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Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
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Oct 15 2009, 3:58 am Moose Post #2621

We live in a society.

Quote from killer_sss
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.
Was the amount you "pay out the butt" and the XP medics give any more fair?

Quote from killer_sss
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.
The units themselves may have undergone a "slight nerf" (oxymoronic, but I won't disgree into a pet peeve here), but it is more than compensated by them moving to L2 which will hopefully make them usable in the first place.

Quote from killer_sss
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
Did Light Mage have more incentive to get HP before the Medic change?




Oct 15 2009, 5:37 am Decency Post #2622



LM can be overpowered in M3. In MT it's not because you can get easy map control, so feeding doesn't really work. I definitely don't think it was broken in MT, if I said so that was stupid.

In this M8, I can't see LM trying to be offensive any more than M3, so it's going to be the same thing as there except the other team's going to be more powerful as you farm up thanks to assims. As I said, I could be wrong, but I can't see a LM do anything useful for a team before 30 minutes in. At the very least the M3 Volt+LM sit in base for 45 minutes isn't going to work, thankfully.

Re: medics/self attacking.
It's really not easy to suicide them into enemy cannons against a good team, most of the time they just get hoarded in your base and don't do anything. Given that there's an incentive to actually seriously push now, they'll probably just end up being feed anyway. Keep in mind that killing your own units doesn't give you any kill score or exp.
-- As for the triggering of that, you just need to make it so that it doesn't auto-ally yourself, only your teammates. That should work...

I agree invincible isn't too brilliant, but I couldn't really think of anything better that fits in with Medic. My only other thought for buffing the Medic's spells are making the L1 medics useful for something: turning them into marines, returning 5 mana after each spell per how many are near you, etc. Anyway, I guess I'm fine with seeing if the Medic is still balanced without FH, I just don't see how it possibly could be. Maxx seemed to think that Power-L2 medic was viable, I can't say I agree because it's so hard countered by Mech, but no harm in finding out. But I'll say start brainstorming.

In the (admittedly few) games I've played recently, Lurkers is far more common than Melee. Are you saying people are going L2->L4, or just stopping at L2 and going HP/Mana? I guess Lurkers might be a more common M3 build since the games tend to be a lot longer, whereas your version has normal assims. Either way, don't give the Assassin instant teleport back, that was a very powerful spell in more than just the Mutant vs. DT matchup. You can force people to blow spells and get out safely.

As for Assault L4: Fire Wall... CAFG, I'm sorry, I should have just said "Fire Wall" assuming everyone knew what I meant, and confused everyone needlessly. Do you really think I give a shit about credit at this point? It actually is a pretty cool spell, I think it could work well and be both versatile and powerful. But let's see what Moose thought up.

As for Marine L4 Nukes: Do you really think it's going to be worth it to spend 240 mana (assuming your first ghost doesn't die) to take out 3 cannons? Especially since 9/11 classes can kill a cloaked ghost, I can't see it being viable. If you get caught once, the price for the 3 cannons jumps up to 440, and you can be damned sure people will be on the lookout after you nuke somewhere once. You realize it takes 2 nukes to kill cannons/pylons? I think you didn't understand this last time. Again, I guess we'll see.

One small DM buff I forgot about (I'm not sure why you nerfed it in the first place): Feedback to 60.



None.

Oct 15 2009, 7:23 am ClansAreForGays Post #2623



Quote
Re: medics/self attacking.
I'm still against the idea, but I guess it wouldn't be the end of the world if it was changed (in sharp contrast to your other ideas). I'm just said you're taking the little macro there is in there game out of it.(aside from summoner)

Quote
Either way, don't give the Assassin instant teleport back, that was a very powerful spell in more than just the Mutant vs. DT matchup. You can force people to blow spells and get out safely.
All I'm saying is that DT can NOT have channeling for his lv1 in a game with instant lurkers.
Also, I don't see someone using a spell to send you back to your base a waste (of constantly refilling mana)

Quote
I think it could work well and be both versatile and powerful. But let's see what Moose thought up.
THE GAME!

