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Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
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Mar 6 2009, 3:50 am Thuy Post #181



i can't find any reason why medic should have cloak



None.

Mar 6 2009, 3:58 am Magicide Post #182

Sleeping wolves wake hungry.

Quote from name:bastard-tino
i can't find any reason why medic should have cloak

If you can find a way to disable personnel cloaking for the medic and no other heroes, then i agree.

>_>




Mar 6 2009, 4:11 am ClansAreForGays Post #183



Quote from Magicide
Quote from name:bastard-tino
i can't find any reason why medic should have cloak

If you can find a way to disable personnel cloaking for the medic and no other heroes, then i agree.

>_>
Player:
All
Condition:
Always
Action:
Set all Medic energy to 0%
Preserve Trigger




Mar 6 2009, 4:22 am Magicide Post #184

Sleeping wolves wake hungry.

Quote from ClansAreForGays
Quote from Magicide
Quote from name:bastard-tino
i can't find any reason why medic should have cloak

If you can find a way to disable personnel cloaking for the medic and no other heroes, then i agree.

>_>
Player:
All
Condition:
Always
Action:
Set all Medic energy to 0%
Preserve Trigger

Then I wholeheartedly agree.

...Unless the Medic has lockdown. I wouldn't know, I don't use her.




Mar 6 2009, 1:03 pm xYoshix Post #185



You should be sure before you post :><:
No, it doesn't have lockdown...it'd be too overpowered vs mech and psion.



None.

Mar 6 2009, 6:58 pm killer_sss Post #186



discusion of new changes.

Assult-
hp down - totally agree
dmg 18+2 VS 11+3 - 11 + 3 makes much more sense to me because it makes it weaker at the begining but stronger later on. this doesn't give him an exp boost guarenteed in the first 5mins. and since hell be spliting upgrades most likely due to his new l1 this makes much more sense. technically people could skip using it but i mean cmon why waste a good spell? yes they can go all hp again but it will be less effective. most hp whores seem to lose anyway because they are completely incompetent with spells which is what this game is all about.

Earth Deamon-
-switching L1 and l2 makes it pretty bad in the begining. will need some buff to the lurk to compensate. maybe give the observer some higher hp im not sure. the idea for the stun change sounds pretty neat but im curious say i cast when nothing is arround, do the infesteds burrow/hide as well or will i only recieve a stun when someone walks over the landmine? or does the infested part trigger when the mine explodes and stuns?
-thnx for fixing the L3 although it sure was fun abusing the old L3 lol. could you maybe make the stun spell location a bit larger? when i first cast and im near but not on top of an opponent they follow the quirky walking streak but then sometimes wander out of the area. this would give this spell a bit more power now that its lost its old. at least its something to test. I guess i cant go pure team player anymore.
-as for its L4 i would love to see a dmg spell. maybe something could unburrow underneath an opponenet and be like a stream of men that lasted for so long. say 8 seconds. have 2 hydras unburrow and when the unit on top moves away to give them room let them get off a shot or two and keep unburrowing more units underneath the opponent for the set time. this would be rather interesting i think.

Volt-
- i really love the pulsating idea on the L2 pull in 2 then 3 dcs alternatively.
- decreasing mana drain amount isnt a bad idea but its really quite worthless if you run into a character that whores mana like a light mage. it really keeps you from being able to hurt him at all :( before i always waited for him to blow a bunch of mana then go in and cast L2 to pull in and L3 to mana drain ipreventing him from doing something else besides cast his L1 and drag out his death.
-also wondering if you could work on his L4 a bit. when medic cast full health and when he goes to heal with L4 activated it doesn't heal the base unit this is very annoying.

i like cloak cost change and as for medic not needing it well with his impending nerf i think hes gona need it.

i wont comment on the medic full health change and the assult change because i don't quite know how much this will affect or how to change them but, i think with this nerf the medic is going to need some boosts to his other spells because as it was before medic was shit till L4 and then a god. now medic will lose a great deal of his own hp even though allies may not lose as much. this will still make him useful when he gets L4 just not godlike which brings about the problem hes still shit before L4 and after he will only be helping his teamates not himself.



