Staredit Network > Forums > SC1 Map Production > Topic: The Battle Of Breach (AoS map)
The Battle Of Breach (AoS map)
Nov 3 2008, 1:27 am
By: Biophysicist
Pages: < 1 2 3 4 57 >
 

Nov 7 2008, 8:41 pm Pigy_G Post #41



To be honest I don't like the ult either. Remove the entire character if you want, Dont feel obligated to add it just because some of my other Ideas were better.



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Nov 7 2008, 11:54 pm Biophysicist Post #42



I'd prefer not to add him, because he doesn't really have an obvious role like the other characters. Also, both sides currently have an equal number of characters, and I would like to leave it like that.

Quote from Pigy_G
I actually like the sea monster idea, It reminds me of Jack and Daxter the ps2 video game, great series btw. I think it would be cool but make it so it doesnt like instantly kill you or anything it's just powerful, Maybe even killable. If you do use a sea monster a cool one is a Kraken (massive squid) it could be like this neutral boss thing that is only in deep ocean, If the map is big enough then you could have a large ocean area, maybe even islands or somthing like that, It would be cool.

The monster as a neutral boss would not work, because I don't have a free computer so if people from both teams tried to fight it at once, it would glitch up. (If I had it just appear and blow up people hiding on the ocean, then I could create it for the computer not allied to the person.) I think that there might be some space between the lanes for some islands. Maybe I could put some teleporters that let you jump to the islands? (If I did, should they effect air units as well? Either way, the Creeps wouldn't be effected by the teleporters, but I'd put the teleports off to the side a bit so the Creeps wouldn't go touch them anyway.)

And btw, the monster would also stop trolls from hiding in the water and going "ZOMG! U CANT FIND ME! I R INVISEBLE! U CANT MAEK ME STOP! HAHAHA U SUCK!", because they would get eaten. That's one of the reasons I originally thought of it.



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Nov 8 2008, 12:18 am stickynote Post #43



Actually, for Danimoth, you can still add him. Just change his role. The unit has a perfect niche that hasn't been filled yet. Give him summoning spells, and one teleport spell (teleport home, and has recall that isn't a spell, but can be used.) Disable stasis, though. His invisibility aura makes him perfect for a summoner. Not a support one though. You can use him as an offensive summoner, and his ultimate would jsut be a spell that respawns him immediately if he has enough mana, and it doesn't count as a death.



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Nov 8 2008, 12:33 am Biophysicist Post #44



Like that idea, but I'm kinda worried about the invisibility thing. It would cloak the other heroes too, wouldn't it? And that could lead to Temporal Templar not decloaking when he attacks or not having his Temporal Distortion ability activate: The way I was planning to detect him attacking was by checking if the Zerg computer player "commands" a Scanner Sweep. (Comps do use Scanner Sweep when their allies are attacked by cloakers, right?)

I could work around this, I guess...

Never mind, I thought of a workaround.

EDIT: And what would he summon? I'm running low on units... The only Protoss combat units I have left are Reavers, Carriers, and non-hero Arbiters. Although I could change Poison Ward to another unit, freeing up Archons. I could use Terran units I guess, but it wouldn't make sense for an Arbiter to summon Terrans. And btw, this is actually pretty similar to Kararu's Eye.

Post has been edited 3 time(s), last time on Nov 8 2008, 2:10 am by TassadarZeratul.



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Nov 8 2008, 2:23 am Impeached Post #45



Why not just summon NPC spawn units with tons of upgrades?



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Nov 9 2008, 2:20 am Biophysicist Post #46



The NPC spawns are Scouts and Marines. I already have someone who summons Scouts, and I don't think it would make sense for him to summon Marines.



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Nov 9 2008, 9:34 pm Biophysicist Post #47



I've decided to re-open the character list. If anyone has any more character ideas, post them.

I've changed Heretic's Poison Ward spell to create a Firebat bunker and re-named it Flame Ward. I also added a new character, Destiny Archon, who has lots of teleport spells. (Not like Danimoth, but inspired by it.)

