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 « 12 13 14 15 1644 >
 

Oct 25 2009, 7:39 am fat_flying_pigs Post #261



nono, you can get 1 of each. 1 vitality ring, 1 moonstone, 1 of each artifact. Then you get the effects of each artifact you collected, so, +3 vit AND random medic healing AND [all effects here]. so you don't need to "swap/change" artfacts. If you collect it, it helps you. If you already have the artifact, then you "sell it" and get money instead.
However, there are only 1 of each orb, and 2 exliers in the game at any given time. So if another player has, say, the fenir orb, no one else will be able to get it, because the map will not spawn that particular artifact till the player dies and drops it.
When you die, common artifacts are dropped at that spot, and rare artifacts (orbs and elixers) are randomly placed on the map.



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Oct 25 2009, 7:43 am Jack Post #262

>be faceless void >mfw I have no face

AH, I see. So when I went up to a certain artifact and wasn't allowed it, it was because my class wasn't allowed it for some reason? Because I'm sure I wasn't allowed to pick up an artifact once.



Red classic.

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

Oct 25 2009, 7:50 am MEMEME670 Post #263



All artifacts are positive, and you have no limit other then one of each specific one.



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Oct 25 2009, 5:38 pm Norm Post #264



Quote from Xero
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.

Sorry to hear about the anger, but yeah this function is intentional. Earlier we had problems with them being able to mine, and basically what happens is that Necro ets super OP because no other character is able to mine. Mining minerals was never intended in this map, so I worked that system to kill any drones that mined, but not kill them if they just are just passing by the minerals.

Quote from Xero
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.

First of all, I was originally going to add spores for necromancer, but decided against it. Besides, they would be given to allied computer just like sunken is, so it's not like they would give detection to the necro.

Also, thank you for pointing out the teleport spell, that is a mistake on my part to forget about greater skeletons while triggering. Will fix ASAP.


Quote from Xero
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.

?? You don't stop gaining stat points until 5000 XP which is maximum. If you are refering to the money gained per set amount of kills, I just haven't copy pasted that trigger as many times as needed yet =).

Quote from Xero
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.

Uhm, I couldn't tell you how that happened lol. I will say that there is something that not many people know about in regards to the spy sentry though. Whenever it is destroyed, you gain a fireball that can hit an enemy once. Great for pre-set up last hits on enemies.

Quote from Xero
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.

Fat flying pigs drew up a nice picture of my map, but I don't know how he did it. You should ask him for a copy of the base picture so you can point said areas out for me.

Quote from Xero
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.

Excellent =). Thanks again man. I'll look forward to playing the finished version with you.



Quote from name:zany_001
f2 to stats is better, as you should have hotkeyed your upgrade buildings already.

Alright, I have decided to move them. Expect to see this in future versions.

Quote from name:zany_001
Can you make P12 a different colour maybe?

Probably not, sorry.

Quote from name:zany_001
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 requirements are indeed listed in your mission objectives. If you change spells sets (not all characters have multiple ones, but for those that do...), your mission objectives change to accommodate. MP cost does not increase as you invest more into power. They also do not increase when you use Elixer.

Also, of course all my spells have individualized MP costs that are different for each Hero and each Inter-hero spell set. This is the new age of AoS mapping after all, "one-size(mp cost)-fits-all" do not work for my complex mapping style.




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

Thank you. This will be adjusted.

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

In standard settings, aren't owned units bright green on the minimap?? How do you play to have your guys always white? Bright green doesn't really blend with white, so in standard setting this is never an issue. I'm sorry, but I cannot change something based on an uncommon setting when most players do not play this way.



Quote from name:zany_001
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.

Look on the bottom of the map towards the right a little bit. You will see lives for everyone in the game, and below the places where lives sit are 7 slots per player. Each slot holds a specific artifact. If you get an artifact by accident, you should be happy because you get a bonus for your hero, and it DOES NOT INTERFERE WITH THE OBTAINMENT OF OTHER ARTIFACTS. You can hold a maximum of one of each type of artifact, and a maximum of 7 total artifacts. You should never want to drop them, so there isn't a feature to accommodate that desire.

