Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Sep 21 2010, 12:59 am
By: UnholyUrine
Pages: < 1 2 3 4 5 622 >
 

Oct 15 2010, 5:01 pm Azrael Post #61



I don't know about this whole "Summoner degen" thing. Doesn't that sort of defeat the purpose of Summoner? He may be just as strong when being sent straight out to fight another hero, but why should his units start decaying away from him?

The whole reason they can grind indefinitely in the first place is because they have health regen, wouldn't it make more sense to just turn that off when they're away from the Summoner? Going past that in the other direction, and forcing health degen, seems like serious overkill.

If Summoner is going to have severe penalties imposed on him for chilling in safety then he's not really Summoner anymore.




Oct 16 2010, 10:11 pm NinjaOtis Post #62



Quote from ImagoDeo
The key thing to decide if you're going to make TS2 is whether you want to keep it similar to the original or not. Do you want all the same heroes, just redone with SC2 flexibility? Do you want totally different heroes with all-new abilities to take advantage of SC2's powerful editor? Do you want mostly the same heroes with some tweaks here and there?

That's what you need to decide before you move on. Then you can actually start talking about the heroes, about the spawns, etc.

Original



None.

Oct 17 2010, 12:15 am fat_flying_pigs Post #63



Quote from ImagoDeo
The key thing to decide if you're going to make TS2 is whether you want to keep it similar to the original or not. Do you want all the same heroes, just redone with SC2 flexibility? Do you want totally different heroes with all-new abilities to take advantage of SC2's powerful editor? Do you want mostly the same heroes with some tweaks here and there?

That's what you need to decide before you move on. Then you can actually start talking about the heroes, about the spawns, etc.
That isn't really the issue of what makes it TS2. The very idea of assims, upgrading spawn, high ground, etc is what make TS what it is, and not Dota-ish. Weather the heroes are exactly the same, similar, or completely different won't change TS2 that much.

Quote from Vortex-
Original
Yay!

Quote
If Summoner is going to have severe penalties imposed on him for chilling in safety then he's not really Summoner anymore.
You only consider things penalties or nerfs when something that was there is taken away. So rather than making a over power summoner then nerfing it, they are making a weaker summoner and giving benefits to having the hero around.

Quote from FlashBeer
They will not die, their hp will just go down to a low %. It's a slow degrading hp, so they would still have a lot of hp if recently sent out to attack a hero or something. They just won't have a prolonged life away from the summoner, such as grinding indefinitely until a hero kills it.
OMG IS FLASHBEER HELPING?!? If so, this map will be f***ing awesomeee!





Any update on the map's progress?



None.

Oct 17 2010, 7:36 pm Jack Post #64

>be faceless void >mfw I have no face

We're still slowly getting the basic map ready, and planning everything.

In case you were wondering, the team consists of myself, UU, flash, biophysicist, wingzero, JB4Times4.

At the moment the map will be mostly similar to the original, with most/all of the old heroes, but we'll add new heroes and redo the spells to fit with the new editor. At the moment the big contention points in the dev team are what spell system to use, and whether to have items or not.



Red classic.

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

Oct 17 2010, 7:40 pm Azrael Post #65



Quote from fat_flying_pigs
Quote
If Summoner is going to have severe penalties imposed on him for chilling in safety then he's not really Summoner anymore.
You only consider things penalties or nerfs when something that was there is taken away. So rather than making a over power summoner then nerfing it, they are making a weaker summoner and giving benefits to having the hero around.

It would make Summoner weaker if lings didn't have health regen when they were away from him. Why make it degen?




Oct 17 2010, 9:43 pm payne Post #66

:payne:

Quote from Jack
In case you were wondering, the team consists of myself, UU, flash, biophysicist, wingzero, JB4Times4.
Now I have that secret list! >:D
Lol, he kept refusing to tell me via PM, and now tells it publically: what a bitch! :P



None.

Oct 18 2010, 5:05 pm ImagoDeo Post #67



Quote from Jack
We're still slowly getting the basic map ready, and planning everything.

In case you were wondering, the team consists of myself, UU, flash, biophysicist, wingzero, JB4Times4.

At the moment the map will be mostly similar to the original, with most/all of the old heroes, but we'll add new heroes and redo the spells to fit with the new editor. At the moment the big contention points in the dev team are what spell system to use, and whether to have items or not.

I think items are a good idea. You can make the spawn drop stuff.

Also, command-card spellcasting with hotkeys is best. Period. End of story.



None.

Oct 18 2010, 5:25 pm fat_flying_pigs Post #68



Quote from ImagoDeo
Quote from Jack
We're still slowly getting the basic map ready, and planning everything.

