Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege 1.7 vpre-beta
Temple Siege 1.7 vpre-beta
Apr 23 2011, 12:22 pm
By: FlashBeer  

May 5 2011, 2:38 am Jack Post #21

>be faceless void >mfw I have no face

Quote from UnholyUrine
Speaking of which.. has anyone found out how sm maps drop Mac users yet?? O.o
That's been known for ages...EUD conditions address addresses that don't exist in macs, causing a crash. Put simply.



Red classic.

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

May 5 2011, 2:47 am Lanthanide Post #22



You know that "pre-beta" is normally called "alpha", right?



None.

May 5 2011, 3:26 am UnholyUrine Post #23



Quote from Jack
Quote from UnholyUrine
Speaking of which.. has anyone found out how sm maps drop Mac users yet?? O.o
That's been known for ages...EUD conditions address addresses that don't exist in macs, causing a crash. Put simply.

You know I don't use EUD's
Yet I have made maps that have caused mac users to drop...



None.

May 5 2011, 3:43 am Jack Post #24

>be faceless void >mfw I have no face

Quote from UnholyUrine
Quote from Jack
Quote from UnholyUrine
Speaking of which.. has anyone found out how sm maps drop Mac users yet?? O.o
That's been known for ages...EUD conditions address addresses that don't exist in macs, causing a crash. Put simply.

You know I don't use EUD's
Yet I have made maps that have caused mac users to drop...
Anything you use in your map that is on windows SC but not in mac (EUDs, extended player colours, P15 scarabs and other extended units, etc.) will generally crash a mac or have a different effect than you planned.



Red classic.

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

May 5 2011, 4:00 am FlashBeer Post #25



Quote from Lanthanide
You know that "pre-beta" is normally called "alpha", right?

Well aware. I had an alpha version, but this has much more refinements than that, so I decided to go to the next level— that and many people thought that alpha was the version, and not a testing phase. Didn't want this quite to be beta because I thought beta should at least has some balance to it and bugs removed.



None.

May 5 2011, 8:55 am Sacrieur Post #26

Still Napping

The first game I played it, and the first time it was tested out as pre-beta it was a very high functional map with a lot of bugs and balance issues. If it were alpha, it would not be fully functional, and would have missing components.



None.

May 12 2011, 8:07 pm UnholyUrine Post #27



Hey Flash

Great work so far, but still lots of work ahead of you :P

There were some bugs the last time I played them, but they were minor ones, so I don't remember them
What I'm gonna do is just talk about things that I worry about strictly from my experience of that one playthrough, and general problems with Ts1.5 and above

What's going On with the Psion?
- Okay, so I fucked up when I created this hero. The 1/2 or 3/4 dmg to small units was more detrimental to the hero than I thought it would be.
- The way that I tried to mitigate it was insubstantial (with the l1b being dragoon @ void), as I tried as hard as i could to keep the "Void" area control Gameplay in tact.
- I think we need to change the dragoon hero to have more offensively geared spells so that it can be used as a crutch for balancing.
- Right now, i think making its offensive spell = more dragoons is... Iffy. Maybe we can change it to zealots/dts or protoss air units (which aren't really used right now). I was thinking that, instead of L1 being JUSt the void, let it already start spawning zealots/dts like the way Warrior's L1b is like currently (except much weaker, obviously).
- In fact, I think it'd be interesting to try a reversal between Warrior's L1b and Psion's dragoons. Make it so that Warrior's l1b spawns Dragoons. When I was playing the warrior, I felt that it was unecessary to have both L2 and L1b be offensive melee attacks, with both costing the same amt of gas. If we made L1b dragoons, it'd give the warrior a change of pace. On the other hand, Zealot's dmg is more dependable than dragoons, and giving zealots to Psion's L1 will help its farming deficit greatly, allowing us to lower Psion's rather large amt of HP and attack (making it a hard counter to Mech).
- Psion's l2 can be gravity well, making it so that Enemy can't escape the middle of the void, allowing the zealots to attack the enemy.

