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Restoring Lyr - Need play testing and feedback - UPDATE 1 Out


Feedback Poll 1  

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  1. 1. Do you think the map has potential?

    • Yes
      1
    • Maybe, need some tweaking
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    • No
      0
  2. 2. Do you think it fits the narrative of the PvE story?

    • Yes
      1
    • Maybe, need some tweaking
      0
    • No
      0
  3. 3. Are the Objectives fun and balanced?

    • Yes
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    • Neutral
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    • No
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Hi all!

Im working on a map called Restoring Lyr and its my first map ever so im still learning it all, but now im kind of done with the "core" work of the map, still alot to be done but for me to continue im gonna need some testing and help from other players. So if you want feel free to download it in community maps and try it and report the bugs/errors or suggestions to improve it!

Its a 2P map with defend/attack elements

 

Whats being worked on:

Difficulties - Currently only one diff but will add /standard/Advanced/Expert (This will be the highest priority after the "core" of the map works fine)

Map design - terrain/cliffs/textures/props/audio etc (This is gonna be worked on and tweaked almost all the time during the development!)

Balancing - exploits/missed blocking/more or less enemies?/to hard or easy?/waves/quests/monuments and power wells.

Add more objectives at the north to put some pressure to get there in time, maybe some defence.

Fix so you can't use spells over the cliffs in the middle.

Add more Outcries

 

Update 1 // 12-09-21

Made the Objectives more clear for the player to understand (More minimap markers, timers, changed text information etc)

Added a main objective "C" which tells the supply wagons need to be protected all the time.

Added Supply wagon in the main base to be defended or you will also lose the game.

Added the "flaming fog" at the north which will kill your troops if close to it (to hinder going outside the map).

Added a little bit more buildings and enemies throughout the map.

Made more space down by the walls in the middle to fit more buildings.

Made the neautral map towers shoot enemies (might need some tweaking in the starter base).

Added a few Outcries to the map, Including the start to explain some background and information for the map. Also outcry when winning and a warning outcry to warn the player not to enter the flaming fog. (More will come if feels needed!).

Fixed the final attack wave to actually spawn it and attack which also means the map can be "won", Currently only comes down the middle lane for testing if it works fine it will be attacking with a wave from every side.

Some changes to map design fixed some clipping/blocking and exploits.

Added little more voidpower at the start

 

So please if you try it send me a message on the forum or ingame mail and give some feedback whats good or bad. I wanna be able to polish it as best as i can so the next map will be even better. I want to continue the PvE Campaign story and maps 🙂

 

Thanks for all the feedback!

 

/RookieN

 

 

 

Edited by RookieN
Updated the map with new version
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@RookieN I didn't get too far before I lost, but the first impressions are very good (especially terrain texturing too)! Unfortunately, since I didn't get too far into the game I do not have much constructive criticism, but I did notice that the minimap was missing the goal for B? Not sure if this is on purpose or not.
image.png
 

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2 hours ago, Ladadoos said:

@RookieN I didn't get too far before I lost, but the first impressions are very good (especially terrain texturing too)! Unfortunately, since I didn't get too far into the game I do not have much constructive criticism, but I did notice that the minimap was missing the goal for B? Not sure if this is on purpose or not.
image.png
 

Thank you! still everybit helps now i know i need more focus on balancing 🙂 waves might be to hard or fast and such. How far did you get and were did you feel it was too hard/impossible? The B marker i must have forgot 😄

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2 hours ago, RookieN said:

Thank you! still everybit helps now i know i need more focus on balancing 🙂 waves might be to hard or fast and such. How far did you get and were did you feel it was too hard/impossible? The B marker i must have forgot 😄

I think where it went wrong is that my teammate pinged me to help attack the top, while I also had to defend the bottom. I think I likely should just have focused defend the bottom, and that that's also what you intended (but I might be wrong). We lost when Twilight Treefiends started attacking from the bottom, because I did not have enough defenses set up. I think had I focused defending, it would have been much easier. The addition of the B goal on the minimap will likely help add emphasis on the fact that you need to focus defending.

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have discovered the map by chance. First impression was: oh beautiful.

