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 « 17 18 19 20 2144 >
 

Nov 14 2009, 6:27 am Jack Post #361

>be faceless void >mfw I have no face

Yeah I admit the CoM was noob. What's dissasipate do?



Red classic.

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

Nov 14 2009, 6:30 am Xero Post #362



Well, Ultimo is right about the CoM not doing a good job, but when the ninja uses poof, then shurikens, the CoM's mana is gone. Since you're next to lurk when doing that, you can get a bunch of shuriken hits in. And Crimson Wolf is more terrifying at night :D Like, way more. The way I play CW, 2 cannons are dead by the first night, along with 5 player lives. Now that is epic right there.

Dissipate is the lurk's L1 teleport spell. When teleported, a couple lurks take his place, and does extra dmg.



None.

Nov 14 2009, 6:32 am Jack Post #363

>be faceless void >mfw I have no face

I wanna play CW now...lemme see if I can get on bnet.



Red classic.

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

Nov 14 2009, 5:35 pm MEMEME670 Post #364



Quote from Xero
And Crimson Wolf is more terrifying at night :D Like, way more. The way I play CW, 2 cannons are dead by the first night, along with 5 player lives. Now that is epic right there.

You must be playing vs pubs.



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Nov 14 2009, 7:56 pm fat_flying_pigs Post #365



Quote from name:zany_001
Ninja attack upgrades probably need to be lowered. At around 100-150 exp I was ganking all my opponents, one of which was a psycopath at about 300 exp.

Your psychopath obviously wasn't any good. Psycho is one of the best at being able to avoid the ninja because of his d-ship.



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Nov 14 2009, 8:02 pm fat_flying_pigs Post #366



The p12 canon in bottom right base is still not fixed.
make ling's night final not attack after the player died
blue player playing as defiler got a power upgrade, and did not get the buildings to enable the building of the templar and DT (no templar archives). doing a 2nd power upgrade did nothing as well. No spells with elixir either.

Post has been edited 3 time(s), last time on Nov 14 2009, 8:53 pm by fat_flying_pigs.



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Nov 14 2009, 8:49 pm Xero Post #367



Mememe, it was against a fh of testers.

@Pigs: That's what happened to orange too. Norm fixed it though, so he might have to do the same to blue.



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Nov 14 2009, 9:15 pm MadZombie Post #368



Norm two things.

I hope you know who to listen to as some people don't know a thing about balancing and go "MY FAV CHRACTER LOSES CUZ I SUCK SO YOU SHOULD GIVE HIM 99999BC's FOR LEVEL ONE" Maybe to a lesser extent.

other thing, I really hope a lot of things were in "placeholder" form. When i played w/e beta version it is i played a lot of things seemed... dirty. O SHIT LOL THIS MIGHT TAKE A WHILE. STEP ON BEACONS TO CHOOSE THAT HERO. Just sayin ;D.



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Nov 14 2009, 10:45 pm Xero Post #369



Actually, the spell thing should be fixed, since the triggers work for every player. Well, tried out MM to it's full potential (in spells), and I gotta say, flash mines are great. I can just surround my tank with it, place it on chokes, and a bunch of other stuff. You should add another spell like Motar or something, where you spawn siege tanks ;) Didn't find any bugs so far with MM.

Edit: How about have the scv build something like factory, which allows a sieged tank to be attached to the MM (unsieged)? Just coming up with random ideas since the amount of buildings build by the MM is small compared to Necro.

Edit2: SarahKerrigan found a bug(?). When she picked up a mineral chunk, she got 94 minerals from it. Ex.- +7, +9, +12, +7, +1, ect. Either she was very lucky, or there's something up with the artifact randomization. That had also happened to me before.

Post has been edited 2 time(s), last time on Nov 15 2009, 12:55 am by Xero.



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Nov 15 2009, 3:37 am Norm Post #370



Quote from name:Ultimo
CoM wasn't doing a good job then, he should be constantly surrounded by mist or just exping with mist until he is ready to take on Ninja, he also has lots of escape mechanisms so, even if you stun him with poof, he'll just dissipate.

True that. Ninja shouldn't be able to kill a good CoM unless 1. He has Shadow Stitch - or 2. He gets lucky. [Hitting with 2 or more shurikens would count as lucky ^^]

Quote from name:zany_001
Yeah I admit the CoM was noob. What's dissasipate do?

It's an escape move that does non-scaling damage to enemies.

