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 « 11 12 13 14 1544 >
 

Oct 23 2009, 5:13 am FlashBeer Post #241



The Necromancer gets more than max drones when his drones are spawned a distance from the himself. Only the drones at the necro's location dies. Just set the dying to happen at the arena rather than the necro.

You can post a replay by adding the attachment as you would anything else. When editting/creating a message, below the textbox is the Browse button.



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Oct 23 2009, 7:18 am ClansAreForGays Post #242



Quote from fat_flying_pigs
What is trigger lag? It it just slow rate of triggers? Like if I cast a zealot for a spell, the triggers will lag slightly to make the spell occur a bit slower?
Also, how did you see trigger lag? If i remember correctly, you claimed that there trig lag after the first few seconds of the game.
Keep in mind, that most games lag for the first second or two of the game. Many times, a lag box pops up for a player, just for a second; that player may not even lag/the game may not lag.
(if you've played astrogears, you know what this is)

I know all about the different kinds of lag. If you don't know what trigger lag is, play astrogears or mechno gears. It's starcraft slowing down/clicking-by due to too many triggers conditions simultaneously being checked, and actions being preformed in every trigger cycle. It has nothing to do with any of the player's internet connections or processor speeds.

If you play a game, and then play the game in single player, you will see the difference (this last part is just based off what tux told me once)




Oct 23 2009, 3:20 pm Norm Post #243



Quote from ClansAreForGays
I don't know if I can promote this map anymore in good faith. The last time I played this there was trigger lag (if you've played astrogears, you know what this is), and Norm's response was "so what" or "it doesnt matter". I don't see a map with unabashed trigger lag competing with temple siege. I hope the problem ends up being taken more seriously.

I said "It's fine for now" because we were only testing some stuff. I have already taken significant measures to reduce trigger lag and you will see it gradually decrease to an amount close to zero trigger lag as my progress with the map increases. (I didn't originally expect it, so many triggers need added conditions to reduce the frequency which they fire. As of right now, the map has anywhere from 400-600 triggers that fire constantly. Most of these I can remedy over time as I continue to work on the map.)

CAFG, you should know that I take my maps pretty seriously, and would never push aside something as game-ruining as trigger lag. Thanks alot for your confidence in me :dontgetit:

Quote from MEMEME670
WTH NO.

That doesnt sound like norm.

And yeah trigger lag (exactly what though)could ruin a game.

Exactly, and don't worry about it. Something as lame as trigger lag isn't going to stand in my way of epic mappage.


Quote from Xero
Ah I really feel left out. Is it possible to PM me the map so I can use the sandbox? Want to add some input :/

Join us for testing tonight.

Quote from fat_flying_pigs
Ninja's 2nd spell, if casted using all mana, will essentially last forever. Ant he damage (45+5?) is ridiculous for that duration.
Necromancer can mine; is it possible you didn't think of this? The minerals always reset to 100% of what they originally were. Did you want the necro to mine? Also, whats with the random amount of drones i get - up to 12. It seems fitting that the necro gets to mine since he has shit for damage, but the zealots damage is strong, especially since they can be sacrificed (spell). I got up to 1k minerals in the game.

(How does one post replays?)

Ninja's second? Which one are you talking about: Evade or substitution? If it's substitution, I guess I never realized that people would try to stack a combo spell, but I just need to change ~3 actions in existing trigger and then copy-paste 3 more that dynamically effect the first three triggers to make that more practical. Please let me know the details of this, and I'll get it working sexy again.

@Necromancer Mining: Yes, that is exactly what happened. I took cautions with Mind Machine and general players probes in terms of mining, but I totally neglected to address the Necropolis. I have worked it out in my head (I'm on college campus right now, so can't touch map until later) and i figured that I could address this issue using ~9 triggers. Also, 6 additional triggers must be made in terms of probes and necropolis interaction. Normally, the max drone is 2, and I did anticipate that it would be possible to mine gas out of gas extractors which would in tern increase your MP gain. (Depleted gas, so not OP.) But Minerals is something I didn't consider, but yeah It is an easy fix. Like I said, ~15 triggers will restore order to this situation.


Quote from FlashBeer
The Necromancer gets more than max drones when his drones are spawned a distance from the himself. Only the drones at the necro's location dies. Just set the dying to happen at the arena rather than the necro.

