Active Players: 488
Games Played: 631572
Stats Last Updated: 2012-05-17 23:21:13
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#25783 - 01/10/11 03:06 PM
Re: Mazz 6 version 3
[Re: pangea]
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erileykc
Sword & Dagger
Registered: 11/09/10
Posts: 31
Loc: WDC in USA
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However, I still maintain that I will never quarter myth troups in my home.
I dunno, I think a Myth troupe might be kinda fun to have spending a few days in my house. Now troops on the other hand not so much. lol
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Yankee
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#25822 - 01/15/11 11:52 PM
Re: Mazz 6 version 3
[Re: chrisp]
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godzfire
| G o d z F l r E |
Crossed Swords
Registered: 03/31/07
Posts: 55
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Yea too bad you're still infected with that cancer known as WoWCrack
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#25830 - 01/16/11 09:50 PM
Re: Mazz 6 version 3
[Re: hmp]
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chrisp
| ChrisP uDog |
Dagger
Registered: 03/31/07
Posts: 3
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Oh! So it's built off the version I showed up with about a year and a half ago and lamely never finished. That makes me really happy. Though still rough, that version had some intense things going on and it always bugged me it wouldn't see the light of day. Thanks, HMP! Your understanding of the dynamics and mechanics of Mazz were always top notch, so I'm sure this is a stellar project.
I'm really, really tempted to check it out. I won't rule out the possibility of doing so eventually, but I've lied before about coming to play a little Myth, and don't want to do so again. Probably better I don't anyway. As all my co-Mazz creators (the ones with all the real talent and technical knowledge) will attest, I was a complete design nazi. I could see my latent attachment to Mazz resurfacing and embarrassing myself in a fit of nerd rage, not because anything was better or worse, but just because it was different. Instead, knowing that somehow people still find the series compelling, and that it's in the hands of someone who will do a terrific job, is more than enough for me. Thank you again.
I would like to give one piece of advice though - if I try to give any more than that, please have an admin ban me from these forums - and that's to keep making new betas for as long as you can maintain an interest and a group of friends willing to be abused with endless patching. In fact, if I could go back and do it all again, I think I would make endless public betas and never try to make a final version. For two reasons: the first, obvious one, is that once a game reaches a certain level of intricacy, it becomes next to impossible to perfect. There's always something, in retrospect, that could have been better, and that would really drive me nuts after release. Even if you somehow manage a "perfect" version for a given time frame, the core fan base will eventually evolve.
With most software, we expect updates and new versions. Just look at what Myth has become. Yet somehow with maps, the expectation is that there must be a final. I realize that for most maps, it's a practical consideration, at least until Project Magma makes a version of Myth with Omnipatch built in, but there are a few maps that could get away with it. The reality is that Mazz was always handled this way, though I pretended to myself otherwise. A month or two after making the last, never-touching-it-again, final, I'd start to plan the next version. Not that I'm advocating you become the Eternal Upkeeper of Mazz, or anything like that, but just that you don't sell yourself (or the series) short by rushing out a final. When you think it's done, sit on it for at least a month and a bunch of games. If you find yourself wanting to go back and change "just a few more things", so much the better.
The second reason is perhaps more esoteric to map makers, but the best times I had with Myth was making and testing new betas of Mazz. I'd do something creative and fun, and then share it and get feedback from friends who really enjoyed it. Over and over again. Sounds simple and like no big deal, but it's an amazingly lucky and heady position to be in - to have that sort of connection. I made other maps, but for whatever reason it was never the same as it was with Mazz. I hope you're also getting some of that, HMP, and if so, don't rush to end it. I sure miss it.
/endsoapbox
/endwalloftext
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#25831 - 01/16/11 10:37 PM
Re: Mazz 6 version 3
[Re: godzfire]
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chrisp
| ChrisP uDog |
Dagger
Registered: 03/31/07
Posts: 3
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Heya Godz. One of my fellow WoW addicts, Grasshopper, and I always talk about the good old days and how much better of a game Myth is. In fact, just the other day, after reading the new patch notes for Myth, we agreed that Blizzard's entire design and programming team, with their immense perpetual budget, should be fired and the source code handed over to Project Magma because they could do a better job with no money.
Not that WoW is a bad game. It's a great game. Just can't be compared to Myth. It is by playing WoW, however, that the true scope of the Myth / Take2 tragedy comes to light. For every Myth player still around, there's hundreds of thousands of WoW players. Even if 99% of them are total jerks, I find that I like being part of a game that big. I wish I had the free time to play both games. I do miss the Myth community quite a bit, but I also have many friends in WoW - most of them ex-Mythers, many of them of them RL friends - and that's what is addicting. I read something interesting recently, which commented on a study that measured happiness. We've all heard how having money doesn't make you happy, though I doubt any of us really believe that completely. I know some extra money would definetly make me happy. However, according to this study (and don't ask me how they measure it) being part of a group that meets at least once a month imparts the same amount of happiness as having your salary doubled. Apparently we're very social creatures and being part of a community is super important to our happiness. So, it makes me happy to know that the community I have the fondest memories of is still hanging in there.
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#25851 - 01/20/11 01:20 PM
Re: Mazz 6 version 3
[Re: cremisi]
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danielc409
Sword & Dagger
Registered: 07/16/08
Posts: 26
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Hmm I always saved mine straight to the plug folder with no issues.
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CreamyCowboy!
