Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
Pages: < 1 « 6 7 8 9 1044 >
 

Oct 11 2009, 8:12 pm Norm Post #141



Quote from Xero
Quote from FlashBeer

Spawns may be more vicious at night, or a special type of spawn roams around (not attacking bases) like a powerful ultralisk (perhaps could drop good items).

Reminds me of DK3. Great idea though.

DK3??? It sounds like a good idea on paper, but a strong spawn with potential item rewards would take too much focus off of Hero and Base killing IMO. Not to mention, it'd be brutal trying to give him AI to stay away from bases and roam around randomly. Therefore, as of the BETA version, this will not be included.



In Other News:

Completely done with anything involving resources (Well, except for like 2 spells that use them directly.) I have brought my total number of CheckBoxes in need of severe ownage down to 6. I was hoping to take on another check box this evening, but it seems like the FEMALE is once again going to take me away from mapping for at least a couple hours... Sorry.

p.s. Testing went well today. One bug was found with one of Mind Machine's buildings "STEEL FACTORY", but it was quickly put to death.

EDIT: I will finish editing the Crimson Wolf story later tonight, prolly PM it to you before I sleep.

Post has been edited 1 time(s), last time on Oct 11 2009, 8:38 pm by Norm.



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Oct 12 2009, 1:07 am Xero Post #142



Is it possible for more than one player to have the same artifacts?



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Oct 12 2009, 2:23 am Norm Post #143



Quote from Xero
Is it possible for more than one player to have the same artifacts?

Some artifacts, others not. The artifact's rarity not only corresponds to how often it will appear on the map, but also the maximum amount of that artifact that will appear. For example, There can only be a maximum of 1 Orb of Medina in play at a time. However, Wing boots or moonstone on the other hand can be found + carried by multiple people because the rarity is much lower.



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Oct 12 2009, 2:27 am darksnow Post #144



can i be tester?



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Oct 12 2009, 2:29 am Norm Post #145



Of course, I haven't begun group testings yet, but during this week I will definitely be looking for people to help me out.



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Oct 12 2009, 2:52 am Tempz Post #146



Oh lol... norm, i just meant that you probally got some sort of inspiration from it since the half element was predominate for the 3 Underworld Movies...

Err Steel as a raw ore?
Collapse Box




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Oct 12 2009, 2:56 am Norm Post #147



Quote from Tempz
Oh lol... norm, i just meant that you probally got some sort of inspiration from it since the half element was predominate for the 3 Underworld Movies...

Err Steel as a raw ore?
Collapse Box

I know it, but Steel sounded better to me than Iron Ore >< Besides, who's to say that Steel can't be naturally occurring in an alternate reality/afterlife dimension? If it bothers a lot of people, I can probably go in and modify all the strings, but I hope it doesn't come to that.

p.s. I haven't actually seen those movies. I got the idea of it based on a Day/Night cycle and playing with the vampire and werewolf cliche's.


EDIT: Speaking of which, MEMEME, I am about half way done editing your story. I'll PM it over when it's done.

Post has been edited 2 time(s), last time on Oct 12 2009, 3:12 am by Norm.



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Oct 13 2009, 1:41 am Norm Post #148



Updates: Down to 6 Checkboxes now. Deadline is looking like it will be met, and I have added MEMEME's edited Crimson Wolf back-story to the OP.

As for tonight, I'm planning to own the Sandbox Mode pretty hard. Any last minute things that you think should be included, speak now or forever hold your peace (at least until new versions).

Things that are being implemented as of now:

•Control over enemy's spawn strength.
•Ability to restore HP or MP anywhere, anytime.
•Ability to make your guy invincible permanently.
•Unlimited stat points.
•Tutorial of Sandbox functions.

Things that WILL NOT be implemented:

•Control over time of day.
•Alliance status for p7 and p8 (computers).
•Infinite items/artifacts.



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Oct 14 2009, 3:13 pm fat_flying_pigs Post #149



GOD. DAMN. IT.
Due to malfunctioning hardware, I have lost both of the stories i had completed (i threw away the drafts). I'm rewriting the creature of mist, but I will no longer be doing the serpant. The revised version of psychopath was lost as well; I'm re editing it.



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Oct 14 2009, 7:20 pm FlashBeer Post #150



Hopefully this game's testing stages will stay as closed as possible so many players won't play earlier imbalanced versions over revised newer versions. This is one thing I have grown tired of seeing with temple siege, people abusing the old versions and saying it's fair.

