Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
Pages: < 1 « 14 15 16 17 1870 >
 

Apr 1 2009, 4:24 am killer_sss Post #301



Quote from o0MaXX0o
Killer_sss, I found your post so disagreeable that I ceased my examination of it when you claimed that the Dark Mage and Assassin cannot manually attack through the Volt's Level 2 spell. You lose, sir, good day.

Yoshi, while I do not propose that I am superior to all other persons at Temple Siege, I am indeed have skill to be reckoned with. However, I do not like it when this gentlemen postulates ideas such as nerfing certain aspects of characters when he is unaware of what is (in my opinion) common knowledge, such as what units can manually attack while affected by the Volt's Level 2 spell. Then he proceeds, hypocritically, to complain about the Volt being reduced in power when Urine has done so several time. Volt is a strange unit such that it is as easy for him to kill the enemy heroes as it is for them to kill him.

On a tangent, I concur with Yoshi that the Dark Mage is swell in its current state. It is a formidable hero. If you think it needs balancing, then I do not think you are proficent at playing the map.

To those who claim that the Medic is overpowered, I offer my dissent. The high rewards associated with it are balanced by the high risks involved in getting those rewards. It also fills in the role of a support unit quite well. If you think the Medic is weak, I suggest watching the examplary playing of mewuvmyself, as he is quite skilled at playing as Medic.

i wish you would stop putting words in my mouth. you don't listen. you just whine.
You specifically stated just manual through and kill the volt. and i replied it requires a certain attack speed and then commented on if one ghost cant go through neither can the other thats what i was refering 2. then next i said the dark mage and dt couldn't maunual through + kill the volt without using spells. and ill add to that since you cant seem to get it through your head. If the volt is not a total m,orron hes gona suck you in with l2 when your low on life nopt when you are all suped up. if he sucks you in and doesn't have enough hp to kill you that was not smart. you said specifically without spells.
You seriously need to read things thoroughly and not pipe in an opinion on something i never even said.



None.

Apr 1 2009, 4:54 am FlashBeer Post #302



Quote from FlashBeer
It should stun heroes very briefly (in case they weren't maelstromed), drain about 10 mana and spawn 4 broodlings.

Quote from Crackhead
A stun is too much I believe. It's just not right for this guy to have too many stuns at any one point. 50 Mana for Mael + Stun is just creepy and it's L1 too.

This way broodlings are almost guaranteed to do some damage to players who are hit by the explosion. It should only stun them long enough so that broodlings hit them about 2 times per broodling. Most of the time, stun wouldn't be efficient to allow DM to get do some cursing/damage (due to the briefness). This way you can actually damage foes with just the DA by rushing DAs at the opponent to do some damage, rather than always trying to get your sluggish DM close.

If you maelstromed them then exploded on them, the stun would usually wear off before the maelstrom wore off anyway, causing no additional stun time.

If the broodlings get 8 hits (4 broodlings for 2 attacks while they are stunned + more if they don't run after being freed) then you don't need a medium/high mana burn (that's what l3 is more for) since I think that DM needs more damage spells added than more burn.



None.

Apr 1 2009, 6:52 am Crackhead Post #303



Yeah, but Broodlings don't really do a lot of damage. They're only +1. It's not like that's really all that effective. Broods for the most part are for exp grinding and blocking enemy heroes. Which in turn are actually a stun themselves when coupled with L2.

Basically, instead of having a stun that you're L2 combined would guarantee you anyway(not including the Maelstrom to begin with), you get a teleport spell or mana burn.

I say teleport because the current L3 drains mana. Slowly, but it drains it.



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Apr 1 2009, 2:34 pm o0MaXX0o Post #304



Quote from killer_sss
Quote from o0MaXX0o
Killer_sss, I found your post so disagreeable that I ceased my examination of it when you claimed that the Dark Mage and Assassin cannot manually attack through the Volt's Level 2 spell. You lose, sir, good day.

Yoshi, while I do not propose that I am superior to all other persons at Temple Siege, I am indeed have skill to be reckoned with. However, I do not like it when this gentlemen postulates ideas such as nerfing certain aspects of characters when he is unaware of what is (in my opinion) common knowledge, such as what units can manually attack while affected by the Volt's Level 2 spell. Then he proceeds, hypocritically, to complain about the Volt being reduced in power when Urine has done so several time. Volt is a strange unit such that it is as easy for him to kill the enemy heroes as it is for them to kill him.

On a tangent, I concur with Yoshi that the Dark Mage is swell in its current state. It is a formidable hero. If you think it needs balancing, then I do not think you are proficent at playing the map.

