Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege G
Temple Siege G
Jun 26 2011, 3:22 am
By: IAGG
Pages: 1 2 39 >
 

Jun 26 2011, 3:22 am IAGG Post #1



The Current Temple Siege Version is Temple Siege G3f

ATTENTION!!! MAC USERS ARE UNABLE TO PLAY LATEST VERSION OF TS

Changes For G3f
-Added an Extra Civ Location to avoid civ Blocking In Civ Chooser Area
-Fix Beginning Chooser Location When units attack each other if Vision is enabled
-Magician Balancing - L2 Ghost reduced from 22 Base to 14 Base. L2 Ghost Additional Dmg From 2 to 3
-Fixed Magician Randoming Glitch
-Mist mana count can determine the %shields on its pylons and cannons
-Fixed cannan control when Mist is eliminated
-Fixed pylon control when Hero is eliminated
-Fixed glitch where lightmage l2 would appear on mutant when mutant l3 same time
-Added countdown timer to match random countdown
-Lifting of terran upgrade buildings
-Vessel Upgrade Changed from 30 minerals to 120 mana
-Fixed Extra Defiler Spawning After A Player Left
-Keep track of Max Mana amount when you upgrade mana
-Moved Upgrade Buildings around to be more accessable

Special Thx to Sunkill for:
-Fixed the Medic/Warrior/Volt glitch
-Improved/Fixed DM's L4 to work cumulatively on enemy heroes
-Made it so that when a player/team ups enemy spawn #, the entire team sees the message
-Completely redid and pimped Magician's L1.
-Fixed General so that his L4 timeline reset properly when he died in the middle of his L4
-Changed the way spawn-ordering civilians at the left of the map

Changes For G3e
-Major Cleaning, Reduced string count from 1495 to 471
-Warrior L3 will now kill 1 Abyssal Demon instead of not effecting them
-Updated some of the exp conversions
-Added who gets player kills as well as a counter next to lives
-Balanced General. Made rep time slightly cheaper and quicker to assist in early game and base damage from 45 to 51
-Balanced Mech. L3 Tank base damage changed from 45 to 44.
-During Archer's Companion spawn, Cannons will now have 30% shields instead of 25%
-Terrain and Location changes to fix rare spawning issues


It was requested for a list of spells for the new Units---

Mist (High Templar Support Unit)
Natural Features to Mist
-Gains control of nearby energy cannons
-EUD to Detect energy amount below 50 and sets energy to 55, 5 below storm
Spells
-L1 Modifies Energy to 85 (Just enough for hallucination), and gives all Energy Cannons Owned by current player to 100% Shields
-L2 Will Cloak closest Energy Cannon owned by current player, Mine (sim), and Bunker owned by allied computer. Also has a chance to spawn an extra Energy Cannon
-L3 Will slow the hit enemy to 50% speed for 30 seconds
-L4 Will turn the enemy team against the hit enemy. For example, If player 1 is mist and L4's player 4, Player 5, Player 6, and Yellow Computer will unallie Player 4 for 30 seconds.

Magician Spells
-L1 Creates a Magicians Eye (a small mineral chunk that is invisible) Max 2. Can be used to blocking enemy, vision, and moving your unit slightly when ur stunned.
-L2 Creates 4 ghosts in a small range around your magician. They are invincible units with limited shots (around 2-3)
-L3 Enables you to take control of 1 of your allied spawn units. This feature is not limited to any allied spawn [Men]. Even reavers can be taken control of. There is a limit of 6 per type of unit. Such as 6 broodlings, 6 marines, etc..
-L4 Creates an Arbitor with base stats of 400 damage with +40. It can be used to stasis and enemy, recall your unit out of danger, or simply attack. Lasts for 4-5 shots if attacks right away.

