Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 2 3 4140 >
 

Aug 1 2008, 12:42 pm Magicide Post #21

Sleeping wolves wake hungry.

Quote from Zell.
well i have to say the summoner had 1 big advantage over all other heros.
My Undeaftable Strat:
I would just mass all mana and a couple cashes, spam tons of zling and waste them, suicide them at heros and such, and with all that mana just summon more. DO NOT UPGRADE SPELLS. When they start becoming powerful i would swarm the mid and have my lings own it. Next you swarm a safespot for yourself, consume a couple lings, swarm the warp gates, send lings to pwn em. Once the warpgates are dead i even put my excess points into spawn (only if the other team has no melee) then the cannons are as good as gone. Now you just rape the other temple. Simple as suiciding lings repeatedly, plauging, swarming, consuming. shit g2g anyway. yea

Or just swarm and rape the temple.

Much quicker.




Aug 2 2008, 1:31 am ClansAreForGays Post #22



Quote from Zell.
well i have to say the summoner had 1 big advantage over all other heros.
My Undeaftable Strat:
I would just mass all mana and a couple cashes, spam tons of zling and waste them, suicide them at heros and such, and with all that mana just summon more. DO NOT UPGRADE SPELLS. When they start becoming powerful i would swarm the mid and have my lings own it. Next you swarm a safespot for yourself, consume a couple lings, swarm the warp gates, send lings to pwn em. Once the warpgates are dead i even put my excess points into spawn (only if the other team has no melee) then the cannons are as good as gone. Now you just rape the other temple. Simple as suiciding lings repeatedly, plauging, swarming, consuming. shit g2g anyway. yea

Your strat is amateur. I could pick any char and own that play. The actual summoner is very gank'able, and if you leave him at temple you will see his effectiveness severely dwindle. The only thing you mention that was worth giving advice to nubs was to use most civs on mana increases.

The summoner losses his brokenness the more there are. 1v1 summoner is unbeatable, but that's about it.

Post has been edited 1 time(s), last time on Aug 2 2008, 1:38 am by ClansAreForGays.




Aug 2 2008, 4:35 am UnholyUrine Post #23



Hey ClansAreForGays.. could u please post v1.2 instead of v1 on the first post? ..
Or both? :P



None.

Aug 2 2008, 6:46 am Ryan Post #24



Hi. I noticed that with the Medic, you can skip the Upgrade HP option and just spam Healing Spirits, and then you can get your character to full health in a short matter of time. I'm not sure if this was intended, but it's pretty cheap either way.



None.

Aug 2 2008, 7:06 pm Thuy Post #25



hehe just a small mistake, armory says add 25 minerals, but it really adds 35



None.

Aug 3 2008, 3:09 am ClansAreForGays Post #26



I DEMAND A REMATCH TINO.

Get your friend too.




Aug 3 2008, 5:45 am Thuy Post #27



Quote from ClansAreForGays
I DEMAND A REMATCH TINO.

Get your friend too.

lol sure whisper mee



None.

Aug 4 2008, 6:26 am ClansAreForGays Post #28



updated some stuff




Aug 6 2008, 12:05 am Moose Post #29

We live in a society.

I must say that I enjoyed this map. I've only played three games and obviously haven't played as all of the heroes yet, so I offer that warning along with my points:

-In the north section towards the middle, there is a ramp than runs up and into a cliff wall. I don't know if that's intentional or not, but it's just weird.

-IMO, spawning and bases don't seem to be a good option for winning. I don't know if you intended building and spawning to be a major part of the game. Nobody I played with ever WANTED to capture bases... capturing a base means that more units start running around, and that means that the other team is going to level up faster.
EDIT: I played a game where I tried winning via spawning. I had Goons and Firebats crap running around, which is great. Except they give a LOT of exp to the other heroes when they kill them. With all those levels coming in, they're killing them and taking .5 damage in no time at all.
Also, a much quicker way to access which buildings spawn what would be great. (instead of cycling through many tutorial pages)

-The final spell for the Archon is a bit overpowered. Particularily when you can upgrade mana enough to regenerate all of the energy it uses by the time it's finished. That isn't necessarily the problem, perhaps a decrease in the transformed Archon's attack power and shields will do the trick. Unless a super pimped out Archon hero was intended to be a game ender. The only thing that can phase it is EMP. Otherwise it can just park in front of the enemy temple and laugh at anything that wastes its time shooting it.

-The area of effect for the Archon's second spell should be increased. Most of the enemies that it draws in are ones that were in the Archon's range already.
EDIT: I just played a game against an Archon and realized the drawing in spell affects heroes, too. Devastating combo with the mana-sucking spells the Archon hero has. Forget increasing the range. It's good where it is. :P Unless you want a second, bigger location for normal spawned units.

-Maelstrom is overpowered as a first spell. Wow, I've seen it rape so many times because players can't escape. Besides, there are only two heroes that it can't effect. I was glad to be on that team.