To those who claim that the Medic is overpowered, I offer my dissent. The high rewards associated with it are balanced by the high risks involved in getting those rewards. It also fills in the role of a support unit quite well. If you think the Medic is weak, I suggest watching the examplary playing of mewuvmyself, as he is quite skilled at playing as Medic.

i wish you would stop putting words in my mouth. you don't listen. you just whine.
You specifically stated just manual through and kill the volt. and i replied it requires a certain attack speed and then commented on if one ghost cant go through neither can the other thats what i was refering 2. then next i said the dark mage and dt couldn't maunual through + kill the volt without using spells. and ill add to that since you cant seem to get it through your head. If the volt is not a total m,orron hes gona suck you in with l2 when your low on life nopt when you are all suped up. if he sucks you in and doesn't have enough hp to kill you that was not smart. you said specifically without spells.
You seriously need to read things thoroughly and not pipe in an opinion on something i never even said.

Killer_SSS: Since moose has hated on my posts as of late ( Love you moose :) ) I will leave you with this, since you have NO IDEA what you are talking about:

You sir, in my opinion, are a mere amateur at the game of TS. Your lack of knowledge about the game is as obvious as day. It is not hard to see chap, you ramble on in semantics to cover up the glaring flaws in your arguments and counter-arguments (For example when you claimed Most of the heros cannot manual the Volt's L2, especially the DT). I suggest you grab a partner and play me so I may trounce you in fair sport. A gentleman of my skill and calibur has no reason to argue with someone who, clearly, does not comprehend the fundamental concepts of this game. Please expand your knowledge on the game, then we may be able to argue on an equal level, old boy. Until then, Good day to you sir, I do believe they call this a 'pwning".

As For the DM Ability:

Sounds good, but no stun or teleport.



None.

Apr 1 2009, 8:28 pm th1rt33n Post #305



o0MaXX0o, I find your use of vernacular quite amusing. However, it is my opinion that the Dark Mage's spell should indeed involve stuns and Broodlings. Teleportation would be too overpowered and the L3 mana drains is already quite efficent.

Post has been edited 3 time(s), last time on Apr 2 2009, 4:22 pm by th1rt33n.



None.

Apr 1 2009, 9:44 pm Centreri Post #306

Relatively ancient and inactive

This is probably slightly off-topic, but I think it fits: Link.

Please, when SCII comes out, no one make anything like this.



None.

Apr 1 2009, 9:54 pm xYoshix Post #307



Quote from Centreri
This is probably slightly off-topic, but I think it fits: Link.

Please, when SCII comes out, no one make anything like this.

LOL WUT?
How the hell does this relate to Temple Siege :><:



None.

Apr 2 2009, 2:11 am Centreri Post #308

Relatively ancient and inactive

Temple Siege is the Dota of SC. Whoever consciously makes one of these for SCII is dead :| .



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Apr 2 2009, 2:38 am Magicide Post #309

Sleeping wolves wake hungry.

Damn, there goes my future mapping plans.




Apr 2 2009, 4:20 pm th1rt33n Post #310



Actually, the Dota for starcraft is called DOTX. It has already been made so you might as well start hunting him down :)



None.

Apr 2 2009, 4:23 pm Magicide Post #311

Sleeping wolves wake hungry.

Starcraft TWO, th1rt33n.

I think we should get back on topic >_>




Apr 2 2009, 4:41 pm Lt.Church Post #312



Quote from th1rt33n
Actually, the Dota for starcraft is called DOTX. It has already been made so you might as well start hunting him down :)

you guys are full of lies, the DotA for starcraft is AoS, which DotA was originally made after :P



None.

Apr 2 2009, 6:41 pm UnholyUrine Post #313



Quote
Temple Siege is the Dota of SC. Whoever consciously makes one of these for SCII is dead

Eeeexcellent... bwahahahahhahahah.. BWAAAhaHAHAHAhahahahaaa...

:P.. I'm so making TS II when SC II comes out.... it'd be fun... but sm1 else'd probly do it b4 me ><"...
Honestly, tho, I don't wanna make any TS4Life freaks......


Btw the song itself was boring X.x.. and there's no way in hell girls'd sit there with a bunch of guys watching them play Dota and sing freakish songs about Dota... <_<



None.

Apr 2 2009, 7:06 pm Lt.Church Post #314



i love how the mom walks in and after her son stares at her blankly and starts chanting, she slowly backs away all :| ....



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Apr 3 2009, 7:13 am Crackhead Post #315



Yeh yeh, we've all seen the video.

Back on topic. So has Unholy decided what he's going to change in the next version?



None.

Apr 3 2009, 9:37 am Alzarath Post #316

Praetor

I'm starting to hate this map. It's an excellent map, and I love to play it. But I always get suck on 2v2 maps, I always get stuck with the whiney little kid that always uses caps lock and thinks he's sooooo much better than me. They always just complain at how "bad" I'm doing. Sure, I was in last place, but after he finally left, even then, the other team said I did better than him. He attacked me, killed my lings, feedbacked my defiler, and made sure we couldn't win... I would have killed those cannons. :(



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Apr 3 2009, 3:41 pm UnholyUrine Post #317



That's not my fault :S..
and I've seen much worse attitude...

