Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 94 95 96 97 98140 >
 

Apr 29 2009, 6:32 pm UnholyUrine Post #1901



Now, to be honest, I have to agree with Maxx more than Faz- in terms of the Spawns.
To be able to think and make counters during the game is a skill by itself. Although it may not need micro/spell/pvp knowledge, it does require thinking and planning. Already, the spawns have HUGE consequences, and it may be because people feel that the consequences are so large that it isn't an integral part of the game. Yeah, that's kinda true, and its a bad element of the map, yet I like it that way, where tables can turn quickly. It's hard, especially with SC, to be able to integrate PvP with Spawns, but saving and building reavers isn't 100% GG, and it does require thinking and perseverance.

and, on a bombshell, I won't have much time in the next 2-3 months to work on TS, as I'll be working at a new job, AND be taking night courses at the same time... ><" ... I need to do more TS investigation to move on with v1.5 so yeah.. it'd take some time :P
~Unholy

Post has been edited 1 time(s), last time on Apr 29 2009, 8:43 pm by Doodan. Reason: removed response to argument



None.

Apr 29 2009, 7:47 pm ShredderIV Post #1902



Ok maxx, I agree with you... Kinda...

Spawns can be a game-ender, but sometimes they just make it worse. Battle tanks are good, but I've played a lot of games where I'm close to losing with mutant, and so they get gols. I then simply l3 massive gols and win with 2k exp.

Thanks doodan for removing my best point...

Lm is not the worst hero in the slightest. The thing is, many people think that the lm is linear. One of lms actual best ways to be good is to get some hp ups. With hp n l1, he Is extremely strong.

Also, I've recently experienced a very strange glitch. lm used his l1 while volt was using his l2 on the lm. The volts l2 was then displaced, and it let lm go free while the volt's spell effect went "running" off lol.

Post has been edited 2 time(s), last time on Apr 29 2009, 9:24 pm by ShredderIV.



None.

Apr 29 2009, 9:38 pm Iceman16 Post #1903



Quote
You only say this because you always counter a LM with a firebat, and you only say it's l3 is godly because it's the only spell that can hit you in a dropship.

It's godly because even in the older versions, the L3 can be combo'd with its L1 which makes it pretty damn invincible to everything. Good luck trying to kill an LM with Volt, Mutant, Mech etc.

Quote from Pigy_G
So why doesnt he just l3 you as mech while you are trying to get out of a giant circle of goons.
So why can't the LM just L1 instead of taking the HUGE EXPLOSIVE damage? Also I think it would be pretty hard to dodge goons while in TANK mode surrounding yourself.



None.

Apr 29 2009, 10:07 pm ClansAreForGays Post #1904



PROTIP:(for people like faz- that give up learning how to counter a strategy after losing to it twice) Do you see that civ on the far left of the screen that adjusts spawn pathing? use it. GG LM.

Post has been edited 1 time(s), last time on Apr 30 2009, 5:23 am by ClansAreForGays.




Apr 29 2009, 10:31 pm Moose Post #1905

We live in a society.

Light Mages are slow, but they can still move. Considering they don't need to move any considerable distance from their cannons, it's a temporary solution at best.




Apr 30 2009, 2:29 am Lingie Post #1906



Quote from ClansAreForGays
PROTIP:(for people like faz- that give up learning how to counter a strategy after losing to it twice) Do you see that civ on the far right of the screen that adjusts spawn pathing? use it. GG LM.

Are you sure its on the right? I'm positive its on the left actually.. Unless things are different where you live.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

May 1 2009, 2:31 am Moose Post #1907

We live in a society.

I finished up and tested out a new version today, so here it is:

Temple Siege 1.4M6
****************************
**** ****** ***** **********
***  TEMPLE SIEGE 1.4M6  ***
**** ****** ***** **********
****************************
:: GENERAL
- Polished up some strings.
- Both teams have a Map Revealer at the top right outpost instead of two for south. (is it bad that I was able to notice this?)
- Cleaned up and reorganized respawns, reduced triggers by 270 lines.
- Reduced HP/shields on Dragoon, Goliath, Vulture, and Firebat spawns.
- Reduced build time of Teleport Destination, cost from 100 to 80, HP from 1500 to 1200.
- Widened 2 spots on the north path.
- * Changes denoted with an asterisk should also improve hit detection, particularily when multiple spells relying on hit detection are cast simultaneously.