General Spells
-L1 Summons an scv. The scv can be used to repair, build turrets, build supply depots which turn into 2 invincible mines. Bunker was disabled for General but still able to be built for marine. Limit 1 scv at a time.
-L2 Spawns 5 sieged tanks with rapid fire. They spawn 1 at a time and stay cloaked.
-L3 spawns 4 goliaths and 4 wraiths for 1 hit each.
-L4 Spawns 3 waves of 8 cloaked wraiths (one hit each) and 1 BC at the end for 2 shots.
Stat notes for General
-The cloaked sieged tanks are Thor's cannons used by Mech also
-Goliaths are golems
-Wraiths do 28 base +4 for ground and 15 base +3 for air
-BC does 180 base +20 for ground and 40 base +15 for air

Changes to Temple Siege G3d
-Fixed an issue with no vision in beginning. players were still able to see what was picked in the team viewing area.
-Fixed some remaining Assault l3 off map glitches.
-Vision Choosing Scout will now be removed right when it chooses vision being allowed. This will avoid being able to rush no vision right after.
-Removed the Player Identification
-Removed Most of the intro so to start the game faster

Changes to Temple Siege G3c
-Created a Name recognition system. This is a beta test and may implement special features for listed names. If you are not listed in the map, please notify me and I will add you to the next version.
-Start Up Allows Host to choose Random All or to allow picking of Units.
-If Picking of units is allowed then host can choose whether Vision or No Vision is used for selecting Units
-fixed the mission objectives for mist
-mist l3 and l4 will now add more time if recasted on enemy instead of setting to specific time left (Basically can stack l3 and l3 for 60 seconds instead of 30 seconds etc.)
-fixed some rare failed summoning of units such as hydra l2, marine vessel, and dm orb.
-general stat changes for Air Strike Wraiths are now +5 instead of +4 on ground damage
-Balanced Alchemist L3 now summons 1 Zealot instead of 2
-Balanced Homonculus now receive +2 (+4) instead of +1 (+2) per upgrade
-Archer Range changed from 75$ to 100 gas

Changes To Temple Siege G3b
-Fixed general l2 tank teleporting glitch
-Fixed general l3 wraiths teleporting glitch
-Altered Mist l1 to include 100% shields to pylons owned by current player as well
-Altered Mist l4 to last 30 seconds instead of just 20
-Altered Mist l3 to include vision impairment

Changes to Temple Siege G3a
-Created a new Hero, Mist which is a High templar and is a support unit.
-I used EUD to detect the High Templar's energy below 50 and it will modify energy to 55 which is 5 below storm.
-Fixed General L2 Missing Tank Glitch
-Fixed Medic L3 Display Msg
-Fixed Medic L4 Beginning Specs (Possibly Full Heal fixed with it? Unconfirmed)

Changes to Temple Siege G2b
-General L1 now spawns scv next to you fully healed if you already have one
-Some Minor stat balances for General
-Fixed spelling error in Mission briefing
-Increased mana cost to repair General
-Changed Defiler hp back to 80.


Changes to Temple Siege G2a
-New Hero - General - Unsieged Tank
Edge of Map Spell Glitches
-Archer L4 Bomber Glitch Fixed
-Light Mage L3 Sair Glitch Fixed
-Medic L2 Spawning Guardians Glitch Fixed
Other Fixes
-Assault L1 Reaching and Killing Arbiter Top Right Glitch Fixed
-Firebat Able to Use Dropship to farm where spawns are created Fixed
-Mission Objectives for South Team Medic Fixed
-Magician L4 reduced from +50 to +40 damage
-Dark Mage Scourge leftovers after L4 fixed
-2 Volts using L2 + L3 glitch fixed
-Assault L3 Probe Unload from Dropship During L3 picking up vultures fixed (It will kill your probe if you try to glitch this)
-Special Ops Classic L2 Msg Fixed
-Small Edits to Terrain Bottom Left


Changes to Temple Siege G1t
-The vote on the tourney site decided that there will be no vision for other team while picking heros
(91.67% of Tournament players voted for this action)
-Altered the defiler removal process
-Altered beginning Text to fit tournament style
-Added ability to upgrade magician revs
-Removed some hidden Bandit triggers
-Assault and Warrior stuns will now kill all Homonculus instead of just 2


Changes to Temple Siege G1f
-Warrior L2 now creates all normal dt's
-Assault L1 drains mana 20% faster
-Assault L1 Corsair can now be upgraded (5 base damage +5 per upgrade)
-Starting spawn glitch fixed
-Text fixed at end of game


