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DanielKaMi

[MAP] WIP - Palantir

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Seems like the stats are a bit too good on medium but it does seem really good. Used to seeing items with crazy stats like that with more upgrade levels however. It is really great thought how are the stats at insane/nightmare?

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cool, on nightmare if you are lucky you can get a weapon like 4 times stronger than medium, but there is a small posibility of a weaker weapon too. And about mana, you get 500.000 for finish the map.

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[QUOTE]Love the map Daniel Kami I'm currently trying your second release (june 13) but I noticed a small problem with the summoner's overlord mode.[/QUOTE]This can't currently be fixed, because the DDDK needs to be updated to include the settings to define the overlord camera bounds.

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Ah I see I do hope they do so before the end of the competition or fix the maps if the winning one has a funky camera angle because a few areas are hard to place minions using overlord mode besides that It's awesome.

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Since that problem should affect almost every map, it should have no further influence in the map contest itself though.

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What I meant to say was: If you can't change (not can't like: don't know how) it, then it should not have any effect on decision making of the contest. Anyway, back t topic, I will try the new beta, so far this is my most favorite custom map ;)

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I assume the winning map will receive some polish and bug fixing anyway before they actually put it into ranked

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Hi again.

I now tested the 2nd beta that is available and I can tell you, the map has not lost its charm on me ;)
I have some additional things I like to say about the map and what I feel is missing/off. This is not an insult rather than some points to bring to your attention (if you didn't already seen it).

IMPORTANT: I am talking all Nightmare here, I did not play any other difficulty.

Positives:
- Ha llegado un ogro fixed, yay.
- more waves, awesome!
- more starting mana, that was needed
- Added a boss, very nice.

but sadly

Negatives (lets call them: points of thinkagain - PoT :P):

- More waves are really nice but the waves in general seem to be to weak. I was wondering why I didn't get that nightmare feeling and was first about to blame my very good gear but then I realized it: There are no Sharken, no Djinns and not even spiders in your map thus making Nightmare big waves of trash that dies in auras and some ogres that have to be taken down by a harpoon. Is it not possible to add those monsters or why aren't they there?

- Next thing was: Wasn't the number of DU 120 in the first beta? I feel like 150 for a 2 Crystal map of that size is a bit over the limit. For the first beta I build a build that used 119 DU and it works very well and I even have gas traps in which i don't really need since there are no sharkens /djinn. I understand that 120 might seem a bit low in your eyes but 150 are definitively too much. Maybe aim for 130 if you plan to add Sharken and stuff but otherwise stay with your intially 120. You want the map to be some kind of a challenge on NM, or not?

- The Boss: Gawd, I love him, good boss choice but he had 4M Hp on NM solo which is 2 boosted swings with my weapon. Maybe you can tweak him a little (I haven#t used the DDDK yet so I really don't know about those things, I'm merely suggesting stuff, possible or not). Though this map makes me really want to create a map myself.

- Last thing i did notice on my run: The loot in-wave was like the medium campaign loot on deeper well-hall of court, was I just very unlucky or are you still trying to sort this out?! The big boss drop on the other hand ... I think you slightly overdid it with stats there. I mean -768 dmg, wow!



No way a mythical from a normal campaign map has this stats. Even for a supreme this would be to very strange, i think you should re-balance there.


I really hope I could help you further with this information and I hope you a) can finalize the map in-time and b) win the contest.

So far,
Shar

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thanks for all the comments guys!

@Sharyza wow!! thank you very much! thats the kind of feedback I was looking for! :)

[quote]- More waves are really nice but the waves in general seem to be to weak. I was wondering why I didn't get that nightmare feeling and was first about to blame my very good gear but then I realized it: There are no Sharken, no Djinns and not even spiders in your map thus making Nightmare big waves of trash that dies in auras and some ogres that have to be taken down by a harpoon. Is it not possible to add those monsters or why aren't they there?[/quote]

ok, will add these enemies on the next version :)

