Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 31 32 33 34 35140 >
 

Nov 4 2008, 7:59 pm Riney Post #641

Thigh high affectionado

Actually I have noticed maxing the spawn level early does indeed rip apart your enemies defenses. But its wise not to use this on heroes that have splash such as the LM or FBat (Defently do not use this on the FBat)



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-- Updated as of December 2021 --

Nov 4 2008, 8:28 pm Vi3t-X Post #642



Quote from Lt.Church
i do think its hilariously overexaggerated by DM, no one is thinking about poor assassin, he doesnt have anything to get anyone if theyre on the beacon, if he is in a 1v1 situation and a marine or some other ranged class is sitting on thebeacon he has literally no counter towards it =\.
Warrior spells are warped.



None.

Nov 4 2008, 9:21 pm ClansAreForGays Post #643



Quote from Lt.Church
i do think its hilariously overexaggerated by DM, no one is thinking about poor assassin, he doesnt have anything to get anyone if theyre on the beacon, if he is in a 1v1 situation and a marine or some other ranged class is sitting on thebeacon he has literally no counter towards it =\.
you know... the dt is pretty fucked.




Nov 4 2008, 10:24 pm Lingie Post #644



All melee classes are screwed.



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Nov 4 2008, 10:27 pm Riney Post #645

Thigh high affectionado

Except ling's mad ranged L3 of course.



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-- Updated as of December 2021 --

Nov 4 2008, 10:41 pm Moose Post #646

We live in a society.

Quote from ClansAreForGays
Quote from Lt.Church
i do think its hilariously overexaggerated by DM, no one is thinking about poor assassin, he doesnt have anything to get anyone if theyre on the beacon, if he is in a 1v1 situation and a marine or some other ranged class is sitting on thebeacon he has literally no counter towards it =\.
you know... the dt is pretty fucked.
I was expecting your post to look like this:

Quote from ClansAreForGays
It's not an 'exploit', and church is just being a sore loser. you're talking like the DT ran into it not knowing that the beacon would teleport him. This is done a lot and isn't even considered bad manners. Seriously, DT is the ONLY OTHER character that can't hit a player on a beacon, and I am not in favor of nullifying his only weakness. The ranged character was just a more experienced player, and was probably surprised that the DT actually fell for his trick. If the teleporting was changed to the way you want it, enemy would have it even easier doing hit and run shit on temple.
If the DT was smart he would have either attacked the enemy temple at a faster rate with his superior damage, or he would have L2'd the ranged character (if you had a screenshot it would've showed us that he definitely had the chance). And if the DT still didn't have his Lv2 at a point in the game when the ranged hero actually damages the temple, you deserve to lose.

I'm disappointed.




Anyway, updated version soon:
- Teleports are disabled with enemy ground units near. (not air, so no "LOL VESSEL BLOCKS YOU FOREVER" against non-air attackers)
- Beefing up of spawns. Like, five free upgrades for P7/P8 Vultures and Hydras. They should be quite fierce. :)
- Reduction in building spawner's amounts.
- Lower building costs almost all around.
- No more Valkyries or Scouts sticking around.

Post has been edited 2 time(s), last time on Nov 4 2008, 10:55 pm by Mini Moose 2707.




Nov 4 2008, 11:03 pm Oyen Post #647



At least the DT can "escape" back to his base if he accidentally walks on the beacon. Warrior has to walk. :bleh:



None.

Nov 5 2008, 5:07 am Alpr Post #648



The warrior isn't exactly slow to go back to the temple.



None.

Nov 5 2008, 6:58 am MNeox Post #649



So I've started the new terrain... I'll probly have a basic layout by saturday. Then I'll take suggestions and add detail. :D, of course I'm not sure if it will be the final terrain for the upcoming version of temple siege. I'll make multiple drafts before choosing one as a finale.



None.

Nov 5 2008, 3:29 pm Lingie Post #650



Quote from Alpr
The warrior isn't exactly slow to go back to the temple.

