://www2.odn.ne.jp/crc/myth/films/RotD_stucked_zerk.zip
http://www2.odn.ne.jp/crc/myth/films/RotD_timid.zip
I've played RotD a few times. I noticed some issues.
1. When cap convert zerk to heron, zerk didn't disappear but stucked and couldn't do anything. This happened only once in 10 games playing or so, and other things were worked well in that game (except we were defeated too badly). :p
2. When I played solo (offline) game and had done RotD, I clicked "next level" bottum. Then solo map "Great Library" began as next level. I thought another RotD began with veteran units...(like mazz IV)
3. Playing less than 7 player (i.e. without reinforcements), overhead map didn't scroll enough when I went to the west of map. I guess it is because reinforcement units are in the temple even if I didn't get them.
These are films related above issues.
http://www2.odn.ne.jp/crc/myth/films/RotD_stucked_zerk.zip
http://www2.odn.ne.jp/crc/myth/films/RotD_timid.zip
I dunno if this has been brought up earlier in the thread cuz im too lazy to read all those posts, but mazz auto-attacking with his long range blast is a real pain in the ass. Its pretty much impossible to stop even if u space mazz right after he kills the last close enemy. Any way to reduce the auto-attack?
Ok when I said it was perfect a few posts back i was being stupid
For the love of god man, Fix the interrupted heals! They are always the death of the herons!
Sometimes Units don't dissapear when Taunted... No films to show it but it happens. especially to the Archers. (I've never taunt zerks cuz they rock too much)
The Green smoke replacement on mazz doesn't seem to go as far as the Nova does. MB i'm wrong on that.
Overall though, a kick ass map! I love the Tiny dorf! Too bad not many people will get the chance to see it cuz they stay at start
-Aragorn of PS
For the love of god man, Fix the interrupted heals! They are always the death of the herons!
Sometimes Units don't dissapear when Taunted... No films to show it but it happens. especially to the Archers. (I've never taunt zerks cuz they rock too much)
The Green smoke replacement on mazz doesn't seem to go as far as the Nova does. MB i'm wrong on that.
Overall though, a kick ass map! I love the Tiny dorf! Too bad not many people will get the chance to see it cuz they stay at start
-Aragorn of PS
[color=DFC99B]Greetings !! :o)
Just a quick note to say I APPRECIATE all the feedback and I wanted to let anyone interested still know that RotD is almost there now.
My apologies for the constant delays and again thanks for the interest and feedback. :o)
BTW . . .
::begins frantically searching RotD in Loathing for diminutive dorfs:: ;op
Also, theres mb a *few* things to be found by the adventerous players that stray away from the Requiem entrance. Some good, some, not so good mb. ;op[/color]
Just a quick note to say I APPRECIATE all the feedback and I wanted to let anyone interested still know that RotD is almost there now.
My apologies for the constant delays and again thanks for the interest and feedback. :o)
BTW . . .
I must admit, I dont recall adding any *Tiny Dorfs*. :oO! I love the Tiny dorf! Too bad not many people will get the chance to see it cuz they stay at start
::begins frantically searching RotD in Loathing for diminutive dorfs:: ;op
Also, theres mb a *few* things to be found by the adventerous players that stray away from the Requiem entrance. Some good, some, not so good mb. ;op[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
- iron
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Been involved in quite a few games now - its really quite addictive. However it also seems unbeatable. You're just worn down & there's nowhere near enough roots (or breaks in play to use them) to keep yourself alive. Usually when SB appears the end comes very quickly, and its rare for a game to last longer than 30 minutes.
Edit: Most units are good, though I think they all propel a tad too much. The archers though are almost useless, mainly due to their extremely slow reload time and the fact that most of their potential targets are more easily killed by pyro and mort, so they don't get to vet up. If there's any change I'd like to see its the archers improved.
Edited By iron on 1089686680
Edit: Most units are good, though I think they all propel a tad too much. The archers though are almost useless, mainly due to their extremely slow reload time and the fact that most of their potential targets are more easily killed by pyro and mort, so they don't get to vet up. If there's any change I'd like to see its the archers improved.
Edited By iron on 1089686680
Hehehe The Tiny dorf seems invincible, but come to think of it I haven't seen it in a while... weird.... But when its there its ALWAYS in the Northernest corner of the map. It looks like a spec but when u zoom in its easy to tell its a dorf.
Nemesis showed me the good spots on the map. If you go to the NE narrow canyon, it speeds up the game (ie: 2 shades come right after the other) Too bad theres always the one person on the team saying "Ara you newb why did you lead us here?!"
Ah..Good stuff... Oh one more thing, Sometimes the dorf bottles don't lite but still land like they are lit and when this happens, The pyros firballs no longer have tails, its literally just a ball.
FInish this map soon!
-Aragorn
PS: Fix the gd Heron healing!
Nemesis showed me the good spots on the map. If you go to the NE narrow canyon, it speeds up the game (ie: 2 shades come right after the other) Too bad theres always the one person on the team saying "Ara you newb why did you lead us here?!"
Ah..Good stuff... Oh one more thing, Sometimes the dorf bottles don't lite but still land like they are lit and when this happens, The pyros firballs no longer have tails, its literally just a ball.
FInish this map soon!
-Aragorn
PS: Fix the gd Heron healing!