Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 111 112 113 114 115140 >
 

Jul 11 2009, 6:43 pm xYoshix Post #2241



I've always wondered why the dirt to rocky ground was always blocky... xD

Sorry...random...

Anyways, I could help with any blocks you are trying to get past, Excalibur.



None.

Jul 11 2009, 6:51 pm Excalibur Post #2242

The sword and the faith

I'd like to see the new terrain, it might save me a lot of work.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jul 11 2009, 7:14 pm killer_sss Post #2243



Quote from UnholyUrine
Wait wait Hold it!

Before you all go ahead and change the terrain, I just want to stress that the Terrain is definately a big part of Temple Siege. I don't mind Ex re-doing the terrain or what not, but I already had Mneox make another terrain, and had xYoshix fix it up a bit...
I have never disclosed it caues I was saving that change for later ^^

Anywho.. it's nice to see the old terrain versus the new... things certainy has changed o.O....
U guys gotta remember tho, Mnx did the v1.2-now terrain before TS was popular and before all you shmucks started talking about balance <3. In that respect.. mnx did a wonderful job of making the terrain look nice and quickly making new players interested in the map.

Well ... through introspect, I believe that it is time to move on from the old terrain and do the new one... If u want I can share the new terrain.. Or u can just wait for me to fix everything up (yeah that might take a while... judging from the fact that no one supports v1.5).

EDIT: :O... I stressed to Mnx that the new terrain has to be less cluttered... But I also agree with the Off-path geysers, but since the geysers has not been placed yet.. I will see what I can do :P

yes mneox did a nice job considering. A few little oversites that could have been prevented with a little overlook by the map creator but still very good.

as for 1.5 dieing well you really don't play it as much as you need and your updates are even slower than moose's updates. Not to mention you've recently said your losing intrest for a while which to us means "I'm not doing jack unless i'm bored out of my mind one day." So you've cut your small fan base to near zero. I honestly can't believe temple siege didn't fly off page one before it was bumped back up. There is zero discusion going on in it.

As for recruiting the bulk of TS'ers like moose says they will resist change. They don't like it and don't wana see it. It is not until it is about perfect in their standards that they will compete on it. Personally i think stronger spawn is a step in the right direction and you new heros have made great strides and are now quite good. I think the new terrain would help bring people over problem is you guys didn't get it out fast enough. Now moose wants new terrain also. So idk if that will draw people over or not.

I would say the majority of good players still want a perfected M3 which they precieve as classic temple siege. Honestly i think this needs to be beat in terms of quality to draw in the good players which in mapping terms is perfection with new things to draw them in. example : terrain, balanced stronger spawn, a revised captureing system, balance to all skills (including more useful skills a few such as engineer are still lacking a bit), and overall more appealing. Maybe Need to devise a way to make nexuses more appealing and more strategic.



None.

Jul 11 2009, 7:23 pm Decency Post #2244



I think you nailed most of the major problems in that image, Moose. Simply fixing those would vastly improve the balance.

One small thing is that there should still be a side entrance to the South base. That's simply one of its facets; you can bypass the first sets of cannons if you need to. You said to wall off the original entrance, which is fine, but another needs to be added, then.


As for the off-temple healing: it works in DotA because it takes time to heal, based on how hurt you are (leading to nested victories if you continually dominate someone in a fight). I don't think it would work as well in Temple Siege, although it would be much better than what we have now, where someone can base sit and play great defense with any endgame damage character: Volt, LM, Assassin, Ling.

However, that would mean that the bases would need to accommodate a heal in between the teleports and the temple, a sufficient distance away so that it doesn't amount to the same thing.

As for using Protoss Air for LM L2/L4, it's a decent idea, but it doesn't solve the LM's mobility problem. It's still slow as hell and thus countered hugely by any stun+ranged. pigy_g put together a Dragoon barrage spell that looks awesome, uses observers for the effect so that a DT may be detected, and seems to fit very well as an L4, if doubled or tripled in duration. Making the LM an invincible Reaver for 15-20 seconds after the spell would probably be a great idea as well, because it creates functional power while also preventing masscasting the spell (provided spells don't work in Reaver form). I'll let him post the map when/if he wants to, Moose also thought it was pretty nice.