When spawns get in the way, its a hell of a journey to get back.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 5 2008, 3:49 pm Moose Post #651

We live in a society.

Walk 2 tiles out of the way or take a side path spawns don't use to avoid allied spawns. There are no enemy spawns in between your temple and your outpost. Then again, if you're already doing that, you probably wouldn't have gotten lured into the beacon. :P

But it doesn't really matter, because the enemy hero isn't going to be leaving the beacon when he can range the temple while standing on it.




Nov 5 2008, 7:06 pm ClansAreForGays Post #652



Quote from name:isolatedpurity
Cannons are way too expensive. 80 + 20 for the possibly pylon = Not worth it. 40 might be a better price.
Spawns are useless on many levels, especially since they help the enemy by giving them more experience and killing your own experience. Killing created spawns should give little to none experience while maybe being less of them but stronger. Right now, they are built for the lulz (seemingly, only by me).
Maybe we should just make the preplaced pylons invincible.




Nov 5 2008, 7:47 pm Oyen Post #653



Perhaps all types of spawns should just be worth the same amount of exp....Maybe then players will get better spawns. However, the spawns would probably still end up killing a large majority of the enemy spawn, which means less exp for the team.

Although, triggering that equal exp would probably make splash kills give less than they should.

Post has been edited 1 time(s), last time on Nov 5 2008, 7:52 pm by Oyen.



None.

Nov 5 2008, 7:59 pm Riney Post #654

Thigh high affectionado

Quote from ClansAreForGays
Maybe we should just make the preplaced pylons invincible.

Agreed, pylons are too easy to destroy (Especially with LM or summoner, ex. Hallu a hero and tank while LM does damage/Dark Swarm). You could destroy the ones at the enemies base within 5 minutes.



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-- Updated as of December 2021 --

Nov 5 2008, 9:28 pm UnholyUrine Post #655



K.. no more of the beacon exploit.. The "Glitch" is that the spell units will be moved on the teleporter. The exploit is the teleporter tele'ing heroes while enemy can use that to avoid Melee'ing units. I will probably make it so that you can't tele out if an enemy is very close to the teleporters. This to me is a exploit too... It will be fixed.. But, as CAFG said, it is an emergence gameplay.. and the tourny should not be stopped by it.
However, for future versions, it will be fixed..

Another issue is the spawn... I seem to have screwed up there. At first, i made it so that each spawn upgr will gve stronger units, but also units that give more exp. That can't be changed now... and It works perfectly with the auto-evolving spawns... Spawns however don't work good against heroes, because the heroes are very good at killing them and controlling the lane... This would simply feed the other team and lead to their win. This problem was unforseen until after i made all those spawns with the Temple Builder too X.X.. BUT. this doesn't need to be completely corrected. It is a GOOD strategy to make better spawns AT TIMES, NOT ALWAYS!.. I will of course make the spawns better, but it is definately a STRATEGY, but NOT a one way ticket to win :). Especially now that it costs only 3 civs to upgr, it is viable as a strategy... So all I will do is buff up the spawns a bit, and buff up the temple spawns, n lower the amount of spawns from the temples... Again, think before upgrd'ing them... THey're still great at finishing the game when you're sure you can handle the opponent's heroes and trap them with your overflowing spawns. It should be a team decision, cause it will affect ur exp. I COULD add a exp counter for ur team's spawn kills, but nah.. too messy.

Lastly, if Moose is gonna do more change to the map.. please tell me the specifically necessary changes so i can change it too, cause I've actually started making the new ver =O..