Quote from name:zany_001
AH, I see. So when I went up to a certain artifact and wasn't allowed it, it was because my class wasn't allowed it for some reason? Because I'm sure I wasn't allowed to pick up an artifact once.

That was Elixer. You cannot pick up Elixer unless you are at the 3rd power level (Can cast all spells and have one power upgrade.) All heroes can pick up all artifacts, even though some artifacts are useless to certain heroes in rare circumstances. Refer to FFP's post above yours because it covers some aspects of the artifact system very well. If you have any other questions about it though, go ahead and ask because I know the way I go about my systems can be tricky at times.

EDIT: I managed to touch up just about everything mentioned since my last post. I am now finally free to start working on new heroes.

Post has been edited 2 time(s), last time on Oct 25 2009, 10:14 pm by Norm.



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Oct 26 2009, 6:35 pm Xero Post #265



Well I was messing around with psychopath today, and I managed to do some interesting things lol. It was in sandbox. I created so many mines by spamming timebomb, that there was ccmu and the game was lagging. This wasn't in the replay though.

Edit: You shouldn't be able to tele when someone is capping a warp gate. Made me lose a life.

Attachments:
ar test.rep
Hits: 0 Size: 416.8kb

Post has been edited 1 time(s), last time on Oct 26 2009, 9:53 pm by Xero.



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Oct 27 2009, 1:41 am Norm Post #266



Can you estimate how many mines were out before the lag started?



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Oct 27 2009, 2:31 am Xero Post #267



Let's see, my max mana was 350. Then I spammed timebomb, and premature detonation. Which totals 70 mana? (forgot the costs) So that's 8x(how many mines are spawned for each timebomb)

Then I repeated the process again, so time the number of mines by 2....and that's how many mines I had out. I'll see if I can do it again if I have the time. Not sure if it was 2 times or 3.

Btw, for Psychopath, you said that the dropship would be invincible when you're not in it. Was this changed because my dropship will sometimes have hp even though I"m not in it. And also, some of Psychopath's spells aren't finished. For example, I have elixir and used Berserker, but nothing happened. I'd figure you would be working on those once you finished the other character's spells.

And what does Samurai's Tiamat Wing do? There's no spell effects or anything indicating anything done. Even when I go up close to the other player and used it. I didn't notice any reactions from the player.



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Oct 27 2009, 2:37 am Norm Post #268



Quote from Xero
Let's see, my max mana was 350. Then I spammed timebomb, and premature detonation. Which totals 70 mana? (forgot the costs) So that's 8x(how many mines are spawned for each timebomb)

Then I repeated the process again, so time the number of mines by 2....and that's how many mines I had out. I'll see if I can do it again if I have the time. Not sure if it was 2 times or 3.

Btw, for Psychopath, you said that the dropship would be invincible when you're not in it. Was this changed because my dropship will sometimes have hp even though I"m not in it. And also, some of Psychopath's spells aren't finished. For example, I have elixir and used Berserker, but nothing happened. I'd figure you would be working on those once you finished the other character's spells.

And what does Samurai's Tiamat Wing do? There's no spell effects or anything indicating anything done. Even when I go up close to the other player and used it. I didn't notice any reactions from the player.

Hmm, Interesting things you have found. All spells for psychopath SHOULD be working even with Elixer, I probably fucked up a copy+paste ><.

How embarrassing. It was indeed a copy paste error in his spell with elixer triggers. It has now been fixed, so when you DL the next version this spell will work with elixer.

?? Lemme see about Tiamat wing. It sounds like you have found some bugs for me ><

This has also been fixed in the latest version.

Post has been edited 1 time(s), last time on Oct 27 2009, 3:11 am by Norm.



None.

