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Temple Siege v. CTE-1
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Sep 18 2010, 12:26 am
By: ETEFT(U)  

Sep 18 2010, 12:26 am ETEFT(U) Post #1




Temporary banner untill T-Virus(U) is done making the official one. :)


Quote
So basically this thread is to look out for what the players of TS want for the next version of it. I am basically open to pretty much any thought, idea, query or concern. It could be as little as one small balance change with a spell or as dramatic and big as new hero suggestions. I am just looking for what TS needs to move forward not only for the entertainment value but also for the competitive aspect of the game.

Here are a few things I came up with and are NOT implemented into the map yet. (If they even are.)

1. Comstat Station:

Each team has one comstat station in their base to purchase for a certain amount of minerals, wether 250 or 500. The CS does not have unlimited energy and will cost between 50-75 limiting it from 3-4 casts per usage depending on how much energy is saved.

Pros: Something new to add spice to the game, great at night to scout, and will own any burrowed or invisble unit.

Cons: DT and cloak aswell as burrowed units become inferior at night if someone does purchase the CS. (I can't really think of anymore, let me know if you can?)

2. Mana Wells:

Just like cap'n the cannons, there will be Mana Wells on each side of the map for a total of two. If you capture the wells you will have exclusive use to them and they will regenerate your mana faster.

Pros: Faster mana, more excitement and things to cap for, epic battle for MW's.

Cons: Does TS need faster mana regeneration? Could be an easy exploit but also may not, depending on how it is used.

3. Rune Spawns:

Every thirty seconds or a minute a random rune spawns on one side of the map either giving 100 gold, replenishing mana, or both?

Pros: On the hunt for runes, bonus for capping and dominating map with lane/map control.

Cons: Small amount of gold - could always be adjusted, where in the map would they spawn? Would Runes and Mana Wells cluster the map?

-

I will keep adding to the list as my ideas keep coming to me. I also want to add new heroes/units to the map but not yet because I feel TS has a even balance to it and adding new units will just jeopardize the even feel to it.

So this is where you come in.. ask your self: What do I feel TS needs? What should be added? What can make the game better then it already is?




None.

Sep 18 2010, 5:57 am DevliN Post #2

OVERWATCH STATUS GO

...why make another TS version? Why not just make a new map entirely?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Sep 18 2010, 12:44 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Actually he did that, with very diverse responses. :P




Sep 18 2010, 1:08 pm Aristocrat Post #4



Temple Siege is like Microsoft Word: It's not exactly a great map, but people are so used to it that they don't want to switch.



None.

Sep 19 2010, 2:58 am ClansAreForGays Post #5



why are you using 3 letters in your version instead of just 1? People won't be able to read the version number on the pub list...




Sep 19 2010, 3:56 am ETEFT(U) Post #6



Your right! I will change it when it is released.



None.

Sep 21 2010, 2:47 pm Loading Post #7



250/500 minerals for the comsat is also a lot and I doubt anyone would buy it unless they REALLY need it (e.g., 3 LMs vs 3 Sin) or they are completely dominating and thought they buy it for the hell of it. Yeah, there may be the occasional burrowed summons/lings ambush but I don't think many people will sacrifice 250/500 minerals worth of upgrades for that.

100 minerals for the runes seems like an awful lot, it could make things really imbalanced if Mech L2/Mutant is running around grabbing all of them. Or you could send your summons to grab it while you fight (although I guess you can make it that summons can't grab them), seems like a bad idea.



None.

Sep 22 2010, 1:35 am LoTu)S Post #8



Quote
Here are a few things I came up with and are NOT implemented into the map yet. (If they even are.)

1. Comsat Station:

Each team has one comstat station in their base to purchase for a certain amount of minerals, wether 250 or 500. The CS does not have unlimited energy and will cost between 50-75 limiting it from 3-4 casts per usage depending on how much energy is saved.

Pros: Something new to add spice to the game, great at night to scout, and will own any burrowed or invisble unit.

