Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Sep 21 2010, 12:59 am
By: UnholyUrine
Pages: < 1 « 11 12 13 14 1522 >
 

Mar 5 2011, 11:04 pm DoLLe Post #241



Quote from UnholyUrine
@FlashBeer n DoLLe

Too many arguments. Can't make out anything. If either one of you can summarize in a short post what you were arguing or if any of it was relevant, then it'd be greatly appreciated <3
You have my sincerest apologies Urine, I have always have had a bad habit of entertaining pub garbage. The situation is dead to me now.
Quote from ClansAreForGays
Anyways, I'm beginning the long arduous task of learning the editor, but like SC1, I refuse to touch terrain. So if anyone can make a 1:1 identical terrain map of the new OR old ts terrain, then I'd appreciate it. My goal is to make an identical 1:1 promised and guaranteed remake of Temple Siege 1, with the only exceptions to changes being things like scrapping the gateway system. I figure only once I can be faithful to the original, should I be able to go from there.

And if you still don't have any sort of finished map out by then, I won't hesitate to call my second map (not the ts1 remake) TS2.
YYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAA BABBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBYYYYYYYY



On a serious note, I'm very happy to hear this. I'll lend my ideas in anyway I can CAFG. Please try to get Moose in on it, Jack if possible as well if he is willing that is.

Post has been edited 1 time(s), last time on Mar 5 2011, 11:12 pm by Mini Moose 2707. Reason: Page distortion



None.

Mar 5 2011, 11:18 pm Moose Post #242

We live in a society.

Well, a few people have mentioned me and even contacted me outside the thread to come and take a look at what's going on here.

As of now, I don't have StarCraft 2, so that in and of itself prevents me from making any sort of TS2. If I were to make a TS2, odds are that I would be doing it from scratch, which is arguably something I should have done with TS. I can't speak with certainty about the future, but I don't have a return planned. I'm doing different things; I've gotten a bit older and I don't have as much free time as I did. Even so, revisiting this thread reminded me of why I stopped in the first place. Temple Siege was a fun game, but the discussion of it really has not changed. The childish bickering and unecessary assertions of ego, pride, and self-importance are still rampant. That part I don't miss one bit.




Mar 5 2011, 11:24 pm DoLLe Post #243



Quote from Mini Moose 2707
Well, a few people have mentioned me and even contacted me outside the thread to come and take a look at what's going on here.

As of now, I don't have StarCraft 2, so that in and of itself prevents me from making any sort of TS2. If I were to make a TS2, odds are that I would be doing it from scratch, which is arguably something I should have done with TS. I can't speak with certainty about the future, but I don't have a return planned. I'm doing different things; I've gotten a bit older and I don't have as much free time as I did. Even so, revisiting this thread reminded me of why I stopped in the first place. Temple Siege was a fun game, but the discussion of it really has not changed. The childish bickering and unecessary assertions of ego, pride, and self-importance are still rampant. That part I don't miss one bit.

This makes me sad, it's almost like it's not TS without you Moose. I do have my part to play in the bickering, its just one of my fault. I'll have my fingers crossed though. Here's to hoping.



None.

Mar 5 2011, 11:36 pm Dem0n Post #244

ᕕ( ᐛ )ᕗ

Not to be a pessimist here, but I seriously doubt that TS2 will ever be as good as the original. Yeah, you could argue that with SC2's limitless map editor, the game could be enhanced to a point in which it'd be amazing, but from what I've seen here, hardly anything is going to get done due to the uncertainty and doubtfulness. Instead of arguing for the past 6 pages, maybe you guys should just continue working on it and see how it goes from there? There's no getting through to DoLLe; same thing can be said for FlashBeer, I guess. You might as well just make the game first, and then worry about adding extra things like consumables or randoming or whatever we've been arguing about for half the thread.




Mar 6 2011, 2:41 am FlashBeer Post #245



Originally, I was just trying to bring up a thought for a system, and advocate how it could be useful. However, I apologize for letting DoLLe pull me into an irrelevant tangent, of which the subject was my skill level. I'll just let whomever judge however they want, as much as they want. Furthermore, I will just ignore any future comments that pull ad hominem, or any other unproductive comments, to undermine what should be best for TS.

I also grow tired of unproductive chat— so I'll try to get out the 1.7 beta of TS sooner, and hopefully contribute some new ideas and perspectives to TS.



None.

