Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege M8e
Temple Siege M8e
Oct 27 2009, 4:30 am
By: Moose
Pages: < 1 « 6 7 8 9 1048 >
 

Nov 12 2009, 3:48 pm MEMEME670 Post #141



Quote from name:FaZ-
... his L2 is also delayed from when he builds it.

I don't think anyone really gains from latency, it just makes the game less about reacting and more about guessing.

In the game i played before posting, I was warrior, i got hit by a mutant L2, moved away ASAP, and took approx 975 damage without l1.

Thats a substantial amount. Also TS shouldnt be a guessing game, its an AoS.



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Nov 12 2009, 3:52 pm Moose Post #142

We live in a society.

Unfortunately, SCMDraft 2 gives me an error when I try to compile with the Eliminate Lag("All Players"); and Magically Improve Connection("All Players") triggers.




Nov 12 2009, 4:31 pm MEMEME670 Post #143



Quote from Mini Moose 2707
Unfortunately, SCMDraft 2 gives me an error when I try to compile with the Eliminate Lag("All Players"); and Magically Improve Connection("All Players") triggers.

Only possibility is to give it slight delay, something slightly less then low lats button delay.

This is assuming mutant l2 is bad as is.



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Nov 12 2009, 6:47 pm wish4me Post #144



Mutant's L2 is fine. Its hard to land perfectly. Often it goes to waste with doing only 150 or less damage.



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Nov 12 2009, 11:26 pm OlimarandLouie Post #145



Quote from MEMEME670
Quote from Mini Moose 2707
Unfortunately, SCMDraft 2 gives me an error when I try to compile with the Eliminate Lag("All Players"); and Magically Improve Connection("All Players") triggers.

Only possibility is to give it slight delay, something slightly less then low lats button delay.

This is assuming mutant l2 is bad as is.
I know this doesn't seem like the perfect solution, but... What if we all played on The Abyss, and had the "LAN latency" option turned on. That way we'd get like 1/4 second delay between mouse clicks and the action onscreen.
:|



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Nov 13 2009, 3:26 pm MEMEME670 Post #146



Quote from OlimarandLouie
Quote from MEMEME670
Quote from Mini Moose 2707
Unfortunately, SCMDraft 2 gives me an error when I try to compile with the Eliminate Lag("All Players"); and Magically Improve Connection("All Players") triggers.

Only possibility is to give it slight delay, something slightly less then low lats button delay.

This is assuming mutant l2 is bad as is.
I know this doesn't seem like the perfect solution, but... What if we all played on The Abyss, and had the "LAN latency" option turned on. That way we'd get like 1/4 second delay between mouse clicks and the action onscreen.
:|

I dont know what The Abyss is, but CL #LL latency fixer would likely work better.

The only reason this is a problem is that ive noticed i can get hit by a mutant l2, click away, move my screen back to where my hero is, and watch him stand still and die...



None.

Nov 15 2009, 8:32 pm Moose Post #147

We live in a society.

All right, I've got some more work done on the map. All of the bug fixes in the topic post have been made... since it's mostly bugfixes, I think we can call it M8c and not M9 yet.

I gave all outposts a capture block location of a specific size. It extends two tiles in each direction from the beacon (so a 6x7 location). The player blocking a capture is also notified when he blocks capture as well.




Nov 16 2009, 4:02 am Moose Post #148

We live in a society.

Put out the tournament release.

EDIT: If you downloaded M8c, some quick fixes were made regarding the new capture block locations. They are now used for teleport blocking and are ground-only as they should be. The version number remains the same to be better safe than sorry for the tournament release.

New Changes
- South team now deploys heroes on the upper-left (closer to all outposts) of the Temple when starting the game/after death.
- Implemented semi-randomized Civilian placement in hero selection. Not true random due to there being 6! = 720 possible placements, but "random enough" for what it needs to do.
- Added a message to tell players when they block an outpost capture.
- Standardized locations for capture blocking to a 7x6 location. (2 tiles all directions from the beacon)
- Assault L2 and L3 no longer blows up your own and your team's Probes and summons.
- Assault L2 Grenade now kills Probes.
- Assault L1 now stops mana regeneration of affected players.

Fixes for M8b Bugs (and therefore not on the changelist)
- No more leftover Devourers from Light Mage L2.
- Dark Mage L4 no longer continues spawning if the affected player is eliminated or leaves the game.
- Dark Mage L4 no longer stops spawning at 15 Broodlings around a player because the location is too small.
- Dying while affected by Dark Mage's L2 curse no longer requires manual un-ally.
- Special Ops' Mission Objectives has the correct L4, Mine Drone.
- No more unplacable Defiler for Medic L4 hit detection on herself... Medic bypasses the hit detection.
- Warrior L1 gives 10 shields instead of 9.
- Civilians for players who leave the game are given to the remaining players, instead of recreated on the middle lane.
- Capture location for the middle outpost is actually centered on the beacon.


http://www.staredit.net/files/808/

Post has been edited 2 time(s), last time on Nov 16 2009, 4:26 am by Mini Moose 2707.




