Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Dec 17 2011, 5:54 pm
By: Ahli
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Oct 29 2012, 2:58 am baelfire Post #261



No its super fun and I'm excited to be able to help.

Just played the volt and everything seems okay, but the L2 upgrade in the forge that allows you to pull more than one unit, I am not sure it is working correctly. The directions say it pulls all around like the old BW volt ability right? or does it just pull more than one in a straight line? Because if its like the old bw ability, it is not working properly. Other than that its good so far.

Will post more as I play the other characters. Will try to play more tomorrow. Peace and great job to the developer team. I am super happy that Temple Siege is back.

PS: please bring back the DM it was my favorite class.

PPS: already mentioned to jack, but a help menu would be useful for newbies and a hold position button for capping. Thanks again keep up the great work



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Oct 29 2012, 3:20 am OlimarandLouie Post #262



Oh dang, I need to play this.



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Oct 29 2012, 3:21 am Ahli Post #263

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

Quote from baelfire
hold position button for capping.
That should work with your default hold position hotkey... For most people it should be "H" (default hotkeys) or "E" (grid hotkeys).




Oct 29 2012, 7:54 pm payne Post #264

:payne:

I'll give this a try for sure when I finally come back home!

There should be a countdown timer letting players know how much more time is required for the conquering of one of the three middle "canon-spots".



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Oct 30 2012, 12:31 am luzz Post #265



I have made quite a few changes to the map today, and I am trying to post it (To get rid of the bugs, and add a bit of polish), but I cannot get ahold of Jack or UU, which is problematic, because Jack's account is the one that has the map published... everyone yell at them for this oversight! ^^



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Oct 30 2012, 2:32 am baelfire Post #266



Anyone want to play a game of the new Temple Siege 2? I have a game waiting :)



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Oct 30 2012, 3:09 am luzz Post #267



Tell me if you like the updates :) they were pretty simple to do. And as always, report bugs, everything I did was kind of rushed, so there might be problems.



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Oct 31 2012, 10:04 pm Alzarath Post #268

Praetor

Oh, this is actually happnening? I honestly never thought this map would come to fruition on SC2. I'd still probably prefer Hero Sanctuary, but hey, this is most definitely looking promising. Keep up the fine work. I'll probably give it a try someday. Hopefully it wont be as boring and unintuitive as some other SC2 map of the same genre.



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Oct 31 2012, 10:46 pm Norm Post #269



Quote from Alzarath
I'd still probably prefer Hero Sanctuary, but hey, this is most definitely looking promising.

Oh stop it, you!



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Nov 2 2012, 2:44 am xYoshix Post #270



Hey, I got a chance to play the map a bit. Great job with it so far :)
I have a couple first impressions I can comment on, but I don't really have enough experience to comment on the balance aspect.
One thing that you guys can work on is the appearance of the game. At first glance, the UI was very confusing and the terrain wasn't too appealing, but I'm guessing that's set in the last priority, considering not all aspects of the map are done yet.
I can't really say much about anything else. Maybe make the map more noob-friendly? I guess we'll have to see a larger audience to fully test out the balancing of each character. I love how you guys stuck to the sc1 roots. Keep it up :) I'm excited to see the finished product.



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Nov 2 2012, 2:52 am Jack Post #271

>be faceless void >mfw I have no face

Yep we're working on the UI now because it's fairly important for new players, and we plan on having tips and tutorials too. The terrain I'd like to do some work on, although if you could be more specific on what you don't like about it that'd be great.



Red classic.

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

Nov 2 2012, 12:43 pm Sacrieur Post #272

Still Napping

A few thoughts on LM.

