Created an account to post. I was playing this on a Barroncraft server being hosted by NullReff (see link). During our gameplay, portions of the redstone circuitry failed. Item shops on the blue side stopped working (not sure about red) and creeps absolutely refused to spawn automatically (on both sides). Only a select amount of places in the jungle areas allowed creeps to spawn when you hit the button.
Also, the buff mechanisms refused to work as well. Speed, Power, and Blessing were not functional. Towers and Nexus mechanisms worked still and we were able to finish the round with what we had.
This was a VERY VERY enjoyable game you've created. With the addition of a few custom-configured Bukkit plugins, I'm almost positive that Minecraft: DOTA will become a really big thing within the community. Thank you.
Edit: I also wanted to say that special item shops need a large price increase. There wasn't much farming and PVP became lopsided quickly. Often enough that when a player was slayed the killer ran off quickly with his loot to buy more items. The enemy team became very defenseless.
I'd be more than willing to provide some more detailed feedback and some suggestions as to how to fix it, but this topic reply is already getting long.
Definitely my new favorite map. This is too awesome for words. The amount of time that it looks like has been spent into this map is astounding. I love League of Legends but I've never played Dota before.
The idea for towers is brilliant and the creep system is amazing o.o This is everything I hoped for and more!
Created an account to post. I was playing this on a Barroncraft server being hosted by NullReff (see link). During our gameplay, portions of the redstone circuitry failed. Item shops on the blue side stopped working (not sure about red) and creeps absolutely refused to spawn automatically (on both sides). Only a select amount of places in the jungle areas allowed creeps to spawn when you hit the button.
Also, the buff mechanisms refused to work as well. Speed, Power, and Blessing were not functional. Towers and Nexus mechanisms worked still and we were able to finish the round with what we had.
This was a VERY VERY enjoyable game you've created. With the addition of a few custom-configured Bukkit plugins, I'm almost positive that Minecraft: DOTA will become a really big thing within the community. Thank you.
Edit: I also wanted to say that special item shops need a large price increase. There wasn't much farming and PVP became lopsided quickly. Often enough that when a player was slayed the killer ran off quickly with his loot to buy more items. The enemy team became very defenseless.
I'd be more than willing to provide some more detailed feedback and some suggestions as to how to fix it, but this topic reply is already getting long.
Thank you very much for taking time to post feedback, I'll look into bugs asap! We only had 2 weeks total to work on this map and played about 2 games, feedback is very important for us
You are right the game can turn out very ugly for the losing team, that's why I suggest banking a lot - but that means even more walking around - I need to think about ways to fix this.
Yes the prices are fairly low at the moment, it's because I didn't want people to send their game buying and getting angry at the shops hehe, we are thinking about a way to make it easier for shopping, maybe setup dispensers that auto buy items and that way we could increase prices, but then again, increasing prices would decrease the chances of the losing team for a coming back.
Did the host have server view distance set to 15 ? I just tried the map and it worked, however at server distance 10 I got the same bug as you did
Are you sure buffs were not functional ? You need to be close when you activate it, it's basically a dispenser hidden behind the button - the closer you are, the longer the buff will stay on. (I'll add tip that in the main post)
After that, I re-installed the map, went to mid and it took about 5 secs, it depends on where you stand. I'm thinking about forcing the 1st wave of mob as soon as the game starts - by the time you kill them, the detection system should kick in
This looks like a great map idea, and i have a server set up with Bukkit, i was wondering if anybody had a good block breaking prevention mod, and how to use it thnx.
Sick map indeed, fascinated with orbs detection system! BTW I wonder what do you use for this kind of graphics in minecraft? And whats your system, Im just suspicious about working it smoothly on my system
And also can we use sugar canes nearby the river to trade items?
i normally dont get files like this one, can someone help me figure out how to set it up on minecraft. How to drag it in my save folder and make it look like all the other files i have in there?
Colored skins are A MUST. NOT OPTIONAL. Solid red / blue would do. It was WAY too easy to get confused on who was on your team.
Voice chat is a MUST. You cannot communicate with just your team without some plugin, and it was very odd to use in a MOBA style minecraft. no good. I reccomend that you reccomend that servers have a TS server or something for teams. It would be MUCH easier that way.
As said, Items are too inexpensive. I would reccomend doubling the cost. That may be a bit overkill, but we shall see.
Thats all for now. Im on Skype and have 2 people talking in my ear, lol.
But VERY good work! I refused to play LoL with my friends because I was playing it. While I was sick too, if that tells you anything about how fun it is.
Colored skins are A MUST. NOT OPTIONAL. Solid red / blue would do. It was WAY too easy to get confused on who was on your team.
