Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
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Nov 11 2008, 7:38 pm Vi3t-X Post #701



Make Ops more useful. Mineral patches SCVs can "remove".

LUL



None.

Nov 11 2008, 9:10 pm Moose Post #702

We live in a society.

Quote from ClansAreForGays
Quote from Mini Moose 2707
But, this is really a game that should be left/right instead of corner to corner.
Speak for yourself, I like the corner to corner. It wouldn't feel like ts w/o it.
When you can hit north base's Cannons with all four of Light Mage's L2 Reavers and stay out of those Cannon's range, we'll talk. And no, the Cannons on the north path exit don't count.

I'm sorry, but there's just a bias in many casting situations because units are created around you in a certain order. I would like either the terrain to accomodate this or have the unit positioning itself has to be accounted for in the triggers.




Nov 11 2008, 9:40 pm dumbducky Post #703



Turning the map horizontally would make the paths all diagonals. Wouldn't that cause problems?



tits

Nov 11 2008, 11:19 pm Moose Post #704

We live in a society.

If done properly it would fix more problems that in causes.




Nov 11 2008, 11:52 pm Riney Post #705

Thigh high affectionado

Quote from Mini Moose 2707
I'm sorry, but there's just a bias in many casting situations because units are created around you in a certain order. I would like either the terrain to accomodate this or have the unit positioning itself has to be accounted for in the triggers.

LM + South base = Profit



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-- Updated as of December 2021 --

Nov 12 2008, 2:33 am Moose Post #706

We live in a society.

Quote from MNeox
also. I'm going to have trouble making some narrow paths, I usually make things all out in the open. lol
Good. The last thing we need is a return of stormgaying.




Nov 12 2008, 2:47 am MNeox Post #707



Quote from Mini Moose 2707
Quote from MNeox
also. I'm going to have trouble making some narrow paths, I usually make things all out in the open. lol
Good. The last thing we need is a return of stormgaying.

so you don't want narrow paths?
clanforgays wanted me to make some on northern part of map :\



None.

Nov 12 2008, 3:11 am Moose Post #708

We live in a society.

Depends on how "narrow" is defined terms of width. If it's no bigger than the size I've modified into the 1.2 terrain, then it's fine.




Nov 12 2008, 4:10 am ClansAreForGays Post #709



Quote from Mini Moose 2707
Depends on how "narrow" is defined terms of width. If it's no bigger than the size I've modified into the 1.2 terrain, then it's fine.
Can you think outside of the box for once moose? The narrow path that the spwns walk should be on low terrain, surrounded by cliffs on each side. That way if someone is stormgaying, they will be owned from above.

So keep north narrow




Nov 12 2008, 4:22 am Moose Post #710

We live in a society.

Except stormgaying for both bases occurred on high ground.
What you suggest is worth a shot, though, provided that these choke points are not too close to the temple. (gay/heal/repeat)

Also, death will remove Dark Mage's curses now.

Post has been edited 2 time(s), last time on Nov 12 2008, 4:40 am by Mini Moose 2707.




Nov 12 2008, 6:45 am UnholyUrine Post #711



The bug with the muta moving out of the arena.. wow that's lame, someone figured out that the location for the arena's small enough. This reminds me that people can probably do it with sci-ves too, because i don't think i set a location for moving sci-ves back...
A way to fix is probably have 4 long locations that moves stuff back to where they're supposed to be... or just kill them, but then assault's dropship will die (Right now it is set to move back to ur base when you fly off the arena)

To Moose: I have started working on my map, and you've changed quite a bit already :S... Right now, and as you should know by now, my triggers are very messy, and i've basically had everything ripped open, so there's no point in giving it to you at this point. I want to see the Mech's L4, but i don't like the fact that all forms can use it. I am also planning to do smth with the non-hero Vulture, so if u can, it may be best to not use it for any new spells. I'll probably replace the rail gun with goliaths instead. Maybe i should just wait till you're "Done" with the map so i can work on it again since I haven't really gone too far

To MneoX: Here's what I want with the new terrain:
-Spawn buildings are not buildable in your bases
-Specific Patches of open, buildable area that are defensible (i.e. has choke areas). It'd be even better if you can impliment cliff side assault paths (The islands in the original terrain is perfect for that :P)
-Better Cliff areas and/or Height Strategy.. try to impliment it on the top and middle path. The v1.4 terrain only has One spot, which is south of the middle path.. where people can move up the cliff to get a better height + hide at night.
-Same awesomeness as the terrain before, but really doesn't need the same level of art expertise, rather Strategic terrain. Bring forth your melee terrains, MNX ;)



None.

