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 21 2009, 5:27 pm MEMEME670 Post #561



Nobody responded to the important part of my post. You know the part about noone having a power build?

@Xero: Ive been going power, which, basing off my other point, was probably bad.

@Flash: CWs spells at day, but this is probably because i dont have l3 l4, although i doubt vs someone with power (illu, tank, sam) anything but pulling a l4 will keep me alive.
Idk why i doublespace, i mainly do it here but idk.



None.

Dec 21 2009, 5:49 pm Kaaysel Post #562



Quote from Xero
Samurai's defensive l4 is already epic as it is. No changes necessary in my opinion. Also, you can't detect hp with this type of map.

On a sidenote, the backstory for him is pretty sweet.

Well i didn't really gaze too deeply into the special powers. I just like, thought it'd be a good move, let him kill you to kill him, so you like, give allies advantage if they're all screwed up and the one you killed was a strong one.

Maybe make it so that he uses it and no matter how much HP he dies, but he kills anything around (ally or enemy)?

And glad you like the story, now i just gotta see if it can do for the official thing



None.

Dec 21 2009, 6:00 pm Norm Post #563



Quote from Kaaysel
if i come up with something convincing for another hero, you'd take it?

I have no intention to include additional characters into HS as of now.


Quote from Kaaysel
So, here's what i got for the Samurai. Really classic but i like it:

Quote
Good Story.

Yeah, I like to too besides a couple of issues that need to be edited, and a few parts could be elaborated more to better capture the character and whatnot. I could use it, but let me explain where this puts me. Currently, I have an incomplete backstory for ninja, incomplete backstory for samurai (yours) and quite the epic combo backstory for both ninja & samurai. None of these authors have yet finalized their story, so none are included in the game. When I have more time after I release 1.01, I'll dig up the stories (or someone else can ^^) and the players can decide which ones fit the best if the authors make a commitment to actually make the changes needed. I'll edit of course.


Quote from Kaaysel
I also think the most powerful move of the defensive stance could, like, when the samurai is at very low HP, sacrifice himself to kill all things around him. But it'd be a relatively short radius and the required HP would be very low so that it's a risky play. Just a thought.

No. The samurai's spells are not going to change very much from where they are now. Besides, I love Tiamat wing.


Quote from Xero
Samurai's defensive l4 is already epic as it is. No changes necessary in my opinion. Also, you can't detect hp with this type of map.

On a sidenote, the backstory for him is pretty sweet.

Agree'd.


Quote from MEMEME670
On a side note, and the main reason why i posted, i find that this game lacks depth in one main way: No character can go power and expect to live.

False. Have you ever played against HP Samurai with Crafted Armor? Wood Alchemist? CoM w/ Vitality? MM that repairs tank? CW that properly uses red feast at night and it's l2 that I forgot the name of for some reason during the day? Battle RM? All of these characters (and some others as well) are EXTREMELY difficult to kill because of "going power build". Power builds are usually uncommon, but very effective in a lot of circumstances - let's not forget that three is a non-PVP aspect to the game as well that high HP helps a lot in.


Quote from FlashBeer
@Mememe: CW is one of the best non-splash expers, I have no idea what you are talking about...

Truth, I always see CW at #1 or #2 spot on the EXP board. If you use him properly, he is pretty intense. I always tell the CW on my team to get shrines because the EXP gain rate for that character is just so high.


Quote from MEMEME670
@Flash: CWs spells at day, but this is probably because i dont have l3 l4, although i doubt vs someone with power (illu, tank, sam) anything but pulling a l4 will keep me alive.

Eh, you can't just ignore 4 of your spells and expect to be able to take on people who have their ultimate's late game with ease...







Anyway, so the rumors are true. I've almost completed 1.01, and will have it released probably tomorrow night or Wednesday. I'll put a changelog up when I have more time (Lot of stuff to do today). Appreciate the continuous feedback. 1.01 will not disappoint.



See you guys tonight for a game of HS or two? =).



None.

Dec 21 2009, 6:33 pm Xero Post #564



What needs to be edited in my story?



None.

Dec 21 2009, 7:10 pm Kaaysel Post #565



Could you elaborate in what does my story...lack? Or what aspects are wrong?

