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RookieN

Map Designer
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  1. Metagross31 liked a post in a topic by RookieN in Merry Christmas to Skylords Staffs   
    Merry Christmas!
  2. Dutchy liked a post in a topic by RookieN in Merry Christmas to Skylords Staffs   
    Merry Christmas!
  3. T1421 liked a post in a topic by RookieN in Community update #15 - December 3rd 2021   
    Here we are, thoughts of this great game being gone forever to this, brought back by some amazing people and being developed to the point were completely new content are coming! New Cards Hype!
  4. RookieN liked a post in a topic by Majora in Community update #15 - December 3rd 2021   
    Greetings Skylords!

    It's been three weeks since our last community update so it's time to bring you up to speed with everything going on in Skylords Reborn.
    This update is kind of a Bandits-Special, with new card reveals, a Deep Dive for the faction and insight in the process of adding a new PvP card. Let's get started!

    Anniversary Stream Announcement
    Mark your calendars because we have some celebrating to do! On December 18th, Skylords Reborn reaches its 1-year anniversary. It has been a wild ride; from resurrecting the game to a playable state, to actively developing new features and even brand new cards. 
    Join us for a special anniversary stream on December 17th with news, card reveals, give-aways and more, celebrating the past, present and future of Skylords Reborn! More details will be shared in the coming weeks. We hope to see you there!

    New Card Reveal
    Please note: We are still testing the card. While we are generally happy about it and feel comfortable revealing it, its numbers and effects might still change. We hope to release this card before the end of the year and will share more information at a later date. 
    Today we are excited to reveal a card that might see play in both PvP and PvE, and solve some of the problems Bandits have in PvP. 
                


    Bandit Minefield is a tier 2 Spell for Fire/Shadow. Upgrading the card reduces its cooldown (up to 10 seconds) and powercost (80 to 70). It will be a rare and won't have an affinity. Here is how the card works:
    Creates 4 clusters of mines in a line of 20m. If a hostile ground unit gets as close as 10m to a cluster, its mines will detonate in 6 bursting waves. Each wave deals 100 damage to hostile units and 25 damage to buildings in a 15m radius, up to 300 in total. If no enemy approaches a cluster within 10 seconds, its mines will disappear again. Affects ground targets only. Cannot damage wall segments, Power Wells or Monuments. Cannot be placed nearby hostile units or structures, excluding walls. Knocks back small units. Reusable every 35/35/35/25 seconds.
    Bandit Minefield requires the selection of source and target location. Mines will be placed in a straight line in the direction you choose. 
     
    Design and expected use
    Because this is our first new card that will see play in the PvP-meta, we asked our designer RadicalX to share some insights about the design process of the card. We cover why the card was created, what role it has in the meta and how it was changed during testing. Bandits has been one of the weaker factions in PvP, so we are very excited to see how this new tool will help them out. 
    Bandit_Minefield_Design_Choices.pdf
     
    Affinity and Rarity
    A quick word about this cards rarity and lack of affinity. Affinities were added to every expansion of BattleForge, mostly as a way to increase the number of cards in each expansion. While there are some cards where the different affinities result in interesting choices, there are also a lot of cards that struggle under this design restriction. The Skylord Reborn team decided that going forward, we will add affinities where they feel right, but leave them out when we can't add a meaningful difference between them, or adding them would undermine what the card is supposed to do. 
    As for the rarity, we actually wrote a document about rarity, and according to those guidelines, Bandit Minefield will be a rare. It is worth noting that Bandit Minefield will be added to the free PvP-bandit deck. We expect this card to be crucial in the PvP scene, and find it important that everyone who wants to play PvP can do so without grinding for cards or upgrades first. 

    Artwork
    The artwork has been designed by our talented artist Tweeto, and we thought it would be cool to share some sketches to show you the progress. 

    As always, a lot of time and changes went into this artwork. A big thanks to Tweeto for constantly accepting feedback and improving the artwork. We are really happy with the final result, and hope you are too! 
     
