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 « 33 34 35 36 3744 >
 

Jan 15 2010, 3:57 am Kenshin23 Post #681



If it's a version I edited, we could test it a few times before you make any decisions. I know which triggers need to be seperate and which can be moved. I see how hard you work on this and I want it to be the best of it's genre. I HATE Temple Seige even though I play it :lol:



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Jan 16 2010, 4:50 am LoXs Post #682



Yeah, I some how cause lag too. Yet in big RPGs, I'm fine. I'll try out the new one again, if I did already.



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Jan 16 2010, 6:50 am Lorenzo. Post #683



Norm you gotta fix hydra spell i forgot which one i dont play with that fucker but ill let you know when i remember!



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Jan 17 2010, 2:33 am Alzarath Post #684

Praetor

Issue: Some player colors contrast with the terrain/creeps better than others
Solution: Make more contrasting colors
Explanation: All three lives of being snuck up on by teal in open daylight without the slightest hint he was coming while playing as red.



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Jan 17 2010, 2:37 am fat_flying_pigs Post #685



THe illu healed to about 75-90% health one game. It healed at the north base, and i was the orange player on the south team. My illu was at the NORTH TEMPLE where it healed. (i had no artifacts or hp ups or mana ups or pwr ups. I had used ~15 civs on money.)



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Jan 17 2010, 2:48 am Norm Post #686



Quote from LoXs
Yeah, I some how cause lag too. Yet in big RPGs, I'm fine. I'll try out the new one again, if I did already.

Make sure you meet the 1337 requirements to play this game.


Quote from Lorenzo.
Norm you gotta fix hydra spell i forgot which one i dont play with that fucker but ill let you know when i remember!

Not very helpful. What's wrong with it exactly???


Quote from name:Artanis186
Issue: Some player colors contrast with the terrain/creeps better than others
Solution: Make more contrasting colors
Explanation: All three lives of being snuck up on by teal in open daylight without the slightest hint he was coming while playing as red.

I have no intention of changing around player colors at this point of development. You're just going to have to beware shades of blue while playing as red.


Quote from fat_flying_pigs
THe illu healed to about 75-90% health one game. It healed at the north base, and i was the orange player on the south team. My illu was at the NORTH TEMPLE where it healed. (i had no artifacts or hp ups or mana ups or pwr ups. I had used ~15 civs on money.)

You're kidding right? I can't even BEGIN to comprehend how this is even close to possible.



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Jan 18 2010, 12:40 am fat_flying_pigs Post #687



I'm not kidding.
It didn't really affect that particular game tho... (not much he could do against lings spawn + 2 hydra spawners and 2 ghost spawners)



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Jan 26 2010, 11:55 pm Alzarath Post #688

Praetor

Just a report on my beliefs...

Lurker: ability; teleport + damage = insta-heal = way too hard to kill
DT: Invisible, how the heck do I find the bastard, let alone detect him while he gets a crapload of free shots on me.
HT: can transform into powerful damage-dealing machine, then transform back when he's near-death.
And basically anything else that helps you completely regain your hp in some way or make it impossible for the opposer to kill you.

These are things I believe to be too powerful (of what I have seen).

And again, you raped me cuz of that color thing. At least change teal... Blue is at least moderately visible, but teal is far too difficult to see. Maybe swapping the team color so red/orange are on greens team and teal/blue are on whites. That'll help it contrast a lot.



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Jan 27 2010, 12:21 am Xero Post #689



Teal's a pretty cool color to play as though...

For Illu, if you're saying that the ultra is a dmg dealing machine, then you're wrong >.> It's the ht that dishes out the most damage, cuz ultra can be easily countered.
Ninja isn't so hard to deal with, just depends on what heroes you team has and their skill level. And don't let Ninja get near you



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Jan 27 2010, 12:34 am Norm Post #690



Yeah, like I said the balance still isn't perfected to the best I could probably do. 1.05 will come out eventually. 1.04 has already taken immense steps to eliminate most imbalances, but some remain.



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Jan 27 2010, 1:09 am Xero Post #691



Illu is balanced in my viewpoint. You can be a killing machine as Illu, but there are weaknesses.