Voice chat is a MUST. You cannot communicate with just your team without some plugin, and it was very odd to use in a MOBA style minecraft. no good. I reccomend that you reccomend that servers have a TS server or something for teams. It would be MUCH easier that way.
As said, Items are too inexpensive. I would reccomend doubling the cost. That may be a bit overkill, but we shall see.
Thats all for now. Im on Skype and have 2 people talking in my ear, lol.
But VERY good work! I refused to play LoL with my friends because I was playing it. While I was sick too, if that tells you anything about how fun it is.
Thank you so much for this! Alright I'll increase the prices
patch notes will probably look like this for the first patch (based off feedback and testing) - this patch should be applied this week!
Good news, I didn't know iron armors could be enchanted... very good for balancing
When playing with strangers, skins are recommended. (Blue team - Red team)
All helm has been removed from the game to help team recognition, except the aqua helmet.
The aqua helmet is limited to 1 time purchase per side that can be obtained in the jungle.
Several signs has been added to give helpful tips.
Normal armor shops now has the for following items prices:
Iron Boots (3 items)
Iron Chest (4 items)
Iron Legs ( 4 items)
Iron Legs +2 Protection (6 items)
Iron Chest +2 Projectile Protection (5 items)
Iron Boots +2 Protection (6 items)
Special armor shops now has the following item prices:
The item shop seems fair, considering 40 items are needed to get into it. Dont double their prices, maybe rais them by 2?
For the special shop ? Hmm, I'm trying to keep low prices because buying stuff can be annoying. I'll consider pricing them up a bit tho - and reduce jungle mobs spawn maybe.
However, if the map gets popular, we'll find a way to make all purchases automated and fast
For the special shop ? Hmm, I'm trying to keep low prices because buying stuff can be annoying. I'll consider pricing them up a bit tho - and reduce jungle mobs spawn maybe.
However, if the map gets popular, we'll find a way to make all purchases automated and fast
Pricing on an exponential scale might be a better solution. End-game items should be difficult to attain. This might also make teamwork and banking a bit more essential to gameplay. The effect of the high price for unlocking special shops caused our team to work together and pool our resources, so why stop there? Make the special item inside the shops the same way.
Diamond armor from the regular shops need a large increase too. It was easier to just get 8 items for a full set than individually for 16 items. Plus running back and forth also discouraged players from using the individual armor pieces. Basically a game could have progressed like this.
Stone Sword (1) --> Diamond Armor Set (8) --> Diamond Sword +Sharpness (8) --> Bow +Infinity (6)
This would make players damn near unkillable within the first 5 minutes of the game. Especially by those that were killed early and lost their items to the other team. In essence, a well-coordinated team could corral the enemy inside the base while they continued to farm for more items. The enemy team having no way to gather items for armor and weapons, would have lost before the game itself ended.
Another suggestion that comes to mind is extending the potion shops. When players would engage in one-on-one combat, the losing player would just flee without consequence of having to die, considering that all players sprint at the same speed. Having potions that would make players take more damage (Potion of Harming), making them slower and unable to flee (Potion of Slowness), and/or making the enemy do less damage (Potion of Weakness) would certainly cause combat to become more unique. A high price on the more powerful potions (like Potion of Harming) might effect how often players would use it. I'd rather not waste a potion like that unless the situation is desperate.
There was a bit of an issue with players starting PVP even before the game was started. A piston mechanism that keeps players contained inside their base until game start would ensure that everyone has a fair chance to start at the same time. I'm not sure about the constraints on redstone wiring in those areas, but it might be feasible.
The spawn area needs some more work. Since the minecart tracks weren't color coded, I myself got confused and ended up at the wrong base. Silly, I know, but I'm sure it happened to some others as well. If you decide to re-design it, might I also suggest a larger rules board with some basic instructions on how to play. It was just vague enough to cause some confusion amongst new players.
I'm glad you've listened to the input of everyone that's provided some feedback so far. I'd also LOVE to contribute some of my time to improving this gametype whether it be through continued feedback, beta testing, or building mechanisms. Feel free to PM anytime.
Yes, I made sure of it twice, I haven't brought the server down while checking this, just reloaded, might this affect it?
I just tested with 2 account, you need players on both extremities of the map to start the gates. Otherwise one of them will not start (because you are too far away for the redstone to activates).
