Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege C1
Temple Siege C1
Jul 12 2010, 10:47 pm
By: ClansAreForGays
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Sep 17 2010, 2:51 am ETEFT(U) Post #81



I don't want anyone to worry about anything either.. I am not going to implement crazy.. lets say "godly" ideas into TS either. I am just going to make what the community wants/needs, and aswell add some features I FEEL that TS requires. Also you should look out for the TS contests I am going to be running for CASH! Yes.. I am going to be putting in my own money for people to play TS and enjoy. But thats enough hints of whats to come in the future. :bye1:



None.

Mar 23 2011, 5:48 pm ClansAreForGays Post #82



So I'm having trouble getting the creative gears cranking in my head. I've decided to make a TS C2. I'm not gonna waste too much time on it, I just want to make The Alchemist dragoon hero. I heard there was still some glitches, but I can't be arsed to read the whole thread over again. So speak now or forever hold your peace. The dragoon spot will replace the Random beacon, thus giving self professed 'pros' everywhere one less thing to bitch about :poke:
Also, I think I may have screwed with a few things for testing thinking I would never actually be using the map again, so let me know if you notice anything odd, because there are no secret changes. I know there's a lot of room for improvement on spawn balance and base capping, but I not looking to reboot TS and start hosting tournaments again.

Alchemist
Unit - Fenix (Dragoon)
Stats - 4000 hp 100 shields 30+6 damage
Lv1 Alkahest Elixir - Reduces your affliction duration by 1 second. Stuns/curses/etc will be shortened by 1 second(allied curse will only be reduced by only .1 second). Sets shields to 100.
Lv1 Human Transmutation - Creates 1 mystic fighter for 3 seconds. Recast adds another mystic fighter, and resets timer. So it gets exponentially better after each cast.
Lv2 Gold Transmutation - Kills 1 nearby friendly spawn for +10-30 minerals. +4 if no spawn present.
Lv3 Human Transmutation - Kills 1 nearby friendly spawn to create 1 Mystic Fighter.
Lv3 Elixir of Life - Cures all afflictions, and sets shields to 500
Lv4 Philosopher's Stone - Drains minerals. Effect varies with mineral amount.
0-49: Kill all enemy builders
50-99: Night Vision for team
100: Level Up
101-199: The next enemy spell cast will be replaced with 3 bombs spawning on the caster.
200: Set enemy temple to %50 hp.
>200: drains 15 minerals a second. Infinite mana until it reaches 0.

Not a very team friendly hero. If you know your team is gonna suck and can't rely on them, he's your man. Suggest possible lv4's. I used http://en.wikipedia.org/wiki/Alchemy for inspiration. I won't mind replacing a spell with an Elixir of Life themed spell if you can think of a good one, I mean it's a pretty big deal in alchemy, I'd feel bad leaving it out. Or something Transmutation Circle themed.

Post has been edited 5 time(s), last time on Apr 3 2011, 4:41 pm by ClansAreForGays.




Mar 23 2011, 6:11 pm Decency Post #83



Philosopher's stone was supposed to grant immortality. You could make it if he has 120 mana and L4 when he dies, he's revived with 10% HP?

Allied spawn denial is interesting, I don't know how it would play out. The concept is in HoN but it's on a ~40 second cooldown, so it can't be used to completely decimate waves. I envision the Alchemist just pumping mana regen and completely denying a lane.



None.

Mar 23 2011, 9:25 pm ClansAreForGays Post #84



hmmm maybe I'll take out the first part of that spell. Don't like that lv4, I feel like he has enough self-save with his lv1.




Mar 23 2011, 10:03 pm Jack Post #85

>be faceless void >mfw I have no face

If you've seen League of Legend's Guardian Angel item, that'd be a cool l4. Basically, when you die if your Guardian Angel hasn't been used in the last few minutes, you revive on the spot after a few seconds with low HP, like what faz suggested. The skill would be in hitting your l4 before you die. It should be on a low timer like 5-10 seconds, so if he DOESN'T die right then he wastes 120 mana, and perhaps add an effect to show when he casts it so the enemies can decide not to kill him straight away, or all surround him so when he respawns he dies anyway.



Red classic.

