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 mapI 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?
2. Did u srsly added the Inconsistant Max Mana for me? (<3 and Sorry XD I was lazy that day)
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.
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. ?
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?
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?
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.. ???
8. How is Summoner so far.. I had the most trouble with him...
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..)
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..
11. I should have fixed p2's spec ops stuff.. It turns out that I screwed up on P2 a lot.. I also had some screw ups for capturing bases =___=' but I think i looked into it and fixed it..
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
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 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...
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
None.