    Vote for Cardnames
    Just like with Coat of Protection and Wasteland Wing, we need your suggestions for the final cardname. During testing we came up with the cardname ''Bandit Minefield" and ''Treacherous Path" as the effect name. However, part of our promise to our Patrons is to let them help with naming new cards based on suggestions from the community. For this, we will need your help!
    Please reply in the comments below what you feel is the perfect cardname for this card and how you would name the ability.  
    Example:
    Name: Bandit Minefield
    Ability: Treacherous Path
    Please only suggest one name. We will collect all the suggestions and let our Avatar-of-Frost-tier (and higher) Patrons vote for the final name, starting next week. 
     

    Bandit Deep Dive
    Back in July we shared our Deep Dive into Frost; an exploration into what makes the faction tick and how we planned to tackle the issues Pure Frost struggled with. We have since then shifted our focus away from the frosty Lyrish Reaches and moved on to the scorching Southern Wastes; attached you will find the Bandits Deep Dive!
    In this document we will be exploring the Bandits-faction in detail, including upcoming changes and even a tease of another new card! It is our goal with documents such as these to give our players a glimpse into how we think about factions and where we are planning to take the game.
    Bandits_Deep_Dive.pdf
    Upcoming Tournaments & Events
    NEW: Official PvE Contest#4 Winter is coming - Until 17.12.2021
    For this challenge, we want to see you succeed in playing the map Guns of Lyr, while accomplishing several winter and Christmas themed objectives. This event has a point system and boosters for the top performers. Check out the rules and how to apply here and have fun!

    FINISHED: Official PvE Contest#3 Skylords Raid
    Our 3th PvE contest has concluded, thanks to everyone who participated! Originally the idea was to have a stream, but because we are already streaming for our anniversary and most of the runs used the same tactics, the winners will instead be announced through a youtube video in the near-future. We also saw a lot less participants in this style of contest, so we will try to stay away from multiple-map contests in the future.
     
    • Host your own event / tournament
    Want to host a tournament or event? Please reach out to our Event Organisers Hiko or Metagross to have your event prizes sponsored by us. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us, we will gladly assist you. 
     
    New Team Members / Open Positions
    We are very happy to announce a new addition to our team: RookieN has joined the team as a Map Designer / Map Developer / Map Artist! You can expect great things from him, and we hope to be able to share them soon. 
    We also added another Event Manager to the team; Metagross will work together with our other Event Manager Hiko to provide you with a steady stream of contests and tournaments. His community contest on King's Ridge was a success, so we are happy to officially welcome him to the team. 
    At the same time we are sad to see Kerkk leave the team as a Web Developer. He unfortunately does not have enough time to help us out anymore. We would like to thank him for his time and all he did for Skylords Reborn! 
    Last Community Update we posted our cry for help for Balance Developers, and we are very grateful for the response. We hope to add new Balance Developers to the team soon, who will help us implement new cards and balance changes. We did experience some delays because of the lack of staff for quite a while now, but we hope this will improve with new members being added to the team. This is always an area that we need help with, so if you are still interested, please let us know. 
    There are still some other areas we would like additional help to expand and grow Skylords Reborn. If you want to help, we would love to have you on our team. Below we have highlighted some roles, but you can find more information, desired traits and all our open positions here. If you are unsure if you qualify, please reach out and have a talk! 
     
    NEW: Open Position - Video Editor
    As a video editor you are responsible for creating exciting video content for Skylords Reborn. This can range from short card reveal videos to exciting trailers and cutting up Twitch-stream content for highlight videos on our Youtube channel. If you have any experience with audio post production, you can also help us out with the process of adding new voice-lines and sound effects into the game. More Information.

    Open Position - Artist
    While we absolutely love Tweeto's output, one artist can only do so much. As an artist you are responsible to create the visuals required for new content. This is a broad position and there are many areas where you could help in, depending on your skills and interests. Think of loading screen artwork for new maps, card artwork for new cards, visual UI elements for new features that involve adding UI to the game, banners for events/tournaments/community challenges/large game updates etc. More Information.

    Open Position - Marketeer / Outreach Coordinator
    As a Marketeer / Outreach Coordinator you are responsible to spread the word and create awareness about Skylords Reborn and to attract veteran and new players alike. This includes actively researching and reaching out to potentially interested streamers, youtubers, Discord channels, game magazines, among others. You will be responsible for the communication to and from interested parties and for any promotion deals (for example involving scratch codes). Please note that Skylords Reborn cannot do any paid promotions. More Information.