Mar 18 2011, 5:24 am close.ads Post #246



Quote from Mini Moose 2707
Well, a few people have mentioned me and even contacted me outside the thread to come and take a look at what's going on here.

As of now, I don't have StarCraft 2, so that in and of itself prevents me from making any sort of TS2. If I were to make a TS2, odds are that I would be doing it from scratch, which is arguably something I should have done with TS. I can't speak with certainty about the future, but I don't have a return planned. I'm doing different things; I've gotten a bit older and I don't have as much free time as I did. Even so, revisiting this thread reminded me of why I stopped in the first place. Temple Siege was a fun game, but the discussion of it really has not changed. The childish bickering and unecessary assertions of ego, pride, and self-importance are still rampant. That part I don't miss one bit.

I'll buy you a free copy of SC2 if you're going to help with TS2!!!!!!!



None.

Mar 18 2011, 5:50 am DevliN Post #247

OVERWATCH STATUS GO

Hell I'd buy Moose SC2 if he wanted. :D



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

Mar 18 2011, 2:40 pm close.ads Post #248



Go Moose, go!



None.

Mar 21 2011, 2:06 am l shade l Post #249



Quote from UnholyUrine
Hi Folks,

PLEASE READ BEFORE POSTING
Starcraft 2 is upon us, and while there're already games that're like Dota (for people that don't know, look up "SOTIS"), I think it is time we start building up ideas for Temple Siege 2 on Starcraft 2.

Straight to the point. What I want to hear or discuss with you guys are your ideas on using the Galaxy Editor's ability to improve Temple Siege 2. Yes, you can discuss about new hero ideas and what of the old hero, but nothing can be for sure. Rather, I'd like to hear more about Gameplay Improvements and how to incorporate the UI System. I'd also like to hear whatever grandeur theories and ideas that'd completely change the game and make it a lot better. Any problems you think that should be remedied in SC2, please point them out.

Also, please refrain from knocking down other's idea without a good reason. This is only a discussion/theory thread, and I'm here to listen to your ideas.

That being said, it is your turn to show me what ideas you have, things that bothers you, things that you think will make the game better, and who knows... maybe it'll be incorporated.
(credits will be given where it is deserved) =D


Here's a list of things in question (out of many)
  • Spell System (traditional or new?)
    I'd say.. New.. Blizzard gave us a command card and the idea to make our own abilities. I think pushing 1 "Hotkey" button is better then pushing "2" then pushing another hotkey on your gateway, to build a zealot[level 1 spell]. So yeah make it new.
  • UI Interface
    Meh i don't know.
  • Spell Damage Upgrades (b4, wpn upgrades = spell upgrades. What now?)
    Either Or.. I mean i don't mind upgrading my spell's damage. But then again. We won't being have spells for Archer. Where archer does "BURNING ARROWS"
    and spawns 4 multas to shoot twice. And then they disappear Right? Or will we have a spell, where an Archer shoots like 4 ACTUAL arrows on fires, that do like 50/100/15 damage? Either or would work out. Maybe you could do the shit they do in SOTIS/Zealot frenzy. Where you can upgrade 1 Spell, to a higher level. Something like that. Then again it wouldn't make much sense. I say just keep the weapon upgrades being spell upgrades.

  • Items???
    Hell yeah.. Boring without them. Put a forge and allow players to buy items and shit.
  • # of Players (3v3? 4v4? 5v5?)
    4V4 Maxium. i say. 5 heros jumping one hero is, just wow.. I mean we are going to have 3 paths of enemy infantry for 3 heros to feed off? Or 4 paths for for 4 heros to feed off from. I say 4v4 is good. Less pressure, more delicate teamwork relations, then 5v5.
  • Spawn System (minerals to build hero spawns?)
    I really don't care lol. Up to you.
  • 3D Models... if we do, who's going to do them?
    I cannot do this. I know my way around the editor. I can do simple spells. Like making "Mech" shoot a Blue colored Yamato Cannon and etc.
  • Gameplay Mechanics... what new and cool spell effects can you think of?
    [Uhmm for spells for new heros? I can think of plenty. For Old heros. I can think of this.
    Volt:
    Level 1 Shockwave: Multiple Lightning Bolts explode around the hero, and stun all enemy units around him. Or all Enemy heros around him.
    Level 2 Magentic Pull: Make a big blue cloud around the archon and it sends out blue chain, pulling multiple enemy heros towards him.
    Level 3 Static Shock: Just Make a giant psi storm, that turns on for 1 second and stuns all enemy units for a second or something. Idk.
    Ultimate: its whatever you want.

