Staredit Network > Forums > SC2 Custom Maps > Topic: Elimination Championship
Elimination Championship
Oct 5 2010, 10:30 pm
By: JayNLittleAsi
Pages: 1 2 3 >
 

Oct 5 2010, 10:30 pm JayNLittleAsi Post #1



Elimination Championship v1.8




Have you ever wanted to play a Custom Map that requires skill? A map that isn't about constantly spawning units or building the same tower over and over? A map that doesn't bore you to death for an hour or more? Well, it has finally arrived! Inspired by Team Fortress, Elimination Championship brings together the elements of team strategy and skilled execution into a fast-paced, action game.

Objective

Capture the flag: Each team must steal gas from the opposing team's refinery and bring it back to their own base without dying.

Deathmatch: Reach the frag limit before the enemy team does!

Features
-NO AUTO ATTACK! Only skill-shots available as attacks.
-Variation from Capture-the-Flag in the form of gas capture/return
-voting for maps
-lobby host can choose respawn time
-10 classes with distinct roles (more to come)
-Sniper - slow-moving, has slow-firing, but long range and powerful singular attack. Has the ability to scan unseen areas.



-Tank - decent-moving, has an exploding mid-range weapon. Has the ability to deflect attacks.



-Scout - very fast-moving, has a close-range shotgun weapon. Has the ability to spot all enemy units periodically.



-Assassin - fast-moving, has a melee weapon. Very versatile in movement.



-Infiltrator - medium-moving, has many area of effect abilities. Has the ability to move wihle burrowed.

-Engineer - slow-moving, has immobile sentry guns that deal heavy damage. Has the ability to support teammates through preventing and healing damage.

-Grenadier - quick, fragile, and uses detonatable pipebombs to secure areas. Has the ability to blind enemies and recharge energy of self/allies.

-Commando - medium movement speed, excels at a mid-range battle rifle. Good for setting up a raid on the enemy base.

-Prowler - quickest class, able to tear through enemies at close range.

-Enforcer - RAMBO
Authors: LittleAsi and Jay

Try it out on the Public List and let us know what you think!

Post has been edited 18 time(s), last time on Dec 19 2010, 5:54 pm by JayNLittleAsi.



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Oct 7 2010, 7:20 pm UnholyUrine Post #2



Quote
Have you ever wanted to play a Custom Map that requires skill? A map that isn't about constantly spawning units or building the same tower over and over? A map that doesn't bore you to death for an hour or more?

Hot damn, I'm sold.

You can embed images using imageshack, or photobucket. It'd make this look nicer (even tho maplantis skin images is broken)

This is actually very interesting. I don't know why you named it Hugs and Kisses... Why name it that when you can name it Kills and Deaths, or Crashes and Burns... (lol i'm just kidding)

Are there any other objectives other than stealing other's gas?



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Oct 7 2010, 9:17 pm JayNLittleAsi Post #3



So far we only have Capture the Gas as the objective... however, we have plans to include deathmatch, one flag (in the middle of the maps), and Bomb-type (bring gas to other base). Host-selectable maps and host-selectable respawn times coming soon (maybe later today), as well as two NEW classes

It's named Hugs vs Kisses because of the X's and O's under the respective teams players



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Oct 10 2010, 12:14 am JayNLittleAsi Post #4



VERSION 2.0 IS OUT!

New Features

-randomized selection between 3 unique maps

-lobby host can select respawn time

-2 new classes : Engineer and Infiltrator



GET IT WHILE IT'S HOT!

Post has been edited 2 time(s), last time on Oct 10 2010, 3:08 am by JayNLittleAsi.



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Oct 10 2010, 12:22 am UnholyUrine Post #5



Double posting will cause us to flame, burn your eyes out, ram ur butt with a 10-ton rod, perform harakiri on you multiple times, and eat your babies.

:D
Use "EDIT" with the bottom left button instead. It's much safer.

I've seen the map, but no one joins. Not your fault.. blame b.net 2



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Oct 10 2010, 3:28 am payne Post #6

:payne:

Quote from UnholyUrine
Double posting will cause us to flame, burn your eyes out, ram ur butt with a 10-ton rod, perform harakiri on you multiple times, and eat your babies.

:D
Use "EDIT" with the bottom left button instead. It's much safer.

I've seen the map, but no one joins. Not your fault.. blame b.net 2
Don't listen to this fool.
Double-posting is accepted as long as the last post has been posted a minimum of 24 hours before.
Why? Because for now, it is the only way to get people to know there is new information into a thread.
I'm still waiting for someone to implement an "EDIT => BUMP" feature to fully support anti-double-posting logic.



