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What was your impression of the Stormgate gameplay reveal?…

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Hildegard
Profile Blog Joined November 2012
Germany348 Posts
June 30 2023 05:30 GMT
#21
Creeps granting production bonuses will be a challenge to balance out. It would seem that could snowball easily, but with a huge defender's advantage, it would be hard to finish games. The map design would need to make sure that the creep camps are spread in a way that allows both players or teams some amount of access. How is this done in WC3? It's been a very long time since I played that game.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
uselless
Profile Joined April 2021
93 Posts
June 30 2023 15:25 GMT
#22
On June 23 2023 17:37 Highgamer wrote:
Show nested quote +
On June 22 2023 13:20 Malongo wrote:
It like they are not even trying.

C'mon man... No need to pamper them but wtf.


Just going to add on a bit here:

Most of these people working on Stormgate gave up high paying, stable jobs to work on this, a passion project that doesn't necessarily have a future. At the very least, I will forever respect them for trying to advance the genre of my childhood at perhaps even great personal cost, and I hope the rest of this community will realize this as well.
maru :D
Agh
Profile Blog Joined July 2010
United States1044 Posts
July 22 2023 06:41 GMT
#23
On June 30 2023 14:30 Hildegard wrote:
Creeps granting production bonuses will be a challenge to balance out. It would seem that could snowball easily, but with a huge defender's advantage, it would be hard to finish games. The map design would need to make sure that the creep camps are spread in a way that allows both players or teams some amount of access. How is this done in WC3? It's been a very long time since I played that game.


Maps will always be symmetrical so it's a non issue, and on 4 player maps you'll just have forced cross spawn for solo.

I did like that one sc2 map that was basically two maps in one as it was 4 spawns but forced crossed.







Regarding design there are two real ways to go about it. You either have an amazing artist and you try to incorporate that design/idea into your game, or you go with your unit idea then try to conjure up something that fits that role.

Both get used at the end of the day but the latter will usually end up defining the game.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
oshibori_probe
Profile Blog Joined July 2006
United States2934 Posts
Last Edited: 2023-07-22 23:10:56
July 22 2023 23:10 GMT
#24
This looks about 2 years away from being a game that enough people will buy to sustain 'esports' but a good start nonetheless. I like what they've done in terms of fog of war and hope they can build a game that maintains a defenders advantage without always having a base with walls.

It appears units have some very restrictive turn rates similar to wc3, and in the end I think that will stimy micro. Hopefully the devs can address this.

Is this seriously going to have 3v3 as the premiere mode though? I get that a bone needs to be thrown to the cooperative types, but theres just too much griefing and toxicity in modern gamers for that not to cancer up a launch. With 1v1 as the main mode it really instead pushes the 'calling your opponent a cheating homo' category into an ancillary feature that could be contained with a US East server.
Fuck KeSPA.
aseq
Profile Joined January 2003
Netherlands3996 Posts
July 24 2023 08:10 GMT
#25
It reminds me of a similar project that was started after Brood War, also had a community name (like TLO) join, and try to advance the rts genre. I think these are interesting, generally have teams that are too small, can't compete graphically or with a campaign, so they end up with a small user base that dies off after a while. Yet they're worthwhile and prototype new ideas.

I can't think of the name of that abovementioned project though, anyone remember? Has to be somewhere early 2000s. It wasn't Atrox (korean SC clone)...
Harris1st
Profile Blog Joined May 2010
Germany7142 Posts
Last Edited: 2023-07-24 08:34:41
July 24 2023 08:27 GMT
#26
On July 24 2023 17:10 aseq wrote:
It reminds me of a similar project that was started after Brood War, also had a community name (like TLO) join, and try to advance the rts genre. I think these are interesting, generally have teams that are too small, can't compete graphically or with a campaign, so they end up with a small user base that dies off after a while. Yet they're worthwhile and prototype new ideas.

I can't think of the name of that abovementioned project though, anyone remember? Has to be somewhere early 2000s. It wasn't Atrox (korean SC clone)...


You mean Project Atlas from Artilley (with Day9) ?

https://guardiansofatlas.xyz/forums/


On July 23 2023 08:10 oshibori_probe wrote:
This looks about 2 years away from being a game that enough people will buy to sustain 'esports' but a good start nonetheless. I like what they've done in terms of fog of war and hope they can build a game that maintains a defenders advantage without always having a base with walls.

It appears units have some very restrictive turn rates similar to wc3, and in the end I think that will stimy micro. Hopefully the devs can address this.

Is this seriously going to have 3v3 as the premiere mode though? I get that a bone needs to be thrown to the cooperative types, but theres just too much griefing and toxicity in modern gamers for that not to cancer up a launch. With 1v1 as the main mode it really instead pushes the 'calling your opponent a cheating homo' category into an ancillary feature that could be contained with a US East server.


1v1 is a very stressful experience that not a lof of people these days want to have. In a N vs N mode you can always blame you team and queue up for the next game with "better" teammates.

As far as I know, 1v1 as well as 3v3 are the "Premiere" modes and will play a bit differently from each other (possbile Hero units and ranking units) apart from having a team. So everyone can play their favorite mode. Let's just hope they don't want to do too much at the same time and both modes will be lacking as a result
Go Serral! GG EZ for Ence. Flashbang dance FTW
aseq
Profile Joined January 2003
Netherlands3996 Posts
Last Edited: 2023-07-24 09:18:56
July 24 2023 09:18 GMT
#27
On July 24 2023 17:27 Harris1st wrote:

You mean Project Atlas from Artilley (with Day9) ?

https://guardiansofatlas.xyz/forums/

Thanks, that wasn't it, but I found it by now: Strifeshadow. Top Starcraft player Zileas worked on this and later joined Blizz to work on WC3 and WoW. There is almost nothing about the game online anymore, unfortunately: https://ethermoon.com/game/index.html
Iggyhopper
Profile Joined July 2010
United States259 Posts
Last Edited: 2023-08-06 16:02:37
August 06 2023 15:59 GMT
#28
On a more technical, less aesthetic note, TTK seems awfully slow even for basic units with basic unit health. Gives off more WarCraft III vibes than StarCraft.

I am afraid they will have troubles making this exciting to watch, as most of you know StarCraft has had a much longer stronghold in that area vs. WarCraft due to its low TTK.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2023-08-06 21:16:10
August 06 2023 21:15 GMT
#29
On August 07 2023 00:59 Iggyhopper wrote:
On a more technical, less aesthetic note, TTK seems awfully slow even for basic units with basic unit health. Gives off more WarCraft III vibes than StarCraft.

I am afraid they will have troubles making this exciting to watch, as most of you know StarCraft has had a much longer stronghold in that area vs. WarCraft due to its low TTK.



this is totally subjective. and anyway, the game needs to be fun and exciting to play first. devs of sc2 even admitted they went straight for spectator enjoyment over player enjoyment, and that this was a mistake.

that said, longer time to kill can be very enjoyable to watch. it's less about shit dying and more about what's happening on screen, the decisions being made, cool mechanics, etc.
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