In case you were wondering, the team consists of myself, UU, flash, biophysicist, wingzero, JB4Times4.

At the moment the map will be mostly similar to the original, with most/all of the old heroes, but we'll add new heroes and redo the spells to fit with the new editor. At the moment the big contention points in the dev team are what spell system to use, and whether to have items or not.

I think items are a good idea. You can make the spawn drop stuff.

Also, command-card spellcasting with hotkeys is best. Period. End of story.

NO. The gateway spell system is the best; use it :P



None.

Oct 18 2010, 9:40 pm Jack Post #69

>be faceless void >mfw I have no face

Quote from fat_flying_pigs
Quote from ImagoDeo
Quote from Jack
We're still slowly getting the basic map ready, and planning everything.

In case you were wondering, the team consists of myself, UU, flash, biophysicist, wingzero, JB4Times4.

At the moment the map will be mostly similar to the original, with most/all of the old heroes, but we'll add new heroes and redo the spells to fit with the new editor. At the moment the big contention points in the dev team are what spell system to use, and whether to have items or not.

I think items are a good idea. You can make the spawn drop stuff.

Also, command-card spellcasting with hotkeys is best. Period. End of story.

NO. The gateway spell system is the best; use it :P
The UI will look different than a standard command-card-spells UI, but will have the same functionality. Probably something like hit q w e r for spells. That's not the spell system that's in contention. UU and flashbeer want some system which is a bit complicated (UU can explain it here if he wants, I don't even understand it properly :P) and some of the rest of us want to use a system mostly the same as the old 4-spell system.



Red classic.

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

Oct 23 2010, 5:12 pm NinjaOtis Post #70



Ever consider taking a poll to see what the majority wants?



None.

Oct 26 2010, 9:44 pm Tempz Post #71



Hero Ideas

Werewolf (Human only at day, Wolf at night)
Description : Even though the werewolf is strongest at night the werewolf still has several of his werewolf abilities in his human form.


Werewolf
L1 Howl : Lower enemy hero stats around him (cannot stack) OR Increase other hero stats
L2 Night Vision : (Can see in the map at night)
L3 Bite: This creates a big bite model which closes and does splash damage to all enemy units/spawn around it (or something to it)
L3 Wolf Pack : Summons a bunch of lings to attack

Human
L1 Wolf Call : Summons A Wolf Spellcaster
L2 Roar : Increases teammate hero stats around him
L3 Meat Cravings : Increases Hero Str (Even more so then Roar)
L4 Inner Instinct : Increases hero stats around him (Even more so then roar)



None.

Oct 27 2010, 5:25 am UnholyUrine Post #72



It's not a bad idea but it's too akin to the Mutant.
Moreover, there're already a few Night-advantage heroes that we've brainstormed.

I want to comment that there may be too many "buff" like spells, especially during the human form.. for my liking.
It just seems lazy. D:



None.

Oct 27 2010, 11:53 pm NinjaOtis Post #73



@Tempz

Unit seems to passive to be a werewolf, but I don't want to rule out a passive spells based unit that buffs your teamates, like medic but different, maybe a Cleric or a Paladin.

Two different spell sets is meh, imo of course...



None.

Nov 5 2010, 5:19 am Fallen Post #74



I have a few random idea that no one really posted
If there is going to be a shop have 3 generic buffs that you can a unit can buy that has a percentage of happening:
a attack that stuns
adds range or more range to attack
adds splash to attack
For another type of unit I would personally have one like a Martyr: Fast unit, but slower then ling, medium attack, medium range attack, medium hp
L1- Increase speed/sight
L2- Radial explosion on target
L3- Throws a webbing on the ground, hurts and slows units
L4- Chance to evade attack for X seconds

And my last thought for now is Dragon: Medium slow unit, high attack, high hp, Meele
L1- Flame Jump, jumps somewhere deals damage on landing
L2- Spawn little dragons that burn out after awhile, some could be ranged some could be meele
L3- Flight, flies for a duration (fat dragon cant fly forever)
L4- Flame breath, Like Diablo's attack from Diablo II



None.

Nov 5 2010, 2:16 pm ShredderIV Post #75



With the release of the blizzard dota, making TS2 will be a lot easier too. They already said that they're allowing the map making community to use all the effects and models that will have been made for the game.

Get ready for another blacksmith.



None.

Nov 5 2010, 4:30 pm payne Post #76

:payne:

Quote from ShredderIV
With the release of the blizzard dota, making TS2 will be a lot easier too. They already said that they're allowing the map making community to use all the effects and models that will have been made for the game.

