I got some time to play a few games. I'll give as much feedback and ideas as I can. I hope this help you.
- I play on ultra maxed settings despite this, the whole map looks like it's on low settings. I strongly recommend adding randomized doodads/decorations to all the buildable rooms, the library looks quite terrible. Everything could look and feel so much more better.
- The unit choices are quite bizzare, queens in the library wtf? Surely High Templars would be much more fitting?
- It's incredibly frustating, trying to co-ordinate units to defend a place. Obviously a pickup ALL units would be imbalanced? But perhaps an Alarm ability, which you cast on a point and all units run from where they are to the point.
- It's even more frustating having Imps wandering about near enemy territory. Is it possible to have a block path ability, which you can cast on a point, and all units AI will see past that ponit as unaccesible, i.e. not go past there.
- The UI/Builds/Buttons etc. is very confusing, since you can't really click on any units anyways, why not remove the standard ladder UI compeltely? If not it could definetly be refined and simplified.
- Room doodads are already randomized, the things that look terrible are the walls, all squared and with the same texture. I created them but as you can guess I'm not a 3d artist
- As the name suggests you are a Hive Keeper so no protoss units are used for the purpose. Queen were chosen for their transfusion spell similar to warlocks, BTW remember the game is freely inspired to DK2 and not totally identical.
- Drones try to reach their objective through the fastest way possible (normal SC2 pathing), if you remember workers were stupid on DK2 too. The only thing missing is the ability to scare of when they are attacked by someone.
- The UI will be totally reworked but considering it requires a huge amount of time it won't be the priority for now. I'll wait for the UI editor that comes with HotS to decrease the work time required.
On December 27 2012 12:22 ETisME wrote: nice to see the map getting recognized on arcade!
Unfortunately a spawn bug broke the map and caused it to fall down in the void were it was before I fixed the bug but too late (I was sleeping) and now it's at page 6, I doubt it will come back.
On December 27 2012 14:37 Fulla wrote: Tried playing it again, wanted to give alot of suggestions. Game is broke tho, full of paramenter value errors.
Guessing you forgot to localize properly on this update?
Where did you play it? I tried it on EU and US server without any issue. Only on the HotS servers it could have some problems, I have locale issues publishing there.
On December 27 2012 16:21 Warpath wrote: Definately need to see alarm traps or the (call to arms?) spell implemented. Playing without either is a pain
Also imp task priority seems borked as all hell.
For now use guard rooms, alarm trap should come soon
Just kidding, not too necessary a feature . Oh I remember the days of leading the charge with my bile demon tanking it all, or destroying a full wall of cannons with gosu salamander dodging...
I enjoy the mechanic. Creep spread is my biggest peeve, that and directional control via keyboard broke for me in game. Similiarly, it's not intuitive to drop creatures back into the pit, but that's the only way you get more of a different type.
Seems just the hots version is messed up. Tested the latest version on wol the tutorial is really impressive. No complaints there.
- Why limit yourself to just Zerg models. More variation would be much cooler. You think people will like it more because you've kept it all Zerg. I think they'd enjoy more flavour :-)
- Does every building require tech? Like lair > library > workshop. It would be more interesting to have different builds and openings possible. Like a rush to either of >> workshop and traps/doors >> library and fast spells >> training room and high level units >> a combination of the 3 Right now every player and game follows the same game routine? Less replayabilitu and fun I'd say.
- Really just need a better smoother more organised UI. Better Imp AI. More required spells like Alarm. Then this would be very fun to play. Please just focus on them ASAP
Seems just the hots version is messed up. Tested the latest version on wol the tutorial is really impressive. No complaints there.
- Why limit yourself to just Zerg models. More variation would be much cooler. You think people will like it more because you've kept it all Zerg. I think they'd enjoy more flavour :-)
- Does every building require tech? Like lair > library > workshop. It would be more interesting to have different builds and openings possible. Like a rush to either of >> workshop and traps/doors >> library and fast spells >> training room and high level units >> a combination of the 3 Right now every player and game follows the same game routine? Less replayabilitu and fun I'd say.