When playing solo, I found out that the opposite gates would not work
Pricing on an exponential scale might be a better solution. End-game items should be difficult to attain. This might also make teamwork and banking a bit more essential to gameplay. The effect of the high price for unlocking special shops caused our team to work together and pool our resources, so why stop there? Make the special item inside the shops the same way. Diamond armor from the regular shops need a large increase too. It was easier to just get 8 items for a full set than individually for 16 items. Plus running back and forth also discouraged players from using the individual armor pieces. Basically a game could have progressed like this. Stone Sword (1) --&--#62; Diamond Armor Set (8) --&--#62; Diamond Sword +Sharpness (8) --&--#62; Bow +Infinity (6) This would make players damn near unkillable within the first 5 minutes of the game. Especially by those that were killed early and lost their items to the other team. In essence, a well-coordinated team could corral the enemy inside the base while they continued to farm for more items. The enemy team having no way to gather items for armor and weapons, would have lost before the game itself ended. Another suggestion that comes to mind is extending the potion shops. When players would engage in one-on-one combat, the losing player would just flee without consequence of having to die, considering that all players sprint at the same speed. Having potions that would make players take more damage (Potion of Harming), making them slower and unable to flee (Potion of Slowness), and/or making the enemy do less damage (Potion of Weakness) would certainly cause combat to become more unique. A high price on the more powerful potions (like Potion of Harming) might effect how often players would use it. I'd rather not waste a potion like that unless the situation is desperate. There was a bit of an issue with players starting PVP even before the game was started. A piston mechanism that keeps players contained inside their base until game start would ensure that everyone has a fair chance to start at the same time. I'm not sure about the constraints on redstone wiring in those areas, but it might be feasible. The spawn area needs some more work. Since the minecart tracks weren't color coded, I myself got confused and ended up at the wrong base. Silly, I know, but I'm sure it happened to some others as well. If you decide to re-design it, might I also suggest a larger rules board with some basic instructions on how to play. It was just vague enough to cause some confusion amongst new players. I'm glad you've listened to the input of everyone that's provided some feedback so far. I'd also LOVE to contribute some of my time to improving this gametype whether it be through continued feedback, beta testing, or building mechanisms. Feel free to PM anytime.
Thanks again for feeback, I've taken notes and you are right about the items, it needs to be exponential to prevent fast games - Also, I really like the potion ideas, that will be added in.
The spawn area is currently what I'm working on, I'm thinking about locking players inside walls with instructions, that way the host would be the one to open the walls, and then begins (also the colored part I planned to do it but totally forgot about it).
" A piston mechanism that keeps players contained inside their base until game start would ensure that everyone has a fair chance to start at the same time. "
It's already in there, maybe players went ahead and started the game - I'll probably hide the lever near doors, to prevent new players switching it
My redstone engineer will be here tomorrow, hopefully we will be able to patch most of the annoyances tomorrow - then we will be working on features/balance for a bigger patch this week
Also, the buff mechanisms refused to work as well. Speed, Power, and Blessing were not functional. Towers and Nexus mechanisms worked still and we were able to finish the round with what we had.
This was a VERY VERY enjoyable game you've created. With the addition of a few custom-configured Bukkit plugins, I'm almost positive that Minecraft: DOTA will become a really big thing within the community. Thank you.
Edit: I also wanted to say that special item shops need a large price increase. There wasn't much farming and PVP became lopsided quickly. Often enough that when a player was slayed the killer ran off quickly with his loot to buy more items. The enemy team became very defenseless.
I'd be more than willing to provide some more detailed feedback and some suggestions as to how to fix it, but this topic reply is already getting long.
The idea for towers is brilliant and the creep system is amazing o.o This is everything I hoped for and more!
Thank you very much for taking time to post feedback, I'll look into bugs asap! We only had 2 weeks total to work on this map and played about 2 games, feedback is very important for us
You are right the game can turn out very ugly for the losing team, that's why I suggest banking a lot - but that means even more walking around - I need to think about ways to fix this.
Yes the prices are fairly low at the moment, it's because I didn't want people to send their game buying and getting angry at the shops hehe, we are thinking about a way to make it easier for shopping, maybe setup dispensers that auto buy items and that way we could increase prices, but then again, increasing prices would decrease the chances of the losing team for a coming back.
Did the host have server view distance set to 15 ? I just tried the map and it worked, however at server distance 10 I got the same bug as you did
Are you sure buffs were not functional ? You need to be close when you activate it, it's basically a dispenser hidden behind the button - the closer you are, the longer the buff will stay on. (I'll add tip that in the main post)
After that, I re-installed the map, went to mid and it took about 5 secs, it depends on where you stand. I'm thinking about forcing the 1st wave of mob as soon as the game starts - by the time you kill them, the detection system should kick in
Anyways, I'll make a complete tutorial very soon
I haven't tried it yet
And also can we use sugar canes nearby the river to trade items?
I noticed a few thing:
Colored skins are A MUST. NOT OPTIONAL. Solid red / blue would do. It was WAY too easy to get confused on who was on your team.