Ah, thank you, Flashbeer.

p.s. You guys are excellent testers. I will crank out a lot of fixes when I get home from school in ~4.5hours. If I have some extra time today, I will begin pumping out an additional character, but I'll save the constructions of additional characters for when we get the first 6 situated lol. I'll need testers tonight again (probably between the hours of 8pm-10pm EASTERN time and lasting til' Midnight EASTERN time at the latest [Sorry, I have to work in the morning... so testing time gets cut into.])

Post has been edited 1 time(s), last time on Oct 23 2009, 7:07 pm by Norm.



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Oct 23 2009, 4:58 pm ClansAreForGays Post #244



Alright alright, I just wanted to know it was taken seriously.




Oct 23 2009, 7:09 pm Norm Post #245



The ultimate SC AoS map MUST be taken seriously under all circumstances. You gotta have faith in my mapping abilities guys :-_-:

Also, I realized that I was typing some inaccurate detail in my above post, please disregard what I have stucken out.



None.

Oct 23 2009, 7:28 pm FlashBeer Post #246



Quote from Norm
Ninja's second? Which one are you talking about: Evade or substitution? If it's substitution, I guess I never realized that people would try to stack a combo spell

Stacking evade multiple times makes you invincible for a long time. If you have enough mana, you could probably cap with it (haven't tried, but it lasts very long). What it extremely OP is stacking sub. Casting l2 immediately after casting sub, casts sub again rather than casting evade— and each time you cast sub, the time stacks, not refreshes. With full mana, if you spam sub, the whole spells lasts well over a minute, and the amount of dt's spawned from the stacked spell annihilated a base with only one upgrade (I didn't even use elixer with it). Anyone trapped by this would die (how could you survive over a minute?) and wouldn't be able to attack the ninja.

I'm not sure if you meant for this to happen, but if you cast POOF when you cast sub, you won't be able to teleport away unless you clear the area your ninja used sub (move your sub dts away)



None.

Oct 23 2009, 7:33 pm fat_flying_pigs Post #247



You mean, that Zerg unit that dies when creating a marine is a drone? And the drone is created always, and dies if there are more than 2 drones out? How do the drones end up being createdout of the location they are to be created/die in?

Also, don't make the drone die anywhere on the map, as the left drone will always die.
Make a way to kill you defiled mound, as if you place it in the right outpost, and decide to move, the building is still stuck in the right outpost.
Please make drones appear unburrowed, it's really annoying when they appear burrowed.

What does the spire, greater spire, quuens nest (gravedancer: fade), and second power upgrade do?



None.

Oct 23 2009, 7:58 pm Norm Post #248



Quote from FlashBeer
Quote from Norm
Ninja's second? Which one are you talking about: Evade or substitution? If it's substitution, I guess I never realized that people would try to stack a combo spell

Stacking evade multiple times makes you invincible for a long time. If you have enough mana, you could probably cap with it (haven't tried, but it lasts very long). What it extremely OP is stacking sub. Casting l2 immediately after casting sub, casts sub again rather than casting evade— and each time you cast sub, the time stacks, not refreshes. With full mana, if you spam sub, the whole spells lasts well over a minute, and the amount of dt's spawned from the stacked spell annihilated a base with only one upgrade (I didn't even use elixer with it). Anyone trapped by this would die (how could you survive over a minute?) and wouldn't be able to attack the ninja.

I'm not sure if you meant for this to happen, but if you cast POOF when you cast sub, you won't be able to teleport away unless you clear the area your ninja used sub (move your sub dts away)

Alright. I should have seen this kind of situation coming up when I wrote the triggers, but I failed to do so. Fortunately, I know EXACTLY how to remedy this. Here is the intended result once I finish my edits today (we will test to see if it works like planned tonight):

1. Evade stacking is legit for capturing bases. (Time of invincibility given by evade is subject to change per balancing.)

2. Substitution will only be allowed to be casted one time per evade. (This was intended, but overlooked by me.)

3. Using poof while substitution is in progress with cancel that spell, and work normally from there.


It will take roughly 15 minutes to make the necessary edits for these triggers once I get home (I'll leave campus pretty soon.) If there are any other faults in the Ninja's combo system, they will be dealt with in a similar manner, but I'm PRETTY SURE that Shuriken/Fireball isn't prone to these kinds of faults, and I'll have to double check the l4 spells.


