Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1
Temple Siege v1
Jul 10 2008, 8:31 am
By: ClansAreForGays
Pages: < 1 « 17 18 19 20 21140 >
 

Oct 3 2008, 3:28 am ClansAreForGays Post #361



Quote from UnholyUrine
Hi Guys! I'm very glad that you guys like my ma and are fighting about it XD..
I have came up with very novel ideas for the Spirit Bear (Now Beast Shaman) and I'm planning to start adding the new chars..

What I need is Moose's edited version of the map
The map is like 99% done, it just needs like 2 more fixes(sometimes in 2v3's the 2 team gets 3 civs each, and assim balance).
There's no reason moose won't give you the unprotected version, but you should wait a day or 2 until 1.4m is finalized.
Quote
I was looking on the list of changes.. and I have several questions: (this is because i know my triggers the best)
And I'm also asking because you guys should know the balancing as well as I do now.. And I might miss a lot of things.
1. Are the changes ALL done?
There's actually more fixes in it than he listed.
Quote
3. How was the balancing issues with making Level Up Spawn cost 4 civs? Note that if you're playing 2v2, you can right away choose to level up spawns.
spwns are still totally unused. Even if it was made to 3, no1 would bother with it, you just feed the other team more. I'm soon going to run a test match where spwn upgrade is 1. If the upped spwn team still loses, drastic changes are required.
Quote
4. You said u reset paralysis/spell effects upon death.. That includes at least 2x2x12 = 48 Triggers that you changed O.O .. did u really do all of it? Did u remove all the spell effects, i.e. Dark Mage L3 spell, L4 spell, etc. ?
Notepad's "replace with" function does wonders.
Quote
5. The queens/dropship/valkyrie is a result of using "Hero Locations", which are centered on the hero and is only 2x2, rather than "arena".. which covers the entire arena. Smtimes the units, when created, is moved out of the lcoation, and therefore don't get killed. Did u change all of it?
yes
Quote
6. Add Gradual Exp for capturing bases?? I Don't really know about that... if you've done it.. how did it turn out balance wise?
It's not done yet, me and shocko are still lobbying moose for it. Right now it just gives a 1 time 12 xp boost on capture, and it only spwns 2 broods/ling/'w/e'. My proposal is that it gives the controlling team 1 xp each spwn cycle. Playing games where players fight over spwn control is very fun and refreshing.
Quote
7. YOu Changed Mech to Regular Goliath?? There are TONS and TONS of Triggers that set the HERO mech? Did you actually went in and CHANGEd them ALL?? I.E the Healing Settings.. Spell settings, Location Centering.. ???
Yes, find and replace, and it was all worth it. Mech should have been reg gol from the beginning.
Quote
8. How is Summoner so far.. I had the most trouble with him...
Balanced as hell. 1.2 already got it right, 1.4 was a move in the wrong direction with terrible repercussions. You inadvertently also nerfed mutants lv2 to half its damage, making lurk tech the only reasonable path to choose.
Quote
9. Warrior's spells aren't supposed to be High Dmg.. It is supposed to be its weakness. Plus, It spawns a LOT of DT's, which is more for Confusion rather than real Damage. the Real damage should come from warrior itself. (But if u say that it's better, then okay..)
Couldn't agree more, but +3 is actually working out nicely. I'd keep it.
Quote
10. To Give the pylons controlled by players that left is only possible if the pylons was INSIDE the relative base... This is because the pylons are given to P12... and p12 could've been from force1 or 2.. so the triggers wouldn't be able to tell which player the pylon USED to belong to..
The solution could be that neutral pylons are given to the first team that sends a probe to it.

Quote
Plus, I want to start working on the new chars.. To be honest, the glitches/imbalances was definately making me slow down.. I have to say that I Owe a lot to you.. and your name should definately be on the Map.. in the forces + briefings + description + ingame if u can (Altho i bet u already put ur name in ;) ;)) I don't mind... Besides.. I didn't protect the map for this very reason.. As long as u don't remove my name, it's cool...
I wouldn't mind seeing CAFG in the bottom force title.