Voice chat is a MUST. You cannot communicate with just your team without some plugin, and it was very odd to use in a MOBA style minecraft. no good. I reccomend that you reccomend that servers have a TS server or something for teams. It would be MUCH easier that way.
As said, Items are too inexpensive. I would reccomend doubling the cost. That may be a bit overkill, but we shall see.
Thats all for now. Im on Skype and have 2 people talking in my ear, lol.
But VERY good work! I refused to play LoL with my friends because I was playing it. While I was sick too, if that tells you anything about how fun it is.
Thank you so much for this! Alright I'll increase the prices
patch notes will probably look like this for the first patch (based off feedback and testing) - this patch should be applied this week!
Good news, I didn't know iron armors could be enchanted... very good for balancing
Scheduled patch for this week
------------------------------------------------------------------------------------------------------
Patch note 1.2
Iron Chest (4 items)
Iron Legs ( 4 items)
Iron Legs +2 Protection (6 items)
Iron Chest +2 Projectile Protection (5 items)
Iron Boots +2 Protection (6 items)
Diamond Legs Combo +2 Protection (6 items)
Diamond Boots +3 Protection (6 items)
------------------------------------------------------------------------------------------------------
Keeping the special armor shop prices fairly low to motivate people upgrading shops - will see if it's worth keeping low prices in the future.
For the special shop ? Hmm, I'm trying to keep low prices because buying stuff can be annoying. I'll consider pricing them up a bit tho - and reduce jungle mobs spawn maybe.
However, if the map gets popular, we'll find a way to make all purchases automated and fast
I'll take a look, are you sure you did put server view distance to 15 ?
Pricing on an exponential scale might be a better solution. End-game items should be difficult to attain. This might also make teamwork and banking a bit more essential to gameplay. The effect of the high price for unlocking special shops caused our team to work together and pool our resources, so why stop there? Make the special item inside the shops the same way.
Diamond armor from the regular shops need a large increase too. It was easier to just get 8 items for a full set than individually for 16 items. Plus running back and forth also discouraged players from using the individual armor pieces. Basically a game could have progressed like this.
Stone Sword (1) --> Diamond Armor Set (8) --> Diamond Sword +Sharpness (8) --> Bow +Infinity (6)
This would make players damn near unkillable within the first 5 minutes of the game. Especially by those that were killed early and lost their items to the other team. In essence, a well-coordinated team could corral the enemy inside the base while they continued to farm for more items. The enemy team having no way to gather items for armor and weapons, would have lost before the game itself ended.
Another suggestion that comes to mind is extending the potion shops. When players would engage in one-on-one combat, the losing player would just flee without consequence of having to die, considering that all players sprint at the same speed. Having potions that would make players take more damage (Potion of Harming), making them slower and unable to flee (Potion of Slowness), and/or making the enemy do less damage (Potion of Weakness) would certainly cause combat to become more unique. A high price on the more powerful potions (like Potion of Harming) might effect how often players would use it. I'd rather not waste a potion like that unless the situation is desperate.
There was a bit of an issue with players starting PVP even before the game was started. A piston mechanism that keeps players contained inside their base until game start would ensure that everyone has a fair chance to start at the same time. I'm not sure about the constraints on redstone wiring in those areas, but it might be feasible.
The spawn area needs some more work. Since the minecart tracks weren't color coded, I myself got confused and ended up at the wrong base. Silly, I know, but I'm sure it happened to some others as well. If you decide to re-design it, might I also suggest a larger rules board with some basic instructions on how to play. It was just vague enough to cause some confusion amongst new players.
I'm glad you've listened to the input of everyone that's provided some feedback so far. I'd also LOVE to contribute some of my time to improving this gametype whether it be through continued feedback, beta testing, or building mechanisms. Feel free to PM anytime.
Try this:
Take the server down and then change the server view distance to 15. You also need to delete the map folder and install a fresh copy of the map.
I just tested with 2 account, you need players on both extremities of the map to start the gates. Otherwise one of them will not start (because you are too far away for the redstone to activates).
When playing solo, I found out that the opposite gates would not work
Thanks again for feeback, I've taken notes and you are right about the items, it needs to be exponential to prevent fast games - Also, I really like the potion ideas, that will be added in.
The spawn area is currently what I'm working on, I'm thinking about locking players inside walls with instructions, that way the host would be the one to open the walls, and then begins (also the colored part I planned to do it but totally forgot about it).
" A piston mechanism that keeps players contained inside their base until game start would ensure that everyone has a fair chance to start at the same time. "
It's already in there, maybe players went ahead and started the game - I'll probably hide the lever near doors, to prevent new players switching it
My redstone engineer will be here tomorrow, hopefully we will be able to patch most of the annoyances tomorrow - then we will be working on features/balance for a bigger patch this week