Quote from Xero
Well, Ultimo is right about the CoM not doing a good job, but when the ninja uses poof, then shurikens, the CoM's mana is gone. Since you're next to lurk when doing that, you can get a bunch of shuriken hits in. And Crimson Wolf is more terrifying at night :D Like, way more. The way I play CW, 2 cannons are dead by the first night, along with 5 player lives. Now that is epic right there.

Dissipate is the lurk's L1 teleport spell. When teleported, a couple lurks take his place, and does extra dmg.

Just to point out, if CoM let's a ninja who has 120+ mp poof on top of him, then cast shurikens, a new spy sentry for vision, then either a 2+2 or 4+4 combo for killing - then he deserves to die.

Also, it is true that ninja and CW were both designed to be night PKers.

Quote from fat_flying_pigs
The p12 canon in bottom right base is still not fixed.
make ling's night final not attack after the player died
blue player playing as defiler got a power upgrade, and did not get the buildings to enable the building of the templar and DT (no templar archives). doing a 2nd power upgrade did nothing as well. No spells with elixir either.

Make sure you are playing the right version. I gave Xero the latest version last night after you signed off. Get it from him, or myself because i'm positive both of these bugs are completely raped. As for ling's night final- I will definitely do that, I thought I did already =/.

Quote from Xero
Mememe, it was against a fh of testers.

@Pigs: That's what happened to orange too. Norm fixed it though, so he might have to do the same to blue.

Xero >< you can't cite that match as an example. Like my team mates were even near competent enough to constitute as challenges... CW is pretty beastly still regardless, even if I did redirect you to the pwnage chamber with a few casts of dragon breath b4 my valiant defeat. :lol:

Quote from MadZombie
Norm two things.

I hope you know who to listen to as some people don't know a thing about balancing and go "MY FAV CHRACTER LOSES CUZ I SUCK SO YOU SHOULD GIVE HIM 99999BC's FOR LEVEL ONE" Maybe to a lesser extent.

other thing, I really hope a lot of things were in "placeholder" form. When i played w/e beta version it is i played a lot of things seemed... dirty. O SHIT LOL THIS MIGHT TAKE A WHILE. STEP ON BEACONS TO CHOOSE THAT HERO. Just sayin ;D.

1. Yeah, I know.

2. Some placeholders, but my mapping style if very informal so a lot of those strings are not going to change =).

Quote from Xero
Actually, the spell thing should be fixed, since the triggers work for every player. Well, tried out MM to it's full potential (in spells), and I gotta say, flash mines are great. I can just surround my tank with it, place it on chokes, and a bunch of other stuff. You should add another spell like Motar or something, where you spawn siege tanks ;) Didn't find any bugs so far with MM.

Edit: How about have the scv build something like factory, which allows a sieged tank to be attached to the MM (unsieged)? Just coming up with random ideas since the amount of buildings build by the MM is small compared to Necro.

Edit2: SarahKerrigan found a bug(?). When she picked up a mineral chunk, she got 94 minerals from it. Ex.- +7, +9, +12, +7, +1, ect. Either she was very lucky, or there's something up with the artifact randomization. That had also happened to me before.

About MM: I have no plans on adding additional spells to the 9 that MM currently has, but it's not out of the question for future versions. I also want to avoid giving him any lift-able buildings for now, but I might experiment more with them at a later time.

He's not suppose to have as many buildings as necro because he is more about direct en-siegement than team support / summoning.

About Minerals: Hm, I'm dumbfounded at what could cause this. Keep an eye out for if it happens in the future and let's try to get more information about what goes along with it (as in lag, certain chars etc...). TY for the heads up.



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Nov 15 2009, 5:50 am Xero Post #371



So far for the mineral thing, it's Rune Mage, and Psychopath



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Nov 15 2009, 9:20 pm fat_flying_pigs Post #372



Need vulture/supply depot limit. building 10 (which is easy to do) lags the game horribly.
Can you add a much higher level spawner for the MM. something that costs as much as doom, or more, but exclusively for the MM.
Can you add a much higher level bunker exclusively for the MM. Something stronger than cannons, possibly a disabled bunker [with 1 unit?].

The hydra glitch is in the latest version. I did it again yesterday. Used lurker L1 as I died, and got a hydra and a lurker. Casting spells resulted in hydra spells, and when the hydra died, my lurker remained alive, and I respawned with another lurker.

Can MM have a building that enables a 1 turret per life, that moves a high hp, low damage auto turret over the sieged tank. The turret upgrades damage with the tank, and the scv's damage can be reduced. SCV early game is similar to the defiler, but has a 30 damage attack, which KICKS ASS.

Goon's damage at 50+5 is much too high, and easily rapes the tank. scv stands little chance against goon with enemy spawn and rines to support it.
Goon does very good damage to the lurker, although the lurk can escape via L1.