-The Zergling's Lurker spell does too much damage for my liking. But, I haven't actually played as Ling yet. I'll check it out and get back to you on this one. As of now, it seems that the +4 it gets is a bit much. +3 would be a bit better.

-I'd like to see more done with the day and night system. Right now, it just seems like vision is the only effect. But, I haven't played all the heroes yet. The DT hero would be the exception to this, because it becomes cloaked at night.

-I would like to be able to see the Dark Templar hero on the beacon, so I can click it and look at its stats.

-Have a good read of CAFG's hero commentary in the first post. It should give you some ideas on what could be balanced better.

-There are some grammar and spelling errors. (such as "has been slained", and a "ur" in the briefing). Since I like this map, I am willing to go through all of your strings and correct such errors for you if you wish for me to do so. Let me know.

EDIT:
-I just played as the Mech Hero, and it has some issues, too. First off, I think that the Vulture form needs the speed upgrade. Also, for the vulture, the "Rail Gun" attack is extremely lame - the Vultures change out too often and that means that about 75% of them don't even get a chance to attack. The upgrade damage for the one-shot tank spawns needs to be increased as well, +2 is not enough, considering you have the Zergling's Lurker spell getting upgrades of +4!
(Also, having each form on display behind the beacon will help influence decisions there.)

-For some reason, I cannot capture the top right base. I spent way more than 30 seconds more than one time and it didn't capture.

-Assassain is well made. I played it and cannot complain about this class. Any way to make Crippling Strike work on enemy heroes? The other heroes have paralyzing spells that work on other heroes. Other than that, I don't see why CAFG says this guy is a terrible base killer, considering he has a spell that makes the other base unable to attack him for 30 seconds, which is more than enough time to kill a Pylon powering some cannons.

MORE EDITS (to keep this all in one post):
-Make sure P12 Civilians are removed, in addition to removing Civilians for players upon elimination. Otherwise they can improve the team's spawns via level points or hit the anti-hack.

-South base has an unprotect geyser, whereas the north does not. The cannon placement of the geyser right out of the northernmost exit of the north base does not protect the geyser as well as the one directly north of the south base.

-Assault is a good class, except... Tear Gas blows. You use a DWeb to slow down enemies and drain their mana, making it nice for you to attack them. Until you find out IT AFFECTS YOU TOO. And if you want to attack the opponent affected by it, you have no choice but to walk into it. The only change I would make to this class is making the caster immune to the effects of Tear Gas.

-I was playing as Warrior, and for some reason it took my Dragoon spell a couple of seconds to cast. As in, the Dragoon was sitting there in the Gateway for roughly 15 gate seconds. This should not and can not happen, particularily when I'm about to die.

-Dark Mage needs a better fourth spell. I read it and didn't even want to get it. Late game Broodling spawns on your enemies. Big deal. Odds are they'll have enough upgrades to not take damage from them. The other spells are better and cost less.
EDIT: I didn't realize the player OWNED the broodlings and the upgrades applied. I was thinking the base's weak as shit Broodlings would pop up. Nevermind. :P

-Give the Summoner's Zerglings a +1 upgrade instead of +2. They attack so fast that +2 is too much. Or disallow them from the Attack Speed Upgrade.

-Can you adjustment the location on the Psi Disruptor or its placement? I shouldn't have to order my Civs to walk over to the spell upgrade purchase more than twice.

-I lost my last life while my probe was sitting by a Pylon. It didn't give the Pylon back to the base, leaving the cannons useless.

-Remove Ranger's buildings when he dies the last time.

-The Ranger's fourth spell takes awhile to attack get the attacks started. Too hard to hit with it.

-The HP upgrades don't seem like 6%. Considering we start at 20%, 6%s wouldn't add up to 100% anyway. Something's up there.

Post has been edited 19 time(s), last time on Aug 8 2008, 1:55 am by Mini Moose 2707.




Aug 6 2008, 12:10 am stickynote Post #30



Quote
-There are some grammar and spelling errors. (such as "has been slained") Also a "ur" in the briefing. Since I like this map, I am willing to go through all of your strings and correct such errors for you if you wish for me to do so. Let me know.

I noticed that too. It ticked me off.

Quote
-The experience seems to be inaccurate. I started off a game with five kills but no experience. When I started killing again I got a bunch of experience all at once.
I think that it actually gives 4 experience and 5 minerals every 5 <--(This number raises overtime) kills, but I'm not really sure.



None.

Aug 6 2008, 2:14 am ShizTheresABear Post #31



As for the map itself.. it's fun. Good job, Urine.

Post has been edited 1 time(s), last time on Aug 6 2008, 3:12 am by Mini Moose 2707. Reason: I really don't want to see the discussion break off into th



None.