And you don't have to take any new characters or spells i was just asking, :P. You gotta admit, though, his death was pretty epic.



None.

Dec 21 2009, 8:19 pm Xero Post #566



Alchemist backstory.

Collapse Box




None.

Dec 21 2009, 10:40 pm FlashBeer Post #567



Samurai and Ninja revised




None.

Dec 21 2009, 10:50 pm Kaaysel Post #568



Curses Norm's probably gonna take that no matter what, :P.

Pretty epic.

Same with the alchemist's backstory, although did he actually summon a dragon, transmutate it or whatever, or did the roar come out of the explosion?



None.

Dec 22 2009, 12:57 am Norm Post #569



^ Those stories are sexy. I'll work to include them into the game (after some editing of course) after 1.01.

And now... the moment maybe someone has been waiting for but probably not:

(red = incomplete)

Quote from Change log BETA --> 1.01
• Slight modifications to the buildings (Anti-Air turrets and Defense Mechanisms) around the two main bases.
• Defensive Mechanism in bottom outpost scooted over slightly to the right.
• "Spell Check" Elixer --> Elixir
• Wing boots - more easily obtainable. (We all know the glitch)
• Strength Shrines have been adjusted to allow for a maximum of 14 shrines to be useful as opposed to 12 in BT5.
• Re-designed the Stat Point area to allow for move efficient spending of stat points.

• Psychopath must now exit the airship to pick up artifacts; however, he can still pick up normal items while inside the ship.
• Invincibility range on Airship Decreased.
• Slight adjustments for the following spells: Mindlock, Gatling Gun, Shurikens, Static Field, Recollection, Perspective, Wind of Horus.

• Illusionist has been tweaked to allow for greater versatility between his three upgrade paths. (These Tweaks are Sexy).
• Tweaked RM (and mostly her l3 and l4 spells) to allow for better balance between the spell casting and the battle builds.
• Impulse is no longer extremely OP.

• RM +10 HP
• Psycho -30 HP
• Bomb Airship -08HP
• Illu +10 HP
• Ninja -40HP
• Ninja +1 Base Dmg
• RM +2 Base Dmg
• Vengeance and Doom stats modified to be less OP

Probes are now prevented from picking up items. This also allows you to deny opponents artifacts by probe-denial.

• Fixed a glitch that wrecked the game for MM if the SCV died to irradiate while inside of tank.
• Fixed a glitch that allowed MM to get maximum HP one time at start of game.
• Fixed a gamebreaking glitch involving Wind of Horus - the spell's function is slightly different and now accommodates multi-casting.
• Fixed a gamebreaking glitch involving CW's l4 spell.
• Fixed a glitch involving pylons controlled by players who got eliminated.

• Corrected a mapping error that prevented Items / Artifacts from ever spawning at one of the spawning locations.

• Modified the writing in Force4 to show the correct version and Date of Release.



Quote from flashbeer
I changed the story so that the ninja died from Tiamat Wing instead.

Just re-read this. Fucking epic.

Post has been edited 4 time(s), last time on Dec 23 2009, 12:48 am by Norm.



None.

Dec 22 2009, 2:15 am Xero Post #570



Quote from Kaaysel
Curses Norm's probably gonna take that no matter what, :P.

Pretty epic.

Same with the alchemist's backstory, although did he actually summon a dragon, transmutate it or whatever, or did the roar come out of the explosion?

That was Alchemist's wood l4, which is called Green Dragon.



None.

Dec 22 2009, 2:42 am MEMEME670 Post #571



Quote from Norm
Quote from MEMEME670
On a side note, and the main reason why i posted, i find that this game lacks depth in one main way: No character can go power and expect to live.

False. Have you ever played against HP Samurai with Crafted Armor? Wood Alchemist? CoM w/ Vitality? MM that repairs tank? CW that properly uses red feast at night and it's l2 that I forgot the name of for some reason during the day? Battle RM? All of these characters (and some others as well) are EXTREMELY difficult to kill because of "going power build". Power builds are usually uncommon, but very effective in a lot of circumstances - let's not forget that there is a non-PVP aspect to the game as well that high HP helps a lot in.