As for these, I've addressed a bunch already but the rest are here:
Quote
For M8:
  • Put Warrior's shields back down to 100? Maybe a 120 compromise? Did he even need the shield compensation for reduced HP? I've heard a lot of talk about 150 being too much.
    I said 5200/150, you only went halfway. =p 120 would probably work.
  • Give Assault the Dropship back for L3.
    Yes.
  • Give Assault a (heavily modified) Firebomb for L2.
    Or Firewall, if people like it. =D
  • Assault's L4 will not be Nuke, but I would appreciate input and debate on what it could be.
    No idea if not Marines. No one else has suggested anything serious, though... Requiring spawns would fail miserably.
  • Special Ops seems to have a good current setup with L2 and L3. There has not been much clamor for returning to the old L2 or L3. (well, other than when Sniper Rifle was L2 and Special Ops was the new LM! :P)
    Agreed.
  • Minecapping
    Eh. Marine got more powerful early game with +3 --> +2, this would make him a terror. Drop them to 2 HP and do it, maybe.
  • Special Ops L4 will either be Nuke or open for debate. If we so please, we can just remove Nuke and simply give both Special Ops and Assault new L4s?
    Probably lose the nuke altogether, it doesn't fit with Spec Ops.
  • Do HP + 20% for Medic's L4.
    Yes.
  • Implement functional anti-hack.
    Good luck.
  • Change Medic L2? L3?
    As long as not significantly, a bonus would be needed to counter the L4 nerf.
  • Redo the capture system? Save this for M9?
    Save it.
  • Change Summoner spells?
    Yes.
  • Change Light Mage spells?
    Yes.
  • Add Physicist?
    Save it for M9.
  • Enlist a terrainer to fix some imbalances in the terrain?
    Yes.




None.

Jul 11 2009, 7:41 pm Excalibur Post #2245

The sword and the faith

Moose didn't get back to me yet but here's what I was thinking to try and equal the distances between this outpost:





SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jul 11 2009, 8:04 pm Moose Post #2246

We live in a society.

Quote from name:FaZ-
One small thing is that there should still be a side entrance to the South base. That's simply one of its facets; you can bypass the first sets of cannons if you need to. You said to wall off the original entrance, which is fine, but another needs to be added, then.
The big arrow pointing towards the south base is where I'd like the entrance to be. You know, even with both sides instead of much easier for the south team to use. Maybe it would be better if I gave some rough outlines to work on instead of a big drawing.

Quote from UnholyUrine
Before you all go ahead and change the terrain, I just want to stress that the Terrain is definately a big part of Temple Siege. I don't mind Ex re-doing the terrain or what not, but I already had Mneox make another terrain, and had xYoshix fix it up a bit...
I have never disclosed it caues I was saving that change for later ^^
I am very much interested in seeing this.




Jul 11 2009, 8:45 pm Excalibur Post #2247

The sword and the faith


Some more changes and things for anyone who's wondering. The south base unit placement will have to be redone to fit the new outline. Side paths I feel will offer new tactical opportunities.

I'd like the time to point out this to whomever terrained this map:
If you can't do something, don't half ass attempt it 20 times on the same map. Multiple cliffs need to be done a certain way, it isn't easy, but if you're going to do it, do it right. @_@




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jul 11 2009, 9:21 pm Genocidal.Legend Post #2248



Good job exacalibur I am blown away very nice, though the extra outside is not needed...but still goddamn very nice.



None.

Jul 11 2009, 9:29 pm ShredderIV Post #2249



Quote from Genocidal.Legend
Quote from ForTheSwarm
Quote
How about his l2 includes protoss air, like it creates scouts to attack, but at a far range around him, so he doesnt have to be right next to his opponent to use it.

Kinda building off of that:

Wave of Light:
Creates Scouts in a circle around him, then creates them in a bigger circle, like a wave.

3 tech paths = nono.

ummmm... protoss ground and protoss air... read the previous posts first , like how i said l4 would be a carrier... so l1 and l3 are toss ground, l2 and l4, toss air.