Oct 27 2009, 2:53 am Xero Post #269



Also, I believe I found a sandbox bug, but I'll have to do extensive testing before assuring you that it's only for sandbox. I was doing spell testing on Rune Mage (aka spamming spells), and I move the spawn levels to dragoon, to see if there's any areas in the terrain where they get stuck. However, randomly, a mass of dragoons will spawn on me killing me sometimes. I tested this out in a 1v1, but I wasn't Rune Mage at the time. Worked fine. And, if you have max mana and just spent it all on spell 1, the dragoons will only shoot like 3-5 times before disappearing. Kinda a waste huh?

I'm probably going to be testing again when the weekend arrives, though I need to make my ninja costume :bleh:



None.

Oct 27 2009, 2:57 am Norm Post #270



Quote from Xero
Also, I believe I found a sandbox bug, but I'll have to do extensive testing before assuring you that it's only for sandbox. I was doing spell testing on Rune Mage (aka spamming spells), and I move the spawn levels to dragoon, to see if there's any areas in the terrain where they get stuck. However, randomly, a mass of dragoons will spawn on me killing me sometimes. I tested this out in a 1v1, but I wasn't Rune Mage at the time. Worked fine. And, if you have max mana and just spent it all on spell 1, the dragoons will only shoot like 3-5 times before disappearing. Kinda a waste huh?

I'm probably going to be testing again when the weekend arrives, though I need to make my ninja costume :bleh:

Don't waste your time extensively testing that, I noticed it yesterday on accident and have fixed it in the newest version.

p.s. Anyway you could help me do a quick test b4 u go and make a costume?

Update: Destroyed a few more bugs, and I have finished 2 of Serpent's spells so far today. Testing will commence in like an hour I hope.

Post has been edited 1 time(s), last time on Oct 27 2009, 3:12 am by Norm.



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Oct 27 2009, 3:11 am Xero Post #271



Hmm, should I just make a list of bugs and stuff and post it up once you finished with all the characters? Seems like I'm creating a lot of work for you haha.



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Oct 27 2009, 3:29 am Norm Post #272



Naw, it's a good thing. I've already fixed everything you mentioned. I have to fix all bugs eventually anyway, and it's better to get them annihilated sooner than later.



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Oct 27 2009, 3:36 am Xero Post #273



Quote from Norm
Update: Destroyed a few more bugs, and I have finished 2 of Serpent's spells so far today. Testing will commence in like an hour I hope.

Whoa, so you finished Alchemist already??



None.

Oct 27 2009, 5:31 am Neki Post #274



Hm, I'm torn on Ninja. On the one hand, he seems extremely OP with a constant subbing which basically makes him invinicible for the duration of sub. However, this is only effective at base killing and hero killing if you manage to pull it off properly. Not many heroes will get stuck with a sub, and the DT is also easily displaced by spawn so I'm not sure. The combo also requires 40+ mana for one combo, meaning my prolonged invincibility is based on my max mana. For about 150 mana, I can probably get 3-4 subs off, translating to about 10 seconds of invincibility and damage. However, I only think this is translated into significant damage through upgrading, because without Strength Shrines, one cannot effectively get both mana and attack. Though I'm not sure how fair 10 seconds of unimpeded base killing is.

edit: sorry for d/c, lost internet.



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Oct 27 2009, 5:48 am Norm Post #275



From tonight's test I have developed a list of ~10 fixes that need to be addressed. (Man, it seems like I'll never fix them all!)

With some news that is more on the bright side: Serpent is 5/9 completed and Alchemist is also making good progress.

Goodnight.



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Oct 27 2009, 6:02 am fat_flying_pigs Post #276



Make sac alter display a message for the first 5-10 times, then no more.
don't remove new marines when 3 exist and goon is by sac alter, as that should really just count as mana->money spell, not really using the necro to fight.
evade/sub needs warm up (not cool down). its op and can destroy a base easily, then the ninja just poofs.
lings in kerri's L2 needs 100% hp, as medic heals the lings.
spawns sometimes just freeze (for about a second), and tend not to attack invisible/burrowed units randomly.
the larva form the hatchery stay around long enough to make a unit. i can make zlings for 50 mines. I haven't tested to see what happens if i do make an egg.
after necro dies, the hatchery is still owned by the player.
defilers wraith spell is op with stacked casts, because of the ability to target heroes. perhaps throw a quick [give to p12] in between shots, so any movement of the wraith (targeting/moving) will be canceled.
cannons mid barley protect the east entrance.

enable 1 time stacking over cannons/pylons? (stack 1 building over all cannons/pylons then kill them at the beginning of the game)
sacrificing of zealots at sac pit?