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

Mar 24 2011, 1:17 am ClansAreForGays Post #86



Got enough self-save >.>




Mar 24 2011, 1:57 am Dem0n Post #87

ᕕ( ᐛ )ᕗ

Quote from ClansAreForGays
The dragoon spot will replace the Random beacon, thus giving self professed 'pros' everywhere one less thing to bitch about :poke:
NOOOO DON'T GET RID OF RANDOM!! :hurr: :hurr:




Mar 24 2011, 3:41 am Decency Post #88



No idea. He doesn't seem useful except as a base pusher or counterpusher, he has no stuns or real DPS spells, and Dragoons do terrible damage against most heroes. If you want to go along with that, give him an Arbiter ultimate with enough energy to stasis and remove his hero. After he casts Stasis, restore his hero and drain all of his mana, as well as negating his mana regeneration so he can never spamcast it.

That's the best I've got and it's shaky. =o



None.

Mar 24 2011, 6:15 am rockz Post #89

ᴄʜᴇᴇsᴇ ɪᴛ!

make human transmutation last, create arbiter, call it a homunculus.
Make the first one called quicksilver or something.

Stasis is OP, but recall is fine. Have l1 create under arbiter if it exists.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 24 2011, 8:54 am Jack Post #90

>be faceless void >mfw I have no face

Quote from ClansAreForGays
Got enough self-save >.>
I dun reckon so though. He's a slow fat goon who doesn't get stunned as long as normal. Won't save him from a volt stun + mutant l2 though.



Red classic.

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

Mar 25 2011, 4:57 am UnholyUrine Post #91



One problem I've consistently had with dragoon is its damage output...
with this hero, there's zero damaging spells.. which will just amplify the problem

Psion isn't a very good hero because of this... I designed it to be defensive, which may've been the major mistake.. but i'm just theorycrafting here.

Another thing is that L2 will be abused to bits. Just get L2 and max mana and feed away...
Didn't someone else also mentioned an alchemist hero with ideas? Or was that you all along?



None.

Mar 25 2011, 10:11 pm UnholyUrine Post #92



Commence Double Post :wtfawesome:

I believe I've found a solution to your alchemy problems

Taking from what I've said above, I feel that a dragoon hero's main problem is its dmg output - namely it does 1/2-1/4 (??) dmg on small units. And since almost all spawns and heroes start off being small, the dmg output becomes greatly varied as the game progress. Therefore, I feel the best way to remedy this is either have summons, or have attacking spells (that's not a dragoon :P)

L1 - Human Transmutation - The Alchemist will summon, Permanently, one of the following - Zealot (ice gremlin), Dark Templar (hero's sword), High Templar (light essence in v1.7, but probly nothing in your versions), or (maybe) Dragoon (mystic fighter).
- The summons will not be random. Rather, it will be in turn. So maybe if you summoned a zealot last time, next time you'd summon a DT, then a HT, then dragoon, then back to zealot, and the cycle continues
- In order to differentiate from the Summoner, the alchemist should have a summon cap of 2-3, and have more specialized summons.
- The summons will be under the affects of your HP upgrades. Meaning that in the beginning, they should have really low HP. As you upgrade HP, their HP also rises. To make life ezier, you can probably make HP adjustments per 2-3 levels of HP upgrades. To balance, make the Alchemist below avg in HP (about 4200 max HP should do it)
- In order to balance everything, the DT will probably need to have really low HP, as it must be shared between Warrior's L2, i.e. its dmg can't be changed, and it's cloaked at night.
- The zealot will have a huge reduction in damage. Since the only two protoss ground units spawned are zealot and dragoon, one can change the damage output of both to make their base damage and bonus damage low, but give computers more protoss ground upgrades.
- This spell will now have great synergy with L2 because...

L2 - Gold Transmutation - Sacrifice 1-3 of your summons for gold. each one giving 10-12 minerals.
- Why this is a lot better than sacrificing spawns is b/c spawns do not matter as much. Spawns are abundant, and normally do not contribute enough to the game to create any choice/conflict in using this spell. Meaning that the player will just continually up mana and spam this spell in order to make use of it.
- But when the player needs to sacrifice its own summons, all of a sudden he's hit with a choice. Does he keep his summons alive in order to kill things, or rape it for money?
- Moreover, it allows the player to create a the team of summons he wants, as he can sacrifice the summons he doesn't want for money.

