Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
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Feb 14 2009, 9:11 pm Biophysicist Post #81



Quote
I'm not sure but I think I got hero lurks when I used L3.
There isn't a hero Lurker... Mutant's L3 spawns the same unit that is used for the Earth Demon. That's probably the reason that it's glitching suddenly, actually: There's probably some trigger that thinks Mutant's lurks are actually the Earth Demon and doesn't kill them because of that.

Post has been edited 1 time(s), last time on Feb 14 2009, 9:17 pm by TassadarZeratul.



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Feb 14 2009, 9:52 pm th1rt33n Post #82



the l3 is earth demons... just like phantoms l4 is nuclear ghosts and mutant l2 is sumoners lings.



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Feb 14 2009, 10:03 pm ClansAreForGays Post #83



Quote from name:isolatedpurity
I went zergling, enemy went lurker. I'm not sure but I think I got hero lurks when I used L3.
lololololol




Feb 14 2009, 10:46 pm ShredderIV Post #84



i also realized the dumbness of lms reavers. its also a lot harder to hit ppl with it. i'v used it practically right next to some 1, andi only got 1 hit off. also, psion's l2 seems a little overpowered considering it's only 75 mana. maybe switching it with l3 would make more sense. phantom's l3 also doesn't seem to last long enough, and doesn't catch ppl very well. Also, the engineer is extremely overpowered, but i like how much psion can counter him. maybe his scourge for l4 shouldn't be invince or something. Earth demon's earthquake spell is really dumb. it shud prolly only affect ppl who are close to him instead of making every1 on the map freak out. it's way too easy for him to trap you in cannon fire or freeze you for an ally when he's not even anywhere near you. Ummmmmm. i think the psions void spell should also like drain mana more. since it drains at a lower mana level and just slows it down at a higher mana level. I did like how upgrades change after a certain amount, not sure if that was in last v, such as final mana level giving you +50 mana instead of 40, and later health ups giving you +6% and such. it would also be really cool, with the lurk in the game now, if more people had detector type spells or if you could even buy one or something. also, lurk has no anti-air, which could just be a character thing, but it causes him to absolutely suck against psion's l4.



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Feb 14 2009, 10:57 pm itisagooday2die Post #85



Glitches:
1. Volt Lvl 1 killed Assault in dropship. This led to 3 vultures (with hella high hp, but only 30 damage) that were his units till they died. These couldn't heal, and once they died, he died.
2. Volt Lvl 2 is now bad. People can just mass right click a place and walk out of it. Only useful against light mage and lurker now :(.



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Feb 14 2009, 11:16 pm Lt.Church Post #86



ya, plz stop making volt crappier :(



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Feb 15 2009, 3:54 am xYoshix Post #87



Ling really should be fixed soon....many people are complaining and I want to play it :omfg:



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Feb 15 2009, 4:03 am MadZombie Post #88



I think psion void glitches if you recast the third or second spell while it is already in effect.

For example, If i cast spell one then cast spell two then while spell two is still active you cast spell two again. Thats what i did before the glitch hit me so...



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Feb 15 2009, 9:25 am DaltonSerdynski Post #89



Quote from name:isolatedpurity
I went zergling, enemy went lurker. I'm not sure but I think I got hero lurks when I used L3.
So... I used L3.
There was no spell duration, they lasted forever.
1 even healed constantly.
Somewhere along the lines, I gained this power and I healed constantly.
Casted L2, heal went away, I died. Zerglings stayed.

Quote from name:parksboy
i found a couple problems.


1. lurks n mutant? really bad.
2. rine omg too much dmg
3. psion glitch when he uses l2 too soon after l1 causes all spells to freeze.

otherwise i really like the concept of the scion, its really more of a team player and u can decimate with his l4 paired with l2 or l3, but i feel like the phantom is a little underpowered, in my experience, i haven't been able to play with him much. Also, whats with the buildings now? cause cybernetics core used to be war factory. is it still?

Quote from xxxstoneyxxx
The ling's third speel wont disapear

stated this all already about the lurker crap. Jesus dont have to repeat ;l

-Dalton



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Feb 15 2009, 6:42 pm Doodle77 Post #90



Psion is such a weak leveler. The explosive damage and low damage means that he can barely kill spawn.

Also, if lurker uses Earthquake after someone has died, that person gets devourers and unit unplaceable.



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Feb 15 2009, 8:01 pm FlashBeer Post #91



Hey UnholyUrine, I wanted to say that you make kick ass games. 80% of the games I play at TS.
I have thought of tons of ideas for different type of spells and other things to add.

You said that you might want another spell that's more suited to lurker? I thought that since lurker has some more advantages during the night, one ability may be to temporary turn day time to night time for nearby units, or maybe all foes across the map- like a reverse mutant l1 spell. A spell like this would allow for more strategies and spell combos. It could be used to stand ground or used in conjunction with burrow drive to be more offensive or run.

A new gameplay idea that I just had, would be to introduce an intermediate time period of sun rise and sun set, which would slowly transition the effects or vision, rather than a sudden change of day to night. This sun rise/set could be shown as vision with just the allied computer/human players on your side. If this could not be done because day time uses comp's allied vision with map revealers all over the map, then sun rise/set could be shown as vision on your allies and a map revealer placed above the temple.would give more advantage to cloakable or burrowable units. In my opinion, it would be interesting to have this because you could know what your allies are doing but not what your teammates are doing. This idea may be changing a bit much though.