Quote from fat_flying_pigs
You mean, that Zerg unit that dies when creating a marine is a drone? And the drone is created always, and dies if there are more than 2 drones out? How do the drones end up being createdout of the location they are to be created/die in?

Also, don't make the drone die anywhere on the map, as the left drone will always die.
Make a way to kill you defiled mound, as if you place it in the right outpost, and decide to move, the building is still stuck in the right outpost.
Please make drones appear unburrowed, it's really annoying when they appear burrowed.

What does the spire, greater spire, quuens nest (gravedancer: fade), and second power upgrade do?

Yeah, it's a drone. I made it burrowed so that people would have a harder time killing it for EXP before you could use it. I'm not sure as to whether or not I'd want to create it unburrowed. I'm curious too as to how this bug is happening about commanding more than 2 drones.

First of all, each and every drone is created at your location. So if you were to get a 3rd one, it should die instantly next to you. Perhaps I used the close range necromancer location and I should have used the larger one? I'll check once I'm home. I did originally want to avoid killing a drone from anywhere, but left-most dead drones would be annoying.

Hm... killing of Altars... I'll have to think of a way to do this. Well, I could enable the ability to construct a nydus canal, and upon construction is kills the altar and you get a drone back? If anyone has any creative ideas as to how to go about this (better than what I just said) let me hear them.

There is a list in the OP, but basically necromancer buildings are pretty simple:

Spire / Greater spire = Skeleton Mastery (2). These increase the % chance of you getting a skeleton when you kill things. These increase the max # of skeletons you can have, and these influence the amount of HP that skeletons come into play as. Greater spires have an added effect of letting you have a % chance to gain Greater Skeletons.

Queen Nest = "GraveDancer : Fade". This is a passive spell that makes your gravedancers evade attacks randomly. It works exactly like Samurai's gold aura works on heroes. The only difference is that Fade doesn't give you a $$ bonus for kills, and the frequency of evasion is lower than the frequency given by gold aura.

Ultra Den = "Necromancer : Bone Armor". This is a passive spell that increases the defense of the necromancer by 10. You might have noticed that during gameplay, his shields are normally always set to 0. What Bone armor passive spell does is always give you 10 shields, basically giving you 10 defense.



None.

Oct 23 2009, 8:59 pm fat_flying_pigs Post #249



Does the spire/Greater Spire effects stack if i get more than 1?
Do the mana extractors give mana to just the necromancer, or the entire team?

Another glitch: Rune Mage: Destruction (Dragoons) can cap warp gates (eidt: displays message, but does not appear to be able to cap warp gates). Casting the spell again makes the casting period longer. Casting the spell when not close to any dragoons creates new dragoons. With max mana, orb, and elixer, the spell can last for at least 5:00 (I timed it). Its stronger than the final spell. Destroyed all cannons in a base with that spell, and stormed friendly spawn trying to kill the enemy spawn cerebrates.

Put floating CC's over the artifact/item box on the right. With mh, it gives a huge advantage knowing that an orb is out on the field just by seeing that no one has it, and that it is not in the box.

Attached is the game with the necro mining and the ninja using level 2 spells. The extra drones usually appeared if there was a building near by, when i spammed the 1st spell at the sac alter for money. Occurs late in the game.

Attachments:
LMAO HS.rep
Hits: 4 Size: 440.77kb

Post has been edited 3 time(s), last time on Oct 23 2009, 9:09 pm by fat_flying_pigs.



None.

Oct 23 2009, 9:14 pm Norm Post #250



Quote from fat_flying_pigs
Does the spire/Greater Spire effects stack if i get more than 1?

Maximum amount of combined Spires and Greater Spires is 4. Yes, the passive bonuses increase per each one.

Quote from fat_flying_pigs
Do the mana extractors give mana to just the necromancer, or the entire team?

Team.


Quote from fat_flying_pigs
Another glitch: Rune Mage: Destruction (Dragoons) can cap warp gates (eidt: displays message, but does not appear to be able to cap warp gates). Casting the spell again makes the casting period longer. Casting the spell when not close to any dragoons creates new dragoons. With max mana, orb, and elixer, the spell can last for at least 5:00 (I timed it).