Quote
One small DM buff I forgot about (I'm not sure why you nerfed it in the first place): Feedback to 60.
I concur. He raised it because he played a game with a DM that always feedback'd his precious vessel/medic.




Oct 15 2009, 8:15 am FlashBeer Post #2624



Quote from killer_sss
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

That's only healing about 25 hp or so per use, it's not that much at the beginning. They also need to stay still to use it. If you think it's too much still, the l1 could maybe only work for allies within a wide range of the medic, or it only heals medic at first.

Personally, I up hp as a lightmage. It's not a top priority, but I find myself upping hp with lm much than I do some other heroes. I just think that a medic with upgradeable hp is more fair, anyone and everyone who plays medic will not upgrade hp (except for complete newbies) because it has no benefit after full heal, virtually pointless.

I think that the invincible medics at anywhere would benefit the overall team more evenly through the game, and seeing as how medic completely lost full heal, medic deserves a buff. With a spell like this, I believe medic will be less linear rather than l4 rushing. Medic seems more of a solo grinder up until final, the new l1 will help teammates while still grinding.



None.

Oct 15 2009, 10:35 pm killer_sss Post #2625



Quote from Mini Moose 2707
Quote from killer_sss
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.
Was the amount you "pay out the butt" and the XP medics give any more fair?
yes it is a powerful spell considering its l1. The drawback to it is you can't use it all the time and you had to decide when to use it because its feed was enormus to the other team.

Quote from Mini Moose 2707
Quote from killer_sss
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.
The units themselves may have undergone a "slight nerf" (oxymoronic, but I won't disgree into a pet peeve here), but it is more than compensated by them moving to L2 which will hopefully make them usable in the first place.
totally stated this wrong and appoligize. I'm saying the nerf wasn't great enough but we will see when this spell gets used more. I think for 50 mana and the good dmg this spell could be quite a pain.

Quote from Mini Moose 2707
Quote from killer_sss
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
Did Light Mage have more incentive to get HP before the Medic change?
Wasn't taking it there. I was comparing the two. light mage has absolutely no incentive to get hp and before neither did medic. My question is why change one if your not gona change the other.

I agree totally with non full heal for allies but i'm iffy on the medic herself losing it. It would be ok if she had something else but atm she has nothing). idk. i've always felt if your gona fix a problem you better fix all problems like it otherwise it doesn't make sense to buff or weaken 1 vs the others.



None.

Oct 16 2009, 12:24 am killer_sss Post #2626



Quote from FlashBeer
That's only healing about 25 hp or so per use, it's not that much at the beginning. They also need to stay still to use it. If you think it's too much still, the l1 could maybe only work for allies within a wide range of the medic, or it only heals medic at first.

actually standing still it averages at 94 hitpoints every 5 seconds. i did the test 5 times and it hit 94 all but 1 time which it hit 93. just a simple little test map. 25 imo is far to little to be of any use and 94 is insane at the begining. not to mention it will be used at least twice.

This also affects all allies which again is too powerful. a location spell may be better but, in the long term it is more or less a heal to finish off the l4 location spell. This is all while standing still and would be somewhat worthless while moving. It would work best if not chasing someone in a fight at the time it is cast.

idk to me it is not a good change. again imo it destroys the entire drawback to the spell which was having to worry about feeding your opponents. It does however eliminate the Medic's(ghost) capping ability using her nurse(medic) during the begining for better or worse.



None.

Oct 16 2009, 2:17 am FlashBeer Post #2627



Why should the medic have to worry about feeding medics? It's not as if the medic is so good that she would need to watch casting her spells. Noone else really needs to watch for feeding their l1 (beside DM, but her orb can freeze opponents, or recast to explode)

Okay, how about if the my idea for new l1 will only activate on allies that aren't within certain range of an enemy hero? This way during the beginning skirmish for bases, allies don't gain hp unless they are a fair amount away from the duel. This new spell would then basically serve to heal allies that are resting or grinding. The medics won't be able to heal/restore dueling allies unless the Medic hero is in range (since the hero medic will always spawn a medic to herself during l1).
This could also assist allies that are weakened but already capturing a base, without being OP. An ally chased off an enemy and is trying to cap a base with low hp, a small hp boost helps him if another foe comes. The duration of the spell could be reduced to about 3-4 seconds- just enough time to cast restore, but not giving to much hp if used to heal.



