Yo guys.
I know many of you dislike some of the changes. You think it is unnecessary and that there're already problems. You also think that I've given up on this...
Well, no I have never given up on this.. but a strategic vacation to clear my thoughts was called for...
I must admit that this beta thing has many problems, which is why it is BETA. The changes that I made was necessary to experiment with the map and see if I can make it better...
Plus, I have been listening to the suggestions and complaints (Mostly on the other thread)... and I know changes are due...
So, without further ado, I will be posting up some changes to do, since now that I have this posted up, I may actually gather the incentive to work on my map once more
.
First of all tho, I think I shall skip "v1.5" and start fresh with v1.6, mostly due to the completely new terrain:
??)... mostly to characters that have been deemed "Too Linear" "Low Tiered" and "has STDs" ...
So here's my Proposal...
NOTE: Changes listed are from UnholyUrine's 1.4M to v1.5d
NOT from one version of 1.4M to another !!!
* - are changes from 1.4M to 1.5* - are changes from 1.5 to 1.5d* - are changes that may be happening!~SPAWN AND BUILDING RELATED* All Spawning Temples have been moved to the Advanced Building section
* Added Chaos Temple, which spawns 3 infested terrans (Fleet Beacon)
* Infested Terrans now do 175 dmg (with 175 armor)
* Dragoons (Mystic Fighters) and Alan (hero goliath, Golems) have switched roles, Dragoons are now the next level of spawns after Hydras, and Golems are after Mystic fighters (To compensate for the fact that dragoons give 500 killscore, and alans give 600 (600 cap ks))
* Dragoons now have 250 shields n 200 HP with 10 armor, damage is the same.
* Hero Goliaths now have 650 hp, 15 armor, damage is now 42+4 (total 50 dmg), and 25+2 for air (total 58 dmg).
* Golem's Tribunal now costs 150. Mystic Temple costs 120.
* Fire Temple (Spawns firebats) now costs only 60. Archer's Temple (Spawns hydras) now costs 80.
* Battle Tanks now have 700 hp and 450 shields. Same Cost, and Same Dmg.
* Removed Nature Temple (medic spawner)
* Removed Robotic smth (Vulture spawner)
* Added Healing Ward. It will spawn one medic (full E) when you're near it. There is a time limit of 20 seconds (720 DC's, subtract 3 per trigger). When you're not near this building, you will gain 1 DC per trigger, meaning it takes 3x the time to "recharge" the Healing Ward"...
* Added Mana Pool. It will make you gain Mana twice as fast as your level. It has the same timer as Healing Ward.
* The above two buildings both cost 60 bucks. U may only control one building at a time, and Building multiple buildings does not extend/speed up the timer. Rather, you have more places to heal. But you must "recharge" the same amount of time
* Buildings don't automatically become computer's. It must be done building first (may be implemented later)
* Moving probe onto the buy probe beacon will give you a list of the current building - temple.
* assims are now 2/3 the speed (1/3 slower)* Decreased price of Healing and Mana buildings to 45... Decreased price of Fire temple to 50, Archer to 80, Mystic and Chaos temple to 100, Golem's tribunal to 120, and War factory to 160.
* Increased Killscore required to gain experience due to the new spawn leader mechanism
* Most importantly, every spawn group will consist of 6 normal and 1 spawn leader, which is the spawn that is 2 levels above the current one. This is very game changing, but important in adding more gameplay elements and balancing different units. Because of this, every hero must be replayed and probably rebalanced. This is partly why this is still in the Beta stage.TERRAIN/PATHING* New Terrain by Mneox and xYoshix... This would need to be tested
ARCHER* L2 will now spawn 2 drones at once. Creep, Sunken, and Spore has been decreased from 500 to 400 hp, and decreased 50 to 30 dmg. They still have 10 armor. Nydus Canals will now cost 50 gas.* L3 will now has a spawn timer. It will spawn 2 hydras if the Archer has no companions, AND have not spawned any hydras for 20 seconds. Otherwise, it will spawn only 1 hydra * Will decrease Sunken/Spore/Archer camp's build time.
* I am considering changing Archer's L4 to spawning Guardians and mutalisks. It will have a pre-spell effect similar to what it is now, and mutalisks will spawn but not be able to attack in that time. When the effect's done, mutalisks should all be in the center, and 8 guardians will be created, and everything will be able to attack. This way, it is a lot ezier to land hits, but buildings will still be crushed by mutalisks (Obviously less mutalisks than before due to the added guards)..
Hopefully this'll add incentive to get L4.ASSASSIN- No changes.
* This won't be implemented, but I want to throw it out. I want to add an extra spell called "Sentry of Shadow", where if the Assassin casts Escape twice, a sentry will be placed. The next time he casts escape, he will move there instead.
