Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege v1.6
Temple Siege v1.6
Feb 12 2009, 6:20 am
By: UnholyUrine
Pages: < 1 « 11 12 13 14 1570 >
 

Mar 24 2009, 12:51 am Moose Post #241

meme

There was never a version of TS released without hyper triggers.



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Mar 24 2009, 12:53 am ShredderIV Post #242



I've seen maps with significant ht that had almost instant triggers. This is not quite so in TS. Maybe he changed the rate or something, idk, I'd rather have you focus on other suggestions than this little quarrel.



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Mar 24 2009, 2:04 am UnholyUrine Post #243



Passive Spells wouldn't be too fitting... and the new heros have passive like spells anyway, like Phantom's Hallu's, Psion's Void, Medic's Medics, and Lurker's tunneling... they all go on for quite some time and is somewat passive u can argue...

Hyper Triggers were the first two triggers on the map (Using Farty's method). There is ZERO Wait triggers (except in Mission briefings), so it is Impossible for the triggers to slow down. The triggers will fire approx. every 1/12th of a second.

As for the new spawns, I think it is essential to finally balance the summoner (which still is OP at late game ... but very, very hard to kill anyone/farm early-mid game)... So I don't think I will be changing it... However, I'll address the fact that some units, particularly Light mage, Dark Mage, and mebee Mutant and Psion may be affected.

I would prbly need to lower Lurker's base damage, as it seems to kill spawns very very easily (obviously I foresaw that, so i gave it +3 bonus only, but it is actually still going really fast)...
Lurker's L3 at the moment is set so that the hydra patrols to the middle of the arena XD... I'll change it so it moves to you instead.

Yea, I still needa make warrior's L3 kill spawns... but it's L4 is almost invincible... and It is combo-able with L2 and L3 (but not L1)....
Long-winded, non-dmg'ing spells are combo-able, including LM's L1. so that'd be warrior's L1, L4.. Mutant's Night Vision... Lurker's L1 is comboable to L3... Psion HAS to combo his spells... and many other spells are summoning-like spells, which generally are "combo-able" if u'd like...

Engineer and Assault will still need more balancing work... need comments... but I'll test them myself :P

The Psion making an invincible attacking unit IS a good idea, but doesn't fit the theme very much.... I still sorta like the way it is right now... I know Psion is very weak offensively, but it fits its theme.. The one solution left for an offensive spell for psion is that when its Void is activated, if the Psion casts the Void again inside the Area, an invincible dragoon appears and attacks for... ~5 secs?...
That might help Psion out...

What'd u guys think?



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Mar 24 2009, 8:32 pm killer_sss Post #244



sounds good to me. one question what do u mean LM's l1 is comboable? i coulda swore LM means light mage and if so it does do a bunch of dmg and if they can cast that with l2 omg lookout lol. prolly just getting confused but nevertheless would like some clairity ty.

i doubt you could use this but it would be cool to me if somehow you could capture men and release them with psion. like pull them into the void or whatever L3 is and then be able to release them at a later time. idk just popped into my head so ima throw it out there lol.

Post has been edited 1 time(s), last time on Mar 24 2009, 11:59 pm by Mini Moose 2707. Reason: No need to quote the entire post above yours



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Mar 24 2009, 10:03 pm Lt.Church Post #245



youve always been able to cast l2 and immediately fire off l1 well reavers are out, dont think it works in the reverse. Havent tried with l3/l4 but i dont think it works with l3 or i could of prevented my own deaths a few times.



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Mar 24 2009, 10:32 pm rockz Post #246

ᴄʜᴇᴇsᴇ ɪᴛ!

I believe cracklings attack every 8-9 frames, and hyper triggers run every other frame. That means you have a pretty good shot at attacking at the same time.

If I knew as much about starcraft mechanics as I did diablo 2 mechanics, I could tell you exactly what happens, but alas, I'm no myrdinn.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 25 2009, 12:47 am killer_sss Post #247



Quote from Lt.Church
youve always been able to cast l2 and immediately fire off l1 well reavers are out, dont think it works in the reverse. Havent tried with l3/l4 but i dont think it works with l3 or i could of prevented my own deaths a few times.

hmm really wow i didn't know this i guess i just always assumed since i cast l1 first and then l2 would fire after l1 was over that i couldn't fire l2 and imediately follow with l1. guess ya learn something new everyday.



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Mar 25 2009, 1:09 am ShredderIV Post #248



Ok, idk if I'm jus an idiot or something, but I cuda sworn that if u used lms l2, that u couldn't use l1 while the reaves were out. I play as lm quite often, and I'm Pretty sure I wuda noticed this before and exploited it. Also, passiveness of spells usually denotes the fact that you use the spell once/never, and that it lasts forever, such as if you upgraded your spell to l3 and you get the equivalent of 5 mana ups in addition to any mana ups you get with civs.