None.

Mar 6 2009, 9:47 pm UnholyUrine Post #187



Quote
Maybe to find some middle ground for Volt, you could alternate death counts for the magnet. Have it go 2 dc's for move trig then 3 dc's for move trig. This way, people who could easily get out of l2, would take a little longer to get out. It would give it a sort of pulsating effect too.


Great idea FlashBeer.. I'll do that, even tho that'd cost me more DC's =__=''

Quote
I would really like to help on the new terrain if given a chance.
I'll tell MNeoX.. I don't know if he's currently doing more work on it.. However, I have the terrain already, and if he agrees, I can have you take a look at it...

Quote
Earth Deamon-
-switching L1 and l2 makes it pretty bad in the begining. will need some buff to the lurk to compensate. maybe give the observer some higher hp im not sure. the idea for the stun change sounds pretty neat but im curious say i cast when nothing is arround, do the infesteds burrow/hide as well or will i only recieve a stun when someone walks over the landmine? or does the infested part trigger when the mine explodes and stuns?
-thnx for fixing the L3 although it sure was fun abusing the old L3 lol. could you maybe make the stun spell location a bit larger? when i first cast and im near but not on top of an opponent they follow the quirky walking streak but then sometimes wander out of the area. this would give this spell a bit more power now that its lost its old. at least its something to test. I guess i cant go pure team player anymore.
-as for its L4 i would love to see a dmg spell. maybe something could unburrow underneath an opponenet and be like a stream of men that lasted for so long. say 8 seconds. have 2 hydras unburrow and when the unit on top moves away to give them room let them get off a shot or two and keep unburrowing more units underneath the opponent for the set time. this would be rather interesting i think.
1. Forgot to mention that it's L1 (burrow drive) will be combo-able with all its other spells.
2. When the opponent touches the landmind, he'll get stunned and have 2 infested terrans spawned on that location.
3. L3 bigger stun loc.. okay.
4. I like that L4 unburrow rape idea.. but it needs to be Less of a Dark Mage curse style thing. I'll think about it.

Medic definately needs a boost somehow... would a +5 upgrade help? XD.. It'll probably need a better L3...



None.

Mar 7 2009, 3:22 am killer_sss Post #188



Quote from UnholyUrine
Quote
Maybe to find some middle ground for Volt, you could alternate death counts for the magnet. Have it go 2 dc's for move trig then 3 dc's for move trig. This way, people who could easily get out of l2, would take a little longer to get out. It would give it a sort of pulsating effect too.


Great idea FlashBeer.. I'll do that, even tho that'd cost me more DC's =__=''

Quote
I would really like to help on the new terrain if given a chance.
I'll tell MNeoX.. I don't know if he's currently doing more work on it.. However, I have the terrain already, and if he agrees, I can have you take a look at it...

Quote
Earth Deamon-
-switching L1 and l2 makes it pretty bad in the begining. will need some buff to the lurk to compensate. maybe give the observer some higher hp im not sure. the idea for the stun change sounds pretty neat but im curious say i cast when nothing is arround, do the infesteds burrow/hide as well or will i only recieve a stun when someone walks over the landmine? or does the infested part trigger when the mine explodes and stuns?
-thnx for fixing the L3 although it sure was fun abusing the old L3 lol. could you maybe make the stun spell location a bit larger? when i first cast and im near but not on top of an opponent they follow the quirky walking streak but then sometimes wander out of the area. this would give this spell a bit more power now that its lost its old. at least its something to test. I guess i cant go pure team player anymore.
-as for its L4 i would love to see a dmg spell. maybe something could unburrow underneath an opponenet and be like a stream of men that lasted for so long. say 8 seconds. have 2 hydras unburrow and when the unit on top moves away to give them room let them get off a shot or two and keep unburrowing more units underneath the opponent for the set time. this would be rather interesting i think.
1. Forgot to mention that it's L1 (burrow drive) will be combo-able with all its other spells.
2. When the opponent touches the landmind, he'll get stunned and have 2 infested terrans spawned on that location.
3. L3 bigger stun loc.. okay.
4. I like that L4 unburrow rape idea.. but it needs to be Less of a Dark Mage curse style thing. I'll think about it.

