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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Aug 12 2009, 8:29 pm DrakeClawfang Post #841



Well, how would Spell 1B be activated by the ED then?

BTW, any comment on now, how all the three new Heroes combine and combo their spells together to a greater extent than the originals? I like the idea of combining spells, and of course other units can do it, but like, we didn't have things like "Spell 1B" until 1.5.



None.

Aug 12 2009, 8:58 pm UnholyUrine Post #842



Spell combining was sorta something that I wanted to do and was capable of...

The reason for Spell combining initially was to create a more unique theme to the new chars...

But once I got comfortable with it, I used it amongst some of the original cast of heroes in order to diversify them and make them not so linear. Unfortunately, it just so happens that I must do this for the Earth Demon also, because of it's currently not very useful role in the game.

For example, I've added the Summon Disciples for the Dark Mage in order to give her an edge against spawns, which was her major weakness. To do it, you simply cast L1 to get the Dark Orb.. With the Dark Orb, you cast L1 again, and it kills the Dark Orb for 3 broodlings. With this, I then went fourth to decrease her HP and dmg so she'd fit more into the role of being a mage. She is also allowed to consume the broodlings for more ensnare/storm fun.

This is similar to Phantom's L4 and Psion's L1-B (Void Rift.. summons a dragoon).

Earth Demon needs some help, and I've realized that "burrow-drive" as L1 isn't very useful, especially during the day. (btw, I will be amending the time in which the lurker'll be centered under the observer to allow the lurker attack before being moved)... Because of this, I've decided to add an L1-B for it so it won't be totally hopeless early game during the day.
To cast it, you just cast L1 again (build zlot) while you have the burrow drive out.

I'm also aware that it does take more mana to do combo-spells (which is why Psion's void drains mana to itself now) So it would take some testing...



None.

Aug 13 2009, 4:02 am killer_sss Post #843



Quote from UnholyUrine
(btw, I will be amending the time in which the lurker'll be centered under the observer to allow the lurker attack before being moved)...
Um you mean allowing the lurker to be attacked before he is moved lol? That kinda defeats the purpose but meh. Also care to refresh my memory of what "Sandslash" actually does as i can't really remember its effect just from the name and as far as i know it has yet to be implemented.



None.

Aug 13 2009, 5:31 am DrakeClawfang Post #844



Oh, Unholy, one thing I noticed in my last match. I'm not sure if this is intended, but the Medic's L4 spell. As described, it fully healed the Medic and healed me to my Max HP + 20%. However, I was a Phantom, and it also fully healed any Hallucinations I had out that were within the area of effect. Is this a glitch, or is that supposed to happen? It made using my L4 a bit too easy, since the Halls lasted so much longer when I sent them out.



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Aug 13 2009, 12:44 pm ForTheSwarm Post #845



Quote from killer_sss
Quote from UnholyUrine
(btw, I will be amending the time in which the lurker'll be centered under the observer to allow the lurker attack before being moved)...
Um you mean allowing the lurker to be attacked before he is moved lol?

No, it allows the lurker to attack while the observer moves it.



None.

Aug 13 2009, 3:09 pm DrakeClawfang Post #846



Quote from ForTheSwarm
Quote from killer_sss
Quote from UnholyUrine
(btw, I will be amending the time in which the lurker'll be centered under the observer to allow the lurker attack before being moved)...
Um you mean allowing the lurker to be attacked before he is moved lol?

No, it allows the lurker to attack while the observer moves it.

Well, it can to an extent now, though there is a delay.



None.

Aug 13 2009, 4:55 pm ClansAreForGays Post #847



Quote from name:zany_001
Gates don't give exp except when you capture them. It is only an idea ATM for regular exp giving(i believe).
Incorrect. while gates do give a noticeable exp boost the moment you capture them, they continue to give you exp every time the 2 spawns are pumped out. The exp is simply near unnoticeable because it is always less than the exp you would get from killing 2 spawned units (w/e that may be, so it increases every spawn level. So at hydras you would actually see a big difference)




Aug 13 2009, 6:32 pm nujuju299 Post #848



It's too bad that barely any games accually ever last till hydras -.- most the time the spawns at rines and every1s either killing eachother, allready dead or killing temple stuff lol :P



None.

Aug 13 2009, 7:07 pm DrakeClawfang Post #849



Quote from nujuju299
It's too bad that barely any games accually ever last till hydras -.- most the time the spawns at rines and every1s either killing eachother, allready dead or killing temple stuff lol :P

Agreed, unless someone has upgraded spawn, I've never seen the game last until Hydras. I think once or twice, I saw it last until Zealots, but not Hydras.

Also, anyone have any thoughts on how for some heroes, it's easier to grind against Zerglings and Zealots than the Broodlings and Marine. Though the Zealot does more damage, it does it in two-hits and so, AFAIC, it hits only just as hard as the Marine. The Marine's ranged makes it hard for melee heroes to grind early on, but the Zealot is melee too so I find it easier to deal with. Anyone else agree, disagree?



None.

Aug 13 2009, 8:43 pm Jack Post #850

>be faceless void >mfw I have no face

Zealot has always been easy to feed on. The way it deals damage is, as you say, in two hits. This means that your armour 'works' twice. E.g.
Yot have 6 armour. The zealot does 12 damage per blade(i forget what it is in TS)
Zealot hits with first blade, and does 6 damage, 12atk-6 armour.
Second blade hits, does the same. So you get 12 hp off. If it hit all at one time, it would deal 24-6 damage, or 18 damage. So if you have no armour or attack upgrades, the zealot would be much harder than marine. However by the time zealots come out, most heroes have atk upgrades, letting them kill the zealots easily, while their armour means that the zealots only do a little damage.



