Temple Siege v1, By UnholyUrine
Post #41
Mini Moose 2707
Aug 7 2008, 6:41 am
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Laborare est orare.
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It appears to be 100% according to the triggers. As well as 100% shields and energy.
EDIT: I played Medic today. It sets to 100%. This post was edited 1 time, last edit by Mini Moose 2707: Aug 7 2008, 9:36 pm. ![]() ![]() ![]() ![]() ![]() ![]() "Any man who is under 30, and is not a liberal, has no heart; and any man who is over 30, and is not a conservative, has no brains."
-- Winston Churchill Two part series! 1 2 Another two part series! 1 2 http://youtu.be/fYg9Z5VspSY Here's who you support with taxes. |
Post #43
HCM™stickynote
Aug 8 2008, 4:21 am
Post #44
UnholyUrine
Aug 8 2008, 5:01 am
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I choose you!.. um.. if that's alright with you...
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=O whao.. This is Urine here to just answer all your questions and comments.. Mostly moose's since he has the most questions and comments lol...
I think that was intended.. It's kind of an artwork by Mneox. Well capturing bases really requires strategy. Just outwardly capturing them doesn't help you at all times. but for slow units like the Light Mage.. it is something very good to have. Also, if you have Manually upgraded the spawn level, then it'd be good to have these outposts. That also works for late game strategies, since the spawn units are much better. As for the spawn building description... ehh i donno where i can put that .Spawning units are effective against mana/spell driven heroes.. But they MAY seem to lack firepower against heroes. However it's balanced in a way since they can be there to merely help your hero.. Get your hero to be in the frontline, and the enemy heroes can't stand against you. Hmm, I never noticed that. I'll keep that in mind for the balacing bit. Yeaaaa I noticed that after a while.. I'm gonna change it to 100 E or something like that. Okely Dokely. Well I don't know what more could be done really.... It was really just a way for people to sneak around capturing outpost/have some time trying to build secretively.. which for me was good enough for the Gameplay... However.. I will try to implement future heroes to have affects on the day n night thingy. But right now I have no idea what else I can do about the Day n Night effect. Lol i was being lazy.. fiiine .. ><" yes.. ppl laughed at me about the word "Slained" .. it just rolled off my tongue =)... As for fixing it... I'll just fix the "Slained" thing.. the rest shouldn't be too bothersome... Ahh the mech.. the MOSt problematic unit as far as balacing AND triggering (grr) .. I'll fix the speed upgrade... and the vulture change out time to be a bit longer. I'll have mech better balanced. In the meantime, however, Mech is one of my fav unit in terms of being Annoying =D. (Dark mage being 2nd) I will fix these... .. This post shall be my checklist =D Actually Assault has some bugs with its dropship thing. And actually, I sorta wanted the tear gas to affect everyone, cause then it'd be somewhat cheap for the firebat.. If i were to make the caster unaffected, then I'd probably take out the mana drainage of the Tear gas. THAT i have a definate answer. It was because, with the way i worked the spells, One can only have one spell on at one time. Meaning you probably had ur shields on and couldn't do ur 2nd spell. However, I'm planning to change that, so don't wry. I"m definately having major problems trying to find the Perfect balance for Summoner... I've tried +1 upgrades, and Summoner REALLY SUCKS if that happens.. So I might try +1 upgrades, but summon 2 zlings per spell instead.. Any suggestions would be nice. Yeah... .. i'll fix that lol ><" K i can remove the buildings.. But the fourth spell is cool and more balanced this way. WOW, i can't believe you noticed THAT... lol.. U see, i started off in v1 starting with only 10% hp.. It seemed too difficult to start off with (especially assassin and light mage) so i started off at 20%.. Made the upgrades +4% each until 34%, and then back to +6% each upgrade... You must have a very mathematical mind!.. Goliath works.... I remembered i fixed the Outpost Warpgate =\.. I better check them again.. They only glitched Once (which i fixed) when i played them. Volt is a bit buggy too.. but volt's lv 3 spell should be working... Volt's level 4 shouln't make it invincible.. unless i missed a trigger there.. I'll check it out.... but what i notice is that when Volt dies, and respawns, sometimes he's 100% hp.. I couldn't find why.. It is 150 killscore per 4 exp and 5 minerals. Before, it took a bit longer (250 killscore per 4 exp and 5 min). Different units have different killscore.. Broodlings give 25 killscore.. Heroes