Essence of light is terrifically useful and breaks the role of DPS ALL THE THINGS, but I think just weaker parts of your own abilities seems lazy, it should have a different set of abilities to really add some depth to the hero. For example, illumination need not be part of the lm's repitoire, and a nerfed version could be part of the l3's abilities.

l2 is terrible. Yeah yeah big explosion damage, but it has a latency, making it hard to aim. Anyone who just runs in random directions will dodge it. It's real use is only for farming, and without double exp, even using it and not l1 is silly, except to deny the enemy feed. Hardly justified to be a split upgrade. I suggest something more along the lines of the mothership attack like thing, where four different prongs of light energy blasts are created around the player (float around as small spheres or whatever), and then the player can expend them as a regular attack (possibly z + left click) and it will fling a blast with 1/4 the damage at the target (without a delay, very fast longer range attack, like the original lm).

l4 is okay, but I had an issue where I trapped a war in an l1 who had 1600 hp and 14 armor. I used l4 as well, with 21 upgrades. So that's 12*(150-14) + l1 which should have been around an additional 15*(40-14)*3 for a total of 1170 + 1632 = 2800 or thereabouts. Definitely enough to kill this war, but he used his l3 and didn't just barely survive, but managed to escape with about a 1/3 of his hp. I think the l3 glitched up with the l4 and allowed him to dodge the entire attack.

In any case, beyond that suspected bug, I think l4 should be tied to the arcane damage upgrade and be given a boost in power. Possibly starting at 150 + 5/upgrade. It's pretty terrifying DPS-wise, but with the split up you won't have an lm running around with 21 upgrades on l4 and l1 plus a regular attack of above fifty.



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Nov 2 2012, 4:46 pm UnholyUrine Post #273



Thanks,

I will be working on the terrain, and I plan to do a complete overhaul.

The individual spells of each hero is still up for debate and have a high chance of change. (In fact, we were discussing about changing LM's L4 into a giant death lazer). Balancing is lower in our priority list, and Split Upgrades are something we will deal with at a later stage. We might abolish it altogether, but we'll see.



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Nov 2 2012, 8:13 pm Sacrieur Post #274

Still Napping

Honestly, come to think of it. Why not remove lm altogether and replace him with a dragon knight (spell sword, arcane blademaster, swordsage, you know). Someone that uses both magic and fighting. And then just have a seperate mage class that can use both light and dark magics.

If you really want to set TS apart from other AoS, then add some serious depth to the characters so that while each is unique, they also have many different ways to play. Maybe it is a lot to ask, but honestly to revamp the AoS genre and really make a smash hit we would need to make a sequel, not just a repackaged TS (which tends to be what it is right now). I mean it's great to work from the TS1 template, but that game still pushed the boundaries of SC to function as well as it did. Why allow ourselves to get lazy and just copy the same things over?

By all means keep things how they are, but just hear me out. We can keep the action oriented gameplay of TS intact. It's actually one of its defining characteristics. But let's go out on a limb here and start exploring some other avenues. No, not items or equipment that randomly spawns on the map. Let's not just add different kinds of spawn (although we can certainly learn a few things from Hero Sanctuary).

Take for instance, the dragon knight idea. He's a guy (or girl, since uninefested kerrigan with a psiblade attached may be the best model) that fights with a sword as well as magic. So we need to capture this feel of mysticism and ferocity in a single package. He can't be terribly fragile, so first level spell go ahead and make defensive in some minor and personal way. Just go ahead and read through some of the things I came up with for spells.

l1: Dragonskin (passive) -- 20% armor bonus.

l2: Auspex (passive) -- In addition to seeing up cliffs, also gains detection. Vision range is increased by 1.

l3: Furious Blow (active) -- Physical attack damage increased by 100% on the next attack.

l4: Dragon's Breath (active) -- Magical fire that deals 75 splash damage (hellion flame, longer duration, attack speed 0.25).

Passive abilities aren't on a timer, rather they are low cost to activate, but remain active until deactivated or the player runs out of mana. They burn through mana while active, however. In addition, I suggest mana to be separated into into two categories. Arcane potency and arcane stamina. The first would increase, as it suggests, the potency of magic. The damage/bonuses/hexes would be increased across the board by a small amount. For example, in the l2 example above, the vision bonus would increase to 2. Arcane stamnia, on the other hand, is just the typical mana upgrade.

