Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Characters for an AoS
Characters for an AoS
Jan 22 2009, 5:09 pm
By: Biophysicist
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Jan 23 2009, 11:52 pm l)ark_ssj9kevin Post #41

Just here for the activity... well not really

Is the hero unit the only unit that the player owns in the battlefield, excluding spells?



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jan 23 2009, 11:54 pm Biophysicist Post #42



Usually. There are some exceptions like Command APC and stuff, but otherwise yes. Why?



None.

Jan 24 2009, 12:00 am ForTheSwarm Post #43



Quote from name:TassadarZeratul
Quote
As a last resort, I choose... Arbiter!
No. o.o Arbiters are a mega no-no in this map. They make stuff go cloaky.

Only your own units... and the Specter can only summon hallucinations+spell units (which you shouldn't be attacking anyways).

I really don't see the problem here...



None.

Jan 24 2009, 12:10 am Biophysicist Post #44



Quote
Only your own units... and the Specter can only summon hallucinations+spell units (which you shouldn't be attacking anyways).

Arbiters also cloak your allies. I'm almost sure of this. Don't work FTS, I'll get your Specter in somehow. Maybe as a Dragoon?



None.

Jan 24 2009, 12:20 am l)ark_ssj9kevin Post #45

Just here for the activity... well not really

Because;

Name: Shard of Khaydarin (Arbiter)
Cloak - Gives itself to computer for 5 seconds, giving them cloak advantage
Phase Cannon - Briefly spawns a second arbiter for 1 hit.
Statis Field - Paralyzes units nearby for about 5 seconds
Recall - Spawns 10 Dragoons and 10 Scouts (for computer) at SoK

Also, no, Arbiters only cloak your own units. How long have you been playing SC? :P



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jan 24 2009, 12:45 am ForTheSwarm Post #46



Quote from name:TassadarZeratul
Arbiters also cloak your allies. I'm almost sure of this.

I just checked. It doens't cloak allies. My starcraft knowledge does not fail me. :P



None.

Jan 24 2009, 3:04 pm Biophysicist Post #47



Really? Weird, I wonder where I got that idea. Well, that makes things a lot better. Mr. Specter is going in now. Yay!

EDIT: OSHI- I just realized I forgot to give Mutilator (the Zergling) a way to counter air. I'm going to try to come up with one for him, but I'll take suggestions, obviously. *starts thinking*

Post has been edited 2 time(s), last time on Jan 24 2009, 3:57 pm by TassadarZeratul.



None.

Jan 24 2009, 7:36 pm ForTheSwarm Post #48



OSHI- Life Drain won't work for Arbiters. :hurr:

OK, this is my final draft.


Fenix's Spirit- Arbiter

Medium shields, low HP, high armor, medium/low attack.

Spectral Drift- turns the Specter into an observer, which can be killed. When the spell is cast again, the observer turns back into the Specter. If the observer is killed, then the Specter is still moved to wherever the observer is, but at 5% HP. Upgrading the spell increases observer HP and the % of HP you have if the observer is killed.

Apparitions- creates hallucinations. Upgrading the spell increases the amount of hallucinations created.

Spectral Vortex- hyper-order-moves nearby enemies to the Specter. This also stops the enemies from attacking, of course. Upgrading the spell increases duration and the amount of move orders.

Possess- Gives you control of a nearby player's hero for 10 seconds. You cannot control the Specter at the same time. Upgrading the spell increases length of possession.


For the Mutilator's Disabling Aura- maybe make it hurt air? The ship, being disabled, would likely fall to the ground, crash, and get damaged.

EDIT: May I reserve the right to use this hero character in my own RPG(s)?

Post has been edited 3 time(s), last time on Jan 24 2009, 10:15 pm by ForTheSwarm. Reason: stupid brood warrior



None.

Jan 24 2009, 8:39 pm Dungeon-Master Post #49



Quote from UnholyUrine
They'll learn that O.o...
EDIT: I suggest you play sm Temple Siege and see how spells work out :O.. you've got a lot of Invincibility spells. They MUST have some spell effects so the other people will know and not use a+click on enemy.. which'd make them walk to it but not attack... Also, invincibility would counter all spells... so you must give a spell effect.

Yea, you could replace the guardian's invinsibility spell with something like:
Diseased Foes, slows 1 enemy hero under Decimator (lvl1). slows all of them (lvl2). Stops all of them (lvl3)

this would be diffrent, caus its true that lots of units got invulnerability.



None.

Jan 24 2009, 8:59 pm stickynote Post #50



Quote
it ensures that no unit gets pounded all the time and dies while the other has full life.

That raises a good point. I forgot to think about that. Since you have two heroes, I guess they should respawn individually.



None.

