Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Dec 17 2011, 5:54 pm
By: Ahli
Pages: < 1 « 6 7 8 9 1025 >
 

May 4 2012, 10:32 am Jack Post #141

>be faceless void >mfw I have no face

Is it necessary to have the hotkey buttons at all? Never needed em in BW :3



Red classic.

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

May 4 2012, 10:48 am Ahli Post #142

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Jack
Is it necessary to have the hotkey buttons at all? Never needed em in BW :3
You never used "S" to stop a unit?
You never used "A" to attack move?
You never used "H" to hold position?




May 4 2012, 11:36 am Jack Post #143

>be faceless void >mfw I have no face

Quote from Ahli
Quote from Jack
Is it necessary to have the hotkey buttons at all? Never needed em in BW :3
You never used "S" to stop a unit?
You never used "A" to attack move?
You never used "H" to hold position?
I mean the on screen buttons.



Red classic.

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

May 4 2012, 12:38 pm luzz Post #144



Hotkey buttons are required... I'm not sure I know what your talking about tbh. If we don't have hotkey buttons then the player has to click on his skill, then click on the unit he wants to cast it on, or the point. It's much slower this was and people wouldn't like it.

This is one of the reasons I wanted the structure. It is wayyyyy faster using hotkeys than actually moving your mouse to select minerals, or upgrade your attack. Using the structure makes things seem more streamline imo.



None.

May 4 2012, 12:50 pm Ahli Post #145

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Jack
Quote from Ahli
Quote from Jack
Is it necessary to have the hotkey buttons at all? Never needed em in BW :3
You never used "S" to stop a unit?
You never used "A" to attack move?
You never used "H" to hold position?
I mean the on screen buttons.
They are needed to activate the button. There is no way around of having them except you want to trigger everything (which also means there is no mouse pointer change to crosshair for attacks).




May 4 2012, 1:14 pm Jack Post #146

>be faceless void >mfw I have no face

I'm saying there's no need for them to be visible. They can technically exist, just be moved offscreen, can they not? Or be blank and invisible. They take up valuable screen real estate and I'd say no one actually clicks them in game.



Red classic.

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

May 4 2012, 1:28 pm Ahli Post #147

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Jack
I'm saying there's no need for them to be visible. They can technically exist, just be moved offscreen, can they not? Or be blank and invisible. They take up valuable screen real estate and I'd say no one actually clicks them in game.
Yes they can be offscreen I think or hidden behind minimap.




May 4 2012, 1:35 pm luzz Post #148



Devlin will hide the attack/ move buttons. They won't take up screen space unless u have selected a summon (like zergling) that has no abilities. Then these buttons will take the place of the heroes abilities.



None.

May 4 2012, 7:15 pm DevliN Post #149

OVERWATCH STATUS GO

Quote from luzz
What about if the player has multiple units selected (summoner)? He wouldn't be able to see the HP of all his lings, just the first one he selected. I think.
If he has multiple selected, they would all show up in the bottom right frame (the unit info) as they would show up on the normal UI. On the normal UI, you don't see the HP or all your selected units other than through that anyway.

Quote from Ahli
Quote from Jack
I'm saying there's no need for them to be visible. They can technically exist, just be moved offscreen, can they not? Or be blank and invisible. They take up valuable screen real estate and I'd say no one actually clicks them in game.
Yes they can be offscreen I think or hidden behind minimap.
Yeah, they will be hidden onscreen.



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

May 5 2012, 1:18 am Ahli Post #150

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I've added a half simple AI.
It upgrades, can capture warpgates and uses spells to escape.

Only the summoner is totally stupid atm. :D




May 5 2012, 4:42 am luzz Post #151



haha awesome!! leave some AI stuff for me, i want some practice. xD Though, ill prob look at how you made yours to be able to do anything. Does the AI upgrade spells? Or just weapon attack and armor?



None.

May 5 2012, 9:17 am Ahli Post #152

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from luzz
haha awesome!! leave some AI stuff for me, i want some practice. xD Though, ill prob look at how you made yours to be able to do anything. Does the AI upgrade spells? Or just weapon attack and armor?
No. I would need to save some strategy info and implement builds to do so.
Atm, health/resources are chosen randomly with a higher percentage for lhealth increase.
Attack/Armor upgrades are spend via a function that just upgrades weapon, armor, weapon, armor, ....

