Staredit Network > Forums > SC2 Custom Maps > Topic: Temple Siege 2
Temple Siege 2
Dec 17 2011, 5:54 pm
By: Ahli
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Mar 23 2012, 4:23 pm Ahli Post #61

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I removed them in the version I gave u, unholy. I made a couple of changes.

Mar 23 2012, 11:50 pm SkLoped Post #62

lol if this thing gets a hit, you guys are gonna get rich


Mar 24 2012, 2:45 am luzz Post #63



Mar 24 2012, 7:25 am UnholyUrine Post #64

.. No Comment...

Okay.I've been doing sm thinking about Special Ops, Assault, Engineer, and Volt
personally, it has felt like we're not very sure how these heroes should be made. Their niche were ill-defined, and, in fact, there were only two of them from the beginning.

So, after getting the general feel of the game and seeing what stuff you guys can put together, I think I'm ready to make these hero skeletons once and for all!
Some changes you guys might not like, and obviously it's not final. Feel free to discuss.



Special Ops

EDIT: Forgot about Volt :3

So there. With these spells, it should be more apparent what these heroes' niches are.

Post has been edited 2 time(s), last time on Mar 24 2012, 8:44 pm by UnholyUrine.


Mar 24 2012, 11:23 pm luzz Post #65

Ok so, most of these ideas are great!

Engineer - should we make the tanks hp scale along with the engineer?
Also, I was thinking that he could control the tank, but it would be slower and deal less damage if he was not in it, and it could only siege while he was in it. Also, I had the idea that athe tank or any units he creates (not structures) would become unpowered while away from him, so try would be unable to move. I thought this would be a fun and cool idea :)

Assault - ill start working on him

Special ops - I was goin to add more abilities to his UAV like defense matrix or something like that, a small scan sounds good.

Volt - should we really add a huge mana drain on his first spell? This seems like to much weight for a first spell, or I just read incorrectly. A skills hit doesn't seem too hard. Should the unit be able to escape?


Mar 25 2012, 12:10 am UnholyUrine Post #66

I think you've misread, I didn't say Volt's L1 needed mana drain

When you say "most" of these ideas, which ones aren't good? XD Discuss. I'm just tossing suggestions to see what how you and ahli relate.

Also, the engineer stuff sounds great. Don't overcomplicate it tho.


Mar 25 2012, 12:43 am luzz Post #67

It should be pretty simple to make. Just make the engineer be a power source.

And by most I meant all but the misread volt l1, it seemed like you said add hi l3 effects to l1, which would be extremely op xD.


Mar 25 2012, 12:44 am FlashBeer Post #68

If you were going to keep stim pack as a natural attribute for a player, it should be tweaked to be more circumstantial, rather than it's almost always better to use it. The hero's base stats w/o stim could be higher ROF and speed (so you don't always need to stim), stim could deplete more hp (10 is hardly anything), or it could cost energy which recharges.

A good natural ability for spec ops, would be something to allow for special tactics. A "covert rush" in which you cloak and gain 3-4 times running speed for 2 - 2.5 seconds (completely invisible so they can't see which direction). This would allow to make a quick retreat, dodge a quick-burst attack, get the jump on an enemy, finish off a foe in a really close head-to-head match, run past an enemy trying to block your path.

Thoughts on Engineer

Spec Ops



Mar 25 2012, 7:55 pm UnholyUrine Post #69

Hmm, good points about the Engineer. Especially about the repair mechanics

I don't really understand your Spec Op's L2 spell suggestion
L3 seems to be like a meld between my l2 and l3 suggestion

Nukes for spec ops. Sounds good to me. :P

I'll need to think about Volt's L3, but the idea there isn't a bad idea.


Mar 25 2012, 8:06 pm Jack Post #70

>be faceless void >mfw I have no face

If you're going to give volt a hook spell then you'll need to make sure he's sufficiently slow and also that spawn will block the hook spell. Otherwise he can run up to anyone, hook and stun, and that person insta dies. At night ofc. If he's fat and slow enough then there'll be a chance for the enemy hero to see him coming and get away, or hide behind spawn.

Red classic.

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

Mar 26 2012, 4:38 am FlashBeer Post #71

Yea, my Spec Ops Predator Drone L3, was a sort of merger between your L2 & L3, giving a buff to it's versatility— Having a normal style scan sweep makes it more geared to solely countering cloaked units. Aside from team-detection— my ver of the scan sweep offers a full stats readout of those in wide-range of the drone (such as spell lvl, mana lvl, hp lvl, current mana amount, currently stunned/cursed, etc.) for ALL on your team to see— which really contrasts this from any other form of detection. The Drone in it's normal state should maybe have a lesser form of detection that only does a simple cloaked unit reveal to yourself (and not your teammates) with much decreased range.