give a lot more. However, I've set triggers up so that if you kill the Mutant (killscore = 500) versus killing Volt (killscore = 3000).. you will still get the same amount of exp/money. And i've tested that, so it's good =D. To Stickynote.. there is No Temple Siege v1.3... Mneox made one in an attempt to balance Summoner (failed) .. and I'm sure some other ppl'd try to make v1.3 or smth else (probably change names to Naruto or smthing lol) To [Echo] .. Mech was my fav char.. and it rocks :C .. You probably did something wrong >:o there's no way Mech'd suck... If anything, I'd thought ppl'd complain about the Medic. As for my updates.. it may take some time for me.. cause I'm planning to do the next one in SC2 .. But we'll c =D If i'm bored enough... Also, note to all.. random bugs appear probably in players 2,3,5, or 6... Since i only used p1 and p4 for testing... It may be more helpful to tell me which player you were when you found the bug.. TY =D P.S. erm.. what did ShizTheresABear say about before you edited it, Moose? =O.. please PM me that This post was edited 4 times, last edit by UnholyUrine: Aug 8 2008, 5:29 am. |
Post #45
ClansAreForGays
Aug 8 2008, 5:07 am
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v1.3 was made by some random pubby(Urine in his benevolence left v1.2open). I still don't know what exactly he changed in it. Probably just boosted his favorite character.
Plz do not host this version like the rest of b.net does just because the number is higher. I'd hate for this to turn into hero wars. |
Post #46
Mini Moose 2707
Aug 8 2008, 6:59 am
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Laborare est orare.
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Depending on how much energy the DA starts with, this might work. Also, it has too much shields IMO.
-The Zergling's Lurker spell does too much damage for my liking. But, I haven't actually played as Ling yet. I'll check it out and get back to you on this one. As of now, it seems that the +4 it gets is a bit much. +3 would be a bit better. If the Ultra transform could last slightly longer, that would be cool too. -There are some grammar and spelling errors. (such as "has been slained", and a "ur" in the briefing). Since I like this map, I am willing to go through all of your strings and correct such errors for you if you wish for me to do so. Let me know. You also have some units in the game that are unnamed... like Terran Missile Turret. Actually Assault has some bugs with its dropship thing. And actually, I sorta wanted the tear gas to affect everyone, cause then it'd be somewhat cheap for the firebat.. If i were to make the caster unaffected, then I'd probably take out the mana drainage of the Tear gas. -I was playing as Warrior, and for some reason it took my Dragoon spell a couple of seconds to cast. As in, the Dragoon was sitting there in the Gateway for roughly 15 gate seconds. This should not and can not happen, particularily when I'm about to die. -Give the Summoner's Zerglings a +1 upgrade instead of +2. They attack so fast that +2 is too much. Or disallow them from the Attack Speed Upgrade. -The HP upgrades don't seem like 6%. Considering we start at 20%, 6%s wouldn't add up to 100% anyway. Something's up there. Goliath misplace results in death. Regarding the other bugs he listed, they may have been leftovers from the 1.0 post. To [Echo] .. Mech was my fav char.. and it rocks :C .. You probably did something wrong >:o there's no way Mech'd suck... If anything, I'd thought ppl'd complain about the Medic. Medic is a beautiful support class. I wouldn't touch it when I'm going solo, or even with just one teammate, but she can turn the tides of battle when played properly with two teammates. As for my updates.. it may take some time for me.. cause I'm planning to do the next one in SC2 .. But we'll c =D If i'm bored enough... -Dark Mage needs a better fourth spell. I read it and didn't even want to get it. Late game Broodling spawns on your enemies. Big deal. Odds are they'll have enough upgrades to not take damage from them. The other spells are better and cost less. The Ghost's +4 damage combined with its range makes it a bit tough on Assassian, or any light armored unit (which is any unit but three ) This might be fine left alone, though..The chokepoint coming straight north out of the south team's base gets some serious clog problems, as well as the northeast outpost. I've seen some nasty clogs with several hundred Broodlings or Zerglings. Also, the spell list for Volt lies for certain players. It has the old 4-hallu spell listed. This post was edited 1 time, last edit by Mini Moose 2707: Aug 8 2008, 7:08 am. ![]() ![]() ![]() ![]() ![]() ![]() "Any man who is under 30, and is not a liberal, has no heart; and any man who is over 30, and is not a conservative, has no brains."