- Really just need a better smoother more organised UI. Better Imp AI. More required spells like Alarm. Then this would be very fun to play. Please just focus on them ASAP
I tried the HotS version and, except for the terran default UI used instead of the zerg one, it seems working pretty well. It seems to have a slightly better graphic too!
Using only zerg models is not a limit, I already tought to all units and traps that I'm going to use and all fits, I never felt lacking of models or ideas. Additionally, protoss may be used as neutral conquerable units in the future.
Except for the basic ones, rooms have their requirements like traps and spells.
You have a lot of strategy choices. First you can priorize one of the trees (rooms, spells, traps) - For rooms research speed you have to quickly train all units you have, even weaker ones. This is more a combat focused choice. - For spells research speed you have to obtain a lot of researches and build big libraries. This is the more versatile choice because you can obtain a lot of offensive/defensive/utility spells quicker. - For traps research speed you have to focus on worker units and big workshops. This is the most defensive option because it allows you to bunker yourself quickly.
Then, in each tree, you have to choose what you want first considering costs and requirements.
A new version of hive keeper is finally out with improved graphics and a preview for the possession spell, you can see both of them in these screenshots. Version number has been drastically increased because the out of beta release date is approaching
Here is the changelog
CHANGES o New spell available: Possession (partially implemented) o New multiplayer map added: Underground Bunker o Overall traps mineral costs reduced o Improved tiles textures o Improved game lighting
BUG FIX o Fixed a textures glitch that was causing dirt and rock tiles to appear pink on low graphic settings
Thanks to map reports on NA server I was able to find and quickly fix a bug that was completely blocking the ability to research and build traps. The fix is already online and I took advantage of the situation to make a couple of traps invisibile while they are not attacking. This should spice multiplayer games a bit.
Full Changelog:
CHANGES o Gas traps and scourgeling nests are now hidden until they start attacking o Possession spell now uses a different camera depending on the type of the possessed creature
BUG FIX o Fixed a bug that was blocking traps research o Fixed a bug that could cause the stop of mouse cursor changing
After some time spent mostly at fixing bugs I finally added some new content, the spells frenzy and pheromone (call to arms) Additionally I made few changes to balance some of the invading heroes that were too strong.
The map has finally been published on Korean and South Asia servers too!
Full Changelog:
BALANCE o Reduced overall traps creation time o Marauders attack speed slowed by 60% o Marauders health points reduced by 15% o Firebats attack speed slowed by 25% o Goliath health points reduced by 40%
CHANGES o New spell available: Frenzy o New spell available: Pheromones o Added some attack abilities to possessed creatures, UI is still missing but you can try pressing number keys to cast them o Dig icon image changed to remove the similarity with the build icon o Improved tutorial messages to clearify the fact that drones don't require food/sleep
BUG FIX o The dig cursor is now showing correctly while moving the mouse on mineral or reinforced tiles o Vespene cost for drone spawn spell is now properly updated depending on the owned drones amount
A new version is already out with a bunch of improvement and a new cool soundtrack you can listen here:
Full Changelog:
BALANCE o Pygalisk health reduced by 20% o Fatty health increased by 12% o Aberration health increased by 20% o Ghost health reduced by 50%, damage increased by 60%, attack speed reduced by 33% and range increased by 15%
CHANGES o Added new music and ambience soundtracks made by Crewdroy o Pheromone dispencer is now easier to dismiss with a keeper's hand slap o Creatures can now be dropped only on conquered allied territory o Added minimap icons for hive hearts and portals o Increased map voting time to 20 seconds o Spawn drone can now be casted only on friendly territory o Added 3 starting digged rooms on underground bunkers map o Disabled the wrong workers amount text shown while hovering the hive heart