:: ASSAULT
- Cleaned up L1, reduced triggers by 5 lines. No changes, just a note if anything breaks.*

:: ASSASSIN
- Cleaned up L1, reduced triggers by 40 lines. No changes, just a note if anything breaks.*

:: DARK MAGE
- P12 Dark Archons are now removed.

:: LIGHT MAGE
- P12 Aldaris are now removed. (L1 + leave game = WALL OF LIGHT!)
- P12 Dragoons are now removed. (L3 + leave game = REALLY BIG WALL OF LIGHT!)

:: MEDIC
- Heavy trigger reorganization and consolidation. No other changes, just a note if anything breaks.
- Removed L1 energy abuse bug. (Note: This ended up as "spawn with default energy" somehow. Fix next version.)
- You can now level up while disabled.
- Death messages for disabled players are no longer delayed.
- Disable is now removed upon death.
- A message now informs disabled players when disable ends.
- Cleaned up L2, reduced triggers by 6 lines. No changes, just a note if anything breaks.*
- Cleaned up L3, reduced triggers by 28 lines. No changes, just a note if anything breaks.*

:: SPECIAL OPS
- Comsat removed, L1 mines added back. Minecapping is not allowed and mines placed on outpost beacons will be REMOVED.
- P12 Science Vessels are now removed.
- Cleaned up L4 to remove 5 lines of triggers. No changes, just a note if anything breaks.*

:: VOLT
- You can now be affected by Volt's L1 while disabled by Medic's L2.
- Fixed the problem with Scourge not dying at the end of L1.

:: WARRIOR
- Cleaned up L3, reduced triggers by 22 lines. No changes, just a note if anything breaks.*


The changes aren't that major and there is, of course, much to do, but I do feel that there some improvement was made to the game. The continued gradual organization helps give me a better foundation for future changes, as well as increasing trigger efficency. The Special Ops has his mines returned, but remember that he is explicitly forbidden from capturing with mines. Mines on beacons will be removed. As far as I can tell from what I've played, he is a competitive class.

Since the DLDB is still broken, the file is attached to this post.




May 1 2009, 5:16 am Iceman16 Post #1908



Following the pattern of every second M version being bugged to hell or unplayable, here is the latest addition.

Huge bug where everyone in the game is reduced to last life instantaneously then all drop. Don't have any idea the reason, seemed pretty random. Already happened twice out of the two times I've played.



None.

May 1 2009, 11:27 am Moose Post #1909

We live in a society.

Please provide me with replays so I can investigate. I played three games yesterday and they all went smoothly.




May 2 2009, 12:00 am Moose Post #1910

We live in a society.

Since my post is unclear (though the changelist is), mines are only returned to Special Ops L1 spell. Not the L4.




May 2 2009, 3:57 am Jack Post #1911

>be faceless void >mfw I have no face

Why exactly are you no longer able to cap with mines? I thought that was a pretty good strategy, and not anywhere near hard to beat.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 2 2009, 4:18 am ClansAreForGays Post #1912



Quote from name:zany_001
Why exactly are you no longer able to cap with mines? I thought that was a pretty good strategy, and not anywhere near hard to beat.
stopping a mine cap isn't anywhere NEAR hard to beat?! Mine cap is beatable, like other things that have been changed, but the point is that is actually was ridiculously hard to beat.




May 2 2009, 4:30 am killer_sss Post #1913



Quote from ClansAreForGays
Quote from name:zany_001
Why exactly are you no longer able to cap with mines? I thought that was a pretty good strategy, and not anywhere near hard to beat.
stopping a mine cap isn't anywhere NEAR hard to beat?! Mine cap is beatable, like other things that have been changed, but the point is that is actually was ridiculously hard to beat.

just walk near it and let the mines blow up on you lol. I'm not sure if mines are still invince on l4 but they don't exist anymore from what i hear nehow so i don't see what the problem is. I personally liked it and that among other things is why i'm sticking with 1.5.



