Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 73 74 75 76 77140 >
 

Jan 29 2009, 6:54 am Spinlock Post #1481



Quote from UnholyUrine
When I feel like it >:C
Does that mean tomorrow is a possibility? Or is there an implied "when I'm finished" involved there too? :rolleyes:



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Jan 29 2009, 1:01 pm xYoshix Post #1482



I think it will take a lot time to make 1.5 perfectly balanced with the new features.
Just like SC2 :D

Id rather have it perfect and come out later than have it suck and come out early. :bleh:



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Jan 29 2009, 5:49 pm UnholyUrine Post #1483



*sigh*.. the tragedy of the professionalists

When I say "When I feel like it".. it means I have the ideas solidified, but not put into map yet :P..



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Jan 29 2009, 9:36 pm Biophysicist Post #1484



I just remembered a superspecialawesomesauce thread that tells you how to make the computer upgrade on demand, which would free up a lot of units that would otherwise be used for spawns. http://www.staredit.net/topic/5332/ Think it might be useful? One thing to keep in mind is that if you used this, all of the spawns would have to be the same race.



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Jan 29 2009, 10:04 pm ForTheSwarm Post #1485



That's only 3 upgrades, unfortunately.



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Jan 29 2009, 11:46 pm Decency Post #1486



That's enough, as long as other players aren't also getting the same units. You'd have to modify either Summons or the DM's L4 to use broodlings or zerglings efficiently. Zealot and dragoon are the best choice in my mind, unless you want marine/firebat.



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Jan 30 2009, 1:15 am DumbMarine Post #1487



This idea has exactly the same flaws as the idea posted previously about having variable HP spawns. It doesn't scale XP.



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Jan 30 2009, 1:22 am Moose Post #1488

We live in a society.

That isn't necessarily a flaw because of the whole "spawns are feed" thing.

Perhaps spawns should upgrade in HP and upgrades rather than numbers.

Post has been edited 1 time(s), last time on Jan 30 2009, 1:49 am by Mini Moose 2707.




Jan 30 2009, 3:20 am Iceman16 Post #1489



Quote from Mini Moose 2707
That isn't necessarily a flaw because of the whole "spawns are feed" thing.

Perhaps spawns should upgrade in HP and upgrades rather than numbers.
That sounds like a great idea rather then upping spawn number.



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Jan 30 2009, 3:53 am Biophysicist Post #1490



Quote from DumbMarine
This idea has exactly the same flaws as the idea posted previously about having variable HP spawns. It doesn't scale XP.

A while ago I posted a variant on the Perfect Kills to Cash system that has the same effect as normal PKtC but doesn't take up a player slot. If the Upgrade system was implimented, maybe UUrine could use my vPKtC, which would let him change the spawn's XP amounts when the computer upgraded the spawns.



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Jan 30 2009, 4:29 am UnholyUrine Post #1491



IDK Wat U Say cuz u use 2 much abbrv's



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Jan 30 2009, 5:06 am DumbMarine Post #1492



Quote from th1rt33n
after seeing the beta of the new map all i have to say is amazing every1 will be very proud of unholys update to the game we all love. it will bring ts back alive from these last 2 patchs xD

Quote from UnholyUrine
*sigh*.. the tragedy of the professionalists

When I say "When I feel like it".. it means I have the ideas solidified, but not put into map yet :P..

damn you false hope



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Jan 30 2009, 8:25 pm Biophysicist Post #1493



Quote
IDK Wat U Say cuz u use 2 much abbrv's
Sorry... PKtC = Perfect Kills to Cash, vPKtC = my variant on Perfect Kills to Cash system that doesn't require a dedicated computer. UUrine = you, if you couldn't tell.

I was suggesting that if you used the upgrade idea (Using this to upgrade the spawns instead of changing the units), you could implement my system, which would let you change the XP the spawns give each time they upgrade.

(Here's a link to my improved Perfect Kills to Cash system: http://www.staredit.net/topic/5625/ If you need a concept map, I'll be happy to provide you with one.)



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Jan 30 2009, 11:05 pm BlueDestiny8 Post #1494



Id prefer to keep spawns as feed due to the idea that this game is more hero centered rather than reliance upon spawns. I think I love Urine's style in maps (after playing several) and how he focuses on heroes pitted against each other rather than having to use other tools to fight with (aka spawns). Thats my opinion on it.

-Blue



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Jan 30 2009, 11:30 pm Biophysicist Post #1495



My suggestion wouldn't change that, it just gives UUrine a few more units to work with. The spawns could still be feed.



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Jan 31 2009, 5:25 am DumbMarine Post #1496



While you're at newbifying the game, remove light mage's l1 cooldown, and make archer's l1 autocast whenever someone gets close. I'm tired of having to do this 'timing' stuff, its too hard. To balance it out you can remove dark mage, and double mech's vulture form hp, it's too low and i'm tired of having to micro to survive. Spec ops should go back to +3 attack. Don't get me started on warrior.

On a serious note, I just discovered that medic's L4 sets mana to max. It has the interesting side effect of dark mage and medic being assassins at night (and dark mage can screw you over with the curses). It's kinda cool, but it's kickin the other team while they're down, given that L4 also gives 20 civs worth of HP...



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Jan 31 2009, 6:18 am ClansAreForGays Post #1497



Quote from DumbMarine
While you're at newbifying the game, remove light mage's l1 cooldown, and make archer's l1 autocast whenever someone gets close. I'm tired of having to do this 'timing' stuff, its too hard. To balance it out you can remove dark mage, and double mech's vulture form hp, it's too low and i'm tired of having to micro to survive. Spec ops should go back to +3 attack. Don't get me started on warrior.

On a serious note, I just discovered that medic's L4 sets mana to max. It has the interesting side effect of dark mage and medic being assassins at night (and dark mage can screw you over with the curses). It's kinda cool, but it's kickin the other team while they're down, given that L4 also gives 20 civs worth of HP...
Moose discovered this around page 5 I think.




Jan 31 2009, 7:21 am Iceman16 Post #1498



Quote from DumbMarine
While you're at newbifying the game, remove light mage's l1 cooldown, and make archer's l1 autocast whenever someone gets close. I'm tired of having to do this 'timing' stuff, its too hard. To balance it out you can remove dark mage, and double mech's vulture form hp, it's too low and i'm tired of having to micro to survive. Spec ops should go back to +3 attack. Don't get me started on warrior.

On a serious note, I just discovered that medic's L4 sets mana to max. It has the interesting side effect of dark mage and medic being assassins at night (and dark mage can screw you over with the curses). It's kinda cool, but it's kickin the other team while they're down, given that L4 also gives 20 civs worth of HP...
It's one of those need to know secrets that you don't tell anyone. :stfu:



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Jan 31 2009, 7:32 am Decency Post #1499



Lol I just found this out by accident too. I played defense against a summoner as medic and ended up doing 175+ damage by the end. =D One hitting marines earns money incredibly fast. My assassin teammate FINALLY started hitting the temple, and we won, barely.



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Jan 31 2009, 8:08 am UnholyUrine Post #1500



POST 1500..

WH00t! Got it this time, IN YOUR FACE ECHO..
but it wasn't as good as post 1000 :C ...

I included a lot of little details for players who are willing to delve deeper into the game.. but usually, it all comes to just aesthetics.. (usually :P)

As for v1.5... i'm having a hard time getting the new heroes glitch free... (just with any heroes)... soo it'll take a while :C



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