Hookshot seems to fall off a lot because the scourage needs to stay within a short location from the unit to drag them. For an alternative way to move units around via hookshot could be to add a hook state such as a switch or death count, and while "hooked" they would constantly move toward the scourage no matter how far it was. Another alternative to units moved via hook, instead of having units commanded to move to hook, would be to have the units constantly appear under the hook, so that they may be dragged over cliffs and past pools of water.

These are just some of the small ideas I'm throwing around, I hope that you considered them, or that they have given you new ideas.



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Feb 15 2009, 8:26 pm UnholyUrine Post #92



TY for feedback guys... yeah i know it's glitchy :P.. that's why it's Beta.. please keep that in mind.

good ideas, flashbeer, but i've thought of all of them already heheh..
I couldn't decide between the ideas, so I released the beta to see how it goes, and what the general public feels like..

Flashbeer is doing exactly what I want all of you to do.. make suggestions for better things/report bad ideas...
The glitches are very important too, but knowing me, they pop up everywhere when I least expect it.. So guys, please work on giving me feedback for balancing/new spell ideas/bad ideas more! =D..

and as i've said, it's beta.. Bash it! Bash it more.. MORE.. HIT ME BABY ONE MORE TIME.. OH YEAH! YES!! YES!!!!!!!!!!!!!!!!!!

hey thanks, you're a great crowd.



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Feb 15 2009, 9:32 pm xYoshix Post #93



Psion is too overpowered. It has too much hp and is hard to kill in early game. The spell two is also too strong. You should switch spell 2 with 3. Its also so strong that it can kill not only large units, but also small units too in the begining. The spell 3 should suck down mines as a counter to engineer's spell 4. If you get stuck between mines, you're dead. I think it needs a little nerf just to balance it out.

Lurker is very weak. It's immobility early game makes it a sitting duck. The spell 1 should paralize in a larger area. The observer shouldn't be able to be killed too easily. If the lurker is trying to escape with spell 2 at day, it's gg for them. Spell 3 is cool, but it gets very annoying when they spam it. I have never gotten to spell 4, but I've seen it used and I think it may be a bit too strong...

I think Phantom is fine, but it's spell 2 takes too long to spam and kill people with. You should change it so instead of makeing a new ghost everytime you use spell 2, the ghost stays and fires twice. i.e. If yo use spell 2 twice, the ghost stays to be able to attack twice. When a hookshot catches an enemy, the enemy sometimes gets out of it. Spell 4 is fine...I like it :D



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Feb 15 2009, 9:34 pm Lt.Church Post #94



unholy, im sure you wont mind that i made a quick fix for the TERRIBLE EVIL lurker bug going on for mutant,heres the trigger you just gotta throw in your next version; to my knownledge it doesnt interfere with any other triggers.

Trigger
Players

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • Conditions

  • Command(CurrentPlayer, AtLeast, 1, Mutant);
  • Deaths(CurrentPlayer,Exactly, 0, Mineral Chunk 1);
  • Actions

  • KillUnitAt(All, Earth Demon, 092,CurrentPlayer);
  • PreserveTrigger();


  • edit: boy i didnt know the trigger code was broken... well, im sure you can easily make out what it says.

    Post has been edited 1 time(s), last time on Feb 15 2009, 10:12 pm by Lt.Church.



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    Feb 15 2009, 9:43 pm l)ark_ssj9kevin Post #95

    Just here for the activity... well not really

    Phantom is actually good at grinding: 4 upgs to 1hit broods.



    guy lifting weight (animated smiley):

    O-IC
    OI-C

    "Oh, I see it"


    Feb 15 2009, 10:13 pm Lt.Church Post #96



    gl fixing ultralisk, i tried but temple siege sure loves breaking triggers when you protect it XD



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    Feb 15 2009, 10:19 pm Thuy Post #97



    i don't think earth demon should have the ability to change day into night or anything along those lines, it just doesn't fit its name.

    Phantom's Lv1 is freaking awesome lol. often i would use it as a wall and just spam it and it's very good very summoner if they don't bring defiler with them beacuse it works as a shield too and you can easily kill lings in a 1-2 hits. you can also use it to trap heroes and kill them.
    I would like to see the phantom's Lv2 spell a bit faster it does take FOREVERRRR to get a shot off lol. i would say 2-3 seconds to get a shot off after cast. but then i guess it wouldnt be too bad if you combo it with Lv3.
    phantom's Lv3 magnetic pull thingy is funny but i wish it lasts a bit longer but the strength of it is is fine in my opinion because if it was any stronger there is no way the slower hero such as LM would ever escape. And 1/2 of the time the Lv3 is used to move to the hero.
    Lv4 is just epic.



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    Feb 15 2009, 10:30 pm th1rt33n Post #98



    unholy mechs l4 doesnt do as much dmg as i thought. 10 ups didnt kill a 1600hp hydras (tanks didnt hit). jsut take out the tanks at end it will be fine really.



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    Feb 15 2009, 11:37 pm xYoshix Post #99



    I've incountered a strange bug. It might be me because someone was drophacked in the game, but on the exp scoreboard, I only saw oj. I was prp and he was summoner. I found it odd because all the other people said that they saw all people on the leaderboard. I'm confuzzled :crazy:



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    Feb 16 2009, 3:44 am Iceman16 Post #100



    I request a 2v2 version with only two lanes (probably take out the middle lane) so some heroes like the summoner don't have the double lane advantage.



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