Perhaps you could add some kind of access code for player 1 that must be initiated to play the game,
something simple like everyone's vision is constantly centered on one area while P1's is centered on 4 siege tanks that must be sieged in the right order. Or even just moving one observer within 15 seconds.

If you find that a bit excessive/annoying, you could even just give the map some generic code name like "san_beta".

Hopefully a balanced version will emerge quickly so that less changes will be necessary.



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Oct 14 2009, 8:04 pm ClansAreForGays Post #151



He's already a step ahead of you there.




Oct 14 2009, 11:54 pm Norm Post #152



Oh, I have definitely kept testing to a minimum. I single-test whenever possible. In addition, none of my file names have anything to do with the map name.. so that's kinda like a code lol.

Anyway, I have only 5 check boxes left to complete. I hope to have a BETA version ready for people to play by the 20th. The BETA version will be protected to try to keep it as restrained as possible.

One the BETA is thoroughly tested by many individuals, I will be able to put out 1.01 version. I haven't decided whether it'd be better to protect or unprotect this one yet. An access code seems ridiculously pointless, no offense. Fortunately, the map's layout and trigger set up will provide easy access to simple bug fixes and balance fixes. By making each change in version significant and far apart, there will be very few versions of the map floating around.

The gameplay is also specially designed to allow for better balancing. With each character having many abilities and special attributes, there is a ton of room for me to play with while i bring this thing toward perfection.

@fat Flying pigs: DUDE haha that sucks man, are you going to rewrite any? I was looking forward to the revised psychopath one especially...



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Oct 15 2009, 5:24 am fat_flying_pigs Post #153



I had typed the creature of mist, and the serpent, then threw away the rough drafts. Something is wrong with the USB port on my comp, where I typed it up. I've tried file recovery to no avail. I'll rewrite the creature of mist, and edit the pyro, but I'm no longer doing the Serpent.

I agree with flash, people playing older versions gets annoying. The most effective method i've seen is to use an upgrade that is unneeded, like stim on Jim Raynor, and detect the mineral decrement. If you made that a requirement for p1, I'm sure no one will figure it out. If you do use this idea, or any other protection method, please be sure that it will be able to be used by team 2 as well.



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Oct 15 2009, 6:49 am ClansAreForGays Post #154



For my degub/sandbox mode I make it so that If there's only 1 player, it will trigger remove victory conditions, and spawn 20 level-up civs for the player. If player 1 and player 6 are the only players that started the game, then it will again happen.

Do that. It's much easier having 1 version of the map to edit, instead of always making a temporary one with computer enemies. You'll never look back.




Oct 15 2009, 8:33 am FlashBeer Post #155



The access code is just meant to limit the spread of the beta, allowing the public to try it, but not host it themselves- this way only the people testing for balances can keep the map, while people wanting to play now (even if it's a completely imbalanced version) will play and spread the map. Next thing you know, everyone is used to an imbalanced map where everyone rushes for the OP heroes. Personally, I would rather have people just play/test the map and not be able to host it, and just wait for the real deal to come out. Maybe I'm just being a bit paranoid, but that's something I don't want to see, and would be glad if I were wrong about it happening. As long as the end product is one perfect universal version, I don't care how it's achieved.



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Oct 15 2009, 1:59 pm MEMEME670 Post #156



Dont think about the finished product, rather think about gameplay.

If you think about the finished product there will be many hidden techniques that you wont think of thatll hamper it so it takes like 1.5 the amount of time it could.



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Oct 16 2009, 12:23 am Xero Post #157



Five more days!! :hurr:
Took a closer look at all the characters and their spells and I gotta say they're really unique.(With a few exceptions of multiple curses and blinding, but that's ok.) Really hope that the spells turns out really good, along with effects. If you need any ideas for offensive spells, just play Type-Moon or We are Friend. Pretty awesome spell effects :D

Nothing else I could really add here until I play the game. Ugh...five days...gymnastics is going to kill me by then lol.