Medic definately needs a boost somehow... would a +5 upgrade help? XD.. It'll probably need a better L3...

hmm comboable i really like that idea. um can i get in on some testing since your no longer releasing to public until its complete? i'm not sure where i gotta go/when i need to be there for that.
the bigger stun location im refering to is after the intial crazy walk pull stuff they are then stunned if they are in a certain area. this may not be necessary with the l1 being comboable. regardless it can be tried if u still wish.

as for medic ill keep thinking im not all that creative. but ill keep trying.



None.

Mar 7 2009, 9:21 pm xYoshix Post #189



Quote from UnholyUrine
Quote
Maybe to find some middle ground for Volt, you could alternate death counts for the magnet. Have it go 2 dc's for move trig then 3 dc's for move trig. This way, people who could easily get out of l2, would take a little longer to get out. It would give it a sort of pulsating effect too.


Great idea FlashBeer.. I'll do that, even tho that'd cost me more DC's =__=''

Quote
I would really like to help on the new terrain if given a chance.
I'll tell MNeoX.. I don't know if he's currently doing more work on it.. However, I have the terrain already, and if he agrees, I can have you take a look at it...

Quote
Earth Deamon-
-switching L1 and l2 makes it pretty bad in the begining. will need some buff to the lurk to compensate. maybe give the observer some higher hp im not sure. the idea for the stun change sounds pretty neat but im curious say i cast when nothing is arround, do the infesteds burrow/hide as well or will i only recieve a stun when someone walks over the landmine? or does the infested part trigger when the mine explodes and stuns?
-thnx for fixing the L3 although it sure was fun abusing the old L3 lol. could you maybe make the stun spell location a bit larger? when i first cast and im near but not on top of an opponent they follow the quirky walking streak but then sometimes wander out of the area. this would give this spell a bit more power now that its lost its old. at least its something to test. I guess i cant go pure team player anymore.
-as for its L4 i would love to see a dmg spell. maybe something could unburrow underneath an opponenet and be like a stream of men that lasted for so long. say 8 seconds. have 2 hydras unburrow and when the unit on top moves away to give them room let them get off a shot or two and keep unburrowing more units underneath the opponent for the set time. this would be rather interesting i think.
1. Forgot to mention that it's L1 (burrow drive) will be combo-able with all its other spells.
2. When the opponent touches the landmind, he'll get stunned and have 2 infested terrans spawned on that location.
3. L3 bigger stun loc.. okay.
4. I like that L4 unburrow rape idea.. but it needs to be Less of a Dark Mage curse style thing. I'll think about it.

Medic definately needs a boost somehow... would a +5 upgrade help? XD.. It'll probably need a better L3...

Medic would be better with +5. Maybe she could use a cursing move or more support moves. :ermm:
Maybe a spell that makes others slower? Or maybe one that adds "dodge" by toggling invincible. How about a mana draining spell for medic to be more effective vs mana spammers? Uhhhhhhhhh, maybe one that transforms all medics into hydras for p7/8? :><:
I'm just throwing out ideas ^^



None.

Mar 7 2009, 10:21 pm Decency Post #190



I think the Medic +5 is definitely needed, it somewhat opens up a Battle Medic route. The suggestions that I made in the post below regarding Medic L3/L4 are applicable to this version as well.

http://www.staredit.net/137291/



None.