*sigh*.. I've created monsters!! (not that they weren't beforehand)

oh and what i'm planning to change next version is on the front page of this thread under the "IDEAS THAT MAY BE IMPLEMENTED" list.
EDIT: I have just edited the list....

I want to ask you guys two questions...
1. Is the lurker's current base dmg too much, because it seems that it can gain experience way faster than anyone else... if it were to be decreased, it would be 24+3, and make Mutant's L3 spawn 14 lurkers. (if u do the math factoring 10 upgrades, (24+30) x 14 = (33+30) x 12 ... right? .. if i'm wrong.. w/e.
2. So should i make DM's new L1 = tele to DA + spawn broods... tele to DA + stun .. tele to DA + drain mana .... stun + spawn broods .. or drain mana + spawn broods ??? or smth completely different? .. I'm leaning towards tele to DA + drain mana OR stun + spawn broods...

Post has been edited 1 time(s), last time on Apr 3 2009, 4:04 pm by UnholyUrine.



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Apr 3 2009, 6:32 pm FlashBeer Post #318



Stun + Broods - it allows for much better spawn killing, thereby increasing exp lvl as well, in addition to providing a light vs hero spell.

I just think that all DM needs is a better spawn killing spell so they can get their other spells sooner.
Teleport is too PvP, which wouldn't help the DM kill spawns.



None.

Apr 3 2009, 9:30 pm killer_sss Post #319



Quote from UnholyUrine
That's not my fault :S..
and I've seen much worse attitude...

*sigh*.. I've created monsters!! (not that they weren't beforehand)

oh and what i'm planning to change next version is on the front page of this thread under the "IDEAS THAT MAY BE IMPLEMENTED" list.
EDIT: I have just edited the list....

I want to ask you guys two questions...
1. Is the lurker's current base dmg too much, because it seems that it can gain experience way faster than anyone else... if it were to be decreased, it would be 24+3, and make Mutant's L3 spawn 14 lurkers. (if u do the math factoring 10 upgrades, (24+30) x 14 = (33+30) x 12 ... right? .. if i'm wrong.. w/e.
2. So should i make DM's new L1 = tele to DA + spawn broods... tele to DA + stun .. tele to DA + drain mana .... stun + spawn broods .. or drain mana + spawn broods ??? or smth completely different? .. I'm leaning towards tele to DA + drain mana OR stun + spawn broods...

1. lurker base as it is now seems to go a bit too fast. the double exp from broods is brutal especially when it takes one hit. only 6 ups at the current lvl one hits and from there exp sky rockets. if i assim im right with my group in exp terms and if i let someone else do it im by far ahead of the rest by the time lings come arround.

2. id lean towards stun/spawn broods as well. this will require testing though because this could be quite strong.


More Bugs:
-the zealot seems to disrupt his L3 as well and causing the left over hydras same as the archon does. as of yet it seems to be archon L1 L3, zealot L3. Haven't expierenced L2 of volt on lurker spell 3 yet so that is still to be tested. Basically once the spell ends it needs to check for hydras and kill any for player 12 or for current player if lurker. This will affect any stunned Hydra minions that happen to be stun'd in the blast and become player 12 as well.

-so far ive been able to get arround the bug when i play lurker just by bringing the hydra near me and castin L3 again. I am also more aware of opponents lurkers too.

- i believe a page back or so i have some more bugs beyond just lurk but i'm not sure. you can check if you want ill prolly report them later nehow. The one that seems to come to mind though is Mech in mech form is not invincible at temple. Instead he heals to max health like all chars do but he is able to take dmg from spawns. This still hasn't been fixed and pretty much allows the mech to turn arround any tide if he has hit spell 4 with decent mana.



None.

Apr 3 2009, 9:30 pm Crackhead Post #320



Alright, for the record, Teleport also helps moving back to base to heal, which thereby reduces travel time and increases exp grind time. W/e happens this skill needs to spawn some broods to help exp gain. But, no stuns. It's unimaginative and redundant to a class that masters that without even using the skill. L1/L2/L3/L4 are all of them in someway connected with snaring an opponent. Hell even the Infested Kerrigan has Ensnare.

Stun is not what this class needs.

The lurker does grind pretty fast, but I mean, it's a lurker. It's invisible at night and has a huge splash range. There isn't much you can do there. It's attack is great for grinding too, but it's pretty weak when you compare it with other classes. I don't see enough people really own with this class enough for me to consider it problematic frankly. It's a huge handicapped gorilla with low health and armor.

Edit: Mech > ClansAreForGays :D

Post has been edited 2 time(s), last time on Apr 3 2009, 10:00 pm by Crackhead.



None.

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