Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
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Dec 1 2009, 4:24 am Xero Post #461



Progress Check?



None.

Dec 1 2009, 4:47 am Norm Post #462



Quote from Xero
Progress Check?

Refer to Changelog on page 22 of this thread.

Estimated Total map completion = 95%, 53/56 check boxes.

Illusionist has 5/9 spells completed. Will probably have 6th done tonight.

BETA expected to be completed in the next 48 hours.

EDIT: his 6th spell is done, now he just needs his 3 final spells.

Post has been edited 1 time(s), last time on Dec 1 2009, 5:36 am by Norm.



None.

Dec 1 2009, 7:40 am ClansAreForGays Post #463



Quote
When checking the conditions of triggers Starcraft reads from top to bottom. When one of these returns false, it discontinues. Lag created by excessive condition scanning can be partially diverted by putting the conditions most likely to return false at the top of the condition list, limiting the number of conditions that need to be checked.
I was just browsing over AL6's conditions, and noticed it didn't really adhere to this rule (as far as I can tell, I'm pretty sure having a kill score of at least 100 is fairly common). Just a thought on a way to reduce the lag w/o redoing anything.




Dec 1 2009, 7:57 am Jack Post #464

>be faceless void >mfw I have no face

Quote from ClansAreForGays
Quote
When checking the conditions of triggers Starcraft reads from top to bottom. When one of these returns false, it discontinues. Lag created by excessive condition scanning can be partially diverted by putting the conditions most likely to return false at the top of the condition list, limiting the number of conditions that need to be checked.
I was just browsing over AL6's conditions, and noticed it didn't really adhere to this rule (as far as I can tell, I'm pretty sure having a kill score of at least 100 is fairly common). Just a thought on a way to reduce the lag w/o redoing anything.
I thought that might be why you asked about conditions...:P
Good idea, trigger lag on HS is excessive.



Red classic.

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

Dec 2 2009, 2:36 am Norm Post #465



Condition Re-ordering is something I've recently decided to attempt gradually as versions release. [BT1] may see some trigger re-ordering, but only if I have time before the deadline I set for myself.

Much like unit unplaceables though, expect any trigger lag to be dealt with by the time I release the first official version.

Good news: I've made slight progress on Illu's 3 final spells - the last thing trigger wise between me and [BT1] being released.



None.

Dec 2 2009, 5:10 am Norm Post #466



Okay, I will attach v[BT1] to this post shortly, followed by attaching it to the OP.


BETA CHANGELOG

Quote from name:(AL6) to (BT1)
• The Illusionist is now a playable character.

• "Defense Mechanism" and "Power Supply" HP decreased from 1700 --> 1600.
• Power Supply defense stat decreased from 16 --> 14.
• Air damage on "Defense Mechanism" lowered from 80 --> 68.
• Ground damage on "Defense Mechanism" lowered from 60 --> 58.
• Hall of Fangs now costs $40.
• Hall of the Oath now costs $70.
• Hall of Flames now costs $90.
• Hall of Destruction now costs $160 + 5MP.
• Halls of Pestilence now costs $200 + 10MP.
• Hall of Doom now costs 10 more MP to build.
• MP Channel now costs $25 + 20MP.
• Vehicle Bay no longer costs MP to build.

• Fixed a bug that killed Alchemist's nature spirits both after Moonstone activated, and after one nature spirit died.
• Fixed a bug that allowed MM to produce unlimited Vehicle Bay spawns.
• Fixed a bug that prevented AI's Self Destruct from working properly when used on his final life.
• Fixed a bug that double-casted Self Destruct- resulting in misplaced wraiths and screen spam.
• Fixed a bug where teams commanding 13 or more "Strength Shrines" were given obscene amounts of $$.
• Fixed a bug that rendered MM useless if players tried to use SCV during character selection.

• Rewrote a few strings for AI that had the phrase "MP" in them. They say "Fuel" now like they should.