I've never made an AI before in my life, so it's not using a better designed system. :D

At least computer players capture and attack and try to survive now. ^^
But I've a problem to order them to attackk closest units via attack-move like a humans... :S




May 5 2012, 9:11 pm UnholyUrine Post #153



Hey Ahli, are you going to be finishing up the Split Upgrades?



None.

May 6 2012, 4:09 am luzz Post #154



Unholy are u talking about the UI? Or the upgrades themselves? I created the split upgrade system already, but it's only available for LM. This is only because the LM is the only hero that I knew of that needed the split upgrades. Devlin will create the new UI and we can implement it more fully into the UI he creates.



None.

May 7 2012, 6:35 pm Ahli Post #155

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

news:
- fixed the disappearing cannons and the allied units that you were able to see through fog. I'm not sure how I fixed this, but setting the reveal time to 0 might have worked now.
- fixed impact sounds audible through fog via impact sound actor change. It needs to update continuously to work properly. SC2 engine might be bugged and set its default state wrong when created.
- fixed timers in lobby and selection screen to not skip a value and added a message display which game option was chosen.




May 7 2012, 7:41 pm UnholyUrine Post #156



Ahli, d'you mind adding the youtube videos I posted to the OP?

@Luzz
A lot of the heroes need split upgrades. Split upgrades add a much needed depth to the game.



None.

May 7 2012, 8:04 pm luzz Post #157



Ok, we will still need to nerf the HP and minerals style of play. Especially if we add split upgrades.



None.

May 14 2012, 10:00 pm UnholyUrine Post #158



Okay, so now that we have some form of Split Upgrades, I will be listing the way I feel heroes should be upgraded.
Feel free to discuss any of my ideas

Note:
- "Split Upgrades" mean the upgrade system we're using. Weapon upgrade #1 (W1) will always upgrade normal attack dmg, and maybe some other spells. Weapon upgrade #2(W2) will upgrade other spells
- "Special Upgrades" (S#) act as passive upgrades that does unique things to each hero.
- They are important in bringing about different playstyles. If you have any ideas, please type them here!!
- These are just preliminary ideas. They can be tweaked or rejected
- N/P = Name Pending
- C = Cost in minerals. Always approximate


Light Mage


Assault


Volt


Summoner


Assassin





Also, we are beginning to work on Heroes that we've struggled with.
Namely, a few of the heroes from TS1 has very "SC1-Styled" spells (think Mutant's L2).
The biggest problem is how to port it into SC2 with Sc2-styled spell effects.

I'll list them out here and if you have any ideas, please post them. It will be greatly appreciated.
  • Mutant - L2 and L3
  • Warrior - L2
  • Dark Mage - L2 - L4
  • Archer - L1 and L4
  • Phantom - L3
  • Mech - Transforming effects, L2, and L4.




None.

May 15 2012, 2:39 am luzz Post #159



For mech, I was thinking we could use the ares unit, he already had 3 transformations, and each one looks cool, so why not use him? It would also make it feel more like sc2 play style instead of replacing the unit with a different one.

I also had an idea for the archers l1 and 4. It was basically a different version of the LM l2, but arrows (hydralisk needles) would rain down constantly for like 5 seconds, damaging and slowing anyone beneath. His l4 would just be a bigger AoE with more arrows (and possibly the arrows on fire to make it look cooler). Only problem is that all my attempts at remaking the LM l2 have failed and the missile never appears... I'm sure ahli can make it tho.

Post has been edited 1 time(s), last time on May 15 2012, 2:56 pm by luzz.



None.

May 15 2012, 4:01 pm UnholyUrine Post #160



I have some ideas

For the Archer
L1 - Burning arrows - Arrows will be shot out @ a cone shape.. This means that the closer you are to your target, the more damage you will do
L2 - Piercing Arrow - An arrow shot that pierces through enemies and deals good damage and has good range. Not sure what to do when player fires it over a cliff or down a cliff (it might look weird?)

For Mutant
L3 - Hyper Claw - The mutant burrows and quickly slides towards target area, creating spikes and dealing damage. The mutant is void from any damage for the duration of the spell

For Warrior
I guess Charge of Courage will have to round out to be a damaging spell and might be better @ L2. A AoE damaging spell for L2 like Heroic Strike in TS1 would need some really weird effects.



None.

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