We agreed on the M6 bat is currently lacking, now we agreed (with much debate and cursing) on a different L4. So lets give the Blitz L4 a shot. We've made progress

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Whoa, slow down there, cowboy! Who's "we" here? I haven't agreed to a Blitz L4.
One idea moose, is that to activate the L4 you need the Dropship as a prerequiste, so its like a mobile commander for the troops to drop down from, so you cannot activate it just out of nowhere. So its almost like nuke. Cept it costs 20 less gas.
It's not like Assault was going to forego his Dropship for some reason. The prerequisite would have very little real impact. The thing is, Grenade and Carpet Bomber get redundant. Kind of like Volt's setup, or even Light Mage's. Unless the Bomber is in danger of being killed or too far away from Assault, there is no reason to use Grenade. You can have one chance of getting 60 counts of stun for 50 mana or four chances to stun for 60 counts divided how you like for 80 mana... it's not a tough choice. It isn't a matter of too strong or too weak, just redundancy. They are by no means EXACTLY the same, but they are, IMO, too similar. That was another thing I disliked about the old Assault.
Keep in the mind that I never set out with adhering to the old predefined niches or roles or old forms of classes as a goal for shaping this map.
http://www.staredit.net/?file=808After some public tests (and a few bugged versions that I hope will never see the light of day again), we finally have it:
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*** TEMPLE SIEGE 1.4M7 ***
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:: GENERAL
- Fixed a bug that caused a death message for a player to appear upon his leaving the game.
- P12 spider mines are now removed. (Spec. Ops and Mech)
- Decreased Temple HP from 50,000 to 40,000.
- Moved Cybernetics Core and Hive from the upgrade area to the stacked buildings area.
- Instead of having six Spires up top, there is one which is given to the player who picks Archer. (net save of 5 buildings)
- Instead of having six Hydralisk Dens up top, there is one which is given to the player who picks Archer. (net save of 5 buildings)
- Instead of having six Robotics Support Bays up top, there is one which is given to the player who picks Light Mage. (with a Pylon, so net save of 4 buildings)
- Assimilator rates for the two teams are now equal. (was 13/14 and 16/17 before)
- Gave Command Center, Supply Depot, Barracks, Engineering Bay, Science Facility, Evolution Chamber, Hive, Hydralisk Den, Spire, and Templar Archives generic names of "Structure".
- Forced Random Hero after one game minute for AFKers.
:: ARCHER
- Fixed a bug where players got the Hydralisk speed upgrade for free by casting L3 a second time.
:: ASSASSIN
- Trigger reorganization and consolidation. No other changes, just a note if anything breaks.
:: ASSAULT
- L1 is now Corsair with Disruption Web. Enemy heroes under it are slowed.
- L2 is now Grenade with a longer fuse and longer stun duration.
- Increased by half a tile (quarter tile in each direction) the effect area of Grenade. (L2)
- Increased upgrade damage on Firebomb (L3) from +2 to +4.
- Longer fuse on Firebomb (L3).
- Removed mineral cost for Nuclear Missiles. (L4)
- Can summon two Ghosts with L4.
:: MEDIC
- Fixed starting energy of Healing Spirits. (L1)
:: SPECIAL OPS
- Increased damage of Sniper Rifle (L3) from 75 + 8 to 85 + 9.
- Increased HP from 4000 to 4200.
- Carpet Bomber (L4) actually stuns now. (yes.)
:: SUMMONER
- Decreased max Zerglings (L1) to 10.
:: VOLT
- Cleaned up L3, reduced triggers by 14 lines. No changes, just a note if anything breaks.
- Fixed the bug that caused Volt L2 to transfer to the leftmost unit owned by the player.
- Fixed the never-ending L1 bug. (seriously!)
- Redid L1 hit-detection to work off a .5x.5 location centered on the hero instead of the relatively large 2x2 previously used which resulted in a lot of BS hits.
:: WARRIOR
- Increased max shields from 100 from 150. L1 still gives 10 and L4 still gives full.
- Decreased HP from 6000 to 5500.
http://www.staredit.net/?file=808This is, as far as I can tell, the most stable and bug-free version we've had in awhile. Only problem is that allies are affected by the slowing of D-Web. But hey, 1.2 Assault did that, too. I'd like to have done more of that here, but we needed the stable release and a new version has been long overdue. That said, it's time to mess with everything in M8. Redoing the capture system (or should I say crapture system, lul) is definitely overdue. I'll talk more about future plans some other time.
Post has been edited 1 time(s), last time on Jul 9 2009, 4:13 am by Mini Moose 2707.
None.