Mar 9 2009, 3:57 am FlashBeer Post #191



For an idea for a ED l4 attack, you could have a scourage spawn. This scourage will have a movement detection trigger on it, much like the way footsteps sounds are made by units walking (i.e. Aliens, Resident Evil One). When the scourage moves, archer companions will spawn invincible and burrowed underneath the scourage and will instantly unburrow and attack. The l4 would last about 3-5 seconds of scourage movement as the minimum time of use, up to 8 seconds or so, of scourage idling.
So triggers for the timer would be like:
Timer of 60 DC's,
While scourage is moving trigs = Subtract 2 DC's
While scourage is idle = Subtract 1 DC

This way you have a set timer of no greater spell time of 8 seconds, and no greater than (approx.)3 seconds of full use of the spell.

This would encourage people to keep the scourage moving to have the spell look and preform to it's fullest effect.
The end result would look like a stream or hydralisks unburrowing towards it's enemy, and firing.

You could also pretty up the spell with deaths of units, like spawning critters under the scourage, he same time it makes the hydralisks, and kill them so it looks like the earth is erupting in a line. (Btw, that could be the spell name, Eruption) Then afterthe spell is finished, all the arch companions could die one by one in a really fast manner.


The medic's l3 could be like a "reverse curse" for teammates. Instead of mana all at once, "tagged" teammates would slowly gain mana faster over a while. The spell effect should have a long effect time, but a slow gain amount to justify. THEN, the spell could be stacked, allowing for a faster mana gain over a fair period of time. This would create longer spell effect, so instead of nearly full teammates only replenishing like 25 mana, they would be able to get mana for a much longer while and start to go on offense.

Medic's final spell could heal in increments of 20 as you have stated, with the option of sacrificing 25-30 medics for full heal. Or, Medic could heal the teammates according to however many medics they have to sacrifice. 10 more medics = 20% or so. If this seems a little to summoner-ish, summoner's l3 could be replaced with something else, like turning all darkswarms into something, dunno.

Anyway, those are just some more ideas.



None.

Mar 9 2009, 6:52 am rockz Post #192

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't know if this has been reported.

If you cast psion level 2 in rapid succession, one dragoon stays in the cast area, signifying it's still active. You can't cast void again after that, and as a result, you can't cast level 2 or 3.

Personally, I think it's a bit of a handicap that both phantom and psion are reliant on one spell to cast another spell. How about having an active void doubles the duration of the spell (ie cast normally, don't change it), and just casting the spell will auto cast a void+spell at half the duration? This would let you cast level 2 at 3 civs, rather than 4, as well as take out the automatic increase of 25 to any spell. Invincibility is tricky, since endgame lets you repeatedly cast it. There should probably be more of a cooldown on it. Not a huge fan of recall either, especially with it being 50. Assassin's town portal is stoppable if you manage to drain him or something. You can't stop an arbiter's recall.

phantom's l4 is really only good if you can get them with l3 or or something, because the ghosts when created go through a cooldown, which typically gives them time to run away, while you just spent all your mana on level 1s and level 4.

for the Earth Demon, keep in mind that stacked hydras might be useful if you're thinking of new spells. Teleport in 4-5 for one shot. That would at least give him an air attack.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 9 2009, 8:00 pm FoxWolf1 Post #193



1.5b seems to crash me every time I try to play it with other people. It's happened five times in a row now (though once, right after 1.5 came out, I was able to play successfully)...the briefing finishes, then it's hello desktop. It hasn't been happening with other maps (including previous Temple Siege versions), so I doubt the problem is on my side. I don't hack or anything, either. Has this been happening to anyone else?



None.

Mar 10 2009, 1:17 am killer_sss Post #194



Quote from name:Zachary Taylor
I don't know if this has been reported.

If you cast psion level 2 in rapid succession, one dragoon stays in the cast area, signifying it's still active. You can't cast void again after that, and as a result, you can't cast level 2 or 3.