Found the map not too difficult (maybe adv diff?) 

Have the part below done with the defend, but paralel above helped with the clean. 

Have the map "played through" if the endbosstimer would not be on 9999minuten. a whole week on the map defend without a break was then a bit too long for me 😄
Have looked in the scripts to what it is missing then that it does not end. 

I for my taste think the wave above the runs against the gold car may be quiet a little heavier. We have killed relatively carefree. 

The waves at the bottom of the 3 walls is nice and crisp, not too hard, not too easy. But think that just if you look at it so that this is the middle difficulty, on expert still some fernkämpfer should be there in the first waves. 3 mele S troops are then but something "easy" to defend.

Furthermore, I would welcome it if the towers that are placed on the map around the initial base, also have a use. So if they could shoot as you know it from other maps. 

The whole thing was played with a random, without any agreement, without amii, without enlightenment. 
I had down natural start, then shadow to defend with time vortex in addition to the windweavers. When I reached the top then t3 I have built at each wall still 1 necroblaster. 
I played the whole thing without void manipulation because it was my 4 color allraunder map deck.  What exactly my mate had played I can not say, have that no longer exactly in memory. However, at t3 we both had asbone pyro, which had "simplified" the clearing of the strongest base at the top left. Together with motivate it went relatively well. 

Unfortunately, I have not saved the replay, because as I said I did not know that the map was presented here in the forum. 

Hope you can do something with this feedback

/wanky

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Overall, I really enjoyed this map. I handled the north, whilst my teammate handled the south (though they joined me with the attack on the final camp). Of course, I had some glitches that I messaged you privately about, looking forward to giving it another go. I would say that it's roughly Advanced difficulty.

The patrol was quite fun to fight against. I had to time my attacks on the camps accordingly so I wouldn't bump into the patrol (and specifically the twilight hag) until I got my second orb. I did feel that power generation may have been a little bit low. Recovering from a failed attack was pretty devastating.

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  • RookieN changed the title to Restoring Lyr - Need play testing and feedback - UPDATE 1 Out
On 9/5/2021 at 7:13 PM, wanky said:

have discovered the map by chance. First impression was: oh beautiful.

Found the map not too difficult (maybe adv diff?) 

Have the part below done with the defend, but paralel above helped with the clean. 

Have the map "played through" if the endbosstimer would not be on 9999minuten. a whole week on the map defend without a break was then a bit too long for me 😄
Have looked in the scripts to what it is missing then that it does not end. 

I for my taste think the wave above the runs against the gold car may be quiet a little heavier. We have killed relatively carefree. 

The waves at the bottom of the 3 walls is nice and crisp, not too hard, not too easy. But think that just if you look at it so that this is the middle difficulty, on expert still some fernkämpfer should be there in the first waves. 3 mele S troops are then but something "easy" to defend.

Furthermore, I would welcome it if the towers that are placed on the map around the initial base, also have a use. So if they could shoot as you know it from other maps. 

The whole thing was played with a random, without any agreement, without amii, without enlightenment. 
I had down natural start, then shadow to defend with time vortex in addition to the windweavers. When I reached the top then t3 I have built at each wall still 1 necroblaster. 
I played the whole thing without void manipulation because it was my 4 color allraunder map deck.  What exactly my mate had played I can not say, have that no longer exactly in memory. However, at t3 we both had asbone pyro, which had "simplified" the clearing of the strongest base at the top left. Together with motivate it went relatively well. 

Unfortunately, I have not saved the replay, because as I said I did not know that the map was presented here in the forum. 

Hope you can do something with this feedback

/wanky

Got the first update out for it with some stuff done 🙂

On 9/6/2021 at 9:26 AM, Metagross31 said:

I played this map yesterday and tried to condense my thoughts about it into a video, I hope it is helpful to you:

 


Also, here is the replay file, in case you need it:
 

20210905_132222_restoringlyr.pmv 44.42 kB · 2 downloads

Got the first update out for it with some stuff done 🙂

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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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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
 

 

This time with Replay

Restoring Lyr Treim Wanky 14.41 FIRST TRY Treim Pur Frost defence.pmv

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