BUG FIX o Removed unnecessary AI triggers running on feederlings, map performances got boosted and the freeze bug may have been fixed too o Fixed issue that was preventing the slap of owned creatures in enemy territory, including pheromone dispencer for dismiss o The use of abilities during possession has been temporarly disabled due to severe bugs encountered o Possession is now properly interrupted when the possessed creature becomes unconscious or dies o Fixed AI issue that was causing creatures to not eat feederlings positioned on hatchery borders o Fixed build button black background not showing properly o Creep spreading sound is now world positioned
Gotta say, i have played this game multiple times, and it is incredibly fun! I never got to play a dungeon keeper game, but the concept intriged me,managing the lifes of your minions in a dark and deep cave sounds like a lot of fun, and with a zerg version of SC2, i love it... So here is some feedback i can give you: -The units you use feels logical, altough the names for some things sound out of place, things like library, training room, treasury, etc..., sounds fitting in a fantasy setting, not so much on a sci-fi, I would suggest just changing the names but keeping their functions, like mineral hoard, adaptation field, psionic enhancer, etc,,, -The workshop takes a long time making anything, i once tried to make several spore cannons (12) and as the game went on, i finally won at the 30 minute mark and only 5 were built. -I LOVE the new soundtrack, sounds so goddamn eery and zergy, good job on that! -I wonder how can you get rid of an excess of units, i once had 7 queens, altough the spell points where going up like crazy, i wanted more combat creatures, can you slap them to death or is it there a better way other than throwing them to the enemy to die that's all i can think off, i hope for a new version soon and to see the other buildings, creatures, traps and spells you have planned.
On April 15 2013 12:37 Arkandir wrote: Gotta say, i have played this game multiple times, and it is incredibly fun! I never got to play a dungeon keeper game, but the concept intriged me,managing the lifes of your minions in a dark and deep cave sounds like a lot of fun, and with a zerg version of SC2, i love it... So here is some feedback i can give you: -The units you use feels logical, altough the names for some things sound out of place, things like library, training room, treasury, etc..., sounds fitting in a fantasy setting, not so much on a sci-fi, I would suggest just changing the names but keeping their functions, like mineral hoard, adaptation field, psionic enhancer, etc,,, -The workshop takes a long time making anything, i once tried to make several spore cannons (12) and as the game went on, i finally won at the 30 minute mark and only 5 were built. -I LOVE the new soundtrack, sounds so goddamn eery and zergy, good job on that! -I wonder how can you get rid of an excess of units, i once had 7 queens, altough the spell points where going up like crazy, i wanted more combat creatures, can you slap them to death or is it there a better way other than throwing them to the enemy to die that's all i can think off, i hope for a new version soon and to see the other buildings, creatures, traps and spells you have planned.
- Some names still have to be changed, I'm actually using the original dungeon keeper names but some don't fit well on starcraft - I noticed the same, in fact with version 0.92 I decreased traps creation time. Did you try a previous version or the last one? - Crewdroy did an amazing job with the soundtrack - You can drop creatures at the center of an owned nydus worm and they will leave the dungeon instantly, it's not written anywere but it's a common mechanic of DK
Guys btw I'm still working on the map but ATM I'm reworking the entire UI and it requires a lot of time. If you want to discuss the project please do it in my forum that I check more often http://hk.udmod.com/
In the dev diary I posted a couple of screenshot of the new UI and soon I'll post an updated one
Just saw this today, really well done on this! However, a good addition would be to add a full list of things you can do, for example I didn't know how to get rid of units before you responded to Arkandir and putting it somewhere easy to access like in the in game help menu. That and i'm not sure how it worked before but in my opinion it would be a lot easier if the drones actually creeped the ground immediately after they destroyed a wall instead going to mine everything you set then coming back and creeping it after. But overall, very well done and it definitely deserves to be on the featured game thing. If you need someone to help with the map, PM me! (although I'm know nothing about the map editor I learn quickly )