Get ready for another blacksmith.
The map isn't going to be released before quite a few months I believe.



None.

Nov 5 2010, 6:27 pm ShredderIV Post #77



Quote
The map isn't going to be released before quite a few months I believe.
I wouldnt expect TS2 to be either, considering the fact that they havent even put up any screenshots or anything.

And who's to say they cant use them after Blizzard dota comes out?



None.

Nov 15 2010, 11:41 am close.ads Post #78



Please, please do not add items.

Temple Siege in BW is my favorite map because of the low starter's curve where individual's skill is more emphasized instead of remembering certain build/combination of spells. You can never see the term "Power XX", "Mana XX", "HP XX", etc in ANY of the other DoTA style games. Every single freakin' game of those it's people sticking to a finite style because it performs 'best' and everything else is just a waste of time.

Have you ever have told yourself "Don't go L4 with special ops it's BS!" or "Don't get HP for medic it's stupid!".

No, the possibilities in TS is endless and that's what makes it come out on top of all the popular DoTA out there back in the days. It's the balance of everything that made all the possibilities possible. The more factors you integrate in, the harder it is to balance and will thus limit the chances of players find new stuff.

My suggestion: It's better to start off simple, with as little features around when it's first released. Then, update around once a week or once a month, each patch bringing up new features such as cliff jump and cliff walk instead of throwing 9,001 new stuff in the face of the players. Many will be too focused on the gimmicky stuffs and totally forget playing and get completely owned because they thought 'new stuff = win', and get discouraged. (Take a look at zealot frenzy---every time a new hero comes out everyone goes batshit crazy and then quit the game)

P.S. I think 4v4 is the limit here, even though I prefer the old 3v3-----the popularity system works in a way that the more players needed = less played = lower popularity. Look at how stupid maps like unit_tester got to the top of list because it's single player...

Also, waiting for 12 people to join the game when that map is on the second page is a pain in the ass...unless you get a whole crap load of people to all find and join the game, start and leave and start and leave for 12 hours straight...



None.

Nov 15 2010, 6:50 pm Decency Post #79



Quote
No, the possibilities in TS is endless and that's what makes it come out on top of all the popular DoTA out there back in the days. It's the balance of everything that made all the possibilities possible. The more factors you integrate in, the harder it is to balance and will thus limit the chances of players find new stuff.

The same thing happened in TS, it just took longer because the pool of players playing it seriously was way, way less and it was around for a lot less time. And yes, I've told myself many times not to get HP for medic because it's stupid, lol. Every hero has their established build, just like DotA, but there are also some varieties allowed, just like DotA. It's just much less discrete because after a while each hero turns out about the same, anyway.



None.

Nov 15 2010, 7:00 pm Neki Post #80



Quote from close.ads
Please, please do not add items.

Temple Siege in BW is my favorite map because of the low starter's curve where individual's skill is more emphasized instead of remembering certain build/combination of spells. You can never see the term "Power XX", "Mana XX", "HP XX", etc in ANY of the other DoTA style games. Every single freakin' game of those it's people sticking to a finite style because it performs 'best' and everything else is just a waste of time.

Have you ever have told yourself "Don't go L4 with special ops it's BS!" or "Don't get HP for medic it's stupid!".

No, the possibilities in TS is endless and that's what makes it come out on top of all the popular DoTA out there back in the days. It's the balance of everything that made all the possibilities possible. The more factors you integrate in, the harder it is to balance and will thus limit the chances of players find new stuff.

My suggestion: It's better to start off simple, with as little features around when it's first released. Then, update around once a week or once a month, each patch bringing up new features such as cliff jump and cliff walk instead of throwing 9,001 new stuff in the face of the players. Many will be too focused on the gimmicky stuffs and totally forget playing and get completely owned because they thought 'new stuff = win', and get discouraged. (Take a look at zealot frenzy---every time a new hero comes out everyone goes batshit crazy and then quit the game)

P.S. I think 4v4 is the limit here, even though I prefer the old 3v3-----the popularity system works in a way that the more players needed = less played = lower popularity. Look at how stupid maps like unit_tester got to the top of list because it's single player...

Also, waiting for 12 people to join the game when that map is on the second page is a pain in the ass...unless you get a whole crap load of people to all find and join the game, start and leave and start and leave for 12 hours straight...

All of these preferences and ideas you have are old hold-overs from the old limited capabilities of the Starcraft 1 editor. The Starcraft 2 editor is so much more powerful, why not utilize it? The people clammering for a Gateway casting system make me :lol:



None.

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