-- Winston Churchill Two part series! 1 2 Another two part series! 1 2 http://youtu.be/fYg9Z5VspSY Here's who you support with taxes. |
Post #47
HailFire
Aug 8 2008, 7:28 am
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BUG REPORT: Using Crippling Strike on the Mutant while he has his multi-ling spell going causes all of the lings to remain neutral and never die. Not really critical, but annoying.
Edit: Bolded to point out typo in the first post. This post was edited 1 time, last edit by HailFire: Aug 8 2008, 8:39 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #48
ClansAreForGays
Aug 8 2008, 7:46 pm
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I made some updates to the first post (I really need to redo the character descriptions though...halp?).
-Maelstrom is overpowered as a first spell. Wow, I've seen it rape so many times because players can't escape. Besides, there are only two heroes that it can't effect. I was glad to be on that team. -There are some grammar and spelling errors. (such as "has been slained", and a "ur" in the briefing). Since I like this map, I am willing to go through all of your strings and correct such errors for you if you wish for me to do so. Let me know. You also have some units in the game that are unnamed... like Terran Missile Turret. Actually Assault has some bugs with its dropship thing. And actually, I sorta wanted the tear gas to affect everyone, cause then it'd be somewhat cheap for the firebat.. If i were to make the caster unaffected, then I'd probably take out the mana drainage of the Tear gas. -Give the Summoner's Zerglings a +1 upgrade instead of +2. They attack so fast that +2 is too much. Or disallow them from the Attack Speed Upgrade. -The HP upgrades don't seem like 6%. Considering we start at 20%, 6%s wouldn't add up to 100% anyway. Something's up there. ...srsly, change it back! Goliath misplace results in death. Regarding the other bugs he listed, they may have been leftovers from the 1.0 post. To [Echo] .. Mech was my fav char.. and it rocks :C .. You probably did something wrong >:o there's no way Mech'd suck... If anything, I'd thought ppl'd complain about the Medic. Medic is a beautiful support class. I wouldn't touch it when I'm going solo, or even with just one teammate, but she can turn the tides of battle when played properly with two teammates. This wasn't mentioned, but the hydra's support archers really need to have +2, not +1. Hydra usually upgrades muta attack more than his own anyways. And finally my question: Are there any paralysing or curse type spells that effects summons? Which are they exactly? Do all of the mech's transformations heal at temple AND with medic's lv4? This post was edited 1 time, last edit by ClansAreForGays: Aug 8 2008, 8:13 pm. |
Post #49
Mini Moose 2707
Aug 8 2008, 9:52 pm
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Laborare est orare.