[quote]- Next thing was: Wasn't the number of DU 120 in the first beta? I feel like 150 for a 2 Crystal map of that size is a bit over the limit. For the first beta I build a build that used 119 DU and it works very well and I even have gas traps in which i don't really need since there are no sharkens /djinn. I understand that 120 might seem a bit low in your eyes but 150 are definitively too much. Maybe aim for 130 if you plan to add Sharken and stuff but otherwise stay with your intially 120. You want the map to be some kind of a challenge on NM, or not?[/quote]

totally agree, will fix that and change back to 120, I want a challenge map :)

[quote]- The Boss: Gawd, I love him, good boss choice but he had 4M Hp on NM solo which is 2 boosted swings with my weapon. Maybe you can tweak him a little (I haven#t used the DDDK yet so I really don't know about those things, I'm merely suggesting stuff, possible or not). Though this map makes me really want to create a map myself.[/quote]

of course, I can increase his difficulty settings, 3-4 times harder maybe?

[quote]- Last thing i did notice on my run: The loot in-wave was like the medium campaign loot on deeper well-hall of court, was I just very unlucky or are you still trying to sort this out?! The big boss drop on the other hand ... I think you slightly overdid it with stats there. I mean -768 dmg, wow![/quote]

Will try to balance these :)

Thanks! on next version Ill do my best for fixing all of these things :)

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Yes make him a bit harder on NM (again, i cant say anything about the other difficulties, does it scale down automatically? or is it a setting for each difficulty? i really have no idea ;) )

This may be a long shot here, especially since the contest is at its end within a week but it would be REALLY cool for the boss to have some sort of mechanic. I know I'm probably asking a lot here, that is because i have literally no experience with the dddk (i did the initial guide but that's about it).

For example: Boss spawns four minions at different locations (maybe the corners) each giving him a immunity to a specific form of damage, so at start he'll be 100% immune. Now, if you want to fight him with physical damage you need to take down the minions that protects him from getting physical damage, same for the other minions, electric minions, fire minion and poison minion. If you only take down the physical minion you can beat him with physical damage but he still is immune to the rest of the damage and absorbs 75% of the physical damage you deal.... You get the idea where this is going.

But hey, I really think that is not as important as getting some of that other stuff fixed, just if you have time and the knowledge

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Yes make him a bit harder on NM (again, i cant say anything about the other difficulties, does it scale down automatically? or is it a setting for each difficulty? i really have no idea ;) )

This may be a long shot here, especially since the contest is at its end within a week but it would be REALLY cool for the boss to have some sort of mechanic. I know I'm probably asking a lot here, that is because i have literally no experience with the dddk (i did the initial guide but that's about it).

For example: Boss spawns four minions at different locations (maybe the corners) each giving him a immunity to a specific form of damage, so at start he'll be 100% immune. Now, if you want to fight him with physical damage you need to take down the minions that protects him from getting physical damage, same for the other minions, electric minions, fire minion and poison minion. If you only take down the physical minion you can beat him with physical damage but he still is immune to the rest of the damage and absorbs 75% of the physical damage you deal.... You get the idea where this is going.

But hey, I really think that is not as important as getting some of that other stuff fixed, just if you have time and the knowledge


thats sounds very interesting, will check if I can set something like that :)

there are some bad news about adding sharken and djinn enemies, I think we cant add enemies from the dd updates, looks like these classes still dont appear on the DDDK.

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Hah, good for the contest, still something I am looking forward to should this map be the chosen one ;)

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thanks Sharyza! :)

Final candidate version is up:
http://www.mediafire.com/?6f859gge8d6zobu

changelist: (big thanks to sharyza for these suggestions)

* DU changed back to 120
* Final boss is 2-3 times harder now.
* Rewarded Items more balanced now.
* Added spider enemies.

Unless you find some really big issues (or I make some more new content xd) this probably will be the final gameplay release version :)

EDIT: Re-uploaded, Fixed name preview, made boss even harder, and changed some other minor stuff.

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Seems to be a flight pathing problem around the statues and some of the towers. Not sure if you want to adjust the nodes and recalculate the pathing for them or maybe even just move their spawn point to a slightly offset spot from there.

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