I think the above spells would give someone too aggressive for a spellcaster class (but not as ballsy as a warrior class) a place to slide in. There's clearly a lot of potential for DPS, but there's a balance between that, scouting, and defensive capability. It's really rough, and if I were to develop it more, I would add some more skill synergy.

But yeah, just some thoughts.



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Nov 2 2012, 8:40 pm LoveLess Post #275

Let me show you how to hump without making love.

Game is gay because the Medic isn't added yet.



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Nov 2 2012, 9:39 pm ImagoDeo Post #276



Not sure if it was a glitch, but:

The other day I was playing against Sac as Warrior. He was LM. He activated his L1 (which had like 1000 bonus damage) at the exact same time as I pressed E (Dancing Blades). I took no damage, avoided the entire attack, and left him stunned after which I killed him with my L1 trap. I honestly should have died, considering how much damage he was capable of doing. As a result I won the game 1v2 since that was his last life and I killed Stormrunner right afterwards (again with the stun from DB).

The glitch would've been a targeting issue with DB. It shouldn't have kept firing for the entirety of LM's L1, but it did.

Also, 5 seconds is a huge stun... just sayin'.

Edit: Attached replay. Incident is at around 38:30, when Sac is at the front of south base. Stormrunner runs for cover and then chaos ensues.

Attachments:
Temple Siege 2.SC2Replay
Hits: 3 Size: 184.46kb

Post has been edited 1 time(s), last time on Nov 2 2012, 10:10 pm by ImagoDeo.



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Nov 2 2012, 10:42 pm Ahli Post #277

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

Quote from ImagoDeo
Not sure if it was a glitch, but:

The other day I was playing against Sac as Warrior. He was LM. He activated his L1 (which had like 1000 bonus damage) at the exact same time as I pressed E (Dancing Blades). I took no damage, avoided the entire attack, and left him stunned after which I killed him with my L1 trap. I honestly should have died, considering how much damage he was capable of doing. As a result I won the game 1v2 since that was his last life and I killed Stormrunner right afterwards (again with the stun from DB).

The glitch would've been a targeting issue with DB. It shouldn't have kept firing for the entirety of LM's L1, but it did.

Also, 5 seconds is a huge stun... just sayin'.

Edit: Attached replay. Incident is at around 38:30, when Sac is at the front of south base. Stormrunner runs for cover and then chaos ensues.
Thanks for the report and the replay. The replay is incredible helpful to understand what's going on. :)

Warrior's L3 dancing blades targets the light balls of the Light Mage's L1. That is not intended. This adds 16 targets for dancing blades which raises the duration of it by a large amount.
Dancing Blades dodges flying projectiles because the Warrior is moved around to the target during that spell which has this effect.
Light Mage's L4 was canceled due to dancing blade's stun. It only hit the Warrior twice I think.

Luzz suggests that Light Mage's L2 and L4 receive a redesign. L2 can be easily dodged and L4 can be canceled and inhibits micro. If you have cool suggestions for these spells, let us know. :)

edit:
I disallowed invulnerable targets for dancing blades now.




Nov 3 2012, 5:52 pm Sacrieur Post #278

Still Napping

I have suggested a spell change for the lm l2.

Arcane Blast (50 mana)

Creates four glowing orbs that circle the player (like turtle shells in mario kart). By pressing Z the cursor turns into a small target where the blast will hit. Left clicking while holding Z will cause one of the orbs to fly at the target and explode (without delay). Deals 50 - 100 damage (upgradable), splash.

The player would be able to spam the button four times to launch all four orbs in quick succession. Casting l2 (which may take time), causes the orbs to be replenished to four.



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Nov 4 2012, 4:26 pm ShredderIV Post #279



Why not just make lm's l2 much like it was in ts for bw... shoot out projectiles at random targets within a certain range, that take time to travel and do splash damage...



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Nov 4 2012, 6:54 pm Sacrieur Post #280

Still Napping

What's wrong with my idea? I don't think continuing lm easy mode is the right direction for ts. More action and more skill = better ts.



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