Quote
I also want your help with balancing the new chars when i'm done with them If i ever will finish them. I'm still pretty busy, especially these two weeks since i got job interview, and midterms, and term papers due IN THESE TWO WEEKS ! ! ! however after those, I can spare sm time...
All of these balances/fixes could have been implemented in 1.4 but you insist on being a westie 99% of the time. Believe me when I say me and moose know more about balancing than your clan members. Just talking to them about unit changes and balances let me know there would be some ill-informed changes in 1.4

Quote
Anyways!! I'm very glad that you guys enjoy the map ^^.. I made the map from my passion.. I always wanted to see these types of 'classes' with crazy spells such as spawning a Bomber.. or making enemies spawn ur Broodlings (hell yeah!) . And, of course, the new chars will contain the same crazy type spells that will be balanced and blow ur minds away! =D

P.S. .. .CC hero? but of course ;)
Plz rename Ossup or however you spell it. I like DBZ but I don't stick goku in my MTG maps.

Also, I'm compiling a design document to be an open proposal to SEN to make an epic UMS lore map 'ala Temple Siege. Long story short, I'd like to see a map that really speaks to UMS players and works on assumed knowledge of very popular maps. Like Volt would be Du'Tal from AoS, and the flying CC would be an AstroGear from, well you know(already your idea). It's pretty much an anniversary map where players could actually be their fav chars from past epic maps.




Oct 3 2008, 4:17 am Moose Post #362

We live in a society.

Quote from UnholyUrine
1. Are the changes ALL done?
Everything listed that isn't in the to-do at the top is done.
Some more recent changes, however, are in my working copy, not the one I've released.

Quote from UnholyUrine
2. Did u srsly added the Inconsistant Max Mana for me? (<3 and Sorry XD I was lazy that day)
Your mana triggers were disorganized. Well, understatement. Scattered accross the triggers. And redundant. As are far too many of your triggers. It's no wonder you don't update this because you probably can't find anything yourself.

Quote from UnholyUrine
3. How was the balancing issues with making Level Up Spawn cost 4 civs? Note that if you're playing 2v2, you can right away choose to level up spawns.
And you can lose not too shortly thereafter when the other team has 10 more levels than you.

Quote from UnholyUrine
4. You said u reset paralysis/spell effects upon death.. That includes at least 2x2x12 = 48 Triggers that you changed O.O .. did u really do all of it? Did u remove all the spell effects, i.e. Dark Mage L3 spell, L4 spell, etc. ?
No, I just added two triggers instead. You have painful roundabout ways of doing a lot of things. ;o
In fact, if I went through making shit efficent I could probably take off a good few hundred lines.

Quote from UnholyUrine
5. The queens/dropship/valkyrie is a result of using "Hero Locations", which are centered on the hero and is only 2x2, rather than "arena".. which covers the entire arena. Smtimes the units, when created, is moved out of the lcoation, and therefore don't get killed. Did u change all of it?
In all my playing I have no seen any units randomly survive that should not have. Nor has anyone reported any.

Quote from UnholyUrine
6. Add Gradual Exp for capturing bases?? I Don't really know about that... if you've done it.. how did it turn out balance wise?
Didn't try it yet.

Quote from UnholyUrine
7. YOu Changed Mech to Regular Goliath?? There are TONS and TONS of Triggers that set the HERO mech? Did you actually went in and CHANGEd them ALL?? I.E the Healing Settings.. Spell settings, Location Centering.. ???
Copy to Notepad. CTRL+H.

Quote from UnholyUrine
8. How is Summoner so far.. I had the most trouble with him...
He rapes hard. Possibly too hard.
A well-placed Mutant L2 is now probably the most powerful L2 in the game. No other L2 can rip off thousands of HP like that.

Quote from UnholyUrine
9. Warrior's spells aren't supposed to be High Dmg.. It is supposed to be its weakness. Plus, It spawns a LOT of DT's, which is more for Confusion rather than real Damage. the Real damage should come from warrior itself. (But if u say that it's better, then okay..)
Next you're going to tell me Dark Mage is a mage. :P

Quote from UnholyUrine
All in all.. for sm1 who didn't make the map to do so much work.. I am VERY VERY Grateful.. All the questions above are just me asking as the creator.. Since you're messing with MY BABY !! ! ! ! I just have to know as much as possible :C
I can't possibly provide more than the change list. I've been very meticulous in documenting everything that I have done.

Quote from UnholyUrine
P.S. .. .CC hero? but of course ;)
*Moose's team selects Dark Mage, Mutant, Warrior, Assault, Summoner, or Assassin* (Might as well throw Medic vs heavy armor in here too.)
*Other team selects CC*
*MiniMoose2707 has left the game.