Quote
As for using Protoss Air for LM L2/L4, it's a decent idea, but it doesn't solve the LM's mobility problem. It's still slow as hell and thus countered hugely by any stun+ranged. pigy_g put together a Dragoon barrage spell that looks awesome, uses observers for the effect so that a DT may be detected, and seems to fit very well as an L4, if doubled or tripled in duration. Making the LM an invincible Reaver for 15-20 seconds after the spell would probably be a great idea as well, because it creates functional power while also preventing masscasting the spell (provided spells don't work in Reaver form). I'll let him post the map when/if he wants to, Moose also thought it was pretty nice.

exactly the reason why i suggested we change the lm base unit to something like a goon... and also, changing the lm's l4 also doesnt help his problems at all, since most lms will still continue to spam l2 and maybe get l4, but only use it when ppl attack them... so it isnt gonna fix the fact that most lm's are just going to go mana and l2/l4...



None.

Jul 11 2009, 9:32 pm Decency Post #2250



- I'm not a fan of the hideouts that your terrain creates above and below the side warp gates. The map is already pretty large, even in a 3v3, and I don't think those would be used much except for being able to run right by already-captured gates. That kills a lot of strategy in trapping someone, because there's just too many places to cover.

- On the south base, you have one set of cannons that's out in the open serving pretty much no purpose because of the alternate routes into the base, and the other two sets of cannons are almost on top of the warp gate. I really don't like the layout of this at all, I think most people would prefer it if you simply copy and pasted the older warp gate terrain as a whole piece up and to the left about 10-15 spaces and then blended it in nicely with your superskills. -.-
- On the top base cannons don't guard it at ALL, you can just go around. That's absolutely terrible.
- On the path to top base from South, still clusterfuck-y.
- For the north base, just move the geyser up and to the left, at the top of the ramp and up a few spaces in that corner. That about equalizes it with South's geyser.
- IMHO remove inaccessible "pretty" terrain, especially north, east, and southwest.

- I do like the path that you made below mid, because that opens the assimilators almost equally. (However, cut off some of the rightmost water to really equalize it.
- I like the double ramp to the assim, could definitely see that being used strategically to sight off the cliff.

Post has been edited 1 time(s), last time on Jul 11 2009, 9:37 pm by FaZ-.



None.

Jul 11 2009, 9:36 pm Excalibur Post #2251

The sword and the faith

Quote from name:FaZ-
I'm not a fan of the hideouts that your terrain creates above the side warp gates. The map is already pretty large, even in a 3v3.


- On the south base, you have one set of cannons that's out in the open serving pretty much no purpose because of the alternate routes into the base, and the other two sets of cannons are almost on top of the warp gate. I really don't like the layout of this at all, I think most people would prefer it if you simply copy and pasted the older warp gate up and to the left about 10-15 spaces and then blended it in.
- On the top base cannons don't guard it at ALL.
- On the path to top base from South, still clusterfuck-y.
- For the north base, just move the geyser up and to the left, at the top of the ramp and up a few spaces in that corner. That about equalizes it with South's geyser.
- IMHO remove inaccessible "pretty" terrain, especially north, east, and southwest.

- I do like the path that you made below mid, because that opens the assimilators almost equally. (However, cut off some of the rightmost water to really equalize it.
Mind marking these things on the picture? It's a little hard to understand in text.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Jul 11 2009, 9:36 pm Genocidal.Legend Post #2252



Quote from ShredderIV
Quote from Genocidal.Legend
Quote from ForTheSwarm
Quote
How about his l2 includes protoss air, like it creates scouts to attack, but at a far range around him, so he doesnt have to be right next to his opponent to use it.
Kinda building off of that:

Wave of Light:
Creates Scouts in a circle around him, then creates them in a bigger circle, like a wave.
3 tech paths = nono.
ummmm... protoss ground and protoss air... read the previous posts first , like how i said l4 would be a carrier... so l1 and l3 are toss ground, l2 and l4, toss air.