Complication arises as this requires the Escape spell to have a lag time, like in the M versions. I would wing it to about 2-3 seconds. The thing is, I still haven't thought of a way to get around the fact that if the person has a sentry out in the field.. but wants to tele home.. he'd be shit outta luck...ASSAULT ENGINEER* Renamed to engineer, with the Old Special Ops Spells.
* Switched Summon Military Intelligence (Now L2) with Summon Defense Engineer (now L3).
* Building an Academy will yeild a disabled (cloaked) bunker with 2 marines (18+1)... The Assault can control One of them at a time. 600 HP, 10 Armor (GLITCHY! Subject to change)
* Building a Supply Depot will yeild a disabled tank (tank mode) Tanks can be controlled by any teamates. * HP = 900 with 15 armor, Dmg = 90+5 (subject to change) .. Cost has been doubled (60 gas), and build time is x1.5 longer
* Both bunker and tanks will be owned by p7/p8 if no teamates are near them.
* L4, Mine Drone mines will NOT be invincible after the spell is finished.
* Armored refinery added! it has 1k hp, and 7050 armor. Same gathering speed as assimilator.
- Paralyzing spells will destroy Mounted Guns
- Fixed unclickable tanks/bunker during day.* After much consideration, I will be switching L2 and L3 back to their original places. I will make Refineries cost some gas to build. This would make the Engineer stand out a lot more, as it will be able to make stable defenses much earlier in the game (before heroes can crush his defenses XD)
* L3 will then have a max summon of 4 sci-ves... Might consider lowering D-matrix E... right now it is 50E.
* Will increase spider mine HP to 7-9. This way, it must take 14-18 hits from enemies and fellow spider mines before they destroy themselves... Consdering that right now the mines are useless because they splash + kill each other.. with the upped HP, they shouldn't destroy each other, as spawn units do not splash and will focus on maybe 1 or 2 spider mines.. So the other mines should make it.
DARK MAGE- Maelstrom cost changed to **62 energy. (it was 65 before)
* Added a new spell one called "SUMMON DISCIPLES", where if the dark mage has summoned a dark orb, she may choose at anytime to use her dark orb to summon four broodlings. Max 8 (to 11) broodlings.
* Changed Curse of Agony so that Spawns and Summons will become stunned and set to 10% HPLIGHT MAGE* L3 (Light of Binding) is now an AoE spell, where heroes near the light mage will spawn 8 Dragoon Hallucinations, "binding" him in place. the LM itself will spawn 8 real dragoons.
* L2 reavers spawn at the 4 corners of the LM, instead of below it* L1 is now comboable at ANYtime, with ANY spells.
* L2 reavers will spawn below the LM if it was unplacable at the 4 corners.* I have been listening to the complaints and decided to change the LM... Its L3 will now be L4, but instead of Hallu dragoons, it will be REAL dragoons that bind the heroes.
* The New Lm's L3 will be "Light Essence": It summons a High Templar. Whenever LM casts a spell, the HT will ALSO cast the spell (but with 1/2 the power).. so for e.g... if I cast L2.. My Light mage spawns 4 Reavers... if I have an HT, he'll also spawn 2 reavers...
* If L1 is casted twice, and you have an HT out... your LM and HT will switch places... Spell name pending
* LM will now be 32+4 dmg. Its L1 will spawn 8 aldarises, but only 6 of them can attack (2 of them will remain as P11's unit) (do the math, with 10 ups, the new L1 will do 420 dmg, while the old does 400) .. This would give the LM more of an edge in Exp'ing... Also, with the current set up, Upping Protoss grd dmg is more viable.MECH* Changed Mech's L2 under bike mode to spawn wraiths (30+4 dmg)
* Changed Mech's L4 to spawn 10 wraiths 3 times, and then 8 tanks in quick sucession. This is subject to change.* Changed Mech's L2 under bike mode to spawn 2 wraiths (30+4 dmg) to attack once, 6 times. (before it is 1 wraith, 10 times)MEDIC* L3 now takes out any spell effects (paralyzing/curses) from medic and nearby allies* L3 will now give allies a 2x mana regain speed for 20 seconds. They will, however, only get an initial 50 mana boost.