Why do some units start out with 10 minerals? (like goon and defiler)

Bottom right outpost/warp gate gives a significant advantage to the north team because of the high grounds. On the other hand, the south team easier bypass the cannons to get to the warp gate than the noth team.

Post has been edited 1 time(s), last time on Nov 15 2009, 9:35 pm by fat_flying_pigs.



None.

Nov 16 2009, 3:08 am Xero Post #373



Goon's attack should be lowered. I'd say 40+4 since necro has skeletons and GDs to for backup. 50+5 rapes MM considering it already has low hp and slow movement. Vehicle Bay limit should be 5ish.

On another note, how's the progress with the last 2 heroes?

Post has been edited 1 time(s), last time on Nov 16 2009, 3:14 am by Xero.



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Nov 16 2009, 4:51 am ImagoDeo Post #374



Norm, I'd like to draw your attention back to the Rune Mage background writeup I did one page ago...



None.

Nov 16 2009, 8:53 pm Norm Post #375



Quote from Xero
So far for the mineral thing, it's Rune Mage, and Psychopath

Noted. If anyone else experiences this, let me know.

Quote from fat_flying_pigs
Need vulture/supply depot limit. building 10 (which is easy to do) lags the game horribly.

The limit for Vehicle Bays is now 4.

Quote from fat_flying_pigs
Can you add a much higher level spawner for the MM. something that costs as much as doom, or more, but exclusively for the MM.
Can you add a much higher level bunker exclusively for the MM. Something stronger than cannons, possibly a disabled bunker [with 1 unit?].

No.

Quote from fat_flying_pigs
The hydra glitch is in the latest version. I did it again yesterday. Used lurker L1 as I died, and got a hydra and a lurker. Casting spells resulted in hydra spells, and when the hydra died, my lurker remained alive, and I respawned with another lurker.

You told me this online and I have made another revision. Let me know if the glitch comes up in the version you downloaded from me the most recently. (I'm hoping that it doesn't). Also let me know if you notice anything fishy goin on with CoM (Because my revisions might have fucked something up, even though I tested it out and it all seems to work more or less perfectly).

Quote from fat_flying_pigs
Can MM have a building that enables a 1 turret per life, that moves a high hp, low damage auto turret over the sieged tank. The turret upgrades damage with the tank, and the scv's damage can be reduced. SCV early game is similar to the defiler, but has a 30 damage attack, which KICKS ASS.

Not likely. However, expect the MM to gain one additional level2 spell in future versions.

Quote from fat_flying_pigs
Goon's damage at 50+5 is much too high, and easily rapes the tank. scv stands little chance against goon with enemy spawn and rines to support it.
Goon does very good damage to the lurker, although the lurk can escape via L1.

Necro is now 35+5. This should be a better amount because the only time Necro has an advantage over CoM and MM is early game before CoM gets power or before MM invests in vehicle damage.

Quote from fat_flying_pigs
Why do some units start out with 10 minerals? (like goon and defiler)

They don't. You might be getting confused by the random selection bonus of 10 minerals that you can get if you choose to randomize your character with at least 10 seconds left on the selection timer.

Quote from fat_flying_pigs
Bottom right outpost/warp gate gives a significant advantage to the north team because of the high grounds. On the other hand, the south team easier bypass the cannons to get to the warp gate than the north team.

It'll remain the same for now until extensive testing and balancing can be done.

Quote from Xero
Goon's attack should be lowered. I'd say 40+4 since necro has skeletons and GDs to for backup. 50+5 rapes MM considering it already has low hp and slow movement. Vehicle Bay limit should be 5ish.

Both of these issues have been addressed. (See above.)

Quote from Xero
On another note, how's the progress with the last 2 heroes?

AI has his character mechanics pretty much handled. As some of the earliest testers might already know, AI is different from any other character in the way that he uses Fuel instead of MP. The whole Fuel Usage System // Out of Fuel Effects are handled (Assuming they still work, since I haven't tested them in a while).

As far as their spells, they are unfortunately still only on paper, and not in triggers. Unfortunately, (as some of you probably noticed by now) I am fairly busy with non-mapping activities 7 days a week, so it's not often that I have an extensive slot of time to sit down and destroy the triggers for an entire character's spell set in a day (Which is my preferred way to work). Combine that with the factor that I spend a lot of time bug fixing - there are so many bugs - and testing makes the progress of new mapping material difficult.

[Even though that seems pretty dismal, check the bottom of this post for updates.]