Red classic.

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

Aug 13 2009, 10:01 pm OlimarandLouie Post #851



Quote from DrakeClawfang
Quote from nujuju299
It's too bad that barely any games accually ever last till hydras -.- most the time the spawns at rines and every1s either killing eachother, allready dead or killing temple stuff lol :P

Agreed, unless someone has upgraded spawn, I've never seen the game last until Hydras. I think once or twice, I saw it last until Zealots, but not Hydras.

Also, anyone have any thoughts on how for some heroes, it's easier to grind against Zerglings and Zealots than the Broodlings and Marine. Though the Zealot does more damage, it does it in two-hits and so, AFAIC, it hits only just as hard as the Marine. The Marine's ranged makes it hard for melee heroes to grind early on, but the Zealot is melee too so I find it easier to deal with. Anyone else agree, disagree?

I once played a game that lasted until my enemy Temple died, and by the time that happened, the spawns were at... zealots + dragoons. Surprisingly enough, only one person died by the time the game was over. :lol:



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Aug 13 2009, 10:35 pm ladyalanah Post #852



zealots are indeed a lot easier to feed on, and since they're melee units they get clumped with the zerglings so anyone with splash will get massive exp once the second night starts. i think zlots are set to about 24 damage? since most heroes will make sure they have 10 armor to tank lings, the zealots really only do about 4 damage and they don't attack fast either. I think zealots should be switched with marines, with marines being a higher tier and being stronger. marine spawn already owns the zealot spawn as it is which is kind of funny when people up spawn to get marines vs lings and then get fucked the next day when it becomes zlots vs marines.



None.

Aug 13 2009, 10:51 pm killer_sss Post #853



Quote from ForTheSwarm
Quote from killer_sss
Quote from UnholyUrine
(btw, I will be amending the time in which the lurker'll be centered under the observer to allow the lurker attack before being moved)...
Um you mean allowing the lurker to be attacked before he is moved lol?

No, it allows the lurker to attack while the observer moves it.
Well think about this if the lurker is sticking arround longer he may attack once but he will also be attacked more. If your using the spell you are either moving at night which against spawns they can attack for some stupid reason since you have a detector. The only benefit is going to be during nite vs heros imo. If i use this spell i'm usually trying to escape not attack. The ling L2 will rape you because you wanted to fire off one last attack while you were trying to escape. I can see the micro thing he is trying to create but i can also see the attacks piling up when your trying to run.



None.

Aug 14 2009, 12:45 am ShredderIV Post #854



hey unholy, i have a question, can you use storm as as a sprite like you can with dark swarm?

if you can, then you can eliminate all the problems with the light essence tele, such as restricting movement but also restricting team help/flexibility, or you can alloow it to move anywhere and allowing lm to tele to a safe spot too easily.

This could be done by, wen lm double l1s or such, whatever you would want, maybe double l3ing, you could set it so he has, say, 60 mana constantly. Then when he casts storm, you remove the storm sprite and tele him to where he casted swarm... he could also maybe do it multiple times. This way, you can also allow the light essence to move anywhere, givig it flexibility, but also allow him a short range tele, giving him a better way of escape with his slow speed. It's just a suggestion.

I'd try to make a concept map, but sadly there are no map editors for macs :( and therefore i can't try it out for myself.

comments would be appreciated.



None.

Aug 14 2009, 12:50 am Jack Post #855

>be faceless void >mfw I have no face

I believe only Dark swarm and dweb are units or whatever, so you can't use psi storm.



Red classic.

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

Aug 14 2009, 1:39 am nujuju299 Post #856



using map draft i noticed that you can place storms as an instance too.
also unholy when the map is maxed (with spawn) and assasin trys spell 1 to escape, he just lost his guy lol there was way too many units on that map, (and accually lasted long enough for spawn to become hydras)
mainly because of all the war factories and golum tribunal things, spawn was stacking itself :P



None.

Aug 14 2009, 3:21 am ShredderIV Post #857



o... i guess you could also use the dweb or something... could you technically use it in both assaults spells and lms spells?



None.

Aug 14 2009, 4:23 am ladyalanah Post #858



what if the light essence's hallucination did something? since i have yet to see anyone use hallucinations for anything, and the only instance i can see it being of use is to help spawn trap somone for an l1 or l3 but thats situational at best. what if hallucinations are converted to (insert protoss unit) for 1 attack? would give slightly more incentive to up ground attack, since most lms will go all reaver damage unless they have significant sim and only get a little ground attack in the beginning until they get to their l2.



None.

Aug 14 2009, 4:28 am Jack Post #859

>be faceless void >mfw I have no face

It's quite hard to detect hallus. The only way I know wouldn't work for TS.

Edit
Actually it could work. It would be a little difficult and may lag a bit when you fire, say, a spell that converts hallus into Light barriers.



Red classic.

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

Aug 14 2009, 4:41 am Moose Post #860

We live in a society.

Quote from ladyalanah
what if the light essence's hallucination did something? since i have yet to see anyone use hallucinations for anything, and the only instance i can see it being of use is to help spawn trap somone for an l1 or l3 but thats situational at best. what if hallucinations are converted to (insert protoss unit) for 1 attack? would give slightly more incentive to up ground attack, since most lms will go all reaver damage unless they have significant sim and only get a little ground attack in the beginning until they get to their l2.
Hallucinate a hero for several thousand HP of cannon fodder. The AI won't switch targets, so you can either kill them, run past, or capture the outpost.




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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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