* L4 will NOT full heal allies (it will full heal the medic)... Allies will heal to their HP level +20%* Medic's HP, due to it's ez exp against marines, will be decreased to 4200HP. Her dmg may also be decreased, but that remains to be seen.MUTANT* added pre-spell effects for Hyper Claw (L3). Heroes will now have a short warning before the claws hit. (This also makes it harder for the mutant to evade and use this spell at the same time)
*lurkers are now 33+3 dmg, spawning 12 instead of 8 lurkers (to add in new hero.. it was originally 43+4)
SPECIAL OPS ASSAULT* Renamed to Assault, with old Assault spells. Hp increased back to 4800. Damage is now 22 + 2. (subject to change)
* Tear gas (L1) Corsair is now invincible
* Tear gas now subtracts mana + Slows units per 2 DC (instead of per trigger)
* Ghosts now canNOT cloak. But you may spawn 3 ghosts. Nukes have a faster build time, and cost 80 gas and 10 minerals. (Subject to change)
* HP is 4000, with 11+3 damage.
* L1 and L2 is switched. L1 is now the "Sensor Grenade". Its fuse is still 6 seconds, but if it is over any enemies for 2 seconds (subject to change to 1.5), it will explode. It will also spawn 3 wraiths (30+4) to attack once. However, foes will only be stunned for 2 seconds.
* Tear gas, now L2, will subtract 2x mana.
* May only spawn 2 ghosts now (due to their dmg being 50+7)* The Assault is one of the main problems. I realized that Tear Gas as an L1 was really fun, and Grenade as L2 is okay. The current set-up with assault allows it to rape summons too easily, and I feel that I must go back to its roots. I will be switching L1 and L2 back to its original. I will make the current "Sensor Grenade" the same, with a 1.5 sec sensor period, and will explode the same, stun for FIVE seconds, and spawn 4-8 wraiths that attack. This'd give some incentive to Up Air attacks.
* L1 will be the same except it won't drain mana as fast as it used to... maybe per 3 DC = 1 mana drain? So its primary role is slowing people down.
* As bad as this may sound, I'm giving back the cloak to the L4 ghost, and limiting its max summon to 1, and making the nuke cost like hell... Basically, I'm going back to the original. Why? because it currently doesn't feel right without cloak... Note that cannon cost will be changed to 40 mins.
* L3 is still carpet bomber, but I'm considering changing the explosion to spawn firebats and not stun people.... maybe 8 firebats... if you can land a good "Fire bomb" (lols copy from M vers), then you can trap people with 8 fb's.SUMMONER* Summoner's l2 will spawn 2 infested terrans per zling...
*Summoner's zling is now capped at 9. Subject to change* Summoner's L1 will have a summon counter. The summoner will be able to spawn multiple zerglings when he controls zero at the moment he casts the spell. ALSO, he must have NOT summoned ANY zerglings for 15 seconds for 2 zlings, and 30 seconds for 3 zlings.* The Summoner will face a lot of changes. First of all, I will be dumping the current L2 and L3 for something that you guys will probably like ... So here we go!
* New L2... Adopted from (I think) Flashbeer's Blister Grounds: "Demon Grounds"... or "Demon Chant". The summoner will become invincible and spawn 4 infested terrans at the corners of the summoner every 1.5 seconds for three times. Invincibility will last 6 seconds. Note that this doesn't affect L1 zlings anymore.
* New L3: "Incantation".. or "Abyssal Hymn": First, All Dark Swarms will be removed. For 10 secs, the Summoner will have his energy set to 100 (enough for Dark Swarm but not for plague). Each Dark Swarm he casts will spawn either a Zergling or an Infested terran... I have not decided which one is best, but I'm leaning towards IT's, but lowering its Dmg. The last dark swarm casted will also set a waypoint for where the summoner's next summon will appear during the 10 seconds. Meaning that if you do L3 and L1, zlings will be summoner at where you last placed the dark swarm. Same for L1 and the new L2, IT's will spawn at the dark swarm instead of near you.
* With the old L3 (food for thought) gone, there is no need to have 9 zlings. So, the L1 zling cap will be set to 6. Will most likely remove the new "counter" for spawning multiple zlings... (at least decrease it to 2 max)
These changes will hopefully decrease the linearity of the current summoner
Suggestions highly appreciatedVOLT* Magnetic Channel will now only suck in heroes per 3 DC's. All other units will be sucked in per trigger, including spell units.
* Volt has been changed back to 30+5 dmg.* Increased duration (spreading of scourges) of L1 by a littleWARRIOR* L2 will now have a after-spell effect to stop the trapping of heroes by using L2 consequtively.* Decreased HP to 5800, increased shields to 150, with L1 being 10%, and L4 being 100%.
* L3 will now kill spawns/summons owned by enemy players*Same HP, Sheilds at 120PHANTOMThe Phantom was once a prized ghost of the Stergyk Nation, infamous for his sleuthing abilities and his skills in taking down targets. A reknowned hitman. He dissapeared during the Mission to find the Power of the Temples.
