Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 131 132 133 134 135140 >
 

Oct 18 2009, 1:33 pm xYoshix Post #2641



Quote from name:FaZ-
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.
It was Moose's direct order to remove that connection. See the changes he told me to make for details.



None.

Oct 18 2009, 4:27 pm killer_sss Post #2642



Quote from xYoshix
Quote from name:FaZ-
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.
It was Moose's direct order to remove that connection. See the changes he told me to make for details.

i understand the removal of that completely what i don't like is there isn't really a way to dance arround without being next to spawn where you can get stuck sometimes or you have to go all the way arround the outside at least losing one wave of spawn feed. Also, those bridges look really annoying when there is so many of them :(



None.

Oct 18 2009, 4:51 pm Moose Post #2643

We live in a society.

Quote from xYoshix
It was Moose's direct order to remove that connection. See the changes he told me to make for details.
"Wall this off" referred to the old connection, which is why I put a big white line over it.
Why would I say "move the back entrance to be even with both teams" and put a big arrow pointing towards a spot for it if the entrance was to be removed? :P
http://www.staredit.net/moose/ts/ts_terrain.png for those who don't know what this refers to.

So... anyone up for spawn number upgrade to spawn HP % upgrade conversion this version? :P
I'd also like to get rid of upgrading spawn level because of the whole cannons thing.

Post has been edited 2 time(s), last time on Oct 18 2009, 5:22 pm by Mini Moose 2707.




Oct 18 2009, 5:47 pm stickynote Post #2644



I like the terrain suggestion. I'd also like to say that the mid lane is a little bit tight because sometimes the spawn blocks the passage right where the South geyser high dirt is. And yeah, spawn hp% would be better than spawn number. The terrain is pretty tight for most of the map, so spawn number doesn't really make all that big of a difference.



None.

Oct 18 2009, 6:02 pm ClansAreForGays Post #2645



I like the terrain change because I think bottom should be more island, but I think a good compromise for everyone would be to somehow give the lane a narrow bridge at 2 spots on either side.

The real problem is the middle lane. It has a South bias because North has a much greater chance of getting caught in a spawn block (retreating) than the South.

I really hope the top lane's theme (which has been pretty much scrapped since v1.2) of high-over-low terrain elevation comes back. That's what I want to see the most.

Quote
So... anyone up for spawn number upgrade to spawn HP % upgrade conversion this version? :P
I'd also like to get rid of upgrading spawn level because of the whole cannons thing.
I honestly can't say I've thought about this enough to give an opinion on it.




Oct 18 2009, 6:39 pm ClansAreForGays Post #2646



I have an opinion now!

Set it back to to 5 to level up spawn (urine was right all along!) and change spawn # to ur hp increase idea




Oct 18 2009, 9:17 pm Decency Post #2647



Save spawn change for next version.

Yoshi, you misinterpreted. Hopefully you can add that pathway somewhere. -.-

Other than that I'm ready to play with Mech which is still imba. -.-



None.

Oct 18 2009, 9:40 pm ClansAreForGays Post #2648



Quote
Save spawn change for next version.
Whatever he does, he can't keep it at 4 to upgrade the spawn in M8 now.




Oct 18 2009, 11:30 pm Moose Post #2649

We live in a society.

99% sure he was referring to the spawn # -> spawn HP % change.

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 93 lines of triggers.
- Added triggers that (should) 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.  XP output of one dead Warp Gate is equivalent to that of controlling three outposts. (A gate spawns 3x as many units) Warp Gates reappear in approximately two real-time minutes.
% New terrain.

:: 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

:: DARK MAGE
- Trigger reorganization and consolidation, saving 324 lines of triggers.
- Added message telling players they are no longer cursed for L2. (the other curses are obvious.)
- Decreased channeling time and duration of L3.
- L4 curse now stops spawning at 15 Broodlings around a player, not 5.

:: 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.
% Might do the machine-shop stuff.

:: 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.
% Might become Mine Drone again.
- 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 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
- 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 finished the triggering aspects of a lot of things. The most important thing at this point is the terrain.

Post has been edited 1 time(s), last time on Oct 18 2009, 11:42 pm by Mini Moose 2707.