None.

May 2 2009, 5:09 am ClansAreForGays Post #1914



Quote from killer_sss
Quote from ClansAreForGays
Quote from name:zany_001
Why exactly are you no longer able to cap with mines? I thought that was a pretty good strategy, and not anywhere near hard to beat.
stopping a mine cap isn't anywhere NEAR hard to beat?! Mine cap is beatable, like other things that have been changed, but the point is that is actually was ridiculously hard to beat.

just walk near it and let the mines blow up on you lol. I'm not sure if mines are still invince on l4 but they don't exist anymore from what i hear nehow so i don't see what the problem is. I personally liked it and that among other things is why i'm sticking with 1.5.
It was removed from 1.5

Do you know the differences between versions?




May 2 2009, 5:14 am killer_sss Post #1915



ok explain mine capping then i'm confused because what i know of as mine capping still works in 1.5 and from what i can tell It does not in M5.

place mine on beacon wait the necessairy time and boom beacon is capped. works like a charm in 1.5 and honestly i've fought off quite a few people trying to mine cap in 1.5 its not hard in the old M versions it was a little more difficult but not as bad as what you make it out to be or bad enough that it need to be removed imo.



None.

May 2 2009, 5:31 am ClansAreForGays Post #1916



mb about that mix up. I meant it was removed from marine, but I forgot fbat was given it.

The idea of capturing a base is that you have the area so secure that you can actualy spend 30 seconds of your time sitting on a becon without any harassment. With mines, you don't have to be anywhere near the becon to take the area over, and if your enemy wants to get rid of the mines they have to take 100-260 damage. Beatable (easily with warrior), but against every1 else the marine will come out on top in the struggle for the gate(or should proVSpro).




May 2 2009, 5:40 am killer_sss Post #1917



Quote from ClansAreForGays
mb about that mix up. I meant it was removed from marine, but I forgot fbat was given it.

The idea of capturing a base is that you have the area so secure that you can actualy spend 30 seconds of your time sitting on a becon without any harassment. With mines, you don't have to be anywhere near the becon to take the area over, and if your enemy wants to get rid of the mines they have to take 100-260 damage. Beatable (easily with warrior), but against every1 else the marine will come out on top in the struggle for the gate(or should proVSpro).

eh i mean i see your point but at the same time if the marine is nowhere near you just blow up the mines. if hes near you just run arround and stall like normal thats y i don't understand the big deal. Granted it is harder with the marine fighting you vs bat because he has range and i believe in m versions more hp as well.

I don't know i didn't think it was a completely blown strategy and worse now you cant place a mine on beacon to let you know if someones trying to cap it. you have to basically cover the entrances or exits near the mine instead or place it near the beacon i guess.



None.

May 2 2009, 3:32 pm Lt.Church Post #1918



ya mine capping isnt exactly easily beat by low hp classes like mutant and light mage..



None.

May 2 2009, 4:41 pm Decency Post #1919



Storm. =o

It was removed because the marine, already an earlygame powerhouse, was unbeatable. Only the warrior had a fair chance against him. Usually the team with a marine would be able to win a 2v1 against opponents, as can be seen in the tourney finals.



None.

May 3 2009, 10:11 am rockz Post #1920

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Lt.Church
ya mine capping isnt exactly easily beat by low hp classes like mutant and light mage..
lings shouldn't take damage from mines. Not saying mine capping is fine or anything, but everyone has a way to deal with mines.



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

Options
Pages: < 1 « 94 95 96 97 98140 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[06:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
[2024-5-18. : 11:05 pm]
Ultraviolet -- :wob:
[2024-5-18. : 3:55 pm]
Zoan -- :wob:
[2024-5-18. : 10:34 am]
NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
[2024-5-18. : 3:45 am]
Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
[2024-5-17. : 6:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[2024-5-17. : 5:41 am]
Ultraviolet -- 🤔 so inf is in you?
[2024-5-17. : 4:57 am]
O)FaRTy1billion[MM] -- my name is mud
Please log in to shout.


Members Online: Roy