Sorry when I read the post where you said, Sin L3 was op'd, thats when I stopped reading 99% of your posts. My apologies.
Quote
For M8:
  • Put Warrior's shields back down to 100? Maybe a 120 compromise? Did he even need the shield compensation for reduced HP? I've heard a lot of talk about 150 being too much.
    100 to 120 is fine...150 or over he will be unkillable.
  • Give Assault the Dropship back for L3.
    Yes.
  • Give Assault a (heavily modified) Firebomb for L2.
    No Old L2 was fine, He doesnt need an offensive spell, combined with carpet comber. His old L2 is perfectly fine.
  • Assault's L4 will not be Nuke, but I would appreciate input and debate on what it could be.
    No Idea.
  • Special Ops seems to have a good current setup with L2 and L3. There has not been much clamor for returning to the old L2 or L3. (well, other than when Sniper Rifle was L2 and Special Ops was the new LM! :P)
    The old L2 and L3 were fine, L2 needed some major fixes tho, ghosts fed too much and bunkers too weak. Combined with a L2 and L4 and L1, he was a tactical defender again, you seem to be giving everyone a power move, when they are not power heros.
  • Minecapping
    Doesnt matter to me either way, noobs will complain though.
  • Special Ops L4 will either be Nuke or open for debate. If we so please, we can just remove Nuke and simply give both Special Ops and Assault new L4s?
    Give him OLD L4, it was never broken and easy to counter if you had half a brain.
  • Do HP 20% for Medic's L4.
    No, give it FH. leave 20% for 1.5
  • Implement functional anti-hack.
    Good luck. Agreed with faz- good luck.
  • Change Medic L2? L3?
    Leave L2, it is essential, do not change L4.
  • Redo the capture system? Save this for M9?
    Redo Cap system
  • Change Summoner spells?
    No. Put ling max back to 12. Especially since war got a boost.
  • Change Light Mage spells?
    No. Only thing you would need to change is L4, which needs an extra reaver.
  • Add Physicist?
    M9.
  • Enlist a terrainer to fix some imbalances in the terrain?
    Please.
[/quote]

Post has been edited 2 time(s), last time on Jul 12 2009, 1:15 am by Doodan. Reason: merging posts



None.

Jul 11 2009, 9:50 pm Decency Post #2253



Quote from Excalibur
Quote from name:FaZ-
- I'm not a fan of the hideouts that your terrain creates above and below the side warp gates. The map is already pretty large, even in a 3v3, and I don't think those would be used much except for being able to run right by already-captured gates. That kills a lot of strategy in trapping someone, because there's just too many places to cover.

- On the south base, you have one set of cannons that's out in the open serving pretty much no purpose because of the alternate routes into the base, and the other two sets of cannons are almost on top of the warp gate. I really don't like the layout of this at all, I think most people would prefer it if you simply copy and pasted the older warp gate terrain as a whole piece up and to the left about 10-15 spaces and then blended it in nicely with your superskills. -.-
- On the top base cannons don't guard it at ALL, you can just go around. That's absolutely terrible.
- On the path to top base from South, still clusterfuck-y.
- For the north base, just move the geyser up and to the left, at the top of the ramp and up a few spaces in that corner. That about equalizes it with South's geyser.
- IMHO remove inaccessible "pretty" terrain, especially north, east, and southwest.

- I do like the path that you made below mid, because that opens the assimilators almost equally. (However, cut off some of the rightmost water to really equalize it.
- I like the double ramp to the assim, could definitely see that being used strategically to sight off the cliff.
Mind marking these things on the picture? It's a little hard to understand in text.

Sure, done: http://img33.imageshack.us/img33/3527/tscritique.jpg The red X's mean get rid of this, it's pointless.



None.

Jul 11 2009, 11:35 pm ShredderIV Post #2254



Quote from Genocidal.Legend
Quote from ShredderIV
Quote from Genocidal.Legend
Quote from ForTheSwarm
[quote]How about his l2 includes protoss air, like it creates scouts to attack, but at a far range around him, so he doesnt have to be right next to his opponent to use it.

Kinda building off of that:

Wave of Light:
Creates Scouts in a circle around him, then creates them in a bigger circle, like a wave.