Sam with armor i could see, yeah. Alch ive seen, but he seems to lack power late game, i can come in at night, l3 l2 l2 l4 and hes done.

CW..not so much. Although red feast is viable, it actually requires you putting points into mana to be able to use it, and although thats legit, a power CW during the day isnt doing ANYTHING. He runs up to you, fangs. You move back and cast a damaging spell. He flees.

RM as power isnt viable, shes just too slow and doesnt seem to gain all taht much compared to spells.

Tank ive seen, but ive never really seen tank do much except trap me with an elongated l1 and kill me, and provide stuns for me to kill off of.

And no, ive never seen a vit CoM


Quote from name:Norm-
Quote from FlashBeer
@Mememe: CW is one of the best non-splash expers, I have no idea what you are talking about...

Truth, I always see CW at #1 or #2 spot on the EXP board. If you use him properly, he is pretty intense. I always tell the CW on my team to get shrines because the EXP gain rate for that character is just so high.

This is true until about second day, when i normally start seeing people get l3 l4 or just such power that i cant be near anyone at day or risk dieng.


Quote from name:Norm-
Quote from MEMEME670
@Flash: CWs spells at day, but this is probably because i dont have l3 l4, although i doubt vs someone with power (illu, tank, sam) anything but pulling a l4 will keep me alive.

Eh, you can't just ignore 4 of your spells and expect to be able to take on people who have their ultimate's late game with ease...

Define late game. Because if its second day, i think somethings off.



Quote from name:Norm-
See you guys tonight for a game of HS or two? =).

When tonighttt.



None.

Dec 22 2009, 4:38 am killer_sss Post #572



Quote from wish4me
Goliath SOMETIMES loses his gas when going from vulture to Goliath.

Did you fix this norm? I did not see it in change log. I have had this happen too and it is one of the reasons I do Not use vulture form early game very much as it is all too easy to miscalculate or have this glitch happen and boom you are down to one guy before the game has hardly begun.



None.

Dec 22 2009, 4:46 am Norm Post #573



Quote from killer_sss
Quote from wish4me
Goliath SOMETIMES loses his gas when going from vulture to Goliath.

Did you fix this norm? I did not see it in change log. I have had this happen too and it is one of the reasons I do Not use vulture form early game very much as it is all too easy to miscalculate or have this glitch happen and boom you are down to one guy before the game has hardly begun.

Some bugs that have been mentioned are still being investigated by me to find the cause. If I do not exactly know how to make the fix, then I don't put it in the change log because I'd hate to make a promise that I can't keep. For this (and a couple others) I have them written down in my notebook, and I try to find the issue, but not enough is known. If there were a replay, or someone could tell me when this happens exactly would be a big help.

Also, updated changelog.



None.

Dec 22 2009, 5:35 pm killer_sss Post #574



Quote from Norm
Quote from killer_sss
Quote from wish4me
Goliath SOMETIMES loses his gas when going from vulture to Goliath.

Did you fix this norm? I did not see it in change log. I have had this happen too and it is one of the reasons I do Not use vulture form early game very much as it is all too easy to miscalculate or have this glitch happen and boom you are down to one guy before the game has hardly begun.

Some bugs that have been mentioned are still being investigated by me to find the cause. If I do not exactly know how to make the fix, then I don't put it in the change log because I'd hate to make a promise that I can't keep. For this (and a couple others) I have them written down in my notebook, and I try to find the issue, but not enough is known. If there were a replay, or someone could tell me when this happens exactly would be a big help.

Also, updated changelog.

no replay as I don't often save. I can tell you it seems to happen more at the start of the game than later in the game. Maybe a begining trigger is screwed up Idk. Although I have run out late game and somehow idk how I got gas back after sitting for a bit when there was no necro to even start the game that puzzled me too.



None.

Dec 22 2009, 10:16 pm fat_flying_pigs Post #575



1) I didn't see anything about the necro mining glitch on the change log.
2) Damage types still favor small, faster, units (like the ling, bat, and especially rine)
3) (This is a final version, right?) Will the flood zones and mount slides be implemented in this version? Is the path to the right of the center outpost balanced?

Post has been edited 1 time(s), last time on Dec 22 2009, 10:22 pm by fat_flying_pigs.



None.