Jan 24 2009, 10:41 pm Biophysicist Post #51



Quote
EDIT: May I reserve the right to use this hero character in my own RPG(s)?
Of course. It's your idea after all. :P

Quote
That raises a good point. I forgot to think about that. Since you have two heroes, I guess they should respawn individually.
Hm. I was going to have it be one dies, the other one dies, but that would be pretty weird now that I think about it, so I'll do that. Although if one of them dies, the other one's probably screwed because three of your spells wouldn't work and you lost half of your firepower. :P

Quote
Yea, you could replace the guardian's invinsibility spell with something like:
Diseased Foes, slows 1 enemy hero under Decimator (lvl1). slows all of them (lvl2). Stops all of them (lvl3)
Maybe...

Quote
this would be diffrent, caus its true that lots of units got invulnerability.
I noticed that and am trying to replace most of the invuln spells. You'd think I could be more creative than to re-use the same ability over and over again...

Quote
For the Mutilator's Disabling Aura- maybe make it hurt air? The ship, being disabled, would likely fall to the ground, crash, and get damaged.
Disabling Aura isn't available until level 6, and you don't level up that fast, so... I'd prefer it if he had some anti-air ability at the very beginning. (Actually, all the heroes should have some way to hit air. The only exceptions are Temporal Templar and Brood Warrior, both of whom can cloak if their being chased by air stuff.)

Quote
stupid brood warrior
What?

Anyway, I'm going to add Fenix's Spirit and the CC.

EDIT: I had an idea that might be cool but might also be stupid... Maybe I could replace one of the invuln spells with a mineral-stealing spell? Of course, it would have to be a character who's "theme" would match a spell like that.

EDIT2: Wait, we never finished the CCs spell list, did we...

Post has been edited 1 time(s), last time on Jan 24 2009, 10:52 pm by TassadarZeratul.



None.

Jan 24 2009, 10:48 pm ForTheSwarm Post #52



Quote from name:TassadarZeratul
Quote
stupid brood warrior
What?

I had a spell just like Terrorize (Brood Warrior's 3rd spell), but then I realized that and I changed it.



None.

Jan 24 2009, 11:36 pm LosTZealoT Post #53



lol, Well, from my original list and the suggestions in the this thread, I think these are good for it:

Sonic Blast(Sky Wall): Forces all enemy air units away and out of range from the Command Center.(Is Activate/Deactivate type spell, costs energy per second) - stickynote
Best Leveling would be less energy per second

Iron Strength: Temporarily makes all allied units near-by invincible, forcing enemies to re-target the Command Center. - LosTZealoT
I know you've been trying to remove Invincible Spells, but seeing as the Commander will serve as a tank anyway, this will only reinforce its purpose.

[-Swarm of Workers: [While Lifted] Creates a bunch of SCVs under the Command Center who can attack and repair the Command Center. - LosTZealoT
[
[-Temporal Spawn: [While Landed] Spawns like a normal computer Spawn Point. Lasts as long as the CC is landed. - LosTZealoT
After reading the posts about how CC should have more spells, I thought that doubling these two up might be cool. If it were say the wraith spell, you'd build the Wraith and if you were landed, it would use Temporal spawn, if you were lifted, it would use Swarm of Workers. These are both spawn spells so its not that hard to get a grasp of. Temporal spawn and Swarm of Workers would both create more SCVs/spawn units with Levels.

Particle Thrust: Propels the Command Center forward at the speed of light. (Is Activate/Deactivate type spell, costs energy per second)- Pigy_G
Best Leveling would be less energy per second, maybe distance traveled? I think that he recommended a mobile grid to make this work, you'll have to talk more to him about his vision :P

Crushing Weight: When Landing, the Command Center deals damage to underneath/nearby enemies. - LosTZealoT
I think this shouldnt be a spell per se, but as the Command Center has no formal attack and cannot be upgraded, it would be good it when it landed, it does something more than make the units beneath float.


I think this is a good list, it gives the hero a good range of spells, ways to deal damage, move and serve as a tank unit, taking the damage for its friends. I think it should have good armor, but it needs high health due to Terran burning effect. Of course, the SCVs should have good health/low armor or low health/high armor and decent attack. Repairing w/ SCVs should cost energy(Im assuming your using like gas/ore), but its ok if it doesnt.



None.

Jan 25 2009, 2:47 am Biophysicist Post #54



Well... How would you make it damage stuff when it lands? If there is anything under it for it to crush, it can't land...

I like the idea of doing different spells depending on whether it is lifted or not, though.



None.

Jan 25 2009, 2:55 am NudeRaider Post #55

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

While a building is landing you can walk under it.
If you manage a to siege a tank under it in time sc will automatically crush it.
For most other units you'll have to trigger it. :P




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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