EDIT: nvm about phantom's needle hook..

Temple's HP
- Too much.. Yeah, your mutant took care of it quickly, but that's what Mutant's good at.. The Spawns, at the time of our demise, should've been able to kill the temple quicker.
(Btw, spawns are looking great. The only thing that's worrying me is the increased speed at which the spawns level up (2 day/night cycles instead of 3). It becomes quite oppressive quite quickly, and even as the warrior, I couldn't do much. But I think we should leave it as it is for now... I feel that it is very close to the sweet spot.. just not quite there :P)

Warrior's L2
- I thought it felt a lot weaker than it used to be.. it was a lot Shorter... One of it's primary advantage was that it can trap heroes... I made it so that DT's die one by one so that heroes won't get "trap-locked", unless they were really cloes to the warrior. This probly requires further testing.

Aesthetically Speaking..
- Terrain and everything looks great. I noticed a lot of details like beacon colors and such.
- I think some spell warmup effects can be more controlled.. For example, Mutant's L2's and L4's warmup is too excessive. But this stuff is pretty minor, and it really depends on one's opinion.. so w/e.
EDIT: - Oh yeah, make sure it is visible that pressing the [esc] key = spell description!!!

So far, it's awesome. I've only played it once, but everything seems well polished.

Post has been edited 2 time(s), last time on May 12 2011, 8:29 pm by UnholyUrine.



None.

May 12 2011, 9:29 pm FlashBeer Post #28



Quote from UnholyUrine
What's going On with the Psion?
- Okay, so I fucked up when I created this hero. The 1/2 or 3/4 dmg to small units was more detrimental to the hero than I thought it would be.
- The way that I tried to mitigate it was insubstantial (with the l1b being dragoon @ void), as I tried as hard as i could to keep the "Void" area control Gameplay in tact.
- I think we need to change the dragoon hero to have more offensively geared spells so that it can be used as a crutch for balancing.
- Right now, i think making its offensive spell = more dragoons is... Iffy. Maybe we can change it to zealots/dts or protoss air units (which aren't really used right now). I was thinking that, instead of L1 being JUSt the void, let it already start spawning zealots/dts like the way Warrior's L1b is like currently (except much weaker, obviously).
- In fact, I think it'd be interesting to try a reversal between Warrior's L1b and Psion's dragoons. Make it so that Warrior's l1b spawns Dragoons. When I was playing the warrior, I felt that it was unecessary to have both L2 and L1b be offensive melee attacks, with both costing the same amt of gas. If we made L1b dragoons, it'd give the warrior a change of pace. On the other hand, Zealot's dmg is more dependable than dragoons, and giving zealots to Psion's L1 will help its farming deficit greatly, allowing us to lower Psion's rather large amt of HP and attack (making it a hard counter to Mech).
- Psion's l2 can be gravity well, making it so that Enemy can't escape the middle of the void, allowing the zealots to attack the enemy.

Actually, Psion is different than last time you've seen it. L1b attacks rapidly with low damage scouts in a spread area over the void— not meant for PKing, but it does deteriorate enemy health and syphon mana while you land hits on them while they flee.
L2 for psion is an arbiter with an invincible dragoon constantly centered underneath, which lasts for a minute (the dragoon's hp bar is it's minute-long timer) before the dragoon vanishes and needs to be recasted (the arbiter will stay though, but does minor dmg compared to the dragoon). The arbiter can also cast recall as long as the Psion is within cloaking range, and within the minute timer.
L3 attacks foes with DTs and subtracts mana from nearby foes. If they are very close they are also slowed and rapidly drained of mana.

