Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 129 130 131 132 133140 >
 

Oct 2 2009, 11:55 pm xYoshix Post #2601



If you ever need a shade of black, colour 65 is perfect ^^



None.

Oct 4 2009, 1:11 am ClansAreForGays Post #2602



M8 changes
Quote
:: ASSASSIN
- Fixed a bug that may have resulted in hallucinated obs sticking around after L1, L3, or L4.
this leads me to believe you didn't fix it in the best way, because it always happens every time. It can be fixed by centering location 058 over it just before the creat/kill trigger.




Oct 4 2009, 3:00 am ClansAreForGays Post #2603



I know lots TSers don't look around SEN and just check this 1 topic so - http://www.staredit.net/topic/8711/ The next one can be for M8 if it ever gets done.




Oct 4 2009, 8:46 am Decency Post #2604



I just read through 20 pages of this topic and I think the vast majority of people agree on 3/4 of the recent changes that have been suggested. It's a shame this map pretty much was abandoned. =o Whatever, I'll play a few games and the tournament... hopefully the Marine won't be too broken.

Few questions on the version, CAFG:

- Medic FH's allies?
- Warrior 6000 HP?
- Assim income rate?
- Nuke+Dropship details (cost, prebuildable nuke?)

That's about all that's really important. I don't know if the Marine will work... mine changes seem interesting and might help to take out some of his early-game power that made him have such an easy mid-game.

Post has been edited 1 time(s), last time on Oct 4 2009, 9:30 am by FaZ-.



None.

Oct 14 2009, 12:36 am Moose Post #2605

We live in a society.

Code
****************************
**** ****** ***** ***** ****
***  TEMPLE SIEGE 1.4M8  ***
**** ****** ***** ***** ****
****************************
:: GENERAL
- Simplified URL of change list to http://www.staredit.net/ts-changes/
- Corrected Player 4's elimination message trigger.
- Made level-up triggers more efficent, removing 255 lines of triggers.
- Death cancels out pre-built spells.
- Increased HP of Zealots from 200 to 250, damage from 40 to 48.
- Decreased cost of Nexus from 80 to 60 minerals, decreased build time.
- Changed stats of Cannons from 2000 HP, 400 shields, 10 armor to 3000 HP, 100 shields, 5 armor.
- Shields on cannons are maintained at level determined by the spawn level.
    >> Broodlings = 0, Zerglings = 3, Marines = 10, Zealots and Hydras = 20
- Destroying a Warp Gate now splits the XP for units created there evenly among your team.
- Added triggers to hopefully improve accuracy and hit detection of spells using it.

:: ARCHER
- L2 is now Summon Archer Ally, max of 5.
- L3 is now Rapid Shot, a Guardian-chaingun type spell. Seven shots at 35 + 4 damage.
- Reduced HP on Companions from 350 to 310.
- Reduced upgrade cost of Grooved Spines (Hydralisk Range) from 60 to 45 minerals.

:: ASSASSIN
- Fixed a bug that may have resulted in hallucinated obs sticking around after L1, L3, or L4.

:: ASSAULT
- L3 is now Carpet Bomber.  It also actually stuns both teams now.
- L4 is OMG SURPRISE! :D

:: LIGHT MAGE
- L2 now places Reavers at the four corners of LM's position (or the closest approximation) for a less bottom-biased spread.

:: MEDIC
- L4 now heals affected heroes to HP + 5 Levels, not 100%.  Everything else is the same, insofar as non-hero units are still fully healed, energies are set to 100%, etc.

:: MUTANT
- P12 Torrasque is removed if player leaves during L4.

:: SPECIAL OPS
- Anti-minecapping triggers no longer activate if enemies are within blocking range.
- L4 is now Summon Nuclear Ghost.
- Attack changed from 15 + 2 to 7 + 3.
- HP decreased from 4200 to 4000.
- Sniper Rifle damage increased from 85 + 9 to 85 + 15.
- Fixed problem with casting L1 or L2 during Sniper Rifle. (now holds until the spell is done)

:: SUMMONER
- Trigger reorganization and consolidation.
- L2 is now a new spell that craetes a Queen above the Summoner just long enough for it to cast Ensnare.

:: WARRIOR
- Shields decreased from 150 to 120. L1 still gives 10, L4 gives full.  Fixed the string to indicate this.
- Removed 18 lines of superfluous triggers.

:: VOLT
- P12 Archon is removed if player leaves during L4.
- Resized location for L1 hit detection from .5x.5 to 1x1.
- L3 now kills the same spawns for both teams.
- Fixed some pathing issues with outposts and Volt's L1.
- Removed some 50+ lines of superfluous triggers.


All I really need is fixed up terrain... though I guess I could do it if I have to.
xYoshix? Excalibur? Bueller?

