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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Jan 14 2009, 4:57 am UnholyUrine Post #1221



look at the tournament .. and replays are also seeded smwhere in this giant thread...

I'll take all spell ideas into consideration. I'd probably include them if they Either fit my current thought up themes... or is better than my current ideas. :P



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Jan 14 2009, 8:01 am Iceman16 Post #1222



Encountered a glitch in M2, it was a 2v2 and one enemy and myself were both the mech unit. Not sure if this was present in older versions aswell. It was after all 4 of us had chosen random.



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Jan 14 2009, 6:34 pm ClansAreForGays Post #1223



It known to most (but maybe not moose) that the Random in M2 glitches a lot. Tator won't even host it cu it has happened so many times to him.




Jan 14 2009, 6:50 pm Moose Post #1224

We live in a society.

Nothing regarding the randomization or character selection was changed between 1.4M and 1.4M2. There is nothing to it but superstition and Gambler's Fallacy.




Jan 14 2009, 8:22 pm Decency Post #1225



Well, I've had it happen 3 times (always with Mech) that we get the same unit.

I can calculate the probability of that being just chance, if you'd like, but I'm going to guess something got bugged.



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Jan 14 2009, 9:24 pm BlueDestiny8 Post #1226



Anothet glitch I told moose was that lm spell 3 can potentially teleport the lm back to the temple, one game I was fighting an lm and it happened 3 times.



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Jan 15 2009, 12:42 am Iceman16 Post #1227



Oh well, I'm back to hosting the previous version again, and just waiting for UnholyUrine to release the new version.



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Jan 15 2009, 1:24 am ClansAreForGays Post #1228



Quote from BlueDestiny8
Anothet glitch I told moose was that lm spell 3 can potentially teleport the lm back to the temple, one game I was fighting an lm and it happened 3 times.
?! wow the LM has it all now!




Jan 15 2009, 1:58 am UnholyUrine Post #1229



How did that happen?? LM's L3 teleporting?? It has never happened, and there's no way the triggers would've messed up that way o.O...
For one.. the spell wasn't team specific, so even if you were teleported, it shouldn't know whether to teleport you to Temple of the North of Temple of the South (Since i've never set that up).
For two.. it is just create a bunch of units and kill them off a while later... <_<



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Jan 15 2009, 2:04 am puffyfish Post #1230



so i've been experimenting with upping spawns, with a decent amount of success
a question to the veterans
Hydras are pure pwnage, but are zealots worth getting? or should i be trying to bypass them



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Jan 15 2009, 2:32 am Decency Post #1231



In my experience spawns are just feed until marines. At marines, depending on what you're up against, they can be very powerful. Zealots are a waste; as they are melee and their attack is in two parts (armor counts twice), so they barely do any damage to structures. Hydras do a ton.



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Jan 15 2009, 2:46 am ClansAreForGays Post #1232



skip, tech straight to hydras. Also don't forget to use all ur civs on spwn number after that.




Jan 15 2009, 2:48 am ClansAreForGays Post #1233



$$$ to civs?

Wht do you think about another becon in base, that when you step on it you trade 50mins for 1 civ?




Jan 15 2009, 4:18 am Decency Post #1234



No, people are mana whoring enough as it is. That just lets one teammate assim and the others go ridiculous with spells.

My spell suggestion:

Earthshaker: Nearby buildings are reduced to 10% health and shields. (Temple Immune, duh). Probably a level 2 or 3

Stasis: Lets a player stasis with an arbiter. Should definitely have a 2-3 second channel so it's dodgeable. Probably a level 4. The unit should definitely NOT be able to be attacked while stasised. This might get really broken if spammed, but a lot of classes can counter it. Ling, Hydra, Summoner can burrow. LM can L1, DM can Feedback, Mech can transform, DT can warp, Volt can L2, Marine/Assault/Warrior/Medic are out of luck if it actually gets off, but even still Medic can L2, Assault can bomb it or drain beforehand, Marine can bunker up or EMP it.

Post has been edited 1 time(s), last time on Jan 15 2009, 4:46 am by FaZ-.



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Jan 15 2009, 6:41 am th1rt33n Post #1235



no arbitor based spells
CAFG that was a good idea. i would allow teams to atk bases and kill gates and not worry about not xping anymore.I'd have each time you use it increase by like 25-35mins each use.



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Jan 15 2009, 9:33 am killer_sss Post #1236



Quote
17. No. I have already made it "less OP" by making Heroes move into it every 3 DC. However, all summoned + spell units will be sucked into Volt every DC. Heroes will have the chance of running away if they can outrun Volt and no other units are blocking their way.

volt lvl 2 is very useful in some situations pulling away from temple annoyiing units that feed and heal and its also quite fun to pull into cannons. As for "heros running away if they can out run volt" i laugh. its quite simple to out run the volt because he is slowed dramatically by the spell in the first place.

This is my case to leave volt as is just shorten the time of the suction. great map begining to enjoy it more.



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Jan 15 2009, 2:58 pm Lt.Church Post #1237



if im not mistaken you can stasis burrowed things, or you can stasis during the burrow animation one or both cant recall, not much of a defence against it; also stasis lasts too long to be a viable skill, its like DM's slow but larger range, and completely stops them, cant remember exact timing but it may also freeze them longer.

as for earth shaker thats alittle ridiculous i mean really, a spell that can turn a near inifinite amount of money aka buildings into near dead status. MAYBE a skill that repaired your teams buildings that seems more likely.



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Jan 15 2009, 3:21 pm Biophysicist Post #1238



Quote
no arbitor based spells
Why? Arbiters are cool... And you can turn off the cloaking field with sharevision. :P Why teh hateage toward teh arbs?

Quote
Stasis: Lets a player stasis with an arbiter. Should definitely have a 2-3 second channel so it's dodgeable. Probably a level 4. The unit should definitely NOT be able to be attacked while stasised. This might get really broken if spammed, but a lot of classes can counter it. Ling, Hydra, Summoner can burrow. LM can L1, DM can Feedback, Mech can transform, DT can warp, Volt can L2, Marine/Assault/Warrior/Medic are out of luck if it actually gets off, but even still Medic can L2, Assault can bomb it or drain beforehand, Marine can bunker up or EMP it.
I like this idea.

Quote
MAYBE a skill that repaired your teams buildings that seems more likely.
I like this idea too.



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Jan 15 2009, 3:35 pm Pigy_G Post #1239



Quote
if im not mistaken you can stasis burrowed things, or you can stasis during the burrow animation one or both cant recall, not much of a defence against it; also stasis lasts too long to be a viable skill, its like DM's slow but larger range, and completely stops them, cant remember exact timing but it may also freeze them longer.

The only time you could spell a burrowing unit is right as its burrowing, and it wiill still be burrowed but afflicted.
so yes, it's an epic defense. I use burrow to dodge plauge/stasis/ensnare/maelstorm all the time in micro.



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Jan 15 2009, 4:24 pm BlueDestiny8 Post #1240



What about an scv hero =D that can do traps and stuff, or a scv that has the ability to repair cannons and such as a spell maybe? I mean scv has a lot of potential i think and it'd be awesome!!!!



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