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Oct 12 2010, 8:06 pm ImagoDeo Post #7



Jay:

1. Use [img] tags. It's not that hard.

Code
[img=http://lh4.ggpht.com/_IXAszRN0N_Q/TKqUAx1yghI/AAAAAAAAABs/9JUjANqycmA/s1152/Screenshot2010-10-04%2021_33_47.jpg]


becomes



To get the
Code
http://lh4.ggpht.com/_IXAszRN0N_Q/TKqUAx1yghI/AAAAAAAAABs/9JUjANqycmA/s1152/Screenshot2010-10-04%2021_33_47.jpg

part, simply right-click on any image anywhere and select 'Copy Image URL'.

Thanks.



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Oct 14 2010, 5:08 pm JayNLittleAsi Post #8



VERSION 2.1 IS OUT!



New Features



- Free-for-All Deathmatch / Team Deathmatch modes selectable



- grenades for each class



- Public players can vote for the arena







GET IT WHILE IT'S HOT!



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Oct 15 2010, 3:18 am stickynote Post #9



Very nice map. It's much better than a whole lot of the other crud on sc2. Keep working (and promoting), maybe your map will get popular.



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Oct 17 2010, 3:55 am payne Post #10

:payne:

The map is really great.
Maybe just try to make it clearer that people can choose from lobby? Right now, I'm not sure people are noticing it much.
Maybe change the map's selection to the mode's selection instead?
And if teams are imbalanced (3v4), automatically set FFA mode?

P.S. I love Assassin! :awesome:



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Oct 17 2010, 2:40 pm PIESOFTHENORTH Post #11



Pretty nice

Sniper is fun :P



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Oct 17 2010, 4:43 pm Alzarath Post #12

Praetor

Sniper still needs a nerf.

3 suggestions I can think of:
- Reduce the range to 1/3-1/2 the field. That should be plenty.
- Make it have a lower damage, so it takes 2-shots to hit all but the squishiest of classes.
- Reduce the projectile speed so it takes a little more skill to actually hit someone and becomes easier to dodge.

Assassin seems a little too easy to use compared to everyone else. Perhaps make his attack like the Roache's where you actually have to press a button?



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Oct 17 2010, 6:08 pm JayNLittleAsi Post #13



We hear everyone when you say that the sniper seems imba, but I promise that the other classes are much much more powerful once you get the hang of them, and the sniper has some serious counters.

1. The engineer is a hard counter to the sniper. One engineer could beat a whole team of snipers, unless the snipers knew what they were doing and were very coordinated. Check out the engi's PDD, you won't be disappointed.

2. The tank's counters take more skill than the engi's, but they're still powerful, and you can still use them to help your team mates. His one second invulnerability is an AoE, and his force field blocks all missiles. Both of these can be timed based upon when the sniper scans you.

3. Speaking of scan, it's a big "I'm going to shoot you" warning. Use this to juke.

4. The scout's search, which is secretly the most imba move in the game, can help locate snipers.

5. You can't really tell when you're the target, and the sniper often doesn't even have vision of the area when the bullet arrives, but the shot does get less accurate at greater range and when it goes up and down cliffs. This is actually a bug with the way the missile works, but we decided it worked out enough that we wouldn't pursue a fix. You should consider hugging cliffs and such when under sniper attack.

Try these things out, and if you still think the sniper is imba, we'll look into toning him down a bit.

In regard to the assassin, we're of the opinion that he just feels too easy, and he's not actually getting the most kills. He usually wins if he gets visibility on the enemy before they get it on him, but that's true about every class; it's just that with other classes, you see it coming before they one-shot you. What we're going to try to do it reduce the post-blink auto-acquire range so that it only fires if you land right on top of to the enemy. Usually the assassin dies before he lands an attack at greater range anyway, but we think this will make him feel less automatic.

Edit: this post is Little Asi, by the way. The next one is Jay o.O

Post has been edited 1 time(s), last time on Oct 17 2010, 7:06 pm by JayNLittleAsi.



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Oct 17 2010, 6:10 pm JayNLittleAsi Post #14



Quote from name:Artanis186
Sniper still needs a nerf.

3 suggestions I can think of:
- Reduce the range to 1/3-1/2 the field. That should be plenty.
- Make it have a lower damage, so it takes 2-shots to hit all but the squishiest of classes.
- Reduce the projectile speed so it takes a little more skill to actually hit someone and becomes easier to dodge.

Assassin seems a little too easy to use compared to everyone else. Perhaps make his attack like the Roache's where you actually have to press a button?

Sniper is one dimensional, slow (can't capture the flag), and very squishy. Engineer's Anti-Missile drone pretty much nullifies the sniper class. Infiltrator can sneak up and eat the sniper. Scout and Assassin can dodge the sniper's attacks easily. Tank's can set up force fields to block, or use his shield to prevent lethal damage. Grenadier can use his grenades to block sniper shots, and if he ever flashbangs the sniper, it's game over.