Post has been edited 2 time(s), last time on Oct 14 2009, 2:23 am by Mini Moose 2707.




Oct 14 2009, 1:02 am killer_sss Post #2606



sounds good is there a link somewhere??? or... are we waiting for terrain before release?

also curious does the medic recieve full heal? if not is there a bonus for her of somekind?



None.

Oct 14 2009, 1:10 am xYoshix Post #2607



Quote from Mini Moose 2707
- Destroying a Warp Gate now splits the XP for units created there evenly among your team.
I disagreed with this, since it adds an advantage to the attackers, but we'll see how this will play out.
The rest of the changes are pretty good.
Quote from Mini Moose 2707
All I really need is fixed up terrain... though I guess I could do it if I have to.
xYoshix? Excalibur? Bueller?
I'll be glad to fix up the terrain.



None.

Oct 14 2009, 1:25 am Moose Post #2608

We live in a society.

Quote from xYoshix
Quote from Mini Moose 2707
- Destroying a Warp Gate now splits the XP for units created there evenly among your team.
I disagreed with this, since it adds an advantage to the attackers, but we'll see how this will play out.
Yeah, it does. It means killing gates actually matters now. I think I'm going to add a respawn timer on dead Warp Gates, though.

Quote from xYoshix
Quote from Mini Moose 2707
All I really need is fixed up terrain... though I guess I could do it if I have to.
xYoshix? Excalibur? Bueller?
I'll be glad to fix up the terrain.
Go for it.
http://www.staredit.net/moose/ts/ts_terrain.png
Any removal of blockiness you want to do in addition to that is appreciated.

Also, roadblock for changing Assassin from Zeratul to Dark Templar: The fact that Dark Templar is used for casting L4 will probably make problems and most definitely screws over find/replace. :P

EDIT: While testing this, I realize that in retrospect, M7 wasn't so great. Just wanted to admit that to everyone. :)
Retrospect #2: The Medic L4 change was really easy to trigger. I should've done it a long time ago. I think by the time I finished everything with that L4 it took up LESS lines than the way it used to be. :lol:

Post has been edited 5 time(s), last time on Oct 14 2009, 2:21 am by Mini Moose 2707.




Oct 14 2009, 4:14 am Decency Post #2609



Quote
I disagreed with this, since it adds an advantage to the attackers, but we'll see how this will play out.
The game is not Temple Defense. Since killing them beforehand was pretty much idiotic, and your spawns couldn't attack the temple until you did, I think it's a pretty logical change.

Thoughts:
- Medic got no compensation for L4 nerf. It will probably be pretty bad with no buff for that major nerf.
--- Eh, read through the past 5 pages. The only thing that looked decent was making everyone invincible for 5-10 seconds with L3 or the medics-->Marines change we talked about that seems slightly dumb. Invincible would be cool
- Spec Ops L4 is pretty much useless. Whatever, no one will get it.
-- The +3 seems like it should work, a break even point of 8 upgrades, but more importantly he can't minecap so his earlygame is a good deal weaker.
- LM Reaver change is good, but LM is still trash because it's not M3 assim income. Unless you get your entire team to direct spawns to you and just lame. Then it's somewhat useful after you farm for 30 minutes. We'll see if anyone figures out a way to use him well, I'd be surprised.
- No pre-spell effects for Mutant L3? I think even Max agreed on those. =o

- Killing units owned by yourself needs to possible. Huge for both Medic and Archer now that his summons are L2.

I sort-of hope Assault L4 is the Fire Wall I sent you, I think it might actually have some potential. =D. Another idea might be to let him run around for 10 seconds or so and create a burrowed infested terran or something under him whenever he moves. Then you could replace each infested terran with a Firebat. =D But it's probably just a Marine squad, which isn't bad coupled with his dropship.
---- EDIT: Ew is it Terran Air?

Maybe Fire Wall would work for Spec Ops L4? Probably better than a nuke.

Everything looks good. Assuming it works, I could see it being a balanced 11-hero version with the two or three changes I've said.

Quote
The fact that Dark Templar is used for casting L4 will probably make problems and most definitely screws over find/replace. :P
Seriously...? I hope I'm misunderstanding.

1. Replace all Dark Templar with LALALALALLALALALALALA
2. Replace all Zeratul with Dark Templar
3. Replace all LALALALALLALALALALALA with Zeratul



None.

Oct 14 2009, 4:31 am Neki Post #2610



Yeah, except Dark Templar is used for every L4 spell cast in the game, so he can't blindly change it like you said. :P



None.

Oct 14 2009, 4:42 am FlashBeer Post #2611



Unless he could find a way to build Zeratuls from the gateway...



None.

Oct 14 2009, 5:07 am Decency Post #2612



Okay, I was misunderstanding him, clear now. Anyway,

- Zeratul attacks faster than the other two.
- The non-hero moves faster than the other two.