    In Conclusion
    And that's it for this Community Update, thanks for reading! 
    As is tradition, this community update comes with a scratch code. 
    The code will reward you with a mini-booster: COMM-UNIT-YNEW-S15B
    The code is valid till December 25th.
    We will update you again on December 18th, during our 1-year anniversary! The next community update will probably stick to the 3 week schedule, meaning it will be posted on the 25th. 
    As always, we are open to feedback so please let us know! 
    Archive
    Community Update #12
    Community Update #13
    Community Update #14
  5. RookieN liked a post in a topic by Botond in Teszt map   
  6. RookieN liked a post in a topic by VinceyBoi in Community Maps Needs Overhaul (Urgently)   
    The community maps section needs overhauling and, in my opinion, should be of upmost priority to keep the community alive.
     
    New features:
    -- Ratings for maps (simple thumbs up/down would do)
    -- Daily quests for community maps to increase interest in them
    -- Easy way to give feedback on a map for creator
     
    Major bug fixes required:
    -- To download an updated version of a map, you must first manually delete the map in OS file explorer (this should be automatic)
    -- Downloading a new map sometimes requires a restart of the game before being able to join lobbies 
  7. Metagross31 liked a post in a topic by RookieN in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Wow.. Might sound weird but this means alot to me actually, and i mean ALOT. Like many others this was a childhood game and now be able to give something back for a game that we loved and love 🙂 feels amazing. To see other people enjoy something myself have created too.  Thank you for your nice comments and feedback Dutchy and to ALL others who helped me with feedback. stay safe skylords 😉
  8. Dutchy liked a post in a topic by RookieN in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Wow.. Might sound weird but this means alot to me actually, and i mean ALOT. Like many others this was a childhood game and now be able to give something back for a game that we loved and love 🙂 feels amazing. To see other people enjoy something myself have created too.  Thank you for your nice comments and feedback Dutchy and to ALL others who helped me with feedback. stay safe skylords 😉
  9. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    This map is so close to amazing. Really! Just the final touches and it will be comparable with the existing maps, if not better then some.
  10. Dutchy liked a post in a topic by RookieN in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Thanks for all the tips and feedback, thought i fixed the wave script up north, need to look at it again. Yeah there are alot of bad choices done i notice now after, but all this is good for learning since its my first time ever. So its great practice to try and figure out how to solve these problems 🙂 But will try to make it as best as i can, next map will sure be better planned, but i dont wanna give up on this one 😄
  11. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Hey RookieN, I just did the map on expert a few times with Arabika, and the map felt different than the last time I played it, which is good, as it was more of a challenge. However, we collected a few points that stood out to us when we theory crafted on how to beat the map and when we actually played it. 
    - The walls. Because you can fly over some walls, the units will rocket into space, which makes them difficult to control. this is especially notifiable at the bottom entrance of the top left A.  I do not mean you can cross a wall, but more on the sides. 
    - Because the camps are filled with high difficult enemies, the easiest strategy is to wait for a huge army. Because there is no real timer to make you rush the camps. The only real limit are the charges. (FYI, The topside was done with pure fire)
    - We felt like there needs to be more pressure on the player on the top side, as he can basically wait for power for 20 minutes without getting punished. Maybe some patrolling waves could spawn every few minutes that gets stronger each time. 
    - The Bottom is super easy to defend until minute 24, when the abomination spawns. Before that you can easily wait for power and defend with a rioters retreat and commandos. and later on with 1 or 2 necroblasters. 
    - The final wave at the top right seems not complete. There were 2 waves and then the attacks stopped, which felt very underwhelming as you have to wait 3 minutes for nothing. Either make 1 big wave and no timer, or have constant waves for 5 minutes. 
    - Which the top defense for 5 minutes, the bottom is doing basically nothing. After the top timer has run out, the top is doing nothing anymore. Of course, you could bring your units down to the bottom after, but that would make, even on expert, the ending way too easy. We thought that maybe the top timer and the last bottom wave could happen simultaneously. 
    - This map feels like a t4 less map. Without Amii monument, you will need to do 95% of the map pre t4. Of course, this is not a bad thing, but it seems weird you get t4 so late when you barely use it for anything. 
    - A small bug we found, after we killed an A camp, it was still shown on the mini map until all of the camps are killed, which could lead to some confusion. 
    - Obvious map abuses and "dirty" tactics: The cliffs are all really thin. With a combination of undead army and Scyth Fiends, you an get to the last 2 orbs without any problems. Maybe you could make that wall more thicker so this would not be possible. 
    Another cheap trick would be to use white rangers and go underneath the camps and kill them with their ability. Because the first two A-camps are in the form of a C, they will not walk towards you and attack,  but stay stuck inside the camp. 
     