I can see why you would say Assassin is easy to kill with , but the difficulty of getting close to your opponent makes up for that. Having to dodge snipers, avoiding Engi turrets, and AoE grenades and rockets is pretty tough, imo!

If people actually try the other classes, and sniper/assassin are still dominating, I will definitely nerf them, but for now I think the other classes just need to be used more.

PS: Sorry bout the double post, I didn't realize Little Asi was writing his reply at the same time!

Post has been edited 1 time(s), last time on Oct 17 2010, 8:48 pm by JayNLittleAsi.



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Oct 20 2010, 1:20 am aalleecc248 Post #15



Well I have a Unit Suggestion for this map that I kinda "chatted" with Jay.

It will be a Fire based class that will use Fuel (Energy) for all his abilities.

Spell 1: Fire Breath - Basic Attack (Like Firebat/Hellion's attack animation - Charges like Plasma Pistol - Semi-Melee Range - DoT Damage or Delayed Damage)
Spell 2: Burning Grenade - Throws a grenade (Like Tychus's) and emits a firey explosion with X radius (Fires out of a cannon so probably long ranges and uses fuel for the cannon)
Spell 3: Jet Pack - Uses X Fuel to jump cliffs with an X cooldown (Reaper's Cliff Jumping)
Spell 4: Meteor Launch - Launches a Meteor "SCOUT" that will leave a slight trail after launched (It starts from the unit and travels towards the point targeted)

That's what I have for this character suggestion, and the map is really nice!



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Oct 21 2010, 10:53 pm payne Post #16

:payne:

Some suggestions:

- Enlarge the X/O under the Grenadier. He's so fat it's hard to see what is under him.
- Make the Air Strike ability of the Commando "Transient". (Can be checked into abilities' flag)
- A new class that would have permanent large sigh of vision and its vision would ignore the cliff heights.

Post has been edited 1 time(s), last time on Oct 22 2010, 5:15 am by payne.



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Oct 22 2010, 10:27 pm UnholyUrine Post #17



Oh noes, someone changed the name D=

I like Hugs and Kisses better just because the current name is very bland. Drop the "arena" and "classic" for something else ><" (tho since sc2's still newish, it may be okay)



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Oct 23 2010, 2:17 am payne Post #18

:payne:

If they change their name, they lose their 70 games/hour. ;)



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Oct 23 2010, 8:14 am payne Post #19

:payne:

Quote from payne
Some suggestions:

- Enlarge the X/O under the Grenadier. He's so fat it's hard to see what is under him.
- Make the Air Strike ability of the Commando "Transient". (Can be checked into abilities' flag)
- A new class that would have permanent large sigh of vision and its vision would ignore the cliff heights.
This, plus:

- Return to original Commando's stats. He is now so goddamn under-powered!
- In a 2v2, 2 snipers are just ridiculously owning anything (unless your partner listens to you >_>)
- Enforcer has ugly attack animations. He's boring to play. And is over-powered.



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Oct 23 2010, 4:49 pm JayNLittleAsi Post #20



Quote from payne
Quote from payne
Some suggestions:

- Enlarge the X/O under the Grenadier. He's so fat it's hard to see what is under him.
- Make the Air Strike ability of the Commando "Transient". (Can be checked into abilities' flag)
- A new class that would have permanent large sigh of vision and its vision would ignore the cliff heights.
This, plus:

- Return to original Commando's stats. He is now so goddamn under-powered!
- In a 2v2, 2 snipers are just ridiculously owning anything (unless your partner listens to you >_>)
- Enforcer has ugly attack animations. He's boring to play. And is over-powered.


-I am considering bringing Commando to his original glory, since he was my new favorite class... but we will see, because I still haven't seen the new Commando in team play. Air strikes are more accurate, and shout got a radius buff, so he didn't JUST get nerfed! Remember, he still has a 1-shot kill, even on Enforcer without his buff
-I will have to verify this against good players, but I played against a malicious team of 4 snipers (4 vs 1), and I was holding my own. If you have a teammate, an Engineer makes both of the snipers obsolete, leaving your ally to use something else. This may imply that you NEED an Engineer to beat Snipers, but I really believe if you are better than your opponent, it doesn't matter what class(es) you choose.
-Ya I also noticed the lack of attack ani on Machinegun. But you don't have to play him if he's boring! And again, I will have to test the Enforcer against a bigger crowd. He still gets one-shot by powershot/snipers, and is the slowest class in the game. He's only good at close-range assault, so anything ranged makes him look foolish trying to get in.



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Sylph-Of-Space -- woah! nice! thank you!
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O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
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Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
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