Hm, they do not cap, but they do seem to give the message either way. I am going to work around some of these side-effects of the spell by doing the following:

1. There shall be a limit on the spell's maximum duration. It's suppose to stack, but The max stacking time will be limited.

2. Spell units that are not in the rune mage's location will be moved there to avoid problems that arise when the spell is casted while none are nearby.

OKAY, so I'm finally home again for the first time in 36 hours, so it's time to start working on some of these issues you guys found for me.



None.

Oct 23 2009, 9:44 pm fat_flying_pigs Post #251



4 Spires AND 4 greater spires, or 4 total spires and greater spires? Can the sniper necros be made by a spell? or only marines and zealots?

Put floating CC's over the artifact/item box on the right. With mh, it gives a huge advantage knowing that an orb is out on the field just by seeing that no one has it, and that it is not in the box.

How does the armor system for the zealot work? is it ever 2 mineral patches you get +2 armor?
Why does the steel mineral patch have 500, and wood and stone have 200?
There appears to be no limit on zealots L2, offensive, although even if spammed with max mana + orb, it doesn't last too long. It is enough to take out 3 cannons, a pylon, and 1/2 the life of a celebrate (I had 6 attack ups). The final spells (both offensive and defensive) have set time limits.
What happens if you double cast the same aura? Do the the green and gold auras stack? How does Tiamet Wing work? Does it stack with the auras?

Fireball for DT also increases cating time, allowing for total of 8 casts at max MP (no orb). The other guardians are free to shoot during this time period, doing massive damage. Casting like this (with 1 upgrade) took out 7 cannons. (I poofed into their base)

Post has been edited 1 time(s), last time on Oct 23 2009, 10:00 pm by fat_flying_pigs.



None.

Oct 23 2009, 10:13 pm Norm Post #252



Quote from fat_flying_pigs
4 Spires AND 4 greater spires, or 4 total spires and greater spires? Can the sniper necros be made by a spell? or only marines and zealots?

Put floating CC's over the artifact/item box on the right. With mh, it gives a huge advantage knowing that an orb is out on the field just by seeing that no one has it, and that it is not in the box.

How does the armor system for the zealot work? is it ever 2 mineral patches you get +2 armor?
Why does the steel mineral patch have 500, and wood and stone have 200?
There appears to be no limit on zealots L2, offensive, although even if spammed with max mana + orb, it doesn't last too long. It is enough to take out 3 cannons, a pylon, and 1/2 the life of a celebrate (I had 6 attack ups). The final spells (both offensive and defensive) have set time limits.
What happens if you double cast the same aura? Do the the green and gold auras stack? How does Tiamet Wing work? Does it stack with the auras?

Fireball for DT also increases casting time, allowing for total of 8 casts at max MP (no orb). The other guardians are free to shoot during this time period, doing massive damage. Casting like this (with 1 upgrade) took out 7 cannons. (I poofed into their base)

1. The materials for armor take progressively longer to gather. It's not about taking a full pile of resources, rather than the total elapsed time you spent next to resources.

2. Steel has 500 because I wanted to show that it is more valuable than the other 2 resources.

3. I'll check out samurai's level 2. It's prolly another thing I forgot to put a limit on.

4. Yes, green and gold auras stack on one another. When you doublecast one, it just restores your status to the maximum timer for it. For example, if green aura (with no power upgrades and no elixer) lasts for like 47 seconds, and you have had it on you for let's say 17 seconds. At this point you will have it on for another 30 seconds, but if you doublecast the spell, the 47 second will be replenished.

5. Tiamet wing is a curse that effects enemies and works totally independantly from auras. It stuns nearby enemies and makes their computer unally them.

6. Regarding Fireball: Oops, forgot to add an action for those triggers.


update: So far (I think) I fixed all complications that were brought up against "POOF!" "EVADE" and "SUBSTITUTION" and am continuing work to tidy up the rest. Testing tonight will be righteous.

EDIT: Forgot to mention: It's the total COMBINED amount of Spire and G Spires.

EDIT2: I think I might've found a way that you can move your altar of sacrifice elsewhere, we will test it.

EDIT3: I think I fixed everything we need for now... Let me double check my list and then we can resume testage.

EDIT4: Looking for testers.

Post has been edited 3 time(s), last time on Oct 24 2009, 1:18 am by Norm.



