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Messages - Bman255

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Congrats on getting into the school! It's awesome how Requiem helped you out with that. The players appreciate all the work you've done on it so far, and it's nice to see it help you out as well. I'm really looking forward to seeing how this map continues to grow. Thank you for continuing to update this map, and take suggestions from the players. Last of all, congrats! 

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Hammerwatch Discussion / Hammerwatch First Looks Series
« on: May 09, 2014, 10:45:55 PM »
Hey guys, Bman255 here. A few months ago, I started a youtube series called "Hammerwatch Custom Map First Looks." I started the series in hopes of bringing more attention to Hammerwatch and custom maps. I'm pretty happy with how the first three did, so I've decided to re-launch the series with a more thought-out layout. I also wanted to make this post as a "hub" for all of the videos, and a place for you guys to leave feedback and suggestions for maps I haven't played yet. If you want to check out old or new videos, I'll post them below.


[Old Layout]

Survival in Colosseum:
First Look: https://www.youtube.com/watch?v=OyVBiKxBZkI&index=2&list=PLprFHCYITLDZx9y82_liAUqSY2WUIR-aE
Forum Post: http://hammerwatch.com/forum/index.php?topic=1634.0

Hotlane:
First Look: https://www.youtube.com/watch?v=TyNUavGxtnA&list=PLprFHCYITLDZx9y82_liAUqSY2WUIR-aE&index=3
Forum Post: http://hammerwatch.com/forum/index.php?topic=1629.30

Requiem Of Hammerwatch:
First Look: https://www.youtube.com/watch?v=6kEL7RmydvQ&list=PLprFHCYITLDZx9y82_liAUqSY2WUIR-aE&index=4
Forum Post: http://hammerwatch.com/forum/index.php?topic=1639.0


[New Layout]

Pirate's Cove:
First Look: https://www.youtube.com/watch?v=Gh8IBhrEn0w&index=2&list=PLprFHCYITLDaH30IIS2E3YxY-3CrsHYey
Forum Post: http://hammerwatch.com/forum/index.php?topic=1972.0

[Upcoming Maps] (All Suggestions Welcome)

Eye Of The Storm Arena:
First Look: Coming Soon
Forum Post: http://hammerwatch.com/forum/index.php?topic=1862.0

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Hello !

Just some news for you, I'm focusing on my studies, but I'll continue Requiem of Hammerwatch soon after that :3

Looking forward to playing the new updates whenever you have time to work on them!

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Alright, just played through the rest of the game and I really enjoyed it. I just had a few more thoughts for the other two levels.

The second level seemed a bit easy to me. I think it was the lack of enemies. The boss seemed easy as well, as a Ranger with basic damage upgrades. It went down pretty quick, and was very easy to dodge. I haven't tried this with other classes yet, so I'm not sure if it's just the ranger or not. I liked the overall layout of the level, and the lighting effect were really neat. The only problem I had was being able to see the switches for the boss doors. This may have just been the colors on my computer, but I don't normally have a problem with things being too dark.

The third level seemed a lot better in terms of difficulty. Overall I enjoyed the level as a whole, but it seemed to get a bit repetitive. All three sections (I think there were three) of the map were almost exactly the same. It was just find buttons, kill nova, move on, and repeat. Since it wasn't too lengthy it wasn't a real big problem, but it might be something to think about. One thing that could be added is some sort of counter for the buttons. I know the main campaign uses "only x switches remain" or something similar. This wouldn't really be "needed", but it might make the game look a little nicer.

After finishing the other two levels I look forward to playing the rest of the game. Keep up the good work!

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Ahh, I don't really mind doing it this way. Just wondering if there was another way to save time.

I must have just missed the shortcut back at the end of the first level.

Maybe for the arena have a new "level" available after clearing each dungeon? I like the idea of not having it infinite though, or it would be possible to grind for upgrades.

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Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 13, 2014, 09:36:19 PM »
Thanks for posting the video on the front page! It's nice to see of my work make it out there.

Alright, now time for the text:

Consider changing: "I wonder what is this rune" to "I wonder what this rune is" or something similar.

                             "Against some gold, this trainer can make you feel stronger" to "For some gold, this trainer can make you feel stronger" "Feel" might               not be needed either, it could go either way there.