  12. RookieN liked a post in a topic by wanky in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    absolutely no problehm. I rly enjoy the map. would try to make another game today on Adv. do you have a wish for a deck to be used on which position? Think Pur frost you have slowly seen from me on the map 😄
    bzl. the cliff strat. Is indeed a mechanic that you can use. but think that can stay inside. However, you could make the whole thing a little more difficult by making vision block on the walls. Was just a spontaneous thought.
    Can also like times in the discord sit together to look at details and diffrend tactics to brainstorm how that would feel. Think by the few replays things can be "forgotten" or remain inside without attention that are completely broken.
    My Discord you have on my profile
  13. RookieN liked a post in a topic by wanky in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Played on Expert. 
    From the current difficulty I would definitely count it as expert. Defending is about the same difficulty as GoL with the detail that you have 3 walls to defend. 
    That you are now forced to make the camp in the upper left first to get to t4 makes the whole thing really tough. But doable. 
    Northern attack wave is closely timed and almost only with units to defend, because the time is too short to build up buildings. In addition, the units also seem to pull no aggro and run strait through on the gold wagon which has made the whole thing a bit tight. 
    In the meantime it was a bit tight in the defense, because you defend for a long time only with t2 but camp after camp cleart and thus stronger waves come. 
    In comparison, the last Endwave was rather "weak". Could imagine there 2-3 XL units more inside. Maby even a 2nd Dragon. 
    The whole thing was played with PUR Frost. Both positions. 
    To "simplify" the thing we used cliffing, but only time savings, the bases could have done so. It was played randomly without consultation, without voice. 
    Enclosed is the replay
     
    I will try to play Std and Adv aswell. Take a bit long to find party memebers. 😄
     
    /wanky
    Restorin Lyr 30min Pur Frost Expert.pmv
  14. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Yes, but I played both expert and advanced before the last update haha (last wednesday). I will try again somewhere upcoming week.
  15. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    The way it felt with the 2 games I played, it was about advanced difficulty. On expert I wouldn't say we need more difficult waves, but more waving overall with less downtime between them. for example, not waiting till the previous wave is ll dealt with, but non stop waves ( or almost). 
  16. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    I noticed the expert was the same as advanced when I tried it 😛 . What difficulty do you target with the current balancing?
  17. RookieN liked a post in a topic by Dutchy in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    I just played the map on advanced. The map was really fun to play. We tried it with buffed WBG's. 
    However, there is 1 point that was strange to me. In the top right, there was a timer. When it hit 1.40 minutes left, nothing spawned anymore. which made our newly constructed defense useless. 
    Besides that, great map and will definitely try it on expert as well
  18. RookieN liked a post in a topic by Emmaerzeh in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Imo u should be attacked from north at t1 earlier so u cant clear south together, or at least need multitasking.
    i couldnt mount the north wall,  also there is nearly no room to build defences behind north wall cause all the ships and stuff.
    North attacks too much twilight dragons and dancers for my taste.
     I would let the north attacks be triggert by timer not by clearing other camps.
    At least its my impression the timer for final attacks started when we cleared the top left camp. didnt look into scripts.
     
    Kind regards
  19. RookieN liked a post in a topic by Dallarian in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    I played [first game on adv] as green and went south.

    Tier 2 felt slightly too easy to get, perhaps too much power on the map?
    Also I wish the timer before attack waves was slightly longer, so I could make use of my T4 technology before it gets crushed into ground.

