Awesomenauts

Awesomenauts

Tundraria
33 条留言
belozey  [作者] 2020 年 3 月 7 日 下午 6:04 
Pretty major update just now. It's not done but I overhauled a lot of textures and a bit of the map layout. I plan on submitting to the UMA Winter Themed Festival that's happening. Hope ya'll like it, and I plan to keep chipping away at it so stay tuned!
belozey  [作者] 2019 年 6 月 2 日 下午 12:08 
@gamergirl69, thanks for the feedback! I'm going to make some tweaks to the pipes so hopefully they won't be as punishing with a derpl block.
epstein gaming 2019 年 6 月 1 日 上午 12:56 
bottom and top pipes feel misplaced, most players dont even know they exist, derpl can hide in the pipe and block players, still a good map I liked it
belozey  [作者] 2019 年 5 月 29 日 下午 7:30 
Thank you all for the feedback and appreciation @Luckytime @MurroKarloss & @staari. Along with other feedback that I've received, I am making revisions to the map layout currently. Stay tuned!!!
staarii 2019 年 5 月 24 日 下午 12:50 
Fun map but feels bit too big
Edulios 2019 年 5 月 23 日 下午 12:31 
LIKE!
Luckytime! 2019 年 5 月 16 日 下午 3:05 
Yeah removing the push effect might be the easiest alteration. I know what Ethnocentric is, I was asking about a different one, it doesn't matter now.
belozey  [作者] 2019 年 5 月 7 日 下午 1:35 
@Luckytime - Yo thanks for checking it out again and for the feedback! I knew there would be balance issues, since I've only ever played with bots. This does seem like a problematic one. I imagine either the defenders could follow them through the tunnel, or I could simply disable the knockback effect on the top lane tunnels? Maybe the ice simply froze them up? I agree the issue is more pronounced in top lane, due to the angle and how close the top front turrets are to where it spits you out.

...btw I see that I never answered your font question... If you're still searching for it, it's called Ethnocentric on dafont's website.
Luckytime! 2019 年 5 月 6 日 下午 5:54 
I think it's too easy to retreat using the escape pipes while pushing rear turrets. Especially on top lane, where it takes you directly to your front turret (if it's still up). That compounded with some characters being naturally good pushers might spell trouble for game balance.
Luckytime! 2017 年 7 月 26 日 下午 9:37 
What is the font you used for the message you left in the beginning? I want to leave something like that before the UMA festival on saturday.
belozey  [作者] 2017 年 6 月 11 日 下午 3:23 
Spent some time today optimizing my Photoshop textures. All future textures and updates to old textures will now be 1:1 scale, reducing file size.
belozey  [作者] 2017 年 6 月 1 日 下午 1:12 
@Ophiuchus - I think I fixed the majority of the texture issues, but there will still be a couple missing textures until I can optimize for low settings.
belozey  [作者] 2017 年 5 月 31 日 下午 10:17 
@Ophiuchus - Thanks for letting me know. This happened to another player before the latest update as well. I might have to jump on the forums to figure this out.
Ophiuchus 2017 年 5 月 31 日 下午 6:26 
Hi there, just as a heads up, I just tried playing the map after this latest update. Past the shop, all the background textures are black/blank. Even some of the non-glass platforms are invisible. I'm guessing this is just a bug from your latest update, hopefully an easy fix. Still one of my favorite maps.
belozey  [作者] 2017 年 5 月 23 日 上午 5:30 
@Bits360 - Of course!:)
Bits 2017 年 5 月 22 日 下午 2:39 
Mists of tundaria? does that remind you of W.O.W?
Luckytime! 2017 年 4 月 20 日 下午 5:53 
Congrats on getting an honorable mention! you definitely earned it. I played the map and my biggest concern is that it's too big, so it's going to be annoying to catch somebody. You said you were going to reduce front turret's health but I don't think that will be enough to cut down on the stall. The criss-cross mechanic is cool, but the size of the map makes it hard to keep track of where I am, and the mini-map is too small to be useful. It could work really well though if you cut away a number of sections.
belozey  [作者] 2017 年 4 月 16 日 上午 7:13 
@TheEliotaKa - Dziękuję Ci! I hope that's correct for "thank you". :steamhappy:
Eliot ♕ 2017 年 4 月 16 日 上午 12:53 
Bardzo ciekawa, oryginalna.
belozey  [作者] 2017 年 4 月 13 日 下午 12:21 
@Firr - Thank you so much. I love quality feedback! On the note about it being somewhat confusing, I'm hoping with finalized art and maybe some explanation videos I can clear that up. In my head I view this map as having a learning curve for new players, but once you play the map 3 or 4 times it should make more sense to navigate (honestly I was confused the first time I played Starstorm). The finished art will help out a bit as well, but if anyone has any other suggestions I'm all ears!
yozi 2017 年 4 月 13 日 上午 11:57 
This is a very good map, coming from a competitive player. Not only is there a lot of aim required to predict jumper trajectories, there is a lot of competition to hold mid. Having one solar boss in the middle as a sub-goal is very clever and will definitely promote teamfights there. The intersections of lanes is a confusing yet interesting map gimmick. I definitely see no issues with adding this map in rotation. I guess there are issues since no map can be perfect, but my first impression so far has been solely positive.