3 tech paths = nono.

ummmm... protoss ground and protoss air... read the previous posts first , like how i said l4 would be a carrier... so l1 and l3 are toss ground, l2 and l4, toss air.

Sorry when I read the post where you said, Sin L3 was op'd, thats when I stopped reading 99% of your posts. My apologies.

plz quote me on this... i said sin l2/l3 combo was too good of a counter on lm, since he had no way of seeing the sin and therefore could not avoid a l2/l3 combo...



None.

Jul 12 2009, 12:39 am MNeox Post #2255



With much of Yoshi's additional help, this is the most recent update for the new terrain.



Any discussion for change of THIS terrain, please discuss in THIS topic.

URL Link.



None.

Jul 12 2009, 6:58 am Decency Post #2256



Volt L1 is still broken in fixed M7 version, scourges flying around that hit and stun even after Volt is dead+left.
DT L1 is still broken, he became Observer.

Also, as to the Volt L1, why not just make the hit location the size of a scourge...? It's way too small now.

Reps available if needed.



None.

Jul 12 2009, 3:24 pm Moose Post #2257

We live in a society.

Quote from name:FaZ-
Volt L1 is still broken in fixed M7 version, scourges flying around that hit and stun even after Volt is dead+left.
AUUGGGGHHHH!

Quote from name:FaZ-
Also, as to the Volt L1, why not just make the hit location the size of a scourge...? It's way too small now.
Indeed, I will enlarge it.

Quote from name:FaZ-
Reps available if needed.
I'd appreciate them.




Jul 12 2009, 8:10 pm Genocidal.Legend Post #2258



Quote from ShredderIV
Quote from Genocidal.Legend
Quote from ShredderIV
Quote from Genocidal.Legend
Quote from ForTheSwarm
[quote]How about his l2 includes protoss air, like it creates scouts to attack, but at a far range around him, so he doesnt have to be right next to his opponent to use it.

Kinda building off of that:

Wave of Light:
Creates Scouts in a circle around him, then creates them in a bigger circle, like a wave.

3 tech paths = nono.

ummmm... protoss ground and protoss air... read the previous posts first , like how i said l4 would be a carrier... so l1 and l3 are toss ground, l2 and l4, toss air.

Sorry when I read the post where you said, Sin L3 was op'd, thats when I stopped reading 99% of your posts. My apologies.

plz quote me on this... i said sin l2/l3 combo was too good of a counter on lm, since he had no way of seeing the sin and therefore could not avoid a l2/l3 combo...

Go back and read your quote, you claimed the sin L3 was "Op'd" too lazy to go back and find it. Point is, he can do this to nearly everyone not just LM. Essentially, what you are saying is that the sin L3/L2 combo is overpowered in general. Again, please cut the inexperienced talk, this is not flame.



None.

Jul 12 2009, 8:22 pm ShredderIV Post #2259



ok, if you're not going to quote it, i don't believe you. and i've never said sin l2/l3 combo is op, only against lm, because then the lm basically has no where to hide is what i said. there are many other chars that can counter it, if you're not going to quote me, then don't try to keep your side of the argument...



None.

Jul 12 2009, 9:27 pm Decency Post #2260



Assassin Bug is at 21:30, by Purple.
http://www.mediafire.com/?li9ztmqdasd

I (Red Warrior) catch a scourge at 13:25 and at some one time. You can try to figure out which cast is causing it. =p
http://www.mediafire.com/?cx1im8un2mt


At the DT L3/L2 combo: it's a huge counter against LM because he's faster than the LM. Most other characters can see the DT's shadow and just avoid it.



None.

Options
Pages: < 1 « 111 112 113 114 115140 >
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- if i don't gamble them away first
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- o, due to a donation i now have enough minerals to send you minerals
[2024-4-17. : 3:26 am]
O)FaRTy1billion[MM] -- i have to ask for minerals first tho cuz i don't have enough to send
[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
[2024-4-17. : 1:52 am]
Vrael -- hah do you think I was born yesterday?
[2024-4-17. : 1:08 am]
O)FaRTy1billion[MM] -- i'll trade you mineral counts
Please log in to shout.


Members Online: Dem0n