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Jan 27 2010, 2:10 am Mace_37 Post #692



I've been playing this game quite extensively for the last couple of weeks (Better than hearts and freecell). And I have a couple comments I'd like to throw into the mix, take them or leave them.
The Illusionist is not imbalanced, the Ultra doesn't get bonuses from Vitality upgrades, so he will be easier to kill as the game continues. If you can find the Illusi while he's an ultra, he'll be screwed when you kill it. If he leaves it in his base, he'll have no chance to win.
Ninja isn't overpowered, I'm still not sure what the Shuriken do, but there are a few characters who can spot him at night (Serpent, Wolf, AI, RM, etc.). You know he's out there so play carefully if you can't spot him.
The CoM's escape ability isn't overpowered because its mana intensive during the day and both characters have very low life with the lurker dealing relatively low damage vs. one unit. I honestly think CoM is one of the most underpowered units, the broodlings are practically useless once your opponent gets a spawn upgrade, and they don't attack. They huddle around the Hydra as a meat shield.

The Serpent is almost unplayable imo. Someone please tell me if they think I'm wrong. He has an awesome ultimate spell, but essentially one practical spell until then. And that spell does very little damage. I think this character needs some sort of a revamp. 4 shots of 5 damage from wraiths don't do half enough damage to kill one mist. I really like the idea behind this character but I can't kill anything with him. Maybe make him start with plague or something? I don't know, someone else please give me some input what they like about the character.
Other than the Serpent and CoM, I like all of the characters, and usually play random (The $10 bonus mostly, get get the strength shrine at level 2.)



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Jan 27 2010, 2:28 am Norm Post #693



Quote from Mace_37
I honestly think CoM is one of the most underpowered units

CoM's only weakness is being caught with low MP in hydra form. Otherwise, it's pretty much unkillable with the exception of a few ultimates (early game tiamet, shadow stitch, Mindlock -if you let it hit you.) Both of CoM's ultimate spells rape. His Lurker l3 is stun + dmg. His splash is epic exp allowing him to shrine like no other. He also has two completely seperate builds you can take him on to keep opponents off guard. (Plus he has the best PVP combo in the game that unfortunately costs like 200+mp to pull off, but is almost guarentee'd kill.)

Quote from Mace_37
The Serpent is almost unplayable imo. Someone please tell me if they think I'm wrong.

I think just about every experienced player will vouch for me when I say that serpent in the wrong hands will own ANYONE in PK. Have you tried using his second spell set by burrowing? The spells are designed to really compliment his primary set of spells. He is really THE BEST late game PKer there is. Also, mana abuse + plauge, energy upgrade, l2 = pretty godly build.



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Jan 27 2010, 2:48 am Xero Post #694



I'm pretty sure wraiths do 11?



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Jan 27 2010, 3:00 am Norm Post #695



Eh, wraiths for AI are 16+1, and Serpent's Wraiths are like 20+2 maybe? It's definitely more than what he said it was.



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Jan 27 2010, 3:03 am Xero Post #696



Ya, I think they're 20+2.



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Jan 27 2010, 3:03 am Mace_37 Post #697



His burrowed skill set doesn't have any spells that do damage, correct?
Infrared and the spell that stuns
I think just getting 100 exp. points with him is a huge feat. I agree he is good pvp, but terrible against spawn which to need to keep up with your opponents.



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Jan 27 2010, 3:05 am Norm Post #698



Quote from Mace_37
His burrowed skill set doesn't have any spells that do damage, correct?
Infrared and the spell that stuns
I think just getting 100 exp. points with him is a huge feat. I agree he is good pvp, but terrible against spawn which to need to keep up with your opponents.

Have you tried using constrict to kill spawns? It's pretty effective if the spawns are clumped together.



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Jan 27 2010, 3:09 am Xero Post #699



As Serpent, I always go mana first. Have another team mate do the simming. I just keep pouring civs into mana until maybe 120 max, save up for power. After that, get more mana, with vitality along the way. It's quite a versatile build if you ask me :) 100 exp is sorta hard, but once you have some sims up, your L1 will be raping spawns in 1-2 hits. L3 is a good pvp spell that's cheap, it also has a chance to dish out more damage than L$ because the shots are more focused.



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Jan 27 2010, 3:15 am Norm Post #700



^True that. If you have an ally to put shrines up, and a lot of points put into magic, it's easy to start owning shit with the serpent. As long as you pump up your MP / regen quickly, you can really go from there however you want and you'll be fine.

Then again, serpent isn't for everyone I guess. Him along with MM, CoM, illu have really a 'love it or hate it' kind of deal.



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