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I made some updates to the first post (I really need to redo the character descriptions though...halp?). I thought mech could use more hp, but if you say you're aleady winning with it, then nvm. The upgrade damage for Mech's Seiged Tank spells (+2) is also in need of a serious boost. Lurkers get +4 but Tanks get +2? That makes no sense. I would give Mech's tank spells a +5 upgrade at least. Maybe even +6 or more. I'm not sure if it already is, but medic's spell effect (especialy lv2) should have the longest range in the game. Medic requires the most micro out of all the units because of nurses, but after testing with experienced players, it's just too much. The nurses need a %50 hp increase, and a way to actually give control of them over to an allie, so they can worry about it following them and keeping them alive. This is what I suggest. If an allie is next to a nurse, and there is no medic near by, the player is given the nurse. If with the the medic would still require ridiculous control. Disable should either have a bigger range... or last longer. 20 seconds doesn't seem like very long. Spawned Medics are too weak, especially with the XP they give. DA gets 500 shields, but if you poke a medic she'll fall to pieces. Something needs to be done about both of those. This wasn't mentioned, but the hydra's support archers really need to have +2, not +1. Hydra usually upgrades muta attack more than his own anyways. I also think that all of the Zerg buildings should take a little longer to build. Do all of the mech's transformations heal at temple AND with medic's lv4? ) I haven't seen the Medic's LV4 used on the Mech. This post was edited 2 times, last edit by Mini Moose 2707: Aug 8 2008, 10:02 pm. ![]() ![]() ![]() ![]() ![]() ![]() "Any man who is under 30, and is not a liberal, has no heart; and any man who is over 30, and is not a conservative, has no brains."
-- Winston Churchill Two part series! 1 2 Another two part series! 1 2 http://youtu.be/fYg9Z5VspSY Here's who you support with taxes. |
Post #50
ClansAreForGays
Aug 8 2008, 10:28 pm
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volt's Lv1 spell is FUCKING RIGGED. Either it zaps mana, or it freezes. one or the other! I just got owned by a kid 3 times straight 4 minutes into game just from him using his ups on mana regen and spamming that spell. regened faster than the duration. Ofcourse I would have been fine if I could have cast any of my own spells, but this lv1 really does it all!
CHANGE IT NOW! |
Post #51
Mini Moose 2707
Aug 8 2008, 10:35 pm
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Laborare est orare.
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As much as I love Volt, I have to agree and admit that he's overpowered. He is second only to Infested Kerrigan. (Well, he's the anti-Kerrigan, actually. And much much more.) The way the map is now, a team of Kerrigan and Volt in the hands of experienced players is almost unstoppable.
The Volt is an OP character now, but I have some ideas that I'll write out later. (gotta go for now) ![]() ![]() ![]() ![]() ![]() ![]() "Any man who is under 30, and is not a liberal, has no heart; and any man who is over 30, and is not a conservative, has no brains."
-- Winston Churchill Two part series! 1 2 Another two part series! 1 2 http://youtu.be/fYg9Z5VspSY Here's who you support with taxes. |
Post #52
UnholyUrine
Aug 9 2008, 10:36 pm
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I choose you!.. um.. if that's alright with you...
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Okay.. before i go on.. I must thank you all for helping me so much :><:
It has been awesome trying to make this map right, and definately hard as hell to balance =) With so many comments.. i can't even play my map public anymore :C... i have to fix them all beforehand ><" so Get rdy for tha real v1.3 verrry soon ;) To Hailfire: Nice bug found.. I can deal with that.. This is because the Crippling strike is able to paralyse summoned units. I shall fix up the Vulture form a bit more.. and the Volt's lying spell description The clog thing tho.. i think is fine. I used it to my advantage too =).. But it doesn't seem too important, since there're still 2 ways the spawn units can move and fight. I will also fix Mech's Tanks attack upgrade.. I will also make Disable a teeny wit longer. As for the HP system.. I think it is a good way to make it so that noobs don't get owned very easily.. and it also makes upgrading HP not that important. I am also going to fix's Volt's Spell 1 by making the paralysing shorter and make it so that the person can only be shocked by 1 scourge at 1 time. As of CAFG's questions.. Crippling Strike and Static Charge paralyses spawn units permanently (gives to p12). also Firebat's grenade and bomber kills spawn units. Right now, healing Mech in temple heals all four units.. but healing with medic's lev 4 only heals the Mech mode that is out ![]() ![]() ![]() ![]() ![]() ![]() |