Personally, I think it's a bit of a handicap that both phantom and psion are reliant on one spell to cast another spell. How about having an active void doubles the duration of the spell (ie cast normally, don't change it), and just casting the spell will auto cast a void+spell at half the duration? This would let you cast level 2 at 3 civs, rather than 4, as well as take out the automatic increase of 25 to any spell. Invincibility is tricky, since endgame lets you repeatedly cast it. There should probably be more of a cooldown on it. Not a huge fan of recall either, especially with it being 50. Assassin's town portal is stoppable if you manage to drain him or something. You can't stop an arbiter's recall.

phantom's l4 is really only good if you can get them with l3 or or something, because the ghosts when created go through a cooldown, which typically gives them time to run away, while you just spent all your mana on level 1s and level 4.

for the Earth Demon, keep in mind that stacked hydras might be useful if you're thinking of new spells. Teleport in 4-5 for one shot. That would at least give him an air attack.

the psions spells are maybe a hancicap but its the way he was meant to be played. its definately fun comboing spells. every character has there unique quirk.

as for ur comparison of both phantom and psion relying way too much on L1 your dead wrong on phantom. you dont necessairly need to have halcinations arround you 24/7 as they dont do ne dmg and all they do is make your opponent click more. and during the day its pretty useless if youve just casted as they can see which is which or if u pre cast chances are they are far enough away to look while they come to you.

phantom's L2 has nothing to do with L1 and is very powerful and his L3 works well in conjunction with L2. the only time you will be using both L1 and another spell consitenly together is gona be L4. which is sweet imo. you can use it in a variety of ways. my favorite is when melee idiot decides to rush you. always have a couple of precasted phantoms once you get L4 then cast a few more then L4. byebye warior dt whoever. another fun way is since they stay up quite a while you can often trap an opponent forcing him to go towards a hero that will kick his ass or back into your illusion death trap. and as for night i mean cmon all you gotta do is find the sob and sneak up behind him. L4 is by no means worthless.



None.

Mar 10 2009, 2:04 pm UnholyUrine Post #195



Forgot to say that psion's L2 now lasts 6 seconds, with an 8 second cooldown afterwards. (used to be 10 w/o cooldown)

I'm beginning to like the hydra + projectile.. and I think it'd work.. but not as an L4..
what'd you guys think if the hydra+projectile spell.. "eruption?" is L3, and then I'll combine Rock Tomb with Tremble Earth = Shatter Earth, where the enemies near you shake, and you kill the buildings after the spell's done..

I believe that'd be good =D



None.

Mar 10 2009, 2:08 pm Magicide Post #196

Sleeping wolves wake hungry.

Quote from UnholyUrine
I'm beginning to like the hydra + projectile.. and I think it'd work.. but not as an L4..
what'd you guys think if the hydra+projectile spell.. "eruption?" is L3, and then I'll combine Rock Tomb with Tremble Earth = Shatter Earth, where the enemies near you shake, and you kill the buildings after the spell's done..

I believe that'd be good =D

Do eet.




Mar 10 2009, 7:32 pm xYoshix Post #197



Quote from UnholyUrine
Forgot to say that psion's L2 now lasts 6 seconds, with an 8 second cooldown afterwards. (used to be 10 w/o cooldown)

I'm beginning to like the hydra + projectile.. and I think it'd work.. but not as an L4..
what'd you guys think if the hydra+projectile spell.. "eruption?" is L3, and then I'll combine Rock Tomb with Tremble Earth = Shatter Earth, where the enemies near you shake, and you kill the buildings after the spell's done..

I believe that'd be good =D
It might just be me, but the lurk's current spell 4 is laame :omfg:



None.

Mar 10 2009, 8:00 pm Magicide Post #198

Sleeping wolves wake hungry.

Quote from xYoshix
It might just be me, but the lurk's current spell 4 is laame :omfg:

I found it quite useful >_>




Mar 10 2009, 8:11 pm xYoshix Post #199



Quote from Magicide
Quote from xYoshix
It might just be me, but the lurk's current spell 4 is laame :omfg:

I found it quite useful >_>
I found it too simple >_>



None.

Mar 10 2009, 8:52 pm Magicide Post #200

Sleeping wolves wake hungry.

Quote from xYoshix
Quote from Magicide
Quote from xYoshix
It might just be me, but the lurk's current spell 4 is laame :omfg:

I found it quite useful >_>
I found it too simple >_>

Simple doesn't necessarily mean bad.




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