Cons: DT and cloak aswell as burrowed units become inferior at night if someone does purchase the CS. (I can't really think of anymore, let me know if you can?)
If the comsat station were to be implimented, i suggest making it valued at about 100 minerals but severely limited use. About 150 energy per scan would be nice. Having a comsat that can constantly scan almost defeats the purpose of fast units, Mutant's l1 niche, and scouting in general. The core of Temple Siege consists of the element of surprise, and if we were to take that element away, the game would lose it's value. Sure 3 DT can be a pain in the ass, but as i said, LIMIT the scanning. Use the scanner when the time is right to kill the DT, like when they run out of energy after spamming so many l2s, or when a medic manages to disable them. Being able to scan constantly and reveal the dtat any chance could leave the niche of the DT as obsolete as well.
Quote
2. Mana Wells:

Just like cap'n the cannons, there will be Mana Wells on each side of the map for a total of two. If you capture the wells you will have exclusive use to them and they will regenerate your mana faster.

Pros: Faster mana, more excitement and things to cap for, epic battle for MW's.

Cons: Does TS need faster mana regeneration? Could be an easy exploit but also may not, depending on how it is used.

This sounds interesting. The mana wells would have to be far areas from the gates however. I suggest making the wells have a mana regeneration rate that is at a medium rate of gas gain, like after 4-5 civs of +mana. Having mana regenerate too quick can lead to infinite spell spam when near the wells, which is practically game breaking. The wells would only be good for early games, and be rendered obsolete in late games. This is true however, only if you intend to make the wells non upgradeable. Consider the wells more of a small supportive pit-stop rather than ABSOLUTE INFINITE MANA AREA!! :hurr:

Quote
3. Rune Spawns:

Every thirty seconds or a minute a random rune spawns on one side of the map either giving 100 gold, replenishing mana, or both?

Pros: On the hunt for runes, bonus for capping and dominating map with lane/map control.

Cons: Small amount of gold - could always be adjusted, where in the map would they spawn? Would Runes and Mana Wells cluster the map?

This can either be the most beneficial feature, or the most terrible feature, depending on how you use it. 100 gold is ABSOLUTELY game breaking. If someone were to grab a 100 gold rune when they are running to capture the gates, it would guarantee capture due to the difference in ups. My suggestion is to spawn runes only during the knight, and having the runes with small supportive values such as +20 mana or so. Have the gold be randomized as well, with a value of 15-35 minerals. Spawning would also have to be limited. A randomized time for spawning would prevent eager players to camp for runes. You could have a location that is constantly moving due to randomized mobile grids. Either way, Its suggestive to make the runes a bit more of a bonus than another game breaking mechanic.

Quote
I will keep adding to the list as my ideas keep coming to me. I also want to add new heroes/units to the map but not yet because I feel TS has a even balance to it and adding new units will just jeopardize the even feel to it.

So this is where you come in.. ask your self: What do I feel TS needs? What should be added? What can make the game better then it already is?

TS is fine as it is. The team combos and variety of units is already an awesome mechanic. Adding another would disrupt the balance.

I feel TS needs more late game mechanics. I'm sorry this is vague, but i just feel that the late game portion of TS is so lackluster compared to those first few minutes of capturing gates. Could it be the player upgrades exceed those of the spawn so exponentially? Could it be spawn mechanics are too weak late game? My idea is to make spawn as difficult late game as they were difficult early game. Cannons would have a constantly regenerating shield that would be rendered unscratched unless a player comes in. I don't know, something that makes the late game much more exciting. :awesome:

Post has been edited 2 time(s), last time on Sep 22 2010, 5:43 am by LoTu)S.



None.

Sep 24 2010, 3:30 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from ETEFT(U)
What do I feel TS needs? What should be added? What can make the game better then it already is?
Not much. How about a damage nerf on mutant? Just something to make the other characters played more. Perhaps a "banning pick"? Getting rid of 4 characters each game might result in the same 4 being banned every time, but it would at least get rid of the monotony of it.

I'm tired of being killed by a perfectly placed mutant l2 and facing a mutant in practically every game. He's got the most damage, the fastest unit speed, has a dodge, and has a splash range, which is a pretty good counter to LM, one of the few unit's he's weak against. It also makes him an excellent farmer. His only weakness is low life.

His attacks take much less skill than many other units (run above the unit, press "d").

Units like medic and DM are true team players, but are never picked. It seems like mutant, archer, special ops, and mech are picked in practically every game. It's been a very long time since I haven't played with or against a mutant.



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

Nov 29 2010, 3:12 am NinjaOtis Post #10



Just finish the C series please..

@rockz

Learn to pick, learn team combos, no qq

Post has been edited 1 time(s), last time on Nov 29 2010, 3:44 am by Vortex-.



None.