Quote from UnholyUrine
Temple's HP
- Too much.. Yeah, your mutant took care of it quickly, but that's what Mutant's good at.. The Spawns, at the time of our demise, should've been able to kill the temple quicker.
(Btw, spawns are looking great. The only thing that's worrying me is the increased speed at which the spawns level up (2 day/night cycles instead of 3). It becomes quite oppressive quite quickly, and even as the warrior, I couldn't do much. But I think we should leave it as it is for now... I feel that it is very close to the sweet spot.. just not quite there :P)

For the temple, I will just leave it as is for now. I haven't changed the temple HP so it should still be the same as it's always been. From the other end, it felt pretty hard to recover- such that I couldn't leave the base, or I would splash my temple to death. With non-self regenerating gates, and being invincible at the temple made it tough to keep the spawns off.
Should I increase the length of day and night by a bit?

Quote from UnholyUrine
Warrior's L2
- I thought it felt a lot weaker than it used to be.. it was a lot Shorter... One of it's primary advantage was that it can trap heroes... I made it so that DT's die one by one so that heroes won't get "trap-locked", unless they were really cloes to the warrior. This probly requires further testing.

Aesthetically Speaking..
- Terrain and everything looks great. I noticed a lot of details like beacon colors and such.
- I think some spell warmup effects can be more controlled.. For example, Mutant's L2's and L4's warmup is too excessive. But this stuff is pretty minor, and it really depends on one's opinion.. so w/e.
EDIT: - Oh yeah, make sure it is visible that pressing the [esc] key = spell description!!!

All of the DT types have actually been swapped, so warrior's L2 DTs now attack at a faster rate, and assassin runs faster.
There are some differences in uses of warrior's L1b and L2. Warrior's L2 traps himself but does more damage, while the L1b zealots attack away from the warrior, giving more range and allowing him to use it while still running. The L1b also, since casting during L1, raises his shields, and makes it so additional casts are only 25 mana.

Mutant doesn't have a warmup on the L2. If you were referring to L3— while it does have a warmup, the lurkers all attack near the same time, rather than a group of lurkers attacking twice with a pause between. The warmup on mutant L4 was so he can't just instantly turn a situation where he going to die, into an easy kill (e.g. DM going to land her L4... mutant just L4 dodges and pwns DM)

Quote
So far, it's awesome. I've only played it once, but everything seems well polished.
Thanks. I'm currently working on cutting some unnecessary triggers and rearranging for better trigger efficiency, which is getting tough to find now. Once the lag is destroyed, and the game ran through a few times for major balance issues and remaining bugs, I think the game can finally move to beta.



None.

May 12 2011, 10:18 pm Sacrieur Post #29

Still Napping

Quote
Actually, Psion is different than last time you've seen it. L1b attacks rapidly with low damage scouts in a spread area over the void— not meant for PKing, but it does deteriorate enemy health and syphon mana while you land hits on them while they flee.

Psion is my favorite. <3 going power l1b. Any chance they'll be some testing soon? :unsure:



None.

May 13 2011, 12:15 am FlashBeer Post #30



Working on triggers atm, will try to get testing in later today depending on how well I think the triggers are going. I will definitely be testing this weekend though.



None.

May 13 2011, 12:53 am UnholyUrine Post #31



"Seems" b/c I've only played once :rolleyes:



None.

Jul 22 2011, 10:31 am FlashBeer Post #32



Just finished up 1.7 BETA tonight. I'll need testers when I get time.



None.

Jul 22 2011, 10:20 pm Sacrieur Post #33

Still Napping

I waaaaaaaaaaannnnnnnnt it.



None.

Jul 22 2011, 10:23 pm Killer2121 Post #34



has anyone got progress on a SC 2 version of temple siege?

no1?.... sad face :(



None.

Jul 22 2011, 10:26 pm Jack Post #35

>be faceless void >mfw I have no face

Quote from Killer2121
has anyone got progress on a SC 2 version of temple siege?

no1?.... sad face :(
http://www.staredit.net/topic/12498/unread/#special



Red classic.

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

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