  • More problems/questions?

A Few questions.
1] Will there be multiple paths for different hero modes. Like 5v5, will have 5 paths for 5 heros to feed off. Along with 5 PORTALS deploying spawns of units?
2] Will the daytime/night time still be in the game?
3] How will the hero leveling up work? OLD temple siege 1 way? where you move a civilian to a building. OR will there be 1 buildng where the hero decides to upgrade his health/mana/purchase money/etc by buying shit in that building or what?

Gosh this is hard as hell to be honest. I mean it'd be eaiser if we did it traditonal way. But there are so many ways to make it so easier..




None.

Mar 21 2011, 3:01 am UnholyUrine Post #250



Speaking from what's most likely going to happen...

1) won't be considered until a tried and true "original" mode gets finished
2) Yes
3) Leveling up will most likely be completely integrated into the UI

EDIT:
@Archer's burning arrow

yeah it probably won't be four mutas spawning, firing twice, and dissappearing. It'll probably be something like firing arrows in direction w/ a cone-shaped AoE... but this is undecided..
The point here is that SC2 is completely different... Gameplay mechanics can be further developed and specialized for each indv hero.



None.

Mar 21 2011, 3:47 am l shade l Post #251



I have some model ideas for the heros.

Medic = Nova
Mutant = Custom Zergling Or Baneling
Archer = Hunter Killer
Special Ops = Jim Raynor, with guass rifle
Assault = Devil Dog Mercenary
Warrior = Prsioner Zealot
Volt = Cusotm Archon
Assassin = Zeratul
Mech = Spartan Company Goiliath OR Hel's Angel Viking [Ground Form]
Dark Mage = Kerrigan Or Zerg Queen or Abberation
Light Mage = Karass/Tassadar/Preserver
Summoner = Infestor or you can Try and create a custom model, a deflier if you can. . Infestor makes more sense to me imo lol but its ehateveer.

Add some cool looking effects to the hero so they stand out. Also make them bigger so they stand out and can be targeted by spells more eaiser, so it'll be possible for fasting moving units like Mutant to run around and be targeted by spells.


Items: Heros have 6 or 7 slots to hold items.
Boots of Speed - Increaases hero's Movement speed
Mana Relic - Increases Hero mana regenration rate
Ring of Recovery - Increases Hero's health regeneration rate [If you add health regeneration]

I have more but i need to make sure if you guys can actually be prepared for this shit.

Post has been edited 4 time(s), last time on Mar 21 2011, 4:06 am by l shade l.



None.

Mar 21 2011, 4:07 am DevliN Post #252

OVERWATCH STATUS GO

I think they're actually using custom models for most of them, though I could be wrong.



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

Mar 21 2011, 4:35 am l shade l Post #253



that could work out :D



None.

Mar 21 2011, 8:52 am Jack Post #254

>be faceless void >mfw I have no face

Currently we just want to release something functional, custom models aren't a high priority.



Red classic.

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

Mar 21 2011, 6:21 pm l shade l Post #255



Yeah. Your right. What have you guys finished or worked on so far?



None.

Mar 21 2011, 10:18 pm ClansAreForGays Post #256



It might be wise to read what's already been said in the topic.




Mar 22 2011, 1:41 am Jack Post #257

>be faceless void >mfw I have no face

We have terrain, several heroes, some UI, and heaps if ideas. We pretty much have enough done for an alpha, although I doubt that will be a public release.



Red classic.

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

Mar 23 2011, 12:26 am l shade l Post #258



And how are you guys doing with the triggers? Is it going well, do you need help? Cause im good with triggers.



None.

Mar 23 2011, 1:57 am Jack Post #259

>be faceless void >mfw I have no face

We'll probably end up having next to no triggers, but you are welcome to make a beacon capture system demowith a cool way of showing how long till the outpost is captured.



Red classic.

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

Mar 23 2011, 2:18 am l shade l Post #260



Quote from Jack
We'll probably end up having next to no triggers, but you are welcome to make a beacon capture system demowith a cool way of showing how long till the outpost is captured.

You mean like in temple siege 1. You move A Civilian to a beacon next to a hero nad you become that hero?? You know you could just do it sc2 style? You have a barrack or some shit. And pick a hero you want to be? Like in SOTIS.



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