=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...
[quote=name:Mini Moose 2707]-In the north section towards the middle, there is a ramp than runs up and into a cliff wall. I don't know if that's intentional or not, but it's just weird.
I think that was intended.. It's kind of an artwork by Mneox.
-IMO, spawning and bases don't seem to be a good option for winning. I don't know if you intended building and spawning to be a major part of the game. Nobody I played with ever WANTED to capture bases... capturing a base means that more units start running around, and that means that the other team is going to level up faster.
EDIT: I played a game where I tried winning via spawning. I had Goons and Firebats crap running around, which is great. Except they give a LOT of exp to the other heroes when they kill them. With all those levels coming in, they're killing them and taking .5 damage in no time at all.
Also, a much quicker way to access which buildings spawn what would be great. (instead of cycling through many tutorial pages)
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
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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.
-The final spell for the Archon is a bit overpowered. Particularily when you can upgrade mana enough to regenerate all of the energy it uses by the time it's finished. That isn't necessarily the problem, perhaps a decrease in the transformed Archon's attack power and shields will do the trick. Unless a super pimped out Archon hero was intended to be a game ender. The only thing that can phase it is EMP. Otherwise it can just park in front of the enemy temple and laugh at anything that wastes its time shooting it.
Hmm, I never noticed that. I'll keep that in mind for the balacing bit.
-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.
Yeaaaa I noticed that after a while.. I'm gonna change it to 100 E or something like that.
-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.
Okely Dokely.
-I'd like to see more done with the day and night system. Right now, it just seems like vision is the only effect. But, I haven't played all the heroes yet. The DT hero would be the exception to this, because it becomes cloaked at night.
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.
-I would like to be able to see the Dark Templar hero on the beacon, so I can click it and look at its stats.
Lol i was being lazy.. fiiine ..
-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.
><" 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...
-I just played as the Mech Hero, and it has some issues, too. First off, I think that the Vulture form needs the speed upgrade. Also, for the vulture, the "Rail Gun" attack is extremely lame - the Vultures change out too often and that means that about 75% of them don't even get a chance to attack. The upgrade damage for the one-shot tank spawns needs to be increased as well, +2 is not enough, considering you have the Zergling's Lurker spell getting upgrades of +4!
(Also, having each form on display behind the beacon will help influence decisions there.)
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)
-Make sure P12 Civilians are removed, in addition to removing Civilians for players upon elimination. Otherwise they can improve the team's spawns via level points or hit the anti-hack.
-South base has an unprotect geyser, whereas the north does not. The cannon placement of the geyser right out of the northernmost exit of the north base does not protect the geyser as well as the one directly north of the south base.
I will fix these... .. This post shall be my checklist =D
-Assault is a good class, except... Tear Gas blows. You use a DWeb to slow down enemies and drain their mana, making it nice for you to attack them. Until you find out IT AFFECTS YOU TOO. And if you want to attack the opponent affected by it, you have no choice but to walk into it. The only change I would make to this class is making the caster immune to the effects of Tear Gas.
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.
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.
-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.
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.
-Can you adjustment the location on the Psi Disruptor or its placement? I shouldn't have to order my Civs to walk over to the spell upgrade purchase more than twice.
Yeah... .. i'll fix that lol ><"
-I lost my last life while my probe was sitting by a Pylon. It didn't give the Pylon back to the base, leaving the cannons useless.[/quoet] May have been something due to the squareness of locations...
[quote=name:Mini Moose 2707]-Remove Ranger's buildings when he dies the last time.
-The Ranger's fourth spell takes awhile to attack get the attacks started. Too hard to hit with it.
K i can remove the buildings.. But the fourth spell is cool and more balanced this way.
-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.
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!..
Known glitches:
Goliath misplace results in death.
Tele/Spwn points aren't recoverable.
Volt becomes permanently invincible when lv4 used.
volt Lv3 doesn't work.
Zealot/Warrior Lv3 doesn't work.
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..
-The experience seems to be inaccurate. I started off a game with five kills but no experience. When I started killing again I got a bunch of experience all at once.
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
Post has been edited 4 time(s), last time on Aug 8 2008, 5:29 am by UnholyUrine.
None.