    The map seemed to be rather fast and that's bad. It's too detailed to spend so little time on it!
  20. RookieN liked a post in a topic by Cocofang in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    A section on the wall at the starting base cannot be accessed by units because it's blocked by terrain.
    Also encountered the problem that if you destroy the bases before reaching the wagon the bases are marked as not destroyed until you kill the main base, at which point the quests proceed.
    As far as aesthetics are concerned, I think the cliffs and edges of the mountains look way too clean and steep. They look, well, modeled by a "raise terrain"-tool and artificial. Take a look at some of the snow and mountain maps in the game to see how they made them look more natural. But that's probably polish to get to once you are completely satisfied with the layout and everything.
    In the north, I'd move the insta-kill flames back a bit. If you place your army on the small available space before them then melee units can get aggroed into the flames by twilight ranged units.
    Flying units behave a bit weirdly. They kind of follow the paths that is also accessible to ground entities but at the same time often soar up really high. So after all is said and done, also check the traversable terrain for flyers.
  21. Emmaerzeh liked a post in a topic by RookieN in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Yep Im currently reworking the north especially 🙂 with the quests and such, looking good so far 😉
    Thank you so much! 🙂 Yeah there are much more work and detail to be done here, this is just a very small part 😉 focusing on the scripts and balancing/bug fixing ATM. This is my first map ever so learning everything as i go here, never did it on the OG either 😄 but taking my time because i want it to have quality and feel like a "real" BF map. But have learnt so much of the editor and scripting so next map will be much cleaner and even better 🙂 Yeah maybe been thinking of applying 🙂
    //RookieN
  22. RookieN liked a post in a topic by wanky in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Have played the whole thing again. 
    My part: Again the defense, this time with Pur frost. 
    Treim has played the map for the first time, have told him hardly noteworthy things about the map. 
    Played the map Casual, and First try with 14minutes 41 seconds finished. 
    The defensive part is relatively easy with Pur frost. 
    The attacking part in the north I quote from treim: "the attacking part was very easy. You can cliff extremely well with e.g. white hunters. It is relatively unclear where to go first. From t3 it is then much too easy. The attack in the north is very small, there should definitely be more. The energy level is massively too high due to the many wells. If both players have made the first camp is one already T3 that is almost absurdly fast, on expert I would see an abomination there. The other camps should be adjusted with units that you can tackle it with t3.
    Possible changes: 
    -More patrullia in the north, so you have to use the energy (like Insane God).
    -Adapt the camps to the corresponding orbs. (There can be much stronger units in the camp, take examples from Crusade, Nightmares maps Titans etc.)
    -Attack in the north take a few XL units with purely
     
     
    UPDATE: We played the map with feed speedrun 1 time, only with the knowlage of this 1 run u have the replay. We managed first try easy below 9 minutes. Got a little scripot error, cause we killd everythink in north first, after this the south base, the missin kill 3 spawncamps in north, was broken then. Anyways endwave got triggert even bevor one single atk wave appears
     
     
    This time with Replay
    Restoring Lyr Treim Wanky 14.41 FIRST TRY Treim Pur Frost defence.pmv
  23. RookieN liked a post in a topic by Emmaerzeh in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Very nice map.
    Beautiful mapart. Btw we rly need mapartist for our team. Feel free to apply if u want.  🙂
    Nice variety of defending and attacking.

    in general way too easy balancewise.
    Kind regards
  24. Metagross31 liked a post in a topic by RookieN in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    Got the first update out for it with some stuff done 🙂
    Got the first update out for it with some stuff done 🙂
  25. RookieN liked a post in a topic by wanky in Restoring Lyr - Need play testing and feedback - UPDATE 2.2 Out!   
    played the map again duo without voiuce. This time used a pure nature deck. 
    Difficulty over all seen unchanged. Endwave I would not make stronger for my taste on expert, and weaken a little in adv. 
    The attack on top of the wagon is still way too easy in my opinion. 
    The map is very fun to play but you realize relatively quickly: Without agreement and a look at each other, it can be very fast that the deffensive player below is completely overrun. 
    All in all, there are also a bit many powerwells on the map for my taste. 
    would like to assess the map from the speedrun perspactiv. but need a mate who has discord and preferably speaks German. Large map pool and playskill of advantage, but you can learn.
    An assessment of how the map feels solo comes at a later time certainly still. Currently did not have much time. 
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