Post has been edited 2 time(s), last time on Oct 3 2008, 4:29 am by Mini Moose 2707.




Oct 3 2008, 5:35 am UnholyUrine Post #363



-Okay okay I'll rename Ussopp altho I really like it :S because Ussopp's the underdog of the anime but has sm crazy sniping/anoying skills...
-Fighting for base capture... The only way we can do that .. really.. is to gradually give them Experience..
-For the Document thingy..... u should do a poll or something haha..
-I am a Westie because I live on West <_<.. Also, my clan members has nothing to do with it >:C I was just lazy.. Altho i admit u guys are better with balancin than them :bleh:
-the CC's general attack will require it to be landed. Does that Solve ur problem, Moose?
-What can be done to balance Summoner? I'm shit outta ideas :S.
-My Trigger are All over the place because I use Starforge for Triggers.. The "Move up/Move Down" option on the trigger window is broken (at least in my ver).. lol.. AND i'm pretty disorganized myself =)...
However.. I usually Comment stuff in case I lose where my triggers are.. which are wasteful ya, but w/e.
Btw.. what are some "Painful roundabout" ways?.. Lol. I do them that way to save trigger work.. altho smtimes it means more work in Conditions/Actions so w/e..
-Generally, I just don't have time.. I'll go on East more often.. but everytime i go in u two are not there :C (Except that one time).. anyway still.. I'd put both of ur names in the map :)... and when you're done please give it back.. .. Cause I feel kinda bad making you guys fix it for me :C



None.

Oct 3 2008, 7:11 am Moose Post #364

We live in a society.

Quote from UnholyUrine
-Okay okay I'll rename Ussopp altho I really like it :S because Ussopp's the underdog of the anime but has sm crazy sniping/anoying skills...
I have to agree with CAFG. You have all these genericly named heroes then you throw in Ussopp? WTF? The types of names for heroes is one of the few consistent things in this map. :P

Quote from UnholyUrine
-the CC's general attack will require it to be landed. Does that Solve ur problem, Moose?
I still don't see it being more than a novelty or something too far removed from the concepts of what heroes should be.

Quote from UnholyUrine
-What can be done to balance Summoner? I'm shit outta ideas :S.
Getting better teammates. Summoner is fine, you just have to know how to beat it. You need to be EXTREMELY aggressive in keeping him down and denying exp. Some classes are ridiculously anti-Summoner. (Assault, Ling, Zell, etc.)

Quote from UnholyUrine
-My Trigger are All over the place because I use Starforge for Triggers.. The "Move up/Move Down" option on the trigger window is broken (at least in my ver).. lol.. AND i'm pretty disorganized myself =)...
Yeah, that's my one gripe about StarForge. If someone merged SCMD2's text powers with StarForge's autocomplete, it would probably be the best trigger editor.

Quote from UnholyUrine
Btw.. what are some "Painful roundabout" ways?.. Lol. I do them that way to save trigger work.. altho smtimes it means more work in Conditions/Actions so w/e..
When I get around to improving efficency I'll show you.

Quote from UnholyUrine
-Generally, I just don't have time.. I'll go on East more often.. but everytime i go in u two are not there :C (Except that one time).. anyway still.. I'd put both of ur names in the map :)...
I did all the grunt work. Lul.

Quote from UnholyUrine
Cause I feel kinda bad making you guys fix it for me :C
Making us? I'm doing this of my own free will.

So anyway, I want to write down my hero idea before I forget:

PHYSICIST
Dragoon, 300 shields, 4200 HP, base armor 2, 36 + 4 dmg. (subject to change)
Level 1 - Chrono Shift: Moves time forward 30 seconds in order to recharge shields. (note that Temple heal does not heal shields) Originally I didn't have the shield recharge in there, but I wouldn't see much incentive to shift time forward otherwise. Considering his explosive damage won't be one hitting spawns very much.
Level 2 - Repulse: After effects explosions, moves nearby enemy heroes and units back to their Temple. Essentially, this the Assassin's L1 in reverse. A good "go away" for survival.
Level 3 - Banish: After effects explosions, relocates nearby enemy heroes and units to an area off the arena. They remain there for 120 pulses until the spell ends. Then they are moved back to the spot that they were "banished" from. This allows the Physicist to deny the other team exp, to run away, have his team set up an ambush, get in some damage on the Temple, etc.
Level 4 - Dimensional Fracture: The physicist's only true offensive spell. Spawns a Carrier with 4 inteceptors for the Physicist that do 75 + 5 dmg for 120 pulses.