• AI now refuels at base at a fast rate as opposed to instant refueling.
• AI now extracts more fuel (+10/+5) from Steel Factory.
• Crimson Wolf now only gains +3MP from his 'Focus' night ability.
• The range for which Bomb Airship and Terrors are invincible (surrounding Psychopath) has been decreased by 3/2 units.
• Inferno now has a ~15% chance to be a dud, ~70% chance to work normally, and a ~15% chance to do extra damage.
• Duration of normal Inferno decreased by 2 seconds, and now spawns 5 less flames.
• Inferno +1 has a duration 2 seconds longer than Inferno, and spawns 6 more flames.

• Moonstone's healing effect is SLIGHTLY (as in, you probably won't even notice) more potent.

• MP cost for serpent's L7 (Dragon Crest) increased from 25 --> 46.
• MP cost for serpent's L8 (Spirit Crusher) increased from 32 --> 54.
• Crimson Wolf's night L1 (Red Feast) is now slightly more potent.
• Rune Mage's L2 (Feral Strike) is no longer prone to unit unplaced errors.
• Range for serpent's L6,7,8 (Venom, Dragon Crest, Spirit Crusher) decreased by 3/4 units.
• Shurikens now only drain 7MP each.

• Crimson Wolf's maximum HP lowered to 2680.
• Psychopath's maximum HP lowered to 3420.
• Maximum HP for skeletons increased from 89 --> 94.
• "Spy Sentry" armor stat lowered to 0, shields lowered to 60.
• Vehicle Bay spawn (Vultures) armor stat lowered to 0.
• Vehicle Bay spawn (Vultures) HP increased to 190.
• "EXPLOSIVES" armor stat lowered to 18.
• "EXPLOSIVES" damage lowered to 58.
• "TERROR" damage lowered to 64.
• "Dragon Breath" base damage has been increased to 45(g) and 12(a).
• "Dragon Breath" air attack bonus increased from +2 to +3.
• "Conjured" armor stat increased to 8, shields increased to 90.
• "Magic Orb" armor stat increased to 8, HP increased to 248.

• Force 4's name is changed to indicate the proper version and date of release.


Post has been edited 5 time(s), last time on Dec 3 2009, 3:04 am by Norm.



None.

Dec 2 2009, 7:11 am Lt.Church Post #467



woosh first hit of the map, ill get a play in tomorrow :D after some well earned sleep



None.

Dec 2 2009, 3:58 pm Norm Post #468



So, a lot of people are too scared to participate in the upcoming tournament because they don't have confidence in their HS abilities. This is definitely an issue because the tournament is in need of more people to participate. So: I have attached the BETA to the OP, and to a couple posts above this one. That's good. But now I'm going to step it up... I present to you: Guides for playing HS, and actually being good at it!

Now, I know what people are thinking: "Haha, Norm sucks at HS, why should we listen to him?" Here's the deal: I made the game, so I know a thing or two about it. Read on if you want...

Quote
How to Properly Use Ninja

"The Basics"

•During Dusk and Night time, the enemy cannot see you without the use of detectors.
•You only have to keep track of 4 basic spells, but all of your spells can combo by double casting them.
•Spy Sentry regains shields at Night time only.
•If spy Sentry is destroyed, nearest enemy is targeted by 1 fireball.
•You will have to balance between Zerg Air and Toss Weapon upgrades to maximize your damage.

"Your Spells"

L1: Spy Sentry - This spell creates 1X Spy Sentry at your location. The Spy Sentry can move anywhere on the battlefield, and will remain unless you die, it dies, or you use "Poof!"

Applications:
1. Keep it nearby for detection. You can use it to see things such as MM's Flash Mines, Psycho's EXPLOSIVES, or Serpent, CoM, Crimson Wolf if they are burrowing nearby.
2. Keep it at a choke point for surveillance.
3. Keep it at a pre-selected destination to teleport to.

L1+L1: Poof! - This spell can be used either offensively or defensively. To use this spell, cast L1 while you have a Spy Sentry summoned.