Post #53
ClansAreForGays
Aug 10 2008, 2:21 am
Post #54
Greo
Aug 10 2008, 2:32 am
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This is an awesome map, but it does need polishing here and there. Of course, these things may not still be around for the next version, so... :l
Assault The Assault lives up to his name, and can usually kill off any hero (aside from the stunwhores) without any spells. His first level spell is practically useless unless you're running away, and even then you can just stim your way out of anything. If he had at least SOME range, perhaps it would be a nice spell to use. The second spell is practically an ensured stun thanks to the spell's range and speed, and the bomber is one of his most useful spells because he can use it as a transport as well as lock someone in stun. His fourth is a very fun spell to use, especially when anti-stealth characters (Ops and Mutant) aren't in play. A good two nukes to the temple and it's GFG. (Funny thing, If you drop a ghost next to the enemy teleporter at their bas3e and they have captured that point, the ghost practically has immunity to melee characters as well as people not expecting it) Dark Mage Definately overpowered. Her first spell creates a Dark Templar with maelstrom that can be used 3 times... that's even cheaper than Carpet Bombing (4 stuns for 80). I haven't played her, but she's one hell of a powerhouse if used correctly. I don't think even a newbie will have a problem using her. Volt Also haven't used this guy, but his spell that stuns and drains mana is way over powered. I kinda don't think it fits with his other spell, where he becomes ANGRY SUPER VOLT! ;p Special Ops Ops is a very cool character, and pretty darn balanced. His first ability will help get a nice amount of levels early on, and his second ability makes for a decent and cheap defense when you don't have the minerals for a cannon. His third is practically invaluable for it's uses (Detection, Shields, AND it can kill anything trying to run away ). The fourth? While it's hard to use, you can use it to trap the enemy in a barrier of mines while dancing around and shooting him while he explodes to death. Very awesome when it's pulled off.Warrior Warrior is also quite well balanced, my only complaint (although it may be intentional) is how high his damage gets. Zealots deal double their damage, mind you. His abilities are quite nice, and he seems built for 1 on 1 fights. Eventually he can handle multiple opponents with Immortality Shield and Charge of Courage?, easily starting the final assault on the enemy base and finishing it that quickly. General Some things just don't seem to be worth buying. For example, all of the creature spawning buildings are just not worth it, since they'll just become exp to the enemy team. Armor is just not worth it, since it costs more to nullify attack bonuses than it does to increase attack damage. Maybe if it were... 2+2x minerals? I dunno. I can't wait for the next version! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #55
InsolubleFluff
Aug 10 2008, 4:48 am
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Earlier I played against some noob and it was funny, because all I got was like, lvl 2 spell + a LOT of mana upgrades, and whenever he came near me trying to kill me, I pumped reavers out and he got trapped and facking raped.
I think I noticed a bug however, not major, but probably worth checking. I had 280 mana cap, I upgraded and it didn't go to 300, I upgraded again and it went to 320, so I am assuming that when copy and pasting you missed something, but the HT's 300 mana cap is messed up, 280 and 320 worked fine though... ![]() ![]() ![]() ![]() ![]() ![]() |
Post #57
ClansAreForGays
Aug 10 2008, 5:08 am
Post #58
ClansAreForGays
Aug 10 2008, 5:11 am
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im not sure if there has been a fairly recent fix for it and im not sure if its on purpose but it seems alil over powered that Special Ops can EMP volt to essentially no HP even with maxed hp youll only have like 1000hp with 3armor,very cheap lategame =/ |
Post #59 DrunkenNoodle Aug 11 2008, 4:07 am
Post #60
ClansAreForGays
Aug 11 2008, 6:56 pm
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.. as you Pee
). The fourth? While it's hard to use, you can use it to trap the enemy in a barrier of mines while dancing around and shooting him while he explodes to death. Very awesome when it's pulled off.
It doesn't have to be short, just a reasonable time. ![[close]](/images/up.gif)