Post has been edited 1 time(s), last time on Oct 3 2008, 8:46 pm by Mini Moose 2707.




Oct 3 2008, 8:57 am Flying_Fish Post #365



I got an idea for a new hero, here it is.
You seem to have most of the generic classes covered but i feel this got left out.

Sniper

Unit: Ghost (one of the spare ones), ~3300 HP, base armor 0-1, ~30 + 4-5 per up.

Will be a very strong unit, very powerful attacks but will have extremely low health making it very defenseless and very vulnerable when when attacked or from a planned assault. This ghost should have the cloak ability but not lockdown. The cloaking can be used as its primary defense from attacks rather than high health or heavy amour

Level 1 - Distraction: Spawns 1 unit (any type) with 0 attack 9999 health and 255 amour dies after 10 seconds.
Level 2 - Steady Aim: Invincible for 6? seconds.
Level 3 - M107 .50 Sniper Rifle: Creates one invincible battlecruser that does ~250 damage and dies after 6 seconds.
Level 4 - Headshot: Spawns 1 (other) invincible ghost that does a very large amount of damage, like 550-750 etc something dies after 4 seconds.

Sounds interesting?
Any suggestions?

Post has been edited 1 time(s), last time on Oct 3 2008, 9:37 am by Flying_Fish.



None.

Oct 3 2008, 11:47 am Vi3t-X Post #366



Sounds like a ranged assassin.



None.

Oct 3 2008, 3:28 pm ClansAreForGays Post #367



I don't like the 'sniper' at all.

Physicist's lv1 should progress the countdown timer at top 1:00.

His lv3 should switch with his lv4.(so the carrier only does 75 +3 for 100 pulses)




Oct 3 2008, 3:32 pm Moose Post #368

We live in a society.

Quote from ClansAreForGays
Physicist's lv1 should progress the countdown timer at top 1:00.
Quote from Mini Moose 2707
Level 1 - Time Bend: Moves time forward one minute in order to recharge shields.
Sorry if it's unclear. "Moves time forward one minute" means "sets the countdown timer forward one minute". You must have been confused among the other measurements of time used in the map.




Oct 3 2008, 3:54 pm Flying_Fish Post #369



Quote from ClansAreForGays
I don't like the 'sniper' at all.
You don't...:(
What exactly is wrong with it?
Are the spells just stupid?
Are the stats unbalanced?

Obviously i don't think its bad otherwise i wouldn't be posting it.
I just think its one of those generic units that is missing yea its a bit like a ranged assassin, but it does have different spells and you don't think it would be fun to play with or a good addition to the game?

It just looks like a good unit to me, can be very basic for newcomers yet if used right can be extremely powerful and a really nice unit.
It has will have some different elements that no other unit has such as cloaking etc.

Can you give some reasons why this unit is no good or some constructive criticism?



None.

Oct 3 2008, 4:03 pm Moose Post #370

We live in a society.

The fact that isn't generic but hasn't been used isn't enough reason to put it in. In fact, that shouldn't involved when considering whether it should be added or not.

The low HP / vulnerable but high damage niches are already filled by Light Mage, Mutant, and Summoner.

Quote from Flying_Fish
It has will have some different elements that no other unit has such as cloaking etc.
Ummmm... Dark Mage? Medic?




Oct 3 2008, 4:08 pm Flying_Fish Post #371



Quote from Mini Moose 2707
The fact that isn't generic but hasn't been used isn't enough reason to put it in. In fact, that shouldn't involved when considering whether it should be added or not.

The low HP / vulnerable but high damage niches are already filled by Light Mage, Mutant, and Summoner.

Quote from Flying_Fish
It has will have some different elements that no other unit has such as cloaking etc.
Ummmm... Dark Mage? Medic?
Ok i see your point there, i guess there is a few similar units already.
For new units are you looking for more original out of the box ideas now?



None.

Oct 3 2008, 4:10 pm Moose Post #372

We live in a society.