                             "Life is quite hard here, but I just enjoy to be safe here" sounds a bit off to me, it may just be a personal thing. Maybe "Life is quite hard here, but I just enjoy being safe." or "..., but I enjoy having a safe place to live." Others might have some input on this one.

                             "Legends talks about a Spirit Cavern" to "Legends speak of a Spirit Cavern"

                             "I never seen someone with those skills" to "I've never seen anyone with those skills"

                             "This trainer can learn you how to defend yourself and your friends" to "This trainer can teach you how to defend yourself and your friends" Allies could also work in place of friends, either one works though.

                             There's a small typo in the "arena rumor" text. "Heros" should be "Heroes" Also, it should either be "Rumor says" or "Rumors say" personally, I think "Rumors say" sounds better. Still kind of iffy on that even. I'll think about it some more.

                            "Are searching for something?" I think you guys were going for, "Are you searching for something?" here. Just a small typo.

                            "By stepping here, you proved your valor" to "By making it this far, you have proven your valor" As with the other line, something didn't sound quite right here. I'm not sure if I'm fully happy with mine either, might go back and look at it again later.

                           "Thousands years ago, gods created 3 orbs, to contain the world's corruption" to "Thousands of years ago, the gods created 3 orbs to contain the world's corruption"

                            Another "heros" typo in the same paragraph, unless this was intentional?

                          "The world's destiny only depend of you" to "The world's destiny depends on you."

Phew... that was quite a bit. I think I found all of the text up until the end of the first dungeon. I'll add in more if I see them while doing the rest of the game. Feel free to use as much or as little of my suggestions as you want. Some of my phrases may be able to improved as well. Also, would there be an easier way to look over text in the future? I don't mind searching around the game and writing things down as I go, but it did make things take a little longer.

I just had a few other things to add after my gameplay. First of all, I played again with lighting effects on, and it really makes the game look so much better. Great job with those. The other things were just small finicky things. Would it be possible to put indicators for the shops on the map, like in the main story? It's not a big deal, but it would make navigation of the town a lot easier. Also, maybe add a warp shortcut from the end of the first dungeon that leads back to town, for convenience.

How does the arena work? Is it just a one time thing right now?

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Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 13, 2014, 05:09:22 AM »
Dang... I'd say go ahead and link it if you can't embed. I've been pretty busy today, so I haven't been able to go back over the text. I'll take care of that tomorrow.

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Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 10:05:29 PM »
The first part of that theme sounds so familiar, I just can't place where I heard it. Oh well, thanks for the link!

I'd be glad if you wanted to put my video on the front page, and I'd also be happy to do anything else video related if it would help out.

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Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 05:05:55 PM »
Thanks for watching! My Channel is pretty small right now, but I'm hoping eventually I can bring more attention to the Hammerwatch custom maps.

I did have shaders turned off when I was playing the main campaign. For some reason I feel like it gives more of a "nostalgic" look. I'll be sure to change these when I go for a more in depth playthrough. I'll be checking out both dungeons and the arena for sure, later today.

Also... was that first boss fight music from a "Tales" game? It sounds so familiar, but I can't quite say.

I'll save a spot here, and write down anything about the text I notice:


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Custom Maps / Re: [Campaign][WIP] : Requiem of Hammerwatch : alpha 0.8.2
« on: February 12, 2014, 12:57:15 AM »
Hello! I just started doing a "first looks" type video series and I just did your map. I must say, this map far exceeded what I was expecting, even for an alpha. I was very blown away by the amount of custom content already included in this map. The town and shops look amazing, and I was very impressed to see an overworld. I love the concept of open-world games, so the overworld is a very nice and unique touch to Hammerwatch. I didn't have time to play past the first dungeon, but I loved what I saw so far. The one thing I noticed right off the was a text/grammar error. If you wanted, I would be happy to look over text lines for you, and give my input. The other thing that I noticed right away I found absolutely hilarious. You can simply push npc's wherever you want. This moves the model, and the hitbox for the text, but not the text bubble. This isn't really a problem, but you might want to look into making the npc's immovable in the future. Other than that, I really loved the music, sound, and overall design of the town. It looks really nice already. After the town, I had time to play through the first dungeon. I don't really have much input for the first dungeon, as I feel it was well made. The crack in the wall stumped me for a little bit, but this caused me to find the secret room. Which brings me to one thing I noticed about the first secret room. I noticed that the spawner was too close to some barrels and crates, so beetles were spawning inside of them and getting stuck. Again, this was nothing gamebreaking, but you might want to look into it. After that, I loved the small details, like the gold beetles making a different sound on death. The sound really fit the new enemy type. I felt the level design for the first level was very good, although it was a bit short. When I got to the first boss I was amazed to see it was completely new from anything I've faced. The boss fight felt really fun, and I loved the music playing during it. The boss's attack patterns felt both interesting to watch, and dodge. The only thing I noticed was the boss's damage. As a no-upgrades Ranger I was dying in 1-2 hits, but this wasn't really a problem, since it was pretty easy to dodge. Might be something to consider in the future though. In terms of the boss's health, I think it's fine where it is. The boss fight felt fun and not too lengthy to the point of losing interest. If you guys need any more suggestions, opinions, or testing I'd love to help out. Thanks for creating this awesome map!