Changes to Temple Siege G1e
-Completly redid the Mech death triggers. Found the reason its been glitching all the way back from original ts versions
-Altered Magician's L3
-Altered Magician's L4 stats
-Fixed Assault L4 stim
-Other stuff... w/e


Changes to Temple Siege G1b
-Lockdown has been removed
-Magician's l2 will now only create 4 ghosts and they will be spread out to not cause trapping unit.
-Magician's Neutral units are removed when someone drops/leaves.
-Consume has been reduced to 0 energy.
-Location to keep ALL Flying units within the arena and unable to move outside of it.
-Magician l4 will now die and cooldown reset after magician death.
-Fixed Alchemist's Extra stun that was only glitched for player 4 (Purple)


Temple Siege G1a
Changes
-Dark mage l3 will no longer create queens with energy to avoid manipulating an ensnare.
-Alchemist Team Night vision removed because it would not allow fellow team member to cast certain spells if casted during day.
-Bandit has been removed.
-Warrior l2 fixed. Will no longer create bandit dts with 55 base damage and the 5+ per upgrade. Changed back to hero swords with 10 base.
-Warrior invincibility glitch fixed.
-Special Ops fixed. Will no longer allow unlimited science vessels if you knew how to glitch that before.
-Mech vulture death glitch fixed.
-Zergling movement speed changed.
-Zergling attack speed changed.
-Slightly moved photon cannon at mid outpost so that it covers the beacon as well.
-Fixed terrain on the north and the east side of map. For some reason there were random spots on the terrain that units could not move on which affected pathing.
-I would like to remind people that Special Ops l4 is now intended to have the ability of stacking mines.
-Medic l4 has been changed back to its old spell of Full Heal +5 of current hp level.
-Removed the awarding system that was previously bottom middle of map.


You can reach me on starcraft as well. My name is "IamGodsGift"

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Post has been edited 25 time(s), last time on Oct 1 2012, 12:32 am by IAGG.



None.

Jun 26 2011, 4:18 am Dem0n Post #2

ᕕ( ᐛ )ᕗ

I feel as though Temple Siege vL1.0.3GOLD_fix1.02PERFECTlb2 is close. :<_<:




Jun 26 2011, 4:44 am Roy Post #3

An artist's depiction of an Extended Unit Death

Quote from jjf28
A forum mod will prolly get it soon

Edit: tomorrow*, gettin late
Nope, today.

Quote from IAGG
Also id like to give thanks to IDT for handing over the ropes to me.
Wait... So IDT isn't working on TS anymore?




Jun 26 2011, 5:20 am ClansAreForGays Post #4



I barely even recognize TS anymore...

Quote
I wont give much information on this unit so take a look for yourself
That's the gayest, most pretentious thing I've ever heard.

Quote
Bandit has been removed.
:cool2:




Jun 26 2011, 7:47 am IAGG Post #5



thx for the move! and no idt wanted me to take over.



None.

Jun 26 2011, 11:11 pm Tank_7 Post #6



Still getting the Mech death glitch... he's unkillable.



None.

Jun 26 2011, 11:20 pm IAGG Post #7



Can you be a little more descriptive please. invincible unit or what?



None.

Jun 27 2011, 6:05 am IAGG Post #8



Quote from Tank_7
Still getting the Mech death glitch... he's unkillable.

I just fixed the mech glitched. it seemed to have started either c3 or i1a/i1b. either way its resolved



None.

Jul 2 2011, 1:37 am Tank_7 Post #9



Warrior L3 does not stun anymore in G1d... you fix one thing only to create a new bug. Temple Siege C1f remains the only version is bug free.... get it together man!



None.