Presumably, he has emerged from the temples with the power to seep into another's mind and create hallucinations. His decoys and sniping abilities makes him even more potent, and now is rarely even seen when he executes his target.
Whether he sides with the North or the South, he is one hero to be wary of.
Stats:Unit = Duran
4200 HP, 0 armor, 33 + 5 dmg.
Spell 1 - Phantasm - Creates two hallucinations of himself. HP of hallu's starts at 10% and goes up as his HP level goes up.
Spell 2 - Focus Shot - Spawns a ghost with 180+12 dmg as it decloaks. Can only do one shot.
Spell 3 - Needle Hook - Spawns a scourge for 10 seconds. If it comes into contact with enemy heroes, it will "hook" onto the hero, and you can control the hero's movement with the scourge (Inspired by Kyuubi.'s Hydra Arena)
Spell 4 - Phantom Shot - Changes up to 10 (subject to change) of your hallucinations into ghosts that will shoot twice (50+7 dmg).
* Will randomly move Phantom and his hallucinations when L1 is casted.. I.e. Move phantom out of arena, then create hallus, and then move phantom back.. OR .. move phantom to its position, then create hallus.. This'd make it not as easy as before to distinguish the hallus from the hero.
* Will decrease Phantom's HP to 3800, but increase hallus' %PSIONA mythical machine that has been created by the Protectors of the Temple. Its interior is covered with what is known as "Psionine", a liquid element which contains properties that nullifies the Powers of the Temples.
This machine can willfully deploy this element, and create mass areas of Void, where much of the energies are absorbed and deleted by this potent chemical.
Stats:Unit = Fenix Dragoon
5000 HP, 300 Shields, 3 armor, 42 + 5 dmg. (subject to change)
Spell 1 - Void - Creates a Void, an area where enemies will not gain mana, and lose mana slowly. Lasts for 30 seconds.
* The void will now drain 2 gas per 15 DC's, and the gas will be given to Psion.
Spell 1B - Void Rift - when a Void has been activated, Psion summons max 1 Mystic Fighter for 10 seconds. It is immobile and invincible. Spell 2 - Negative Field - Turns the Void into a Negative Field. The psion and its allied heroes will become invincible in this field. Lasts
*10 seconds, with a cooldown of 8, and removes the void.
Spell 3 - Vortex - Turns the Void into a Vortex. The vortex will draw in any units into it and deletes spawns, spells and summoned units. Lasts 6 seconds, and removes the void.
Spell 4 - Void Shifter - Summons a Void Shifter (Arbiter). Any Void created next to it will become centered under the Void Shifter. The Void Shifter can recall (50 E).
EARTH DEMONA Demon that has been said to be the cause of earthquakes, and the destruction of many architectures. It's burrow attack is strong, and while it may seem vulnerable, it's ability to tunnel throw the ground allows it to escape easily.
As infamous as the demon is in causing havoc, it's purpose at the Temples is unknown. Whether it is there to simply cause reckless damage, or there to control the powers of the temple, it must be stopped!
Stats:Unit = Lurker
4300 HP, 1 armor, 33 + 3 dmg. (subject to change)
*Spell 1 - Burrow Drive - Creates an Observer, where the lurker is moved under it every second for 10 seconds. If observer is killed, lurker will be stunned. Can only be casted when Burrowed
Spell 2 - SandTrap (subject to change) - Creates a trap. When foes walk over it, they will be stunned for 5 seconds. It will also spawn 1 infested terran to attack them.
Spell 3 - Ground Fissure - Comboable with L1, this creates an observer (or uses the observer from L1) and will create 2 hydras (unburrowing and are not removed for the duration of the spell) every second for 7 seconds. Can only be casted while burrowed.
Spell 4 - Shatter Earth - (basically the old L3 and L4 combined) - The Earth Demon Slams the earth, creating an Earthquake and Landslides that will paralyze players for the duration of the spell + 8 seconds, and kill all non-game-ending buildings.
* NO rhynadons will be created.
* Foes under the Shatter Earth will be triggered to the earthquake effect if they were near. Lasts for the duration of the spell.* It's L2 will most likely be changed into "SandSlash", where the inflicted foe will lose vision for at least 10 secs and be slowed for about 6 secs.
* If the Demon casts L1 twice, I was thinking it will create Rhynadons at the trail of which he was "Burrow-driving", which hopefully will effectively block foes movement and/or defend urself.
However, I need to know how you can make critters NOT move around after they're created.. and whether or not this spell is worth it, as it is quite trigger intensive That is for now...
Again there's a lot of changes... but hopefully it's for the better D:
But the big change is the terrain.. which I'm excited for
.. so we'll c!