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Oct 24 2009, 5:17 am Jack Post #253

>be faceless void >mfw I have no face

After playing, I'm worried that ninja may be OP. I'll test a bit to see if what I thought might happen can happen, if I have time. Otherwise, ignore this.



Red classic.

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

Oct 24 2009, 4:53 pm Norm Post #254



Quote from name:zany_001
After playing, I'm worried that ninja may be OP. I'll test a bit to see if what I thought might happen can happen, if I have time. Otherwise, ignore this.

Well definitely let me know how it goes for you. More comments about balance will make my work balancing a lot faster and easier.

TODAY IM GOING TO:

•Tweak Kills 2 Cash
Fix a bug found for CoM
Mess with some unit settings
•Patch up some other minor stuff

•Go through some more triggers to see if I can reduce trigger lag even more.

Making some progress...

Post has been edited 1 time(s), last time on Oct 24 2009, 6:00 pm by Norm.



None.

Oct 25 2009, 3:19 am Xero Post #255



Well, I might be playing an outdated version, but here is my input. I invited a friend of mine, who plays a variety of AoS, so I can get some advice off him.

One of the things he said was to place the start location at the stat points area. This way, you can just press f2, and upgrade your character. It'll be quicker. And for Necromancer, when you max out on rines, and make new ones, the old ones get replaced. This often moves the rine from the place where you put it to farm. Well, that's all the things I got so far, besides him saying that you have a dizzy terrain. He really likes your map though.

And my input. Try to widen the ramps a little, spawns get stuck a lot and it's really annoying. I had so much fun playing each of the characters that you had so far(didn't touch some yet), each of them was very unique. But some of the spells are kinda...too powerful. Like Samurai's offensive spell, Wind Slash, just with a couple of ups, and you can already kill many characters with one spell. Doesn't +8 seem too much?

That's all I have so far. I'll try to test more often. The above input was from like 3 games, so I'm not sure if it would help or not. Keep up the great work!



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Oct 25 2009, 3:36 am Norm Post #256



Ohh, f2 I actually have set up to bring you to your upgrading area. (Where like a forge is). If a majority of people prefer it to be over stat points, that won't be a big deal and I can change it. However, for right now it's over the upgrade area.

I am in a constant battle between myself and the terrain. It is an ongoing process, and definitely if you notice any particular places that need fixing for spawn to pass through, let me know.

Lastly about the spells, I am no where close to having all damages balanced, so try to bear with me and I definitely appreciate you pointing things like that out. However, you seem to be playing an extremely old version (I don't remember ever having them at +8...) but if you come online, I can give you the most recent state of my work for you to test around in.

p.s. Thank you for the heroes compliment. My main goal was to make unique heroes (If you saw a thread I posted a few months ago said something like "I'm tired of lame heroes that play all the same") Come online and I'll give you the latest edits though.

PEACE

EDIT: Samurai, Necromancer, Rune Mage, Psychopath, Ninja, and Creature of Mist are completed. I am pretty sure that I killed all bugs pertaining to these six characters, and I feel confident in moving toward the completion of more characters starting tomorrow. The next character that will be getting worked on is The Alchemist.

On a final note b4 I'm off to sleeping: If anyone wants latest version to test for me, I gave it to Xero, so ask him for it (sorry Xero). Please do not report bugs that are noticed on old versions. G'night SEN.

Post has been edited 1 time(s), last time on Oct 25 2009, 4:15 am by Norm.



None.

Oct 25 2009, 5:49 am Xero Post #257



Okay, after getting the latest file, I had a 1v1 game with OofsBlu. He was Necro and I was Ninja. One hour game, but had to leave.

Okay so here's my report. For Necromancer, when he uses the drones to mine, they keep dying. We weren't sure if it was intentional or not, but he was really pissed. Also, have you tried to add on spores to be built for necro? It'll give him some form of detection, but that was his main complaint. When you use the teleport spell, the greater skeletons aren't included. And right around 1000 Exp, you stop gaining cash, which is a problem for a Necromancer, who requires large amounts of those. I'm sure you'll fix the cash thing soon, so moving on.

Didn't find any bugs so far for Ninja. He's a really awesome character :D But I have a question. When I use Poof!, my obs turned into a guard. How did that happen? It was useful though.

