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 28 2009, 1:13 pm DrakeClawfang Post #1021



That's why he has the secondary Bunker with Ghosts.



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Aug 28 2009, 7:39 pm killer_sss Post #1022



Quote from name:zany_001
Say hello to a 0 mana ups summoner!

i like how u think this will make the summoner able to use his summons at will. First off the building has to stay up (since when does a assim ever stay up long enough?). Secondly the summoner needs to reach it to recieve the bonus (since when does the summoner leave the base lol). third there will be cooldown (so it wont be like infinite mana). Finally new spells (this should direct his mana needs to better his spells. Hopefully!)



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Aug 28 2009, 9:04 pm Jack Post #1023

>be faceless void >mfw I have no face

There are geysers inside both bases, plus the outposts. And I realize it wouldn't be constant mana, but summoner with a cap of 8, possibly 6 lings, wouldn't need much mana. He would only need mana if new spells work and get him to come out early/mid game. If he continues with base sitting, an extra 50 mana every now and then would be plenty to replace lost lings.



Red classic.

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

Aug 29 2009, 2:11 am ladyalanah Post #1024



but with the reduced ling cap and speed upgrades costing more (in my opinion they should be removed) the summoner would need more upgrades for lings to be as effective, which means the mineral sim would be more valuable since it gives constant minerals and the mana leveling gives constant mana on the move.



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Aug 29 2009, 3:36 am OlimarandLouie Post #1025



I for one think summoner is just fine as it is now... although I'm not sure on it's new l2 & l3.... :|



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Sep 1 2009, 4:24 am davidxkim Post #1026



I only agree on the uselessness of L2, however L3 is kinda overpowered for trapping and killing nonmelee units :O



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Sep 3 2009, 10:03 pm OlimarandLouie Post #1027



I was wondering, UnHolyUrine, are you going to make a Temple Siege for SC2 when it comes out? Or are you going to continue modifying this one? :unsure:



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Sep 4 2009, 5:13 am DrakeClawfang Post #1028



With the type of power the SC2 editor has, the next generation of Temple Siege maps would be truly epic and complex.



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Sep 4 2009, 6:50 am ClansAreForGays Post #1029



Quote from OlimarandLouie
(Implying that Urine is keeping up with SC1 TS)





Sep 4 2009, 5:53 pm UnholyUrine Post #1030



Quote from ClansAreForGays
(Implying that I am not working on the current TS)
:bye1:


EDIT: TS in SC2.. we'll see...
There will probably be tons of competition, and other maps may be even better than what I can conceive (actually, this is more likely than me producing a TS SCII)
And, even if I do decide to make TS in SC2, it'd be much later... at least until I'm VERY comfortable with the new editor.

But yeah.. it'd be awesome :D

Post has been edited 1 time(s), last time on Sep 4 2009, 6:03 pm by UnholyUrine.



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Sep 5 2009, 9:53 am ladyalanah Post #1031



well i hope SOMEBODY steps up to make a good pvp ums. the alleged power of the new editor would be such an epic waste if all it went toward was making defense maps.



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Sep 5 2009, 1:33 pm lil-Inferno Post #1032

Just here for the pie

Just because you said that, I propose that all of us mapmakers make only defense maps in StarCraft II.




Sep 7 2009, 4:09 am DrakeClawfang Post #1033



Just reporting a cool game I had earlier tonight. I was Phantom, and had a few unique events happen that I haven't done before. Was fun.

First, I was quick when calling L2 and manually attacking, and got two shots off with one spell. Then later, I guess to even it out I called it and it didnt fire at all. Dunno why. Also, was fighting a ling, and one time I had him and he burrowed and ran later to escape. Later, he tried it again, but I had my l3 this time, so I stood over him, triggered and killed him when he came up.

BTW, killer, gg. :P



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Sep 7 2009, 12:47 pm OlimarandLouie Post #1034



Quote from lil-Inferno
Just because you said that, I propose that all of us mapmakers make only defense maps in StarCraft II.
I'm in! :D Defense games shall rule the earth!
Noob Defense,
Sunken Defense,
The AMAZING TURRET Defense,
Tank Defense,
Pick your Defense,
Random Item Defense,
Black Hole Defense,
Cannon Defense,
Tofu Defense,
Mind Control Defense,
Tarpit Defense,
Edit: Poker Defense,
Edit: Super Mario Defense,
and all the other defense games that are not listed here! :lol:

Post has been edited 1 time(s), last time on Sep 8 2009, 11:14 pm by OlimarandLouie.



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Sep 13 2009, 12:00 am Jack Post #1035

>be faceless void >mfw I have no face

What chance is there of items being included? If there was a shop where you could buy items, such as a Magis Staff that increases mana regen, or armour that gives invincibility every couple of seconds for hale a second, etc.?



Red classic.

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

Sep 13 2009, 12:03 am ShredderIV Post #1036



it says that there will be item support in sc2, and item s would be a good thing to add... 1+ for items.



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Sep 13 2009, 12:04 am Jack Post #1037

>be faceless void >mfw I have no face

I mean for SC BW.



Red classic.

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

Sep 13 2009, 8:21 am DrakeClawfang Post #1038



I say go with the Pokemon system - heroes can get one item at a time, and can get a new one if they're willing to ditch the old one. The item is a one-usage thing that expires when triggered, and depending on the item the player can either trigger its effect or it activates automatically.

As a bit of foresight, I recall the Terran Starport builds five units, so if needed you could use the Starport for the Spell activator thing, with four of the units activating spells, and the fifth activating an item.



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Sep 13 2009, 8:51 am Jack Post #1039

>be faceless void >mfw I have no face

I was thinking mostly passive items, that do stuff to you no matter what, but maybe a dropship system would work for activatable items. That allows more than 1 item too. But it would change gameplay a bit. Not so much that everythhng would need rebalancing though, especially if the items were 50-300 mins depending on what it was. HP and mana potions would be interesting...



Red classic.

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

Sep 13 2009, 4:17 pm UnholyUrine Post #1040



There will be no items until SC2... that's because SC1 REALLY don't support items very well...

@easz's comment of dragoon's l4.. the Void Shifter also shifts the void under itself, so your L2 and L3 spells will actually be activated where your arbiter is, instead of where your dragoon is... I will be tweaking the dragoon a bit more..



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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
[09:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[09:35 pm]
Vrael -- that is insane
[09:35 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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