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Oct 16 2009, 1:31 am fat_flying_pigs Post #158



Quote from FlashBeer
The access code is just meant to limit the spread of the beta, allowing the public to try it, but not host it themselves- this way only the people testing for balances can keep the map, while people wanting to play now (even if it's a completely imbalanced version) will play and spread the map. Next thing you know, everyone is used to an imbalanced map where everyone rushes for the OP heroes. Personally, I would rather have people just play/test the map and not be able to host it, and just wait for the real deal to come out. Maybe I'm just being a bit paranoid, but that's something I don't want to see, and would be glad if I were wrong about it happening. As long as the end product is one perfect universal version, I don't care how it's achieved.
That's exactly what happened with Custom hero wars 5.0. Thanasia made 5.0, which had some glitches, then made 5a. I made 5b+c, and later released 5d-h, 5.0h being the latest version. Although 5.0h is well spread, and hundreds of people have it, many nubs host 5.0c, just because they know how to use the imbalances/glitches. When asked why, they say that 5.0h is "worse" than 5.0c, because the game is slightly more balanced.



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Oct 16 2009, 3:56 am Norm Post #159



Quote from fat_flying_pigs
I had typed the creature of mist, and the serpent, then threw away the rough drafts. Something is wrong with the USB port on my comp, where I typed it up. I've tried file recovery to no avail. I'll rewrite the creature of mist, and edit the pyro, but I'm no longer doing the Serpent.

That's okay. I look forward to Creature of Mist and Psychopath's stories then. I'm sure someone will want to type up one for Serpent eventually, so don't worry about it. Thanks again =).

Quote from ClansAreForGays
For my degub/sandbox mode I make it so that If there's only 1 player, it will trigger remove victory conditions, and spawn 20 level-up civs for the player. If player 1 and player 6 are the only players that started the game, then it will again happen.

Do that. It's much easier having 1 version of the map to edit, instead of always making a temporary one with computer enemies. You'll never look back.

My Sandbox mode activates with anywhere from 1-3 players on one team with zero players on the other team. Players are given unlimited stat points, ability to control enemy spawn, toggle for invincibility, and ability to instantly replenish hp or mp. This has already proven useful for testing. I created my V/D triggers around sandbox so that they do not interfere. However, I'm still open for ideas if anyone has vital things that should be available in sandbox. (Refer to list of things I will NOT include a few posts up before making any suggestions.)

Quote from FlashBeer
The access code is just meant to limit the spread of the beta, allowing the public to try it, but not host it themselves- this way only the people testing for balances can keep the map, while people wanting to play now (even if it's a completely imbalanced version) will play and spread the map. Next thing you know, everyone is used to an imbalanced map where everyone rushes for the OP heroes. Personally, I would rather have people just play/test the map and not be able to host it, and just wait for the real deal to come out. Maybe I'm just being a bit paranoid, but that's something I don't want to see, and would be glad if I were wrong about it happening. As long as the end product is one perfect universal version, I don't care how it's achieved.

You may just being paranoid. I've never made a map that really took off in spreading.. well, ever. Unless a lot of people really appreciate this map from the get go, I don't think we're going to have to worry about fast spreading. I will definitely keep the versions more universal though. I already went on before about how i specifically designed the map's working to allow me to edit things quickly and cleanly and minimize any arising bugs. Updates only when necessary, and drastic differences will help to establish only one universal version.

Quote from MEMEME670
Dont think about the finished product, rather think about gameplay.

If you think about the finished product there will be many hidden techniques that you wont think of thatll hamper it so it takes like 1.5 the amount of time it could.

Finished product =). Trying my hardest to get there with only 3 1/2 check boxes to go! I have tried to purposely implement many variety of strategies and hidden techniques, but of course it's impossible to anticipate them all. The people playing the map will most likely find many that I never even considered, and after discovering will have to alter for balance... that's why there's a beta I guess =).


Quote from Xero
Five more days!! :hurr:
Took a closer look at all the characters and their spells and I gotta say they're really unique.(With a few exceptions of multiple curses and blinding, but that's ok.) Really hope that the spells turns out really good, along with effects. If you need any ideas for offensive spells, just play Type-Moon or We are Friend. Pretty awesome spell effects :D

Nothing else I could really add here until I play the game. Ugh...five days...gymnastics is going to kill me by then lol.

SHIT! Down to 5 days already? I'm going to really have to cram some stuff in quickly then. Job + College + GF was a bigger hindrance than anticipated. Thanks though on spells compliment =). I spent days contemplating how to fit the spells together to really make unique heroes. One of my main inspirations for the map was actually lack of unique heroes in other AoS's lol. Well, then tomorrow after school I'll definitely be putting a ton of shit out in this map. I will try my hardest to meet the deadline. TY for your excitement.



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Oct 16 2009, 4:02 am Xero Post #160



Don't kill yourself :P



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