And my primary complaint. Pathings haha. In some areas, like left side, doodads cover like half of the path, so it's really hard to get through there. And some areas are so small, only 1 dragoon can fit through there. Up to the point where all the paths leading from northeast were clogged with goons. Even my whole base is filled with them. Luckily I was Ninja so I can tele in :lol: If I have a picture of your map, I can pinpoint where those annoying chokes are.

Anyways, had so much fun testing. Ninja's Poof is good for collecting artifacts haha. There is not one spell that is useless for him. They all helped me catch up to Necro since he had like 1k plus exp. I could've won if I didn't have to leave :bleh: I'll try to test some more tomorrow, but I'll be working on homework.



None.

Oct 25 2009, 6:01 am Jack Post #258

>be faceless void >mfw I have no face

f2 to stats is better, as you should have hotkeyed your upgrade buildings already.

Can you make P12 a different colour maybe? I dunno, there's something about light blue that I don't like with AoS's. It was in dota4sc too. Maybe yellow? Not the same as TS though, that's too copycat.

How do you drop artifacts? I often wanted to change last time I played.

Spells. I forget, is the MP required for each spell said in the mission briefing? Also, is it the same for every character? And does MP cost change when you up spells?



Red classic.

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

Oct 25 2009, 6:18 am fat_flying_pigs Post #259



@norm:
please remove the locations/beacons for the heroes that do not have spells.

ghosts need to kill each other faster. They kill too slow, making it easy for heroes to take kills without taking damage.

Quote from Xero
One of the things he said was to place the start location at the stat points area.
I agree with this; I was gonna tell you about it next time you were on. I have my hot keys (for any AoS game) set up as 1 and/or 2 for hero, 2,3,5,6,7,&8 for spells, and 4,9,0 for upgrades (4 being primary, and 9&0 being repeats or secondary upgrades). Many other AoS players I know use a similar setup, where they have everything hot keyed. The one thing we can't hot key, is the stat points, and most of us usually make that area F2.
Is it possible to set F3 and F4? If so, set F3 as base, and F4 as tutorial.

Please change the white cpu color; it makes finding my units (especially as necro) very difficult.

Quote from name:zany
Can you make P12 a different color maybe? I dunno, there's something about light blue that I don't like with AoS's. It was in dota4sc too. Maybe yellow? Not the same as TS though, that's too copycat.
I've wondered about this for a while, and IMO, I think it should stay the same light blue. However, for the warp gates, and uncaptured cannons, I'd like it to be tan (p11). There is an excess of p12 units on the map (power ups, gas, minerals, and warp gates/cannons), which makes things confusing. Or, if it shows up on the mini map: [Tan gas, L.blue minerals, and yellow artifacts; the warp gates are w/e color since they will soon be captured].


@xero:
how did your opponent play the necromancer? From what you said, he used the rine/ghosts to kill spawn and farm? What were the ups for terrain and toss? (In my necro build, i mass sac rines for money, and build extractors to fuel my mana regen. After I get 80 mana max, I get spells 3-4, and use zealots to farm, with ridiculous attack/defense upgrades from the sacrificed rine money.). Also, If he had the necromancer next to the drones he was farming from, when casting his first spell, it kills the drone created if there were more than 2 drones near by. (2 drones + necro at mineral + zealot spell = 1 drone dies) (2 drones anywhere on may + zealot spell = 1 drone dies)


@zany
Quote from name:zany
Spells. I forget, is the MP required for each spell said in the mission briefing? Also, is it the same for every character? And does MP cost change when you up spells?
MP is required for all spells, and the cost is different for all units. MP costs will remain the same for unit when you upgrade the spell. (Be careful of the samurai/zealot, its offensive and defensive costs are different, although the casting unit is the same.)
Quote from name:zany
How do you drop artifacts? I often wanted to change last time I played.
How do you drop artifacts: Die. Also, you don't "change" artifacts. You may have 1 of each artifact, and all of their effects will be on your hero.



None.

Oct 25 2009, 6:24 am Jack Post #260

>be faceless void >mfw I have no face

Aww, so if I get an artifact by accident, or I see a better one, I'm stuck with it? There should be a way to get rid of them.



Red classic.

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

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[11:31 pm]
Vrael -- :wob:
[08:42 pm]
Ultraviolet -- :wob:
[2024-5-08. : 10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[2024-5-08. : 10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 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
[2024-5-06. : 5:01 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
[2024-5-06. : 3:04 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
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
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