None.

Oct 16 2009, 2:20 am Moose Post #2628

We live in a society.

Quote from name:FaZ-
But let's see what Moose thought up.
CAFG actually thought up the new Assault L4. Not that I appreciate him being smug or a dick about it.

Quote from ClansAreForGays
He raised it because he played a game with a DM that always feedback'd his precious vessel/medic.
Crazy, right? This incident is apparently so specific that you can't even remember which it was. [/sarcasm]

Quote from FlashBeer
I think that the invincible medics at anywhere would benefit the overall team more evenly through the game, and seeing as how medic completely lost full heal, medic deserves a buff. With a spell like this, I believe medic will be less linear rather than l4 rushing. Medic seems more of a solo grinder up until final, the new l1 will help teammates while still grinding.
It would be about the same, except you use L1 more often instead of saving for disable. Solo grinding fix? Not really, if she apparently doesn't have to be around the teammates to use this L1.
Medic seems like a solo grinder right now because when Medic is playing, her levels are more important than anyone else's. I don't think it's necessary to explain logical consequences and implications of that.




Oct 16 2009, 2:32 am FlashBeer Post #2629



Quote from Mini Moose 2707
It would be about the same, except you use L1 more often instead of saving for disable. Solo grinding fix? Not really, if she apparently doesn't have to be around the teammates to use this L1.
Medic seems like a solo grinder right now because when Medic is playing, her levels are more important than anyone else's. I don't think it's necessary to explain logical consequences and implications of that.

I don't mean it fixes solo grinding, I'm saying that she can at least help teammates while grinding, rather than not doing much with her teammates until she gets l4.



None.

Oct 17 2009, 1:10 am xYoshix Post #2630



I've been working on the terrain for a while, and I want to have your opinions.

Here my redecoration of the bottom outpost that came along with raising it closer to the top base. (it still has similar structure as the other version)


This is the path from bottom base to the middle outpost.


And this is the path from bottom base to the top outpost.


Tell me what you think. ^^



None.

Oct 17 2009, 1:41 am OlimarandLouie Post #2631



It's.... too good to be true... :shocked: I WORSHIP THEE!!!



None.

Oct 17 2009, 2:02 am Decency Post #2632



I don't like the design, but it is much more balanced than the current version, and since I highly doubt we're going to get anything better, I'd support it.



None.

Oct 17 2009, 4:09 am ClansAreForGays Post #2633



Very good yoshi, I see bottom now has a much stronger island theme like it should.

One thing though. you've made landable terrain outside of the 'arena' location. You have to change that. If a fire bat lands on one of those satellite islands, and walks through that island far enough that he is out side of the huge 'arena' location, the game breaks. You can make landable terrain past the location, but you can't make it so that a unit could trek there on foot after landing somewhere inside of the 'arena' location.




Oct 17 2009, 6:17 pm killer_sss Post #2634



meh not a fan of those bridges at all. IMO too many bridges lol. idk maybe a different style bridge would work? maybe dirt bridge Idk something just doesn't feel right. also there is not much area to dance arround. the top has the lower part where you can completely avoid spawn but it is a bit closer than this where you make one big loop around.

Also comparing before and after of gysers. The gyser bottom opost could be killed by nearly anyone before and now can be killed by long range attacks such as tanks. Then we go to the path to top from both teams with the 1 gyser behind cannons. before nearly anyone could kill if they ran past cannons. Now noone can kill out of cannon range. The top base if unchanged can be killed by mech tanks. The rest of the gysers look quiet a bit better to me.

Pathing looks nice but would like to see how spawn actually run arround it. In every version of ts i have seen the spawn runs up through middle and back along top path whenever they get too congested going up the top path. Also north placement of gates always bothered me due to sending men from north top gate sending to bottom ran to middle gate and was then directed to go whereever the middle gate was directed.

overall i think looks very good.



None.

Oct 17 2009, 6:26 pm Moose Post #2635

We live in a society.