Spice up your spells


Post has been edited 2 time(s), last time on Oct 27 2009, 5:58 pm by fat_flying_pigs.



None.

Oct 28 2009, 12:34 am Neki Post #277



Do mobile grids really work accurately on moving units though, especially with all the other air unit summons, how accurate would it be?



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Oct 28 2009, 12:46 am Norm Post #278



Well, A lot of my spells (most the effects) use mobile grids already, so as time goes on converting some 'lame' spell animations into more elaborate ones won't be an issue. But it's not too important for me right now.

@ffp: I have fixed all the bugs that I wrote down last night during testing.

@everyone: SERPENT IS DONE!!!!!!!!!!!!!!!!!!!!

@everyone again: Testing in 10 minutes. Meet on SEN plz.



None.

Oct 28 2009, 3:05 am Neki Post #279



Creature of the Mist is pretty good at getting exp, but I have such a hard time hero killing mid-game. His hydralisk form is so weak in comparison, all stuns come from becoming the hydra or being the hydra. I buff up vitality, but it raises him to a meager 800 hp late game at most. Also, hitting the mist with spells is quite annoying. I still don't like L4 on lurker either, the hydralisks are kinda dumb in targetting and the fact that you move after the end of the spell kinda makes it useless. This is coupled with the fact it only lasts 6 seconds at most, it doesn't give you much map coverage. The fact that the mist are extremely slow makes it hard to pull anything off. The only thing I can think of using Wing of Horus to teleport on top of them, acid spray/solidiy, mist, mist exchange and then maybe a hyperviolence or keep stunning him. But still, it's mana intensive and hard to pull off, so I'm not sure.

edit: can I cast spells while stunned?

Post has been edited 1 time(s), last time on Oct 28 2009, 3:12 am by Ultimo.



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Oct 28 2009, 3:24 am Norm Post #280



Quote from name:Ultimo
Creature of the Mist is pretty good at getting exp, but I have such a hard time hero killing mid-game. His hydralisk form is so weak in comparison, all stuns come from becoming the hydra or being the hydra. I buff up vitality, but it raises him to a meager 800 hp late game at most. Also, hitting the mist with spells is quite annoying. I still don't like L4 on lurker either, the hydralisks are kinda dumb in targetting and the fact that you move after the end of the spell kinda makes it useless. This is coupled with the fact it only lasts 6 seconds at most, it doesn't give you much map coverage. The fact that the mist are extremely slow makes it hard to pull anything off. The only thing I can think of using Wing of Horus to teleport on top of them, acid spray/solidiy, mist, mist exchange and then maybe a hyperviolence or keep stunning him. But still, it's mana intensive and hard to pull off, so I'm not sure.

edit: can I cast spells while stunned?

1. Mist form doesn't have vitality.

2. Wind of Horus is an offensive spell, and is sexy when combo'd with Acid trap. Also, solidify when you have mists running around is epic damage if you get up close to someone. Hydra is the long range attacking mode. Send out many mist monsters and convert to fangs. Level 3 is incase you get in trouble back at hydra. Level 3 uses your mists to save you by stunning the enemy.

3. Yes, you can cast spells while stunned, but not while disabled. Some of the stronger spells of the game can indirectly hit your hydralisk if they target your mists. This is a draw back of having such map coverage in this form.

4. Finally, it seems to me like you do not understand how to reach his true potential yet. You pumped a lot of vitality, and that is something you shouldn't do. CoM is the most MP and upgrade intensive hero there is. You should really neglect vitality all game because 1. it only effects one of your forms, and 2. you benefit much more from magic and power stats.



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