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#25874 - 01/23/11 01:06 AM
Re: Mazz 6 version 3
[Re: danielc409]
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danielc409
Sword & Dagger
Registered: 07/16/08
Posts: 26
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Oh btw hmp, we got to watcher on heroic .. and watcher was throwing tornadoes? Is that normal? Also Spa was FG and a lich threw one of those green balls at him and hit him directly and he dropped him to 0 health and then died.
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CreamyCowboy!
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#25885 - 01/23/11 12:45 PM
Re: Mazz 6 version 3
[Re: pangea]
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hmp
| helicopter monkey pilot |
Crossed Axes
Registered: 04/25/07
Posts: 113
Loc: CA
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The tornadoes and storm clouds are normal, but I think it might be slightly messed up and he is doing too many.
I'm curious about the lich and fg, I assume you mean the green fireballs he shoots, I think its possible for them to all explode at once if you are at point blank range, but it still seems unlikely it would kill the fg. There are no changes to that attack though.
It is certainly possible to kill anything with hellfire. For the stronger units it is usually pretty avoidable though.
Chain is not the only thing capable of stopping it. It is the easiest and most accessible method. Mazz's lightning sword will stop it easily; storm, void, storm bow, and probably a couple other things will directly interfere with it. You can also use dispersal, which will help. In all cases you have a better chance the faster you act. If you have no way of stopping it, you need to just run away. If you split up more the thrall will disperse and possibly kill the pop. If not, the pop will slow their movement to a crawl.
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•<[:)
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#25891 - 01/23/11 11:20 PM
Re: Mazz 6 version 3
[Re: hmp]
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tuggars
Dagger
Registered: 05/24/09
Posts: 1
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have rc2 but mine says Md v3? still red
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#25894 - 01/24/11 01:03 AM
Re: Mazz 6 version 3
[Re: tuggars]
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pyro
| Pyro |
Axes with Shield
Registered: 03/31/07
Posts: 586
Loc: TX
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When you download you need to use OmniPatch, you can get it from the Tain. Omnipatch will patch MDv3b06 to the new version using the files you downloaded. You will still have the v3 file but the new file is what you will use to play the map in its updated form.
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#25912 - 01/26/11 08:23 AM
Re: Mazz 6 version 3
[Re: pangea]
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pangea
| Spa |
Crossed Axes
Registered: 06/09/07
Posts: 128
Loc: New Jersy
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a primer on mazz play
Lately, there's been a bit of strife on my hosting of mazz games. Who gets the password to play has been a bit of a quagmire.
Last night's foul-ups cost us not only a chance at a winning effort - but also cast off several key players in disgust. Gamer, Cream, and myself (the host) - decided it wasn't worth staying up late for another attempt - after we'd already spent over two hours just trying to get a game going after a series of rehosts.
HMP's efforts at toughening up the map and game play have made it necessary to assemble a larger team that was required before - in order to make a win possible on heroic or legendary. Along those lines - our tight-knit 'ventrilo-enabled' group has welcomed a few more players that would otherwise be considered outsiders to our efforts and intentions.
It's always been helpful that the entire team concentrate in any one particular area of the map, in order to not delay or distract the multiple waves. This concentrates them into smaller, tighter groups - that help maximize the efficiency of using the costly 'special' attacks of units like pyro, ele, mort, and others.
If we're not working together towards that end, those important units are not as effective - and can't properly vet up early - when it's a bit easier to do so. Resolutely - when the game starts to get hot and heavy - and the more challenging bosses start moving in on us with greater frequency - our power units are then less effective at vanquishing them - and this starts to widdle our collective forces as we get pinched and are forced to try to rescue distressed and trapped contingents of our team.
Those in my games have always been encouraged to have as much fun as possible - but when it comes at the expense of others - the time we've dedicated to getting through to a win, starts to feel wasted.
So, until we've bagged a win on heroic - maybe even legendary - I'm going to have to be a bit more of a jerk about who gets to play in those games. We've been butting heads with several players over the last few weeks on what we've come to realize are basic mazz principles.
- communicate proactively - in team fashion - using ventrilo
- share waves with each other - to help vetting early, to avoid incidents where mort, ele, striders, and pf all wasting a special on one wave).
- move when the captain - or otherwise power-support units do (FG, Mazz, Pally)
- keep moving. Don't stay back to clean up some otherwise easy kills - because you're suddenly not competing with others for those kills, as they've moved on.
- move early and often - to keep herding enemies for pops, chains, splashes, hellfires, etc.
- archers - your function is ALWAYS to kill wights, fetch, ghost dwarves, and wraiths. Always. You are in support of the melle. If the melle can't go kill a Lith, Dragon, Lich or Beholder - because there's a wraith and a wight mixed in - those bosses will probably be killing you soon. Think about it. It's basic myth protocol in every single multiplayer game and coop.
- properly looking after your herons in the first 20 minutes - making sure they always have roots - and they don't get trapped somewhere - is the only way we're all going to get to the end. If everyone starts with a heron - and half of us have lost them by the 1 hour mark - those with herons are going to have to divide their healing priorities between protecting their own units - and saving yours. Not a good thing.
Don't shoot Beholders with archers - unless its with pus.
try, as best you can, to ask - in advance - for support on a wave - encouraging cooperation and vetting. If you rush a wave - and it rolls over you - don't ask for help when you're already in trouble - because you deserve what you get for trying to take it on your own.
That's probably enough for now - and its basic knowledge to most of the guys I've been playing mazz with.
Sorry about the password exclusion for the next few games - but we just don't want to have to explain it anymore. If you get the pw to play at this point - its because you probably know everything I've just typed - already, or - we trust that you're going to humbly accept it - and apply these principles in a COOPerative fashion.
Good Luck
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