For Spec Ops L2, I was thinking of an adaptable and versatile spell. It allows you a medium/short time where you can manually swap between 3 weapon types (auto shotgun, grenade launcher, high-powered rifle) Each of them being most effective at their respective ranges and against varying enemy types. Due to it's nature of changeability, it is not a spell you simple press and spam. It requires a bit of planning before using, but contains a lot of damage potential depending on how it's executed.
While you could choose to stick to one weapon, you may also instantly swap weapons. Say- you bait mutant into charging you, fire a grenade at him mid distance, then quickly swap to auto-shotgun and spray him down as a finisher. Or you rush next to an enemy with shotgun, get off a few good rounds, then swap to the rifle as they flee.
It would not, however, make for a good panic spell if you were caught off guard, as you would have to instantly decide which weapon to pick. Unplanned weapon-picks could be taken advantage of by the enemy player by moving out of the current weapon's effective range. It's a very technical spell, that might well fit the planning/assessment, and distance-play that spec ops seems to be geared toward, along-side his other spells.

For Volt L2, what if you have a varying power of magnetism, depending on how accurately you hit them? Say, if you just grazed them with with the projectile/beam, you only pull them in very slowly at 1/3 the pulling distance, a fair hit would pull them in close enough to maybe combo an L1 and not enough time for an L3, and a direct hit would pull them in for a good while.


Mar 26 2012, 3:06 pm luzz Post #72

All of these ideas are great and all... But from what I understand of the editor, some of these spell effects would be very hard to create, and would require a lot of time and thinking on our part xD not that they aren't possible, but we should try to stick with the original idea of an ability, and then expound on it if it needs buffs or nerfs.

Flash beer, you idea for volts l2 is a good example of this, having too many effects in a single ability can get messy and annoying. Try to keep the spells simple and to the point for the time being please :)


Mar 26 2012, 8:29 pm FlashBeer Post #73

I could imagine that doing something like a hero's full stats display within range of a detector would be tricky— I was just trying to give suggestions for an ideal/eventual spell idea. Instead of thinking outside the box, I have no box to begin with (as I really have no idea about anything custom of SC2).


Mar 26 2012, 8:40 pm DevliN Post #74


Having stat detection like that wouldn't be difficult at all, especially if all the stats are saved as variables in the map. That one is definitely doable.

The Spec Ops L2 spell is complicated, though, and it seems like the weapon switching would be tricky and overly complex. :/

\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 26 2012, 10:20 pm luzz Post #75

The weapon switching would be easy, all you do if give the spec ops an inventory with his 3 weapon types in it, and he can move them around as he pleases. This wouldn't allow the player to use hot keys tho (I think, I haven't really worked with inventories at all).


Mar 29 2012, 12:39 am DevliN Post #76


Quote from luzz
The weapon switching would be easy, all you do if give the spec ops an inventory with his 3 weapon types in it, and he can move them around as he pleases. This wouldn't allow the player to use hot keys tho (I think, I haven't really worked with inventories at all).
I said it would be complicated, not that it wouldn't be easy. :P If the idea is that you should be able to quickly swap between 3 weapons that change the unit's auto-attack weapon, it would be better to do this via triggers, not the inventory system. Basically when you use the ability, you'd need a new frame to come up with the three weapon options on it that you could either click or use new hotkeys to switch between. Upon clicking one or using the hotkey, the unit's weapon will be changed to the chosen weapon. When the ability is done, the frame goes away and the unit's default weapon returns. The issue is that trigger lag will prevent this from being a quick switch. There will be lag before the frame appears, lag when you switch weapons, and lag when it resets the unit's weapons. So essentially this couldn't be expected to be a quick switch of weapons.

The inventory system alternative is near instant, but it requires the player to click the inventory item to switch (potentially allowing the player to also drop the weapon item) or maybe using CTRL+1, 2, 3 to switch. It also assumes that an inventory system wont be used in the game normally, as it would conflict with the existing one.

\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 29 2012, 1:14 am luzz Post #77

Submenus could also be used, right? I hate submenus, but they would make it lagless, no need to fear for item dropping, and hot keys can be used as well.


Mar 30 2012, 8:19 pm DevliN Post #78


Yeah, switching it to a submenu would definitely work, though that means that you can't use any other ability on your command card during that time, and that might interfere with the custom UI layout. :/

\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 30 2012, 9:14 pm luzz Post #79

Ya, that's why they are annoying xD but if we decide to use this ability it's our bet bet at having a non lag way.


Apr 4 2012, 2:17 am Ahli Post #80

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I just added Volt's Magnetic Channel.
It can't drag heroes through cliffs, but it's pretty cool.

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