I'm not looking for anything. I'm fine with the heroes that are there now, but I'm willing to listen to ideas. Feel free to go outside the box, but not too far outside the box... like to a critter hero that works off spawns or a floating CC. :P




Oct 3 2008, 4:15 pm Lt.Church Post #373



quite honestly i like the physicist idea XD i'd love to be all like running for my life, double take and send um back to base and be on my marry little way lol. also possible way to make melee units balance cc? virtual HP? could have a skill that allows it X amount of time to travel over water, otherwise its ground-bound by its vHP? i unno seemed like a pretty good solution to me, that way you could also upgrade armor =P

edit:excuse my grammar and sentence structure, i just woke up and im sick. :(



None.

Oct 3 2008, 4:53 pm Moose Post #374

We live in a society.

Quote from UnholyUrine
Btw.. what are some "Painful roundabout" ways?.. Lol. I do them that way to save trigger work.. altho smtimes it means more work in Conditions/Actions so w/e..
Now that I'm working on it and have an example:

Superfluous Triggering


Place an extra civ for each player in the level up area and TADA, six triggers that don't always do what they're supposed to do become two easy triggers:

Quote
Trigger("Temple of the North"){
Conditions:
Always();

Actions:
Kill Unit At Location("Temple of the North", "Terran Civilian", 1, "Level up Civ");
Comment("Civ balance");
}

//-----------------------------------------------------------------//

Trigger("Temple of the South"){
Conditions:
Always();

Actions:
Kill Unit At Location("Temple of the South", "Terran Civilian", 1, "Level up Civ");
Comment("Civ balance");
}

//-----------------------------------------------------------------//

BAM. Done. Easy, efficent. 83 lines become 21.

Post has been edited 1 time(s), last time on Oct 3 2008, 5:15 pm by Mini Moose 2707.




Oct 3 2008, 6:19 pm InsolubleFluff Post #375



I personally never bothered to read the new hero's but what i've taken from it is that the Critter is the most USELESS unit ever, but closely second by the command center, since neither of them can attack, which aside from the summoner, whom we've already established is a fairly cool guy, they would be the only other two units that do not have a melee/ranged attack... Spells are great and all, but I ultimately think that if somebody EVER picked the Command Center as a hero, I would just get the most Anti-Air unit I could possibly think of, and just rape his face so hard that it was about as funny as spawn upgrades costing 1 civilian was.
As for the critter, I think a good old classic eat fest would come in handy for him.

Edit: Blow me, you know who you are :P!

Post has been edited 1 time(s), last time on Oct 3 2008, 6:44 pm by Shocko.



None.

Oct 3 2008, 7:01 pm Vi3t-X Post #376



Command Center - Floating Fortress. The Ultimate Character

Spell One: Mana Burst, Slowly Consume Gas, per 10 gas comsumed, create one wraith.
Spell Two: Suicide Drones, Per 20 gas consumed, P12 interceptors will eject and explode. Explosion stuns heroes and kills a small radius of spawns.
Spell Three: lolkickasscc, Battlecruisers spawn in attack formation (one shot, remove, replace).
Ultima: Repair, Per 5 gas consumed, the command center will remain invincible for an allocated ammount of time.
Loleasteregg: Lights Off, Teach them a lesson to hotkey their units.

General Attack: Interceptors, generated from a hidden location and moved to the Command Center's location
Wtf?: When the CC lands, Scarabs launch from its insides. DURR



None.

Oct 3 2008, 7:49 pm InsolubleFluff Post #377



His Level 4 is pretty much rigged IMO...
assuming you get max mana and L4 that is, you get about 2 mana per second so if the allocated amount of time was anymore then 2.5 seconds per 5 gas he would be invincible forever...



None.

Oct 3 2008, 8:00 pm ClansAreForGays Post #378



You actually took time to respond to Vietx's retarded dribble?




Oct 3 2008, 8:02 pm Vi3t-X Post #379



For the last time, who the hell is Vietx?

And the CC thing was a joke. Although it only proves that a CC is not as vurnerable as you may suspect. Hell, implement a "purchase more weapons" instead of upgrades and DER U Go



None.

Oct 3 2008, 8:21 pm Moose Post #380

We live in a society.

Quote from Vi3t-X
And the CC thing was a joke. Although it only proves that a CC is not as vurnerable as you may suspect. Hell, implement a "purchase more weapons" instead of upgrades and DER U Go
Yeah, we can give a critter a "kill all enemy heroes at anywhere" and it won't be as "vurnerable" either.




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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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