Nov 12 2008, 7:32 am Riney Post #712

Thigh high affectionado

Quote from UnholyUrine
The bug with the muta moving out of the arena.. wow that's lame, someone figured out that the location for the arena's small enough. This reminds me that people can probably do it with sci-ves too, because i don't think i set a location for moving sci-ves back...
A way to fix is probably have 4 long locations that moves stuff back to where they're supposed to be... or just kill them, but then assault's dropship will die (Right now it is set to move back to ur base when you fly off the arena)

The guys name was Oo.Shocko.oO if anyone would like to know (Especially shocko, ya got a poser)



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-- Updated as of December 2021 --

Nov 12 2008, 8:05 am MNeox Post #713



anything about the uhh geyser placement, or should I leave that up to urine?



None.

Nov 12 2008, 12:32 pm Vi3t-X Post #714



Quote from name:Dark_Marine
Quote from UnholyUrine
The bug with the muta moving out of the arena.. wow that's lame, someone figured out that the location for the arena's small enough. This reminds me that people can probably do it with sci-ves too, because i don't think i set a location for moving sci-ves back...
A way to fix is probably have 4 long locations that moves stuff back to where they're supposed to be... or just kill them, but then assault's dropship will die (Right now it is set to move back to ur base when you fly off the arena)

The guys name was Oo.Shocko.oO if anyone would like to know (Especially shocko, ya got a poser)
What if its Shocko gone renegade?



None.

Nov 12 2008, 5:30 pm Moose Post #715

We live in a society.

Quote from UnholyUrine
The bug with the muta moving out of the arena.. wow that's lame, someone figured out that the location for the arena's small enough. This reminds me that people can probably do it with sci-ves too, because i don't think i set a location for moving sci-ves back...
Why does it matter if Science Vessels leave the arena? The problem with Mutalisks are that they're supposed to die in a few seconds by trigger. Science Vessels aren't supposed to die by trigger after a certain amount of time.


Quote from UnholyUrine
I want to see the Mech's L4, but i don't like the fact that all forms can use it.
If there was a fourth Mech ground unit that had the same upgrades, I'd use it.

Quote from UnholyUrine
I am also planning to do smth with the non-hero Vulture, so if u can, it may be best to not use it for any new spells. I'll probably replace the rail gun with goliaths instead.
They're already both used as spawns.
The last thing Mech's Bike Mode needs is a spell of normal type damage.

Quote from UnholyUrine
-Spawn buildings are not buildable in your bases
... really?
We still need to able to lay down Turrets and colonies and defenses and such.




Nov 13 2008, 12:58 am Arvendragon Post #716



We should be able to vote for the new terrain!

And maybe the changes. It would give a greater view of what the general players want. :D

One change I'd like is something more done with the Probe. All I see is Assimilators and occasionally a couple of Pylons to replace lost ones. Maybe make the spawn buildings YOURS and actually SPAWN the PLAYER'S units.

I don't know, but that may be really imba, especially if all units for some classes' upgrades are already used, so no existing ups will effect, while other heroes have the same spawns as their upgrade.

OR have really powerful spawns. Like the Battle Tank, but maybe something like Fenix Dragoons (is that used?), etc.
About 500-1k HP, and 40-120 DMG. Depends if exp. should be given, if not, then make buildings cost A LOT. ^^



None.

Nov 13 2008, 4:25 am UnholyUrine Post #717



<.< I might have to work around the vulture thing a bit then.. Keep the spell
-I don't like the fact that ALL FORMS can use it. Should be just the last form able to use it... u Could let just the Tank use it.... but then again that seems weird... maybe just nvm :)
-The sci-ves may matter since if they move it out of the arena, then there's no maximum amount of sci-ves they can create. Altho i can simply change the condition to "command" rather than "bring at most 2 to arena"
-Spawn buildings unbuildable in the base .. becaues that's a ez street way of doing it?.. U could build it CLOSE to the base. Also, the captured outposts can provide good places to build spawn buildings.



None.

Nov 13 2008, 7:10 am Jack Post #718

>be faceless void >mfw I have no face

Quote
-Spawn buildings are not buildable in your bases

That would make spawning even more of a bad strat wouldn't it? I thought you were trying to make spawning a better, viable strategy.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Nov 13 2008, 4:16 pm Lt.Church Post #719



well if he lowered their price aswell as cannon costs/raised pylon health theyd be more plausible of a strategy.



None.

Nov 13 2008, 9:21 pm Vi3t-X Post #720



Each spawn needs a Commander unit. Leeroy Jenkins charges are getting annoying.



None.

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