Edit: Sorry about this being a bit long... I guess I got a bit carried away.  :P

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Custom Maps / Re: [PvP] Hotlane 1.0b - The competitive PvE map
« on: February 11, 2014, 11:34:26 PM »
Hello! I've just started doing a Hammerwatch custom maps first impressions video series, and just featured your map. Although I've only been able to play it in single player so far, I've highly enjoyed the map. One thing I really love and hate about this map is the learning curve. I found my first run of this to be a bit frustrating, but every run after that to be a ton of fun. Hopefully this wont discourage anyone from finishing the map. One of the things that came to mind immediately, is that a player who has memorized the flame trap at the beginning has a huge advantage over someone who hasn't. I'm not familiar with the hammerwatch editor, but it would definitely make things more interesting if the fire traps were randomized somehow, or there were more than one variation to make them harder to memorize. Every lane would still have to have the same pattern though, so I'm not sure how hard this would be to do. The thing I really loved about this map was the ability to lead the boss into traps. A few times I was able to get the boss stuck in the spike traps right outside of the boss room and kill him very quickly. Using the Ranger with as many damage upgrades seems to take down the boss really quickly. I haven't tried with the other classes yet, but maybe the boss should have more health? Also, I noticed nova towers and the boss tend to do a ton of damage. As a no health upgrade Ranger I was getting one shot by most things, but I like how this is set up. Going no health gives a really high risk/reward, and really rewards players for playing well. I think that's all I had for thoughts after my first few playthroughs. If you need any help with testing or need other suggestions/opinions, I'd be happy to help.

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Custom Maps / Re: [Survival]Survival in Colosseum 1.06
« on: February 11, 2014, 09:27:07 PM »
Hello! I just recently started doing a "First Looks" type series for hammerwatch custom maps, and featured yours as my first video. One thing that I noticed while playing was that the first boss seems just a bit too easy, due to the room layout. I plan on testing it with other classes as well, but with the Ranger it was very simple. I had a few ideas to make this fight more difficult and interesting, but I'm not sure how plausible they would be. My first thought was, would it be able to warp to another room for this fight? I feel like the pillar in the middle of the room makes the boss's nova way too easy to dodge. I love the switch system they used in the campaign. I think it would make this fight a lot more interesting. The other thing I noticed was the range of the boss's nova. I was able to just hang close to the edge of it with the ranger and simply walk out of it right away. I'm not sure how it would work with the other classes, but maybe the boss's nova should have a bit more range. Other than those small things about the boss, what I played of this is really well done and fun so far. I plan on doing a full playthrough of this after I finish recording for the day, so I may have some more suggestions. I'd love to get more involved with the custom maps and community, so if you need any help with testing or suggestions, I'd be glad to help. Thanks for the map!

Edit: After playing the game further I don't really have much else to add. All of the levels and bosses seem pretty balanced to me. My only problem was the dragon fight. As a solo ranger the fight get's overwhelmingly difficult towards the end, when all of the spawns activate. I find myself unable to clear fast enough for spawns, and then projectiles get to an unbearable point. The worst offender of this is the mages (not sure of their name) at the end. I found myself having a hard time moving out of the way of their projectiles after respawning. Maybe consider lowering the spawn rate of them, or consider only allowing one to be active from each spawn. I managed to blow through around 20 lives on this part alone. :\

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