Nov 16 2009, 5:51 am killer_sss Post #149



I see you sorta fixed the gyser. My question is why can't it be put towards the outside of the arena or the cannons placed differently?

One of the things that made the center gysers in the old map so easy to pick off is when you attacked you only had one cannon that was close enough to hurt you. The same applies to the top gyser somewhat fenced in by cannons. You can attack from the bottom side both ranged and melee and you are only being hit by one cannon.



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Nov 18 2009, 1:39 am MEMEME670 Post #150



DM is prolly still OP, when played right. Due to him having the farthest ranged and most useable l1 stun, due to it being free moving, which gives it a big advantage as you can even micro it to induce psuedo block-stuns, along with it being unmanuable (its a big aspect.) L2 being the counter for ANY predicament except very late game when people have transformations, i guess some chars could manual but i doubt it, dont know for sure though.

l3 isnt used as much, but its damn useful in that it slows, so when used in conjunction with l4 l4 is not just a psuedo stun but a full stun, and when used in conjunction with snare...

Can infi cloak by saving broods from l4, which opens up so much.

Although hes mostly just OP start game with his amazing stun and ability to ensnare - teammate kill volt and mech, the only two unmaelable heroes.

Only true counter is summoner, and mael still works on his lings, and owns them.



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Nov 18 2009, 2:15 am xYoshix Post #151



I should have submitted the fixes for the terrain :S I guess it's too late.



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Nov 18 2009, 2:19 am OlimarandLouie Post #152



Actually I find it very difficult to maelstrom summoner's lings. Especially when they have speed ups... :omfg:

If I don't mael all of them (which usually happens) the rest of them can most likely kill me if I am without snare/storm. I once had to save myself from summy's lings even when I had medics full heal(a 75 minute game... very long), by storming myself, because they had me in a surround and I had only 130ish hp when I got out of it. The summoner had 31 attack upgrades. Ouch.

I just got off topic didn't i? :-_-:

I find Dark Mage TRULY OP when I played a 1.4m.x (can't remember which one precisely) when My storm was 30, Ensnare was 25, Feedback was 30 and Maelstrom was 40. Complete pwnage resulted in my killing of 7 total lives worth of enemy heros by myself. :lol:



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Nov 18 2009, 2:21 am Moose Post #153

We live in a society.

Quote from MEMEME670
L2 being the counter for ANY predicament except very late game when people have transformations, i guess some chars could manual but i doubt it, dont know for sure though.
Any character that can manual an ordinary stun can manual DM's L2.

Quote from MEMEME670
Can infi cloak by saving broods from l4, which opens up so much.
Combo with Medic's L4 for 250 energy is an often overlooked as well.

Quote from MEMEME670
Only true counter is summoner, and mael still works on his lings, and owns them.
Smart Summoners won't be sending all their Zerglings at the Dark Mage in Mael-sized clump formation.
Also, Summoner-Archer does well.
Also, Reavers and other building-spawn (or spawn levelling) do well because of all of DM's PK spells.

Quote from xYoshix
I should have submitted the fixes for the terrain :S I guess it's too late.
You might as well, I'm going to have to make M8e due to some bugs. Some more Devourers popped up today, as well as potential problems with the spawn civ distribution for people leaving the game.




Nov 18 2009, 3:54 am hdogg86 Post #154



ran into some horrible bugs with this vers, way more than i ever saw with b, replay attached. all i gotta say is... gl :lol:

Attachments:
temp siege m8d buggy.rep
Hits: 2 Size: 191.04kb



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Nov 18 2009, 4:14 pm MEMEME670 Post #155



Quote from Mini Moose 2707
Quote from MEMEME670
L2 being the counter for ANY predicament except very late game when people have transformations, i guess some chars could manual but i doubt it, dont know for sure though.
Any character that can manual an ordinary stun can manual DM's L2.

Good to know.

Quote from Mini Moose 2707
Quote from MEMEME670
Can infi cloak by saving broods from l4, which opens up so much.
Combo with Medic's L4 for 250 energy is an often overlooked as well.

Medic DM in a team is overlooked because you need a pure powerhouse to go with it, and then if they counter the powerhouse...
But it works.

Quote from Mini Moose 2707
Quote from MEMEME670
Only true counter is summoner, and mael still works on his lings, and owns them.
Smart Summoners won't be sending all their Zerglings at the Dark Mage in Mael-sized clump formation.
Also, Summoner-Archer does well.
Also, Reavers and other building-spawn (or spawn levelling) do well because of all of DM's PK spells.

Always forget about this. Becuase i dont use it as much as i should.

HOWEVER. I find DM mostly OP start game, when you cant really h ave any of this out and mael comes so fast... Mael almost guarantees at least a double team on you, which is normally enough to kill. Tripleteam your dead, unless you walk aroun with your teammates.