Quote from xYoshix
Tell me what you think. ^^
The primary problem is that it isn't in .SCX form on my computer. Also, if you haven't checked ground distance from outpost to temple on the bottom path, you should.



Here's the current change list, since it's been growing:

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.
- Improved and streamlined Defiler handling, removing 66 lines of triggers.
- Added triggers to hopefully improve accuracy and hit detection of spells using it.
- 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.
- The countdown timer is reset after everyone picks a hero. The first wave of spawns is sent out at that time. Waiting at the start won't change anything anymore.
- 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.
(% = didn't trigger yet.)

:: ARCHER
- L2 is now Summon Archer Ally, max of 5.
- L3 is now Rapid Shot, a Guardian-chaingun type spell. Seven shots at 45 + 5 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
- Increased stun duration of Grenade from 60 DCs to 80 DCs.
- L3 is now Carpet Bomber.  It also actually stuns both teams now.
- L4 is OMG SECRET. :D

:: LIGHT MAGE
- Trigger reorganization and consolidation. Just a note if anything breaks.
- Removed 19 lines of superfluous triggers.
- L2 now places Reavers at the four corners of LM's position (or the closest approximation) for a less bottom-biased spread.

:: MECH
- Death-handling triggers now run before spell triggers, which should fix Mech's full heal on death and other such bugs.
- Trigger reorganization and consolidation. Just a note if anything breaks.

:: 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
- Trigger reorganization and consolidation. Just a note if anything breaks.
- 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 100 + 15.
- Fixed problems 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
- Trigger reorganization and consolidation.
- Removed 18 lines of superfluous triggers.
- Shields decreased from 150 to 120. L1 still gives 10, L4 gives full.  Fixed the string to indicate this.

:: 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 40+ lines of superfluous triggers.


I'm pretty excited. For those interested in useless trivia, I compiled counts of trigger lines from various versions that I had lying around.

1.1: 12738
1.2: 15101
1.4: 15415
1.4M: 15767
1.4M7: 15949
1.4M8: 15642
1.5d3: 24448

I lol'd at running less triggers than 1.4M despite all the crap that I've added. Though that will probably change once I do the Warp Gate stuff. Though I anticipate more than a few lines when I get around to organizing Dark Mage's triggers and making them more efficient... which is the only class that I haven't consolidated triggers for.

Post has been edited 2 time(s), last time on Oct 18 2009, 11:43 pm by Mini Moose 2707.




Oct 17 2009, 6:42 pm xYoshix Post #2636



Quote from Mini Moose 2707
Quote from xYoshix
Tell me what you think. ^^
The primary problem is that it isn't in .SCX form on my computer.
This means you want the map, right? I'll send it to you once I'm done touching it up.
Quote from Mini Moose 2707
Also, if you haven't checked ground distance from outpost to temple on the bottom path, you should.
I have checked it. They meet at around the middle of the bottom outpost.

Also, I have switched the positions of the geyser and the warp gate at the bottom outpost so tanks can't reach it, widened the top outpost's entrances and shifted middle's geysers.



None.

Oct 17 2009, 9:26 pm Norm Post #2637



I do not care for the design of the new outpost. Oh well.



None.

Oct 17 2009, 10:18 pm killer_sss Post #2638



cap of 5 on hydras might work pretty swell moose. can't wait to test. out of curiosity, since idk what hps for everything is in every version, how much hp does nuclear ghost have? 100?



None.

Oct 17 2009, 10:28 pm OlimarandLouie Post #2639



what about fixing the small path from top base to top outpost, it's way too easy to either intentionally block spawn (not that I do it :-_-: ) or have the most frustrating time trying to go past the spawn there.



None.

Oct 17 2009, 10:29 pm Decency Post #2640



Quote from Norm
I do not care for the design of the new outpost. Oh well.

I agree, my biggest complaint is that it's going to very very linear in the early game matchup. Also, you HAVE to run by cannons in order to get in or out, where in the old version you could get directly to the gate. Really changes the structure, I'd like to see the main location connected via a tiny path, but I can't really think of a good way to do it with how he has it set up.



None.

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