Applications:
1. Use to teleport on top of unsuspecting enemies + stun them. Great for initiating attacks.
2. Use for transportation for you and any nearby allies to any pre-selected point on the battlefield.
3. Use to retreat back to base.
4. Please note that Poof! Will fail if your spy Sentry is not over walkable ground for Ninja to land on.

L2: Evade - This spell allows you to avoid taking damage for a short time, and do minimal damage to nearby enemies

Applications:
1. Avoid taking damage by timing this well.
2. This is the Ninja's only way to hit air units early game.
3. Hit ranged opponents that aren't letting you land any Melee hits on them.

L2+L2: Substitution - Combined with Evade, this attack allows you to avoid attacks for a significant amount of time while trapping any opponents that were in your immediate range. You are immune to all spell effects while this spell is in progress.

Applications:
1. This is the Ninja's PK spell early-mid game.
2. Avoid spell effects if timed properly. (You can avoid getting stunned)

L3: Shurikens - This spell throws shurikens out in an array around you. If they hit an enemy hero, that player is stunned and loses some MP.

Applications:
1. Very good for controlling enemies early game before their MP supply is too large.
2. The Shurikens tend to go toward the middle of the battlefield relative to where you are standing. The best time to use this spell is either when you are directly on top of the enemy, or outside of them in relation to the map center.
3. You can increase the range of Fireballs slightly by allowing shurikens to travel a short distance before comboing the spell.

L3+L3: Fireballs - Turns Shurikens into fireballs that target opponents in a significant range.

Applications:
1. Use to hit enemy defenses while staying out of range.
2. Hit enemies that are running away, and out of stun range.

L4: Shadow Stitch - Pulls enemies in to a shadow that negates their spellcasting.

Applications:
1. Use it to get close to powerful spellcasting characters late game.
2. Use it to draw enemies out from defenses.
3. Disables opponents caught in range to allow you to land a spell on them without them having the chance to counter-cast.

L4+L4: Mark of Shinigami - This spell can be your finisher late game. Creates units in a square formation around you that come inwards to attack nearby opponents.

Applications:
1. Use on disabled (or MP deprived) heroes for a lot of pure damage, often times resulting in death.
2. This spell is your late-game finisher. With Zerg Air upgrades it can reach a high level of damage for an affordable MP cost.

"Efficient Character Builds"


"Advanced Techniques"

1. Early game transportation.

While everyone is in a rush to travel from base to base trying to capture during the beginning phases of the game, you can save yourself a lot of downtime by summoning the Spy Sentry as early as possible and sending it to a base other than the one you are heading to yourself. This allows for a couple of useful things. First of all, if you manage to succesfully claim your base, you can almost instantly travel to another base to assist an ally or fight off an opponent. Secondly, if you are getting wrecked by your opponent you can at least teleport to a different base to assure that you and your ally together will gain control of that one.

2. Shrine Harassment.

Take for example one of the two shrines in the center base. Enemy controls that base and they have spent $50 to create shrines there. It is early game, so they haven't yet made additional defenses. This is where you come in. Use Poof to transport yourself next to shrines while making a detour around the enemy's defenses. If done correctly, you can Poof in and out leaving the enemy with -2 shrines by sunrise. This can also be applied to obtaining or destroying anything behind enemy lines. Spy Sentry's additional defense at night can allow for save movement past 1 defensive mechanism as long as you don't allow any additional things to attack it while it passes.

"PvP Matchups"

Running low on time, so I'll keep working on this throughout the day.

Post has been edited 2 time(s), last time on Dec 2 2009, 4:12 pm by Norm.



None.

Dec 2 2009, 11:59 pm Norm Post #469



Critical Patch: If you downloaded BT1 yesterday, plz DL the patch attached to OP.



None.

Dec 3 2009, 1:03 am MEMEME670 Post #470



Illusionists L1 pretty much makes him the best char for beacon taking, undoubtably. Except maybe vs psycho.

He can cast l1 three times, giving him effectively 20 seconds of free basesitting (15+time he stays on before using and time he stays on after, as you cant hit your own spawn.

This feels imba.