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Nov 18 2009, 5:05 pm Decency Post #156



Maelstrom is powerful, but the DM is slow and often the DA is easily killed or forced away. Mech counters DM hugely, but having the two on the same team is a very powerful one. Volt also counters DM well due to avoiding maelstrom and being able to outstun her, as does Mutant by manualing.

DM has always been in my top team, no matter the spells. Triple maelstrom is very very good if you're on a smart team.



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Nov 19 2009, 2:21 am MEMEME670 Post #157



Quote from name:FaZ-
Maelstrom is powerful, but the DM is slow and often the DA is easily killed or forced away. Mech counters DM hugely, but having the two on the same team is a very powerful one. Volt also counters DM well due to avoiding maelstrom and being able to outstun her, as does Mutant by manualing.

DM has always been in my top team, no matter the spells. Triple maelstrom is very very good if you're on a smart team.

Give me a mech and a DM, add in lets say an archer for the mechs team and a rine for the DMs team.

DM ensnares mech, maels archer due to seperate energy gains.

Dm goes after mech, possibly l2ing archer on the way (if this happens, mech should have l2, and could escape) rine comes in, and with the mech snared and running away, while trying to manuver around a DA, and DM doing damage, rine pretty much micros and takes him out.



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Nov 19 2009, 3:55 am OlimarandLouie Post #158



Quote from name:FaZ-
Mech counters DM hugely,
Firstly, Mech does not counter a DM hugely, because a Pr0 DM vs a Pr0 Mech will be a very close match indeed in the opening rush. What usually happens with me, is I hang back until I get +3 att and ensnare, then i snare mech, maneuver Dark Orb around mech for a pseudo-block, all the-while attacking mech for 49 dmg per hit.
Secondly, If mech attacks DA then i have that much more hp when he decides to attack me. A smart mech would l1 the DA while it's trying to run away, either forcing me to move it back towards mech (thus giving mech a chance to kill it) or keep moving it away and hoping it lives. (also thus giving both siege tanks a chance to kill it)

Quote from name:FaZ-
but having the two on the same team is a very powerful one.
That is very, very, VERY true! ^^

Quote from name:FaZ-
Volt also counters DM well due to avoiding maelstrom and being able to outstun her,
Volt counters DM majorly, unless DM has allies to back her up. (DM is a girl :-_-: )
Reason one, is because Volts l1 & l3 are mana draining whilst DM is mana-heavy.
Reason two, is because Volt Transforms (l4) into an unstoppable-uncursable-untankable meatshield of pure death :(

Quote from name:FaZ-
as does Mutant by manualing.
By the time mutant tries to manu attack l2, DM has moved away by then. Even if DM stayed in one spot, the lings spread out because they are allied to everything and therefore not attacking stuffs. With mutant's l3, the lurkers can get one synchronized shot off before dying.
I do however have a personal problem with mutant/summoner lings. They move way too fast and are way too small for me to maelstrom/ensnare efficiently. I usually manage to click on them 2/3s of the time.



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Nov 19 2009, 4:09 am Decency Post #159



If you ensnare my Mech I change forms.

And lol at you thinking you'll get a Dark Archon anywhere near me. L1 ---> free 16 experience. Meanwhile I'm standing right next to the maelstromed Archer who is dealing 400 damage every couple of seconds by casting L1. I'd love to see a marine "micro" that.

Then once you realize you're losing, I switch to Vulture if I'm not it already, micro the hell out of you back to your base. You try to use L2 which doesn't matter because I can still fire through it with both of my main units. If by some miracle you actually do seem like you'll win the initial fight, I change into Vulture and just run away. There's no way in hell a Marine is going to do enough damage to kill me before Ensnare runs out, and I'm still faster than you when ensnared.

Terrible theorycrafting: Mech owns DM hard at any point of the game and I'd be happy to show you why, if you'd like.

Post has been edited 2 time(s), last time on Nov 19 2009, 4:15 am by FaZ-.



None.

Nov 19 2009, 4:16 am MEMEME670 Post #160



Quote from name:FaZ-
If you ensnare my Mech I change forms.

And lol at you thinking you'll get a Dark Archon anywhere near me. L1 ---> free 16 experience. Meanwhile I'm standing right next to the maelstromed Archer who is dealing 400 damage every couple of seconds by casting L1. I'd love to see a marine "micro" that.

Then once you realize you're losing, I switch to Vulture if I'm not it already, micro the hell out of you back to your base. You try to use L2 which doesn't matter because I can still fire through it with both of my main units. If by some miracle you actually do seem like you'll win the initial fight, I change into Vulture and just run away. There's no way in hell a Marine is going to do enough damage to kill me before Ensnare runs out, and I'm still faster than you when ensnared.

Terrible theorycrafting: Mech owns DM hard at any point of the game and I'd be happy to show you why, if you'd like.

Try exactly when i said he was most OP. The start of the game, normally used for basecapping, before you have l2 because you need upgs to live with non-uber speed.

Destroys your whole post, and thats when i see mechs lose 2 lives to DM, if not 3.



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