EDIT: Oopsies, accidental double-post due to pushing reply instead of edit. Sorry.



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Nov 11 2008, 12:21 am stickynote Post #48



I'm confused about the destiny archon.
His first spell is baseport, which teleports to the nearest tower. Laneport teleports to another lane. What's the point of laneport? Even without the long casting time, it's still a bit pointless. All you have to do is walk a little more than half the distance between one lane and the next, then baseport the rest of the way. Instead of laneport, I suggest that you use a more aggressive spell. My idea is lightningport. He teleports between multiple places so fast he can be in all those places in relatively the same time. It essentially makes a copy of him. Two destiny archons with a set amount of life(your full life for that level divided by 2) are created for 20 seconds. The duration increases per level. When the time is up, the two copies are given to a computer, the orignal destiny archon is moved to a random copy, then the copied archons are removed/killed. However, in the time period, if both destiny archons are killed, the original one dies as well. If only one died in that time, the destiny archon returns without any mana.



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Nov 11 2008, 12:43 am Biophysicist Post #49



I was thinking of laneport for an escape spell: Ground units couldn't follow him, but at a high enough level they could chase him even if he baseports (especially Mutilator, who is very fast if his speed is upgraded and can stun the towers.) However, your suggestion is much better, so I will change laneport to your suggestion. Thanks.



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Nov 11 2008, 12:48 am stickynote Post #50



Thanks. I just find the the destiny archon is seriously lacking in a damaging spell. The allyport is also a bit crappy. I suggest broadening it to teleporting to a nearby hero. However, as soon as you reach your target, triggers check to see which team the hero is on. If it is an ally, nothing else happens, but if it is an enemy, you lose some more mana to prevent overusing of the spell to chase down enemy heroes.



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Nov 11 2008, 12:52 am Biophysicist Post #51



*growls but agrees* I thought I had put in a teleport-to-enemy spell... o.O



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Nov 11 2008, 2:18 pm Pigy_G Post #52



Quote
Tunneling: Teleportation. I'd like to make this only castable while burrowed. Anyone have any suggestions for how to do this?

Have a 1x1 Pixel sized location constantly centered on the lurker, Then constantly try to move a unit to that location, If it's able to move there then you know he burrowed.



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Nov 11 2008, 2:37 pm Biophysicist Post #53



Thanks!

And I added a new character: Swarmcaster, who has eight spells at his disposal, none of which are very powerful but which make him very verstitile. I now have 22 characters, I believe.

Post has been edited 1 time(s), last time on Nov 11 2008, 2:45 pm by TassadarZeratul.



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Nov 11 2008, 2:47 pm Impeached Post #54



How go the triggerthings?



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Nov 11 2008, 2:49 pm Biophysicist Post #55



Fairly well. Selection system and the spellcasting system (not the actual spells, the system you use to cast them) are coded. The Creeps will be next, then respawning heroes. Then I'll start coding the individual heroes.



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Nov 11 2008, 2:54 pm Pigy_G Post #56



I don't think I can be the base terrainer, when I say base I mean starter, If you had somone get it started then I might be able to build off of it.. I'm just not getting anything out of twilight that could be used very well, I did find a nice bridge to land blend though.

Also dont forget you can use Razagal for a anti air spell, (move)



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Nov 11 2008, 2:56 pm Biophysicist Post #57



K, then, sticky, you said you were interested in the terrain? If you still are, then you can go ahead with it. Or I can try, but it'll need a lot of improvement.

And I am using Raszgal for an anti-air spell. *points at Arcolite Assault Battery*



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Nov 11 2008, 3:52 pm Impeached Post #58



TZ, just make a design. I.e. put square tiles of cliff where you don't want people to walk, dirt where you do, etc.



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Nov 11 2008, 9:54 pm Biophysicist Post #59



I'm working on it now. Almost done...

And what do you guys think of Swarmcaster?



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Nov 11 2008, 11:30 pm Pigy_G Post #60



It appears swarmcaster will be more for experianced players.



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