None.

Dec 3 2009, 2:01 am LoTu)S Post #471



I have been testing.I might be wrong but, for AI (gol and vult) if u put a bought probe near temple, you get gas even if the gol/vult is halfway across the map.,, i dunno if this is intended or no. (For example i gain gas when im going instead of losing when probe is near)._



None.

Dec 3 2009, 2:37 am Norm Post #472



Quote from LoTu)S
I have been testing.I might be wrong but, for AI (gol and vult) if u put a bought probe near temple, you get gas even if the gol/vult is halfway across the map.,, i dunno if this is intended or no. (For example i gain gas when im going instead of losing when probe is near)._

Thank you.. kind sir. I'll fix it in BT2.



None.

Dec 3 2009, 3:00 am Xero Post #473



Hm, now that I think about it, you said that Illu has 3 final spells. So far, I've seen 2 finals. L4 by itself, and l3+l4. Am I missing something here?



None.

Dec 3 2009, 3:02 am Norm Post #474



Quote from Xero
Hm, now that I think about it, you said that Illu has 3 final spells. So far, I've seen 2 finals. L4 by itself, and l3+l4. Am I missing something here?

Yes, l3+l4+l4 = Uroboric Forms 2, the strongest variation.
It costs ~30 additional MP.



None.

Dec 3 2009, 4:06 am fat_flying_pigs Post #475



The illu's 1st spell doesnt auto unally me with the enemy. It just leave me allied. I was red necro, and the illu was blue.
Flash managed to get another invinc med as yellow firebat.
Bottom Ramps too small top left out post.
Spawn goes around top outpost instead of in.

All glitches in latest version.



None.

Dec 3 2009, 4:34 am Norm Post #476



Quote from fat_flying_pigs
The illu's 1st spell doesnt auto unally me with the enemy. It just leave me allied. I was red necro, and the illu was blue.
Flash managed to get another invinc med as yellow firebat.
Bottom Ramps too small top left out post.
Spawn goes around top outpost instead of in.

All glitches in latest version.

TY. First two glitches I think I found the issue.
As for the ramps, i'll mess with them a little bit.



None.

Dec 3 2009, 4:13 pm Norm Post #477



Critical Update. [BT2]

Please do not host BT1 anymore, it has 2 game-breaking glitches in it.

Post has been edited 1 time(s), last time on Dec 7 2009, 5:22 am by Norm.



None.

Dec 4 2009, 12:40 am Xero Post #478



Hmm, well what can i say about Illusionist?

He's an ok hero. Good at very early base rushing, by halluing other characters and goin for pylons (kudos to SarahKerrigan). His l1 is very useful against melee chars, but doesn't stand much of a chance with ranged attacks. Ultra was a nice addition, but you can't upgrade toss ground, until you get power level. L3 is useful, but the hallus obviously don't tank. It's helpful if you have extra mana because if you can't follow up with another combo spell, you'll be trapped for a bit, and since ht's have slow movement, that gets annoying. They don't last forever too.

Gah, was slightly disappointed with his 3rd final. Thought it would unique to his other spells...turned out i was wrong. Also, there's a bug with Illu. If you cast l3, then cast a bunch of l4s. The spell gets stalled a bit. I could describe it more clearly, but I'm tired right now.

Overall, I didn't get the same type of fun when I first tried Crimson Wolf, AI, Serpent, or Alchemist.



None.

Dec 4 2009, 4:13 am killer_sss Post #479



Ok norm I played alot of your guys and some of them are hard as hell to play would you be able to create a guide thread and maybe people who have actually played them can post what to do with them. It doesn't have to be perfect but an idea on how to go for each character would be nice as some are rather difficult to play if you don't know what your doing.



None.

Dec 4 2009, 4:18 am stickynote Post #480



I think looking at the mission objectives to see your spells is particularly annoying, especially since there are so many spells and they change depending on your hero mode or time of day. Maybe have a nexus or something that lets you build a probe and it tells you what your spells are in a text message, where you can still control your hero.



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