... considering primary Assassin play is just stunlocking someone x times in a row until they die, and he has a free escape mechanism for his L1, I feel like attack speed is more important...?



None.

Oct 14 2009, 8:43 am ValKilmer Post #2613



Quote from faz-
- Spec Ops L4 is pretty much useless. Whatever, no one will get it.
Quote
- Destroying a Warp Gate now splits the XP for units created there evenly among your team.




None.

Oct 14 2009, 12:33 pm Decency Post #2614



True, I guess that opens a new strategy (rather than nuking your own warp gates...). But if you're capable of nuking their warp gates, aren't you capable of nuking their Temple... so just do that instead? Only the Archer and Medic can't detect it or kill a cloaked ghost now, I believe. And no dropship anymore, so you have to break down a door.

However, tanking cannons and slipping a ghost by... that could be pretty impressive... =)

Props to you if you can pull it off.

Post has been edited 1 time(s), last time on Oct 14 2009, 12:42 pm by FaZ-.



None.

Oct 14 2009, 6:54 pm ClansAreForGays Post #2615



Quote
- Destroying a Warp Gate now splits the XP for units created there evenly among your team.
M8 is the greatest TS version ever. Finally, a player will never avoid killing enemy cannons on purpose. This is the biggest/best change since "Let's make capping warp gates good..."

Quote
- L4 is now Summon Nuclear Ghost.
I'd rather see Mine Drone back, but this is still better than having an invincible-mines-Mine-Drone. All the other changes are too awesome to even care about this.

Quote
- L4 now heals affected heroes to HP + 5 Levels, not 100%.
Does the medic still get %100?(just curious)

Quote
- Removed 18 lines of superfluous triggers.
- Added triggers to hopefully improve accuracy and hit detection of spells using it.
- Removed some 50+ lines of superfluous triggers.
M3.x is forever obsolete.




Quote
- Medic got no compensation for L4 nerf. It will probably be pretty bad with no buff for that major nerf.
No. Medic fh was only really balanced with MT's unbalanced assims. It's too early to tell if medic has truly become a nerf dart gun. Let's see if medic can still deliver victory in M8(Lv3+mana combo builds?) If not, then M9 can have a buffed lv1,2, or 3 spell.
Quote
--- Eh, read through the past 5 pages. The only thing that looked decent was making everyone invincible for 5-10 seconds with L3 or the medics-->Marines change we talked about that seems slightly dumb. Invincible would be cool
No, you're gross. I've seen this with psion in v1.5. It's dumb.

Quote
- No pre-spell effects for Mutant L3? I think even Max agreed on those. =o
I concur. Either that, or give DT back his instant teleport, and reduce his stats back to what they were. Although, melee techs are now more popular than lurkerbomb builds, do we really need to make it weaker when no1 is even using them anymore?

Quote
- Spec Ops L4 is pretty much useless. Whatever, no one will get it.
:rolleyes: Nuking cannons is good now. Yes they will.

Quote
but LM is still trash because it's not M3 assim income.
You're just mad because LM didn't get a shuttle (which would be the grossest thing ever). Weren't you the one arguing with maxx/iceman when they said LM is the worst of all the characters? Also, a while back before this you said LM is the most broken char in the game because of his team splashing, and even argued that assim map control (in MT!) wasn't enough to counter him. You're flip flopping and I don't get it.

Quote
I sort-of hope Assault L4 is the Fire Wall I sent you
The Game.

Quote
- Killing units owned by yourself needs to possible. Huge for both Medic and Archer now that his summons are L2.
I couldn't disagree more. Suiciding your units into cannons is incredibly easy, and adds a dimension of macro gameplay to temple siege. Archer gets his Lv3 for the price of a Lv2 at only the cost of 40 hp, and you want to do even MORE for him?

I agree that changing the dt type doesn't matter much either way.


If I have another tourny, it's definitely going to be using M8.




Oct 14 2009, 7:18 pm Jack Post #2616

>be faceless void >mfw I have no face

I still lurker bomb. Only unit I can't kill with it easily is volt with lvl2.



Red classic.

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

Oct 14 2009, 8:14 pm FlashBeer Post #2617



Has mech's infinite hp at temple been fixed? Volt's l2 been nerfed? LM have detection? Any dm buffs?

I think medic shouldn't full heal herself, no incentive to up hp, and extremely hard to kill. Her other spells should receive a buff to compensate.
L1 should perhaps do something that would be more useful late game and won't feed early game— casting l1 would create an invincible medic at each ally for 5 seconds (and maybe give them 5 mana).
This way medic can heal without worrying about feeding, but the 5 second heal won't be too excessive. Also, this spell will have worth after l4 because not only can you heal them additionally after l4, you can heal them from across the map.
I think this would greatly increase the effectiveness of l1 without it being OP, and still keeping to the main idea.