Oct 19 2009, 12:12 am MEMEME670 Post #2650



Quote from ClansAreForGays
The real problem is the middle lane. It has a South bias because North has a much greater chance of getting caught in a spawn block (retreating) than the South.

Doesn't the little side path around that small cramped space allow a spawn free escape? Sure if theirs no spawn your opponent can run right through and get the kill, but its not like south has any choice at all except run up to North and hope no partners/traps intervene.

Sorry if there's something i missed that invalidates the above statement, i feel like there is...



None.

Oct 19 2009, 12:48 am rockz Post #2651

ᴄʜᴇᴇsᴇ ɪᴛ!

Why is it you can prebuild most spells except level 1 light mage?



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 19 2009, 12:52 am ClansAreForGays Post #2652



Quote
% - A shit ton of assault glitches
% - Replacing all the needless "enable invincibilty" with "create unit properties" (3 so far)





Oct 19 2009, 12:54 am ClansAreForGays Post #2653



Quote from rockz
Why is it you can prebuild most spells except level 1 light mage?
It's part of its balance. It has the best Lv1, learning how to time it is part of its limited micro.




Oct 19 2009, 1:03 am Moose Post #2654

We live in a society.

Quote from ClansAreForGays
% - Replacing all the needless "enable invincibilty" with "create unit properties" (3 so far)
Just for you, I went and did it.




Oct 19 2009, 2:15 am Decency Post #2655



I could care less, make it 100. No one ever uses it unless they're rushing to hydras because they're scrubs or to skip zealots because they're terrible.

Only M3 games usually last long enough to get to zealots anyway, and especially since it's good to push now...



None.

Oct 19 2009, 2:25 am ClansAreForGays Post #2656



Mae sure to add to the cleanup trigger you put that removes all the unselected heroes to also remove the beacons and celebrate. Thats about -50 sprites.




Oct 19 2009, 3:32 am MEMEME670 Post #2657



Rushing to hydras is legit.

Best way to get a LM (solo) out without much hassle ive seen so far.



None.

Oct 19 2009, 4:49 am ClansAreForGays Post #2658



Glitch: LM lv3 kills all dragoons for the player, meaning it also kills stored up lv2's. Change action to kill all goons at the arena location.

Also, though you probably already saw, the lm lv4 also as the invincibility clutter.

Post has been edited 1 time(s), last time on Oct 19 2009, 4:59 am by ClansAreForGays.




Oct 21 2009, 10:03 pm 2GunsUp Post #2659



Just curious....

Why the medic change? She had 3 hard counters:

Summoner: Just sheer DPS/Numbers and does not have the capabilities to kill lings fast enough she dies, not to mention gimp swarm. And plague for invis.

Archer: Archers L4 completely destroys medic, or any med team for that matter, Stunner is a must preferrably warrior.

Assault: Huge early med gimp, doesnt allow her to train due to his splash, and if she pokes her out from cannons chained L3 destroys her. Late game he still destroys her due to his sheer moderately high damage/stim combination, and bat not being hugely gimped by Disable. [His bread and butter vs Medic L3 and nuke can be out before she can disable, meaning it doesnt hurt him nearly as bad it does the rest of the cast]

Honorable mentions:
Dark Mage: Not a counter. Thought she controls her extremely well. A landed L3 is a risk but a huge gimp to med, but pretty much guaranteed vs medic. Even with FH , with a landed l3, shes food for your team, not to mention 2x slowed with snare/L3. Whats worse is that, if she lands a L4 might as well call it a life.

Volt: In lane splash which steals her feed. One landed l3 = gg. nuff said. Disable rapes everything he has except for L3, so calculated med controller.

Post has been edited 3 time(s), last time on Oct 21 2009, 10:31 pm by 2GunsUp.



None.

Oct 21 2009, 10:37 pm OlimarandLouie Post #2660



I am a professional DM... I've never, ever, beaten a good medic in the opening rush. You'd think with feedback, I'd major feed on her medics...? No. If I do that, I can't maelstorm. If I maelstorm, I won't have enough mana to l1 again and use feedback. (not to mention that it's now 65...)



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