Overall incredible layout of the map. It's very unique and the texture work is on point.
belozey  [作者] 2017 年 4 月 13 日 上午 6:30 
@C.BarBoBoule - Hey thanks for your question! So all of the textures have been painted by me (they're a work in progress so some are really rough). The snow falling outside (when your droppod lands) is a particle effect that you can find. I'm not positive what the name of the particle is, but it's there somewhere (I can check next time I'm in the editor if you'd like). I hope this helps, let me know if you have any other questions!
6% winrate 2017 年 4 月 13 日 上午 6:17 
where you take that snow element?
belozey  [作者] 2017 年 4 月 9 日 下午 6:03 
@Gagrdul - I definitely may have possibly thought about that when naming my map...

@PahyHanter - Thanks! It'll be a long process, but updates will be frequent. :)
AGR Bloom 2017 年 4 月 9 日 上午 11:52 
bruh i loveee this map and i cant wait to see final resoults keep up the good work
Gargaduk 2017 年 4 月 7 日 下午 5:17 
Mists of Pandaria? :pandastunned:
belozey  [作者] 2017 年 4 月 7 日 上午 8:20 
@Wabtfan(bot) Thank you for the kind words, also I love your convenience store map! So for custom textures I will start a discussion and try to go over how to make your own. I'll do a quick overview now, and try to add to it later a bit more in depth. Hopefully this will help everyone!!!
Xanathes 2017 年 4 月 7 日 上午 7:35 
BeLozey please! I've tried to import custom textures. How did you do it? I can export to DDS; I put them in the right folder, but they never show up when searching the texture database. Could you help us by making a guide or something? This map is inspiring.
belozey  [作者] 2017 年 4 月 7 日 上午 6:07 
@Upgrade to Max - Thanks much! There's a lot of great levels being made so I'm doubtful I'll win. I just hope people play and enjoy my level as I continue developing it!

@Neb08 - Thanks! The finished art will be spoon fed to you so keep checking back. :)

@Ophiuchus - Great point with the colors of the pipes, my main focus was to help people differentiate between the pipes associated with top, and the pipes associated with bottom lane. I fully understand your confusion with them being red and blue and I will try to see what I can do to solve this when creating the final art for those pieces. Also, your comment about including some of the lore into the art, I most definitely am going to. There's a lot of blank areas that will be fun to fill with interesting storytelling visuals. Thanks so much for your feedback!!!
UpgradetoMax 2017 年 4 月 7 日 上午 2:14 
#HOPEYOUWIN
Ophiuchus 2017 年 4 月 6 日 下午 10:16 
Great level design and interesting lore. Really creative! Love the use of speed up for the "slippery" ice (as well as the little caution sign artwork) and the pipes are unique mechanic that adds fun strategy. One minor confusion I had was the coloration of the pipes,at first I thought only red and blue teams could use their respective color since official maps have pretty much strictly kept red and blue as team colors. Since I know the textures are a work in progress, do you have any plans in referencing your lore in the artwork considering there is a lot to the lore? A reference to the four clans perhaps? Anyway just curious :steamhappy:. Fun!
Neb08 2017 年 4 月 6 日 上午 7:58 
Dope level design... a must play! Can't wait to see the finished art.
UpgradetoMax 2017 年 4 月 5 日 下午 9:26 
AWESOME!