If that isn't enough of a boost, medic could either slow enemies after disabling them, inhibit the mana gain for the duration, or create some ghosts for a shot.

Does l4 also heal spawns?



None.

Oct 14 2009, 10:57 pm Moose Post #2618

We live in a society.

Quote from ClansAreForGays
M8 changes
Quote
:: ASSASSIN
- Fixed a bug that may have resulted in hallucinated obs sticking around after L1, L3, or L4.
this leads me to believe you didn't fix it in the best way, because it always happens every time. It can be fixed by centering location 058 over it just before the creat/kill trigger.
I looked into what caused the bug, found out how to replicate it, and found and fixed the cause. In the testing I've done, I've been unable to replicate it.

Quote from name:FaZ-
- Spec Ops L4 is pretty much useless. Whatever, no one will get it.
Part of me thinks that, but another part of me wants to see how it works before falling back to Mine Drone.

Quote from name:FaZ-
-- The +3 seems like it should work, a break even point of 8 upgrades, but more importantly he can't minecap so his earlygame is a good deal weaker.
Yes, the Special Ops in M8 is intended to be a step up from the Special Ops of M7, but hopefully not to the M3 level.

Quote from name:FaZ-
- LM Reaver change is good, but LM is still trash because it's not M3 assim income. Unless you get your entire team to direct spawns to you and just lame. Then it's somewhat useful after you farm for 30 minutes. We'll see if anyone figures out a way to use him well, I'd be surprised.
The L2 change was not intended to be a complete fix for the Light Mage.

Quote from name:FaZ-
- No pre-spell effects for Mutant L3? I think even Max agreed on those. =o
Not sure how this slipped off my to-do list.

Quote from name:FaZ-
- Killing units owned by yourself needs to possible. Huge for both Medic and Archer now that his summons are L2.
I'll take a look into this to make sure it can be done. If it can, it will.

Quote from name:FaZ-
1. Replace all Dark Templar with LALALALALLALALALALALA
2. Replace all Zeratul with Dark Templar
3. Replace all LALALALALLALALALALALA with Zeratul
I'm surprised you didn't realize that I had already figured out this method when switching the Gols for Mech. ;o

Quote from ClansAreForGays
Does the medic still get %100?(just curious)
Nope.

Quote from ClansAreForGays
Quote
but LM is still trash because it's not M3 assim income.
You're just mad because LM didn't get a shuttle (which would be the grossest thing ever). Weren't you the one arguing with maxx/iceman when they said LM is the worst of all the characters? Also, a while back before this you said LM is the most broken char in the game because of his team splashing, and even argued that assim map control (in MT!) wasn't enough to counter him. You're flip flopping and I don't get it.
He doesn't mean "trash" as in "it sucks". But there's been enough discussion on it that if you didn't get it before...

Quote from FlashBeer
Has mech's infinite hp at temple been fixed?
Infinite HP?

Quote from FlashBeer
Volt's l2 been nerfed?
It would be in the list.

Quote from FlashBeer
LM have detection?
It would be in the list.
Theoretically, it can gain detection for split-seconds based on how the kill action works when casting a spell that explodes observers over it. ;o

Quote from FlashBeer
Any dm buffs?
It would be in the list.

Quote from FlashBeer
Does l4 also heal spawns?
It heals units spawned for players on your team, but not the computer player. Though there isn't really any harm in healing them as well.




Oct 14 2009, 11:41 pm FlashBeer Post #2619



Infinite hp as in- he isn't invincible at the temple so he just tanks reavers for Über-feed.

Also, lm's l1 isn't a reliable source for detection when your life depends on it.



None.

Oct 15 2009, 3:31 am killer_sss Post #2620



Quote from Mini Moose 2707
Quote from name:FaZ-
- Killing units owned by yourself needs to possible. Huge for both Medic and Archer now that his summons are L2.
I'll take a look into this to make sure it can be done. If it can, it will.

This is bogus imo. I think it should be left as the current macro of what to do with medics. You can easily suicide into opposing cannons and if you use it at the wrong time your gona pay out the butt for it. I don't think its quite fair for a medic to be able to hide them in her base and then come kill them.

Same goes for archer. If he wants to use those powerful things he better watch not to feed. I'm already thinking the slight nerf isn't going to help much but well see how it tests out.


flash you idea of invincible medics that heal for 5 secs is too powerful at the begining. If everyone on your team went bio you could easily out fight them for the warp gates. Not to mention for 3 seperate heals 25 mana thats one hell of a spell.

i do agree shes gona need a buff but as you don't like fh for her because of the incentive of hp ups, I ask, where is the the incentive for the lightmage to up hp? He doesn't need more than 1-2 which he would rarely ever get as his life blood is spell casting. just my thoughts



None.

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