Dec 22 2009, 10:53 pm Norm Post #576



Quote from fat_flying_pigs
1) I didn't see anything about the necro mining glitch on the change log.

Still working on it, refer to my above post for reason why it's not included in log.

Quote from fat_flying_pigs
2) Damage types still favor small, faster, units (like the ling, bat, and especially rine)

Damage types will not be changed, balance in this aspect will be obtained by other means.

Quote from fat_flying_pigs
3) (This is a final version, right?) Will the flood zones and mount slides be implemented in this version? Is the path to the right of the center outpost balanced?

First version of the final series. Flood zone has been taken out. Mountain slides were never planned to be implemented, and no where close to enough data has been observed to determine if a single path is balanced compared to all others.



None.

Dec 23 2009, 2:38 am Xero Post #577



There is something obviously wrong with the disabling trigger on gateways. I lose my gateway/hotkey when I use l3 as Illu. Same thing for any character basically that gets their gateway disabled. Some people lose their hotkey after Ninja's l4.

Edit: No comment on my backstory? :(

Post has been edited 1 time(s), last time on Dec 23 2009, 4:43 am by Xero.



None.

Dec 23 2009, 1:41 pm Norm Post #578



I already said that I'm switching the disable system back to what it was pre-BT4/5 because it never seemed to have issues then.

As for stories, I read them both, they are both good. (Flash's is nearly perfect for it's purpose) and Xero you are missing a few key things that could make the story a bit better or fulfill the whole hero backstory more effectively and we'll go over these things once 1.01 is out.



None.

Dec 23 2009, 11:20 pm Norm Post #579



Quote from Change log BETA --> 1.01
• Slight modifications to the buildings (Anti-Air turrets and Defense Mechanisms) around the two main bases.
• Defensive Mechanism in bottom outpost scooted over slightly to the right.
• "Spell Check" Elixer --> Elixir
• Wing boots - more easily obtainable. (We all know the glitch)
• Strength Shrines have been adjusted to allow for a maximum of 14 shrines to be useful as opposed to 12 in BT5.
• Re-designed the Stat Point area to allow for move efficient spending of stat points.

• Psychopath must now exit the airship to pick up artifacts; however, he can still pick up normal items while inside the ship.
• Invincibility range on Airship Decreased.
• Slight adjustments for the following spells: Mindlock, Gatling Gun, Shurikens, Static Field, Recollection, Perspective, Wind of Horus.

• Illusionist has been tweaked to allow for greater versatility between his three upgrade paths. (These Tweaks are Sexy).
• Tweaked RM (and mostly her l3 and l4 spells) to allow for better balance between the spell casting and the battle builds.
• Impulse is no longer extremely OP.

• RM +10 HP
• Psycho -30 HP
• Bomb Airship -08HP
• Illu +10 HP
• Ninja -40HP
• Ninja +1 Base Dmg
• RM +2 Base Dmg

• Vengeance and Doom stats modified to be less OP
• Prices of spawn buildings increased slightly.

• Probes are now prevented from picking up some items. The picking up with by probes is still permitted for Orbs and Elixer.

• Fixed a glitch that wrecked the game for MM if the SCV died to irradiate while inside of tank.
• Fixed a glitch that allowed MM to get maximum HP one time at start of game.
• Fixed a gamebreaking glitch involving Wind of Horus - the spell's function is slightly different and now accommodates multi-casting.
• Fixed a gamebreaking glitch involving CW's l4 spell.
• Fixed a glitch involving pylons controlled by players who got eliminated.

• Corrected a mapping error that prevented Items / Artifacts from ever spawning at one of the spawning locations.
• Fixed the issue with gateways losing hotkeys due to disable.

• Modified the writing in Force4 to show the correct version and Date of Release.
• Map has been compressed and is now 40kbs smaller.


Post has been edited 1 time(s), last time on Dec 29 2009, 10:05 pm by Norm.



None.

Dec 27 2009, 1:21 am Lt.Church Post #580



boy i love this map :3 heh i love helping my team at night as serpent apperently not too many people use infrared as much as they should since my teams gets called hackers before i clear it up lol, also the only unit i dont like (probably since i always get it) is CoM; know how many times i randomed it in the last 16 randoms? 14... XP



None.

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