Quote from ImagoDeo
Norm, I'd like to draw your attention back to the Rune Mage background writeup I did one page ago...

Yes, I read it and it was pretty good. I liked the plot of the story, but the secondary plot involving his goal of becoming a hero was very awkward and didn't flow well with the story's purpose. I can help you change it around in the future because it is a very good start (and a huge improvement on your first attempt with serpent) but It's going to take a bit before I get the time. After all, getting the map completed is essentially more important than backstories, however cool they might be to have.

Also, @ Flashbeer: Do you plan on changing around the last section of your Samurai/Ninja story? If so, doing like we talked about and focusing the battle to be more in the Ninja's perspective would pretty much seal the deal and we'd be good for me to edit it and put it up with the rest of them. I really like the approach of "This is what the samurai did" then "This is what the ninja did" but overlap their stories like that was a very good approach.


And Finally, News About the Map's Progress:

So, it's official: I've been working on Alpha#4. Alpha#4 is the last stepping stone between the map's current state, and the BETA that I promised you guys a while ago. Alpha#4 is fixing some issues that still exist in the Alpha stage, but it is also going to finish the development of some incomplete systems that exist currently. So, here's the list:

•Curse of Crimson will now only affect targets if their Character is in range. Before, it would work for summoned units as well, and this is going to be changed. ETU = 60
•Random Minerals will now scale throughout the game to be useful past early-mid game stages. ETU = 72
•Spawns will typically spawn in 'pure' sets like you are all use to, but they will also have a % chance to spawn in mixed sets of units that will change for each lane / each level of spawn. ETU = 50


Final Notes:

•I'm slowly working on the final 2 characters as promised, but don't expect them to be playable until BETA.
•Some people that play MM often will see that some minor issues such as building placement and other bugs will be eliminated.
•Minor clean-ups that no one would ever notice (except flying pigs), but are still important.
•Increased randomization for most systems.

Post has been edited 1 time(s), last time on Nov 16 2009, 9:19 pm by Norm.



None.

Nov 16 2009, 10:36 pm ImagoDeo Post #376



Quote from Norm
Yes, I read it and it was pretty good. I liked the plot of the story, but the secondary plot involving his goal of becoming a hero was very awkward and didn't flow well with the story's purpose. I can help you change it around in the future because it is a very good start (and a huge improvement on your first attempt with serpent) but It's going to take a bit before I get the time. After all, getting the map completed is essentially more important than backstories, however cool they might be to have.

Wait a second. Was there some kind of template I was supposed to follow? Or is it just based on your personal preference?

The way I wrote it, the Rune Mage didn't intend to become a hero. He was just following the ancient ways of his order, and in the process he became a hero.

Yes, I understand what's more important. I don't mind. :)



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Nov 17 2009, 3:42 pm MEMEME670 Post #377



Quote from Norm
•Curse of Crimson will now only affect targets if their Character is in range. Before, it would work for summoned units as well, and this is going to be changed. ETU = 60

I feel this would make him odd. I dont know exactly how it works, but beforehand ive seen it to work as such.

Cast CoC, attack opponent until you need to run away/feel like it.

When your out of a certain range away from your opponent, CoC activates and spawns mutas on them, which may or may not be able to be killed like draculas cape mutas for exp, i dont know.

Spawns several waves of mutas and eventually stops.

This worked because i could cast it and know it would activate eventually, and have a better chance of killing because as long as i could damage my opponent it wouldnt activate.

Also, its hard as heck to do ANYTHING on your own/with lack of effective stuns during day, so he needs to be damn good at night XD.



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Nov 17 2009, 6:22 pm Norm Post #378



Don't worry. The spell will function exactly the same as it does in AL3. The only difference is that you will have to actually target their character rather than being able to target summoned units as well.

EDIT: Also, I'm making good progress on significant improvements for AL4.

Post has been edited 1 time(s), last time on Nov 17 2009, 11:52 pm by Norm.



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Nov 18 2009, 12:06 am MEMEME670 Post #379



Quote from Norm
Don't worry. The spell will function exactly the same as it does in AL3. The only difference is that you will have to actually target their character rather than being able to target summoned units as well.

I feel this breaks the necro vs CW matchup as once he has 30/20 (i have seen it happen, or anything to such a degree) the fact that i have to actually get near the necro for it to count will ruin my chances of ever doing anything to him without caping up and probably back.



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Nov 18 2009, 12:13 am Norm Post #380



What do you mean by 30/20?

Also, the best way for CW to get past a Necro's skeles is to blind them all using Eclipse. Skeletons won't attack while necromancer is blinded, giving you time to run past them to the necro with your night speed bonus.



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