AND as a btw to what i have changed, to arouse some discussion..
I have switched Spec Op's L2 and L3.. made it so that Sci-ves is max 3, spell srequire more E.. also up to 3 scv's, with stronger buildings, and Supply depot as a Barricade... Academy will be used as a defense turret, but I need to somehow make the ghosts unable to exit the bunkers for the hero, or else marine wouldn't get a awesome L3... Of course, to balanced, Marine gets 15+2 dmg.. :C
Volt's L1 has a spell delay now, so it is possible to run away from volt before you get stunned.
Volt's L2 has been made so that HEROES ONLY can move out of it with lots of cliking.. BUT NOT SPELLS OR SUMMONED UNITS. I think it's actually quite good, cause if you have sm other units, or if you keep moving Volt to the enemy, the enemy is still helpless.. But it gives the opponent enough of a chance to escape if they were far enough away.
Archer's L2 spawns 2 drones.. sunkens n spore's hp is now 350, 40 dmg... cost is 15-20 gas.. Archer may get a higher base attack (27 + 4?)

Medic shall suffer a L2 L3 switch too :P
Yea.. Fun stuff.. it's great playing with the new mechanics :).. I am planning to change Warrior too.. it's L2 is too strong for its niche, I will make its L3 stronger, and make L2 12+2 dmg, like it was before. If u really awfully disagree with any of these changes, feel free to tell me, but explain PLEASE. No saying "B-but.. I like my warrior's L2 like that :C" ... NO!! too bad >:C



None.

Nov 5 2008, 9:42 pm Oyen Post #656



Say, do any of the higher spawns do more than .5 damage to the temple? :wtfage:



None.

Nov 5 2008, 10:26 pm Alpr Post #657



The temple has somewhere around 80 armor, so the answer is no. I noticed Goon spawns have upgrades automatically but I think they only do 50 damage.

Mass amounts of zerglings and marines spawns tear apart temple since they attack rather fast. Even Zealot spawn would.



None.

Nov 6 2008, 1:52 am Moose Post #658

We live in a society.

Quote from UnholyUrine
Lastly, if Moose is gonna do more change to the map.. please tell me the specifically necessary changes so i can change it too, cause I've actually started making the new ver =O..
As if I can remember every numerical change I've made to all the spawns. :P

Quote from UnholyUrine
and Supply depot as a Barricade...
What good will that do, really? Unless we want a return of stormgaying.

Quote from UnholyUrine
Volt's L1 has a spell delay now, so it is possible to run away from volt before you get stunned.
If Volt is spamming it, it already is possible to run away. I'm not sure on the details, but I have seen players mysteriously get out of impossible situations.

Quote from UnholyUrine
Archer's L2 spawns 2 drones.. sunkens n spore's hp is now 350, 40 dmg... cost is 15-20 gas.. Archer may get a higher base attack (27 + 4?)
Not sure about the spell changes, but he can use a higher attack. Considering only Mech and Volt will be taking full damage.

Quote from UnholyUrine
Medic shall suffer a L2 L3 switch too :P
Why?

Quote from UnholyUrine
Yea.. Fun stuff.. it's great playing with the new mechanics :).. I am planning to change Warrior too.. it's L2 is too strong for its niche, I will make its L3 stronger, and make L2 12+2 dmg, like it was before. If u really awfully disagree with any of these changes, feel free to tell me, but explain PLEASE. No saying "B-but.. I like my warrior's L2 like that :C" ... NO!! too bad >:C
I can't really give you a better expanation for keeping Warrior the same other than the opposite of your argument.

I'm not sure about and/or dislike most of your changes. I guess we just have to test them.




Nov 6 2008, 7:32 pm Vi3t-X Post #659



I still forward the shield and "Auto Cannon" defense. Its simply not logical for a temple to not repair itself over the course of them, and even less logical to not be well defended.

Cannons prevent exessive camping.
Temple Repairs (when enemy not nearby) is realistic (or have a way to repair temple).

Temple Repair:

1) Set Temple HP to 10%, *X Minute Wait*, Set Temple HP to 100%

2) Force Y brings at most 0 men to location "Temple".
>>>Wait *X Minutes*
>>>Set Temple HP to 100%


Temple Shields: Temple constatly regenerates shields. High power, and not gay rushes required.



None.

Nov 6 2008, 9:03 pm ClansAreForGays Post #660



I don't like any kind of temple heal. I don't want this to turn into uberena.




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