Nov 29 2010, 3:54 am NicholasBeige Post #11



Excuse my ignorance.

What is Temple Siege? And why does everyone talk about it so much? I'm guessing it's DotA for Starcraft 1?



None.

Nov 29 2010, 6:29 am LoTu)S Post #12



It was the DotA for Sc1. People liked it for its general easy to learn hard to master concept. There were many DotA adaptations for sc1, but Temple Siege stood out the most for a majority of the audiences in sc1, mostly due to its simplicity.



None.

Nov 29 2010, 7:08 am UnholyUrine Post #13



Quote from LoTu)S
It was the DotA for Sc1. People liked it for its general easy to learn hard to master concept. There were many DotA adaptations for sc1, but Temple Siege stood out the most for a majority of the audiences in sc1, mostly due to its simplicity awesomeness.

Fix'd :wtfawesome:

TBH, it did kinda get a bit overboard... :\ but it was fun while it lasted
efforts to make a second one on SC2 has been slow.... almost non-existent.. mostly b/c I have no clue how to use the editor and I don't have the time and encouragement to work on it. (also b/c blizzard dota will vastly overshadow it anyways ><")



None.

Nov 29 2010, 7:20 am Gigins Post #14



AoS for Starcraft 1 was there before DotA. DotA is AoS ripoff. TS is another AoS ripoff.



None.

Nov 29 2010, 7:40 am UnholyUrine Post #15



let's use the word "Inspired" shall we?

besides, I've never played DotA or AoS for that matter. I've just been inspired by their concept. that's hardly ripping off.



None.

Dec 10 2010, 2:51 am StarBlue Post #16



I suggest you make a fifth spell for each character. You could use a nexus to build a probe for the spell. Make it cost like 10-15 mana, and make it a weak attack, because mutant needs a beginning attack, as does assassin, and basically any unit. Just something like spawning a couple of weak units that stay there for a short amount of time. Like mutant's small spell could be a weaker version of fury swipes, maybe by spawning two waves of 3 zerglings that each lasts one second. Medic would be able to spawn three marines, one at a time, ut only for enough time for each marine to get one hit in. Special Ops could be the same as med, but with two ghosts. Mech could spawn a goliath that gets one shot it before exploding. Archer could spawn a single mutalisk for one shot. Light Mage could cast a spell that slows down an enemy (putting a burrowed unit at its location) because there is no way to make the Light Mage faster, but you CAN slow down the enemy. Dark Mage could actually spawn one defiler with max energy for casting spell, but disappears in three seconds. Summoner could just summon a broodling. Warrior could spawn two dark templars (like second spell) that can each get two hits in. Assault could just stun an enemy for a fraction of a second (just to stop the enemy from running away too quickly before the grenade can activate). Assassin could spawn five zealots that die in three seconds, just so his attack gets a bit more speed. Volt could do the same as its first spell, but it wouldn't stun, but decrease some of the enemy's mana (same amount as first spell + 5) to keep anyone from using spells *AHEM ASSASSIN* from using certain spells when cought by a stun.
EDIT:
The spells are mainly meant for doing a bit of damage in the beginning, and finnishing off a leeing apponent with a quick strike.



None.

Dec 10 2010, 9:43 pm Dem0n Post #17

ᕕ( ᐛ )ᕗ

If mutant and assassin had a cheap offensive spell, they'd be so rigged.




Dec 10 2010, 10:41 pm Jack Post #18

>be faceless void >mfw I have no face

Quote from name:Dem0nS1ayer
If mutant and assassin had a cheap offensive spell, they'd be so rigged.
Yeah, I've seen people get a kill or two as mutant before even having l2, the last thing they need is another cheap early game attack.



Red classic.

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

Dec 13 2010, 5:14 pm rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

LM doesn't need slow spell. hts moves at 3.33. non stimmed walkers move at 2 while slowed, stimmed move at 3, lings move at 3.75, vult moves at 5 when fast. the spell would be used offensively more than it would defensively, since it would presumably have a somewhat slow duration, and would really only make you move a little bit faster than most other units. Not that far for a short duration.



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

Dec 18 2010, 7:57 am NinjaOtis Post #20



CAFG you ever gonna finish it yourself? Your TS was and is heading in the right direction, but now I am not so sure where it's going now from what I see so far(possibly into the garbage can sadly)

And shouldn't eteft be concerned with Volt's triggers? They were never debugged



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