L3 - Elixir of Life - same as above. Set all stuns and afflictions to zero ^.^. Maybe even heal summons that are around you to the max HP level they're at.
question.. what about Disable?

L4 - .... don't know :C
- One idea is this: Perfect Transmutation
- Instead of having dragoon as one of the possible summons for L1, make it an L4, and make it rape ass. L2 can sacrifice it for even more money (30-50 bucks?)


- Hallucinations probably need to be turned off.
- You can rename the summons to one of the 7 sins :D. Zealot can be greed/pride/wrath... DT can be sloth.. High Templar can be wrath/envy
- You'd also need to fix a lot of the stunning spells so that they also work for these summons.

Post has been edited 2 time(s), last time on Mar 25 2011, 10:18 pm by UnholyUrine.



None.

Mar 25 2011, 11:06 pm ClansAreForGays Post #93



That mediocre anime =/= real alchemy.

I like my lv1-3 now, just need a unique lv4. Maybe something global, or spawn related.(not summoning anything, like order all spawn to move to an enmy)


SHIT: I forgot! It was "The Physicist", that's what the goon hero was supposed to be... well then, re do! and by redo i mean just rename the strings >.>

Post has been edited 1 time(s), last time on Mar 25 2011, 11:14 pm by ClansAreForGays.




Mar 26 2011, 1:18 am rockz Post #94

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from ClansAreForGays
real alchemy.
:ermm:

Chain reaction:
kill spawns next to each other, stunning enemies around the reaction for a short amount of time (10 frames) and have the stun length cumulative, so each unit around the enemy adds 5 to the stun length timer.

Optionally, add 1 cumulative mineral for each unit killed in this manner, maxing out at 5-10 per kill. Thus a unit surrounded by 10 hydras would get stunned for 4 seconds, and the hydras would die off one at a time, giving the physicist 55 minerals.

I sort of get this idea from behemoth in HoN, and perhaps it won't work well because it's ridiculously overpowered if you're on defense and the opposing team gets/has lots of spawns. However, it's pretty stupid to do so (especially against a physicist). You could put a cap on it too. The other idea is to use your l1's in the process. If you manage to have them trapped and you have 5 zealots out, and they're about to escape, you can sacrifice the zealots for some cash and a 2 second stun.

I hate to make it even more OP, but it would follow that the "reaction" could continue a short time after all the spawns are gone, so you could restart the reaction by feeding more zealots before another special timer runs out (like 5 frames).

But really, nothing can overcome the fact that the dragoon is a crappy base unit. Rather than make his spells fit some theme, you should just make the spells counter certain people he will naturally be weak to, or that are overplayed, but weak to underused units.

this probably suits a chemist more though...

Post has been edited 1 time(s), last time on Mar 26 2011, 1:33 am by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 26 2011, 4:05 pm ClansAreForGays Post #95



Quote from rockz
Quote from ClansAreForGays
real alchemy.
:ermm:
lulz.

I'm just keeping it alchemy. Finished it's spells too. Should have the map bug-free and done by 4/4/11.




Mar 30 2011, 6:19 pm ClansAreForGays Post #96



Noticed lings lv2 uses patrol order. Changed to attack, and now doesn't totally suck if you don't land it perfectly above your enemy.




Apr 3 2011, 2:39 pm ClansAreForGays Post #97



Alright, I need a unique lv3 damage spell.




Apr 3 2011, 3:11 pm Dem0n Post #98

ᕕ( ᐛ )ᕗ

For what? Alchemist?




Apr 3 2011, 3:29 pm ClansAreForGays Post #99



A yeah. Something with interceptors would be cool.




Apr 3 2011, 3:57 pm MadZombie Post #100



lvl4 being able to kill all enemy workers instantly seems pretty OP. At least have a minimum cap of like 25 minerals or something? being able to do it with 0 minerals seems too OP.

Quote
Rather than make his spells fit some theme, you should just make the spells counter certain people he will naturally be weak to, or that are overplayed, but weak to underused units.
srsly

Or make him a luck character with spells based on chance that can vary depending on some invisible number that rises up to 10 and rests at 0 constantly to determine strength or versions of spells. That'd be cool, maybe rigged and will get 'pros' mad but w/e. idk bruh.



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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
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