Aug 6 2008, 3:45 am HailFire Post #32



(I may update this post later, depending)

Quote from Mini Moose 2707
-Assassain is well made. I played it and cannot complain about this class. Any way to make Crippling Strike work on enemy heroes? The other heroes have paralyzing spells that work on other heroes. Other than that, I don't see why CAFG says this guy is a terrible base killer, considering he has a spell that makes the other base unable to attack him for 30 seconds, which is more than enough time to kill a Pylon powering some cannons.

On this note: The crippling strike DOES work on heroes (Or at least it did in version 1.0). I've successfully used it twice on enemy heroes (the marine and the hydralisk), and the second time, scored a kill because the victim was blocked from escape by a wall of my broodlings. Related, rapid-clicking lets people keep just far enough ahead of me to prevent me from chopping him up. :-_-:

Also, for those playing the Assassin (my personal favorite), some tips:

-Escape is an invaluable tool. The Assassin is the only character capable of warping back to his temple for a quick heal, so be sure to abuse this as often as possible. Combining this with the outpost teleports gives the Assassin superb mobility, and Escaping is also useful for returning to your base to counter an enemy hero making an attempt at your Temple. Always always ALWAYS reserve enough energy to make a quick getaway when things get sticky (mana upgrades help here, so that you can cast spells OTHER than Escape without screwing yourself over).

-Operate by night. Again unlike all of the other heroes, the Assassin is virtually undetectable at night. Use this to slip behind enemy lines and damage their defenses; if at low health, or dawn's on your heels, escape. Unless you're feeling particularly bold, or it's near the beginning of the game, play defensive during the day, as the Assassin levels up the slowest of the classes.

-If you're fighting a Summoner mano a mano, you just lost the game (although this really applies to all classes): he'll almost invariably hide near his temple where you can't get to him and attack with summons. While consistent dosages of Escape and Crippling Strike let you easily dispatch his minions, it WON'T deal with the 45687239063 enemy gremlins industriously chewing apart your base.



None.

Aug 6 2008, 6:05 am Moose Post #33

We live in a society.

Quote from HailFire
On this note: The crippling strike DOES work on heroes (Or at least it did in version 1.0). I've successfully used it twice on enemy heroes (the marine and the hydralisk),
Yeah, I noticed it does when I played again. For some reason it didn't want to work on the Summoner in that particular game.

For some reason, when I was playing as the North team, I couldn't capture the northeast spawn point.

The Ghost's +4 damage combined with its range makes it a bit tough on Assassian, or any light armored unit (which is any unit but three :P) This might be fine left alone, though.

Also, I played some games where Civs didn't disappear for people who dropped or left. In addition, Civs need to be killed when a player loses, along with his buildings. One game featured Sunken Colonies, spawn rate upgrades, and anti-hack testing from beyond the grave.

Post has been edited 1 time(s), last time on Aug 6 2008, 6:20 am by Mini Moose 2707.




Aug 6 2008, 7:00 am ClansAreForGays Post #34



Updated first post. Added v1.1 :blush:




Aug 6 2008, 4:25 pm Moose Post #35

We live in a society.

Also, the terrain is slightly imbalanced. The south base has a Geyser that the other team cannot get to without going through cannons whereas the north base does not.




Aug 6 2008, 5:09 pm stickynote Post #36



Yeah, about the terrain in v 1.2, the terrain was a bit more for looks rather than practicality. Some of it was blocking passages, making it unfair for one temple or the other by making the distance back to the temple a further walk. In other parts, however, you have to use terrain to your advantage. There are places with dirt to jungle to high jungle to high dirt, and standing on the high dirt gives you further vision range at night, and and also in a battle with another ranged hero that didn't use the terrain and stayed on dirt.



None.

Aug 6 2008, 5:54 pm Moose Post #37

We live in a society.

Yeah, but one team shouldn't get a protected geyser when the other does not. That's just bad balance. :P
However, the terrain is not necessarily the problem there. Changing the geyser and cannon placement is an equally good fix.

I also edited my really big post above to consolidate all my ideas into one post.

Quote from ClansAreForGays
Defiler - Summoner. Rig city! Everyone scrambles for this unit. Pumps out as much as 10 lings that can be upgraded to crack lings for only 50 minerals.
80*

Post has been edited 1 time(s), last time on Aug 6 2008, 6:09 pm by Mini Moose 2707.




Aug 6 2008, 8:43 pm ClansAreForGays Post #38



These descriptions pertain to v1

Post has been edited 1 time(s), last time on Aug 6 2008, 11:39 pm by ClansAreForGays.




Aug 6 2008, 9:26 pm stickynote Post #39



Yeah, its also easy to rack in a shit load of money with the summoner. You could, if your lings are decently upgraded, send a couple to each lane.



None.

Aug 7 2008, 4:42 am ClansAreForGays Post #40



Some questions for urine:

Does medic's final spell set all ally's hp to %100, or just as high as their health is upgraded to?

makes that 'question' for now, some how I can't remember the others, but anyways you guys should hurry up and ask stuff too.




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