Post has been edited 1 time(s), last time on Mar 25 2009, 1:15 am by ShredderIV.



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Mar 25 2009, 2:41 am Lt.Church Post #249



shredder, i cant say its certain for every version but the last two times ive played light mage and last time ive fought him it was do-able.



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Mar 25 2009, 2:50 am Moose Post #250

meme

If you cast L2 first, the Reavers will take the Protoss supply and you won't be able to build a Zealot.
You have to cast L1 first.



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Mar 25 2009, 3:04 am Decency Post #251



Uh, the game responds fast enough that if you queue D-->Z the trigger to spawn 4 reavers comes before the zealot is produced? That would really surprise me. =o



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Mar 25 2009, 7:58 pm UnholyUrine Post #252



Quote
Uh, the game responds fast enough that if you queue D-->Z the trigger to spawn 4 reavers comes before the zealot is produced? That would really surprise me. =o
Uh, yeah.

This was why Psion's spells were screwed up in the first place.
I should relook at the triggers for LM... since it should only be L1 that's comboable.



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Mar 25 2009, 11:44 pm FoxWolf1 Post #253



1.5 still reliably crashes me on game start...any progress on fixing that?



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Mar 26 2009, 9:23 pm UnholyUrine Post #254



Turn off your map hacks.

EDIT: And, it may be because you're using a mac XD... I was able to crash all mac's with my Virus Arena map for no purposeful reasons..



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Mar 27 2009, 3:35 am FoxWolf1 Post #255



Well then, either something that you used in both maps is making them Mac-incompatible, or they've both become incompatible for different reasons. The first possibility is easier to investigate and eliminate (or fix), so we should probably consider it first. Do any commonalities come to mind? Previous Temple Siege versions have been fine; it's just 1.5 that does it.



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Mar 27 2009, 4:32 am UnholyUrine Post #256



o.O i have no clue...

Go DL my Virus Arena (its in the DLDB) .. and see if it crashes you...
I know it has something to do with Starforge.. but that's all i know :C



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Mar 27 2009, 4:51 am FoxWolf1 Post #257



Yep, that crashes me too. Something that you're doing seems to remove cross-platform compatibility. What have you used that isn't standard?



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Mar 27 2009, 5:06 am UnholyUrine Post #258



I have not a clue ....
but it's something cool =D that I was able to do....

Hmm... It may be the way Starforge organizes stuff.... but I have no idea how Windows and Macs are different other than the fact that Vista sucks ass...

Verrrryy Perculiar....



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Mar 29 2009, 10:32 pm o0MaXX0o Post #259



All I can say is wow to all the cries to nerf certain units which were not OP to begin with, time to open my big mouth for this one.

Medic:
-Nerf medic L4 are you serious lolz? Medic is pretty much a non-factor until she gets her L4 (Good medics will cloak and disable units for team kills), even then an effective team effort can knock her off before she can mana whore 120 for the win, FH'ing in 20% increments is stupid and makes he near worthless.

-Medic L3 is perfectly fine, great support spell. Why change it? It gives her unlimited cloak and can help her teamates with low mana pools keep pumping out additional spells. I.E failed nuke and lost ghost, L3 please. (220 mana is not easy to come by when your cap is lets say 200 or 180)

Volt:
-Someone said nerf His L2? Manual it,and kill him, seriously do you guys even think about what your saying? L2 is not broken in slightest, maybe at most reduce its pull time. Almost all units can manual him to death. Nerfing L2 will reduce his role in being a lurk bomb noob counter which 99.9% of people do. Im surprised no one cried for lurks to be nerfed....

-Nerf L3? LOLOLOLOLOLOLZ this is way over the line, Urine made the startup up time on this spell long for a reason, its very easy to spot and dodge (how could not see a big blue orb rolling toward you with 3 carriers blowing up consecutively) if you cant dodge it than QQ more or lern2dodge k?

Assault:

-No cloak for ghost is meh but i guess 3super ghost is fine
-Nuke is not overpowered carebears please stop crying about it :(



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Mar 30 2009, 1:37 am UnholyUrine Post #260



no no.. Volt's L2 has been lengthened, but doesn't suck in Heroes per trigger.. meaning Heroes Only can run away, while every other units will not be able to.. Volt's L1 has also been lengthened, and nerfing L3 (less mana drain) is speculation..... I haven't really thought about it so I guess I won't mess with it....

and no.. medic's L4 is OP.. it is just that the rest of her spells aren't very helpful. So it is better to balance instead...



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