Jul 2 2011, 1:40 am Dem0n Post #10

ᕕ( ᐛ )ᕗ

Quote from Tank_7
Warrior L3 does not stun anymore in G1d... you fix one thing only to create a new bug. Temple Siege C1f remains the only version is bug free.... get it together man!
Then play C1f until this one is fixed. Chill the fuck out man. Temple Siege isn't life... well, it may be for you. :rolleyes:




Jul 2 2011, 1:51 am lil-Inferno Post #11

Just here for the pie

Quote from name:Dem0nS1ayer
Quote from Tank_7
Warrior L3 does not stun anymore in G1d... you fix one thing only to create a new bug. Temple Siege C1f remains the only version is bug free.... get it together man!
Then play C1f until this one is fixed. Chill the fuck out man. Temple Siege isn't life... well, it may be for you. :rolleyes:
Tank_7 isn't some Temple Siege fag that infiltrated Op SEN. Show some respect.




Jul 2 2011, 2:20 am Dem0n Post #12

ᕕ( ᐛ )ᕗ

Well he's complaining about a bug in a RECENTLY released version like it's the end of the world. He can play other versions (there's at least 20 other ones) until the bugs get fixed. Or if he's too stubborn to go back to an older version, then he can deal with it. No need to rage at the map maker by saying that he just keeps adding bugs. This guy obviously has never debugged anything in his life; obviously new bugs arise when you try to fix something. Maybe if he wasn't slobbering over every new version of the same old boring map, he'd realize this and stop being so impatient.




Jul 2 2011, 2:51 am Tank_7 Post #13



Well, I may have sounded harsh sorry, but it's really dissapointing to find a bug like 30 minutes into a good game. There's probably double use of some unit, location name, or death count... I do suspect IAGG could be more careful and text search for unit names, location names, and death counts when he wants to use them in some way. I mean, this is not a subtle bug, the L3 is a simple stun + aoe spawn kill, and now it just doesnt work.

Quote
This guy obviously has never debugged anything in his life; obviously new bugs arise when you try to fix something.
I have debugged things thanks. In Starcraft and outside of Starcraft.



None.

Jul 9 2011, 11:46 am Zhuinden Post #14



Quote from Tank_7
Well, I may have sounded harsh sorry, but it's really dissapointing to find a bug like 30 minutes into a good game. There's probably double use of some unit, location name, or death count... I do suspect IAGG could be more careful and text search for unit names, location names, and death counts when he wants to use them in some way. I mean, this is not a subtle bug, the L3 is a simple stun + aoe spawn kill, and now it just doesnt work.

Quote
This guy obviously has never debugged anything in his life; obviously new bugs arise when you try to fix something.
I have debugged things thanks. In Starcraft and outside of Starcraft.

ws-Tank-7, the creator of StarQuest and many other unique strategy war maps, not debugging anything?
What the hell do you know? -.-

It's easier to create new bugs in a map if you have no idea about how it originally worked and what uses what, though.

Post has been edited 1 time(s), last time on Jul 9 2011, 1:52 pm by Zhuinden.



None.

Jul 14 2011, 3:02 am IAGG Post #15



Ive looked into the warrior stunning glitch. Unfortunatly, people don't care to look at the replays. It will show that the defiler for the enemy unit is out of reach of the stunning location. Sometimes the defiler isnt even spawned close to the enemy unit. That tracking system was from the original ts version. Im not going to change it because i cant think of a better way to do it.



None.

Jul 18 2011, 12:50 am Ice Baby Post #16



This is amazing! Thanks for fixing all those glitches from the earlier versions!

When will u make the next character?

Post has been edited 1 time(s), last time on Jul 18 2011, 2:52 am by DevliN. Reason: Added double post contents



None.

Jul 18 2011, 1:59 am IAGG Post #17



Np, i try to get to them as soon as someone tells me.

And im not sure when the next hero will be out. I am undecided on which unit i will be making next. If I end up making anymore heros, 2 will be the limit.



None.

Jul 19 2011, 3:26 pm Ice Baby Post #18



Can you make it so that you cant see the other team when you are picking you people in the beginning of the game? Everyone always seems to counter



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Jul 19 2011, 3:55 pm IAGG Post #19



I am thinking of making it so u cant see the other team picking for the tournament version G1t. I am still undecided though. Countering is a big part of the game that is why I would not do it for a normal version of the map unless it was a really big hit for the tournament.



None.

Jul 19 2011, 9:58 pm Ice Baby Post #20



Yes!!! Keep it that way just for tournaments. How many tournaments are u going to have with this map?



None.

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