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[UMS] Zillion Zerglings - Page 19

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 17 18 19 20 21 26 Next All
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 13:53 GMT
#361
Who is Vanquished?
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 13:56 GMT
#362
Danr, I really liked the add-on wall though, and sorry, but didn't see the armory as I usually don't go marines or siege tanks except for one round where I noticed that I couldn't upgrade my marines. and I wanted to do upgrades past lvl 3 because the zerglings get to be so high in health that they are nigh impossible to kill for the longest time. I just thought it might be nice to have something to upgrade and get more damage to kill lings faster. I was only comparing your map (which is way better) to ZD because of the upgrade thing. Sorry if it offended you about mentioning another map.
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-13 14:01:22
December 13 2010 13:58 GMT
#363
I'd like to increase upgrades past level 3, I'll worry about this soon.

I am looking for a terrainer. Not just any terrainer--your terraining skills must be specific and meticulous. You must be able to make beauty, as I do with my triggers. Knowledge of the data editor is a plus. This is for another project, and if you know the quality of my work, you will know what is coming...
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
December 13 2010 13:58 GMT
#364
On December 13 2010 22:42 Vanished131 wrote:
After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.

You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.

And Zerg may never stack up to Terran, but the gap has become much smaller.

Thanks.


I think 100/2 is a bit much if you don't get it back. If you use it youre basicly gaurandeed not to make it further since you wasted so much money. Maybe it would be a good idea to reduce the cost to something manegable but not spamable like 25/1. Another option would be to keep them expansive and refund a portion of them. That way the only way to nuke a lot is to keep arround a large sum of money
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 14:03 GMT
#365
On December 13 2010 22:58 Marradron wrote:
Show nested quote +
On December 13 2010 22:42 Vanished131 wrote:
After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.

You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.

And Zerg may never stack up to Terran, but the gap has become much smaller.

Thanks.


I think 100/2 is a bit much if you don't get it back. If you use it youre basicly gaurandeed not to make it further since you wasted so much money. Maybe it would be a good idea to reduce the cost to something manegable but not spamable like 25/1. Another option would be to keep them expansive and refund a portion of them. That way the only way to nuke a lot is to keep arround a large sum of money


I picked economy as my talent, and when I got to blue, I had 2500 minerals and 80 gas, 3 ghost academies, and 3 ghosts.

When a nuke completely devastates half of a whole wave, there needs to be a price. Now you understand my point of view.

Let the price sit for a little while, then come back and complain.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 14:14:28
December 13 2010 14:10 GMT
#366
price is fine, and is still spammable. If anything make them require a build timer. you dont even need more then 1 acadamy since its instant build =) But would my suggestion be pissing off the people who cant think past the "Circle In Beginning"? that fail strategy doesnt work without a proper spacing and choke points which most if not all players cant seem to get past thier thick skulls even when advice is given.

Problem with 100/2 price in a full game is unlike in single mode, your not divvied the other 5 players economy. and what happened to 8 players? lag issues? =(
DChen
Profile Joined December 2010
United States58 Posts
December 13 2010 14:17 GMT
#367
oh ad if i could throw another suggestion out if it doesnt take too much time?

Patch Note Tip. Makes it easy for "People" to keep up with the changes since i know "new players would probably not bother to read them anyways but is still appreciated". like having peopel know that so and so recieved changed such as Nukes or Lurker Den is now free with 100 second timer =)
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 16:01:39
December 13 2010 15:39 GMT
#368
Nuke pricing seems perfectly fine, even though you dont make back the difference, i hold th enuke out for the right moment and save the team. You get reimbrsed 1 ore every ling you kill with it as well. In the later waves, i was able to 1 hit green any ways so it made up the difference. your team has to cover you but using mineral man instead of econ covered my losses in between rounds as any unused minerals go towards another nuke. Towards blue wave it was difficult to decide whether or not to drop a nuke now or later as you have to plan ahead to maximize damage output to cost effectiveness, adding a new level of difficulty to nuke spammage. If you had a well-rounded team then it wont be surprising if you dont even have to drop a nuke to half-life the lings, which is critical for you in Indigo becasue every mineral counts towards surviving that league. I would say drop the price maybe to 75/2 due to the lack of coordination between PUG games and a group of friends that work cohesively, if anything. Or leave it as is because its more challenging and requires at least some form of strategy besides nuke bombardment to victory.

And please make boss waves! lol i wanna see how well skilled players can manage against speed upgraded boss ling the size of a command center hahaha

EDIT: cant make it past indigo, yet. really damn difficult haha!
Let alone 90% of the game end by the yellow league. PUGs need to brush up on theirskills.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 16:06 GMT
#369
There are so many changes, it would take me twice as much time to edit the list every time I changed something. There have probably been a thousand changes since 0.1
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 16:15:38
December 13 2010 16:14 GMT
#370
aww. i wasnt asking for the impossible like that of listing every change since the beginning =)
You know how when Blizzard patches SC they only list the changes of that patch? It would be helpful to list the changes that are most prominent, such as:

Nukes now cost 100/2
Lurker Den no longer requires 150 gas.
Broodlords attack now fixed to normal gameplay.
Buildings no longer heal due to force attack.
Greedy now gives +400 minerals +10 gas.
Planetary Fortress now cost 600/24 to build.
etc.

A short pop up much like how your tips pop up on the side to say
"New Patch Notes!"

Because i know that its difficult to fit every little change into the splash screen.

Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 16:15 GMT
#371
Okay, I'll work on better relaying that information to the public.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 16:31:30
December 13 2010 16:26 GMT
#372
thanks =) it's always frustrating when you hop into a game thats been recently patched and is left in the dark with whether or not something has been changed drastically or may even affect your overall strategy. I think a large part is due to the fact that some people donn't bother with checking the forums page and then to look through the text for any changes is tedious (You know who you guys are). Although it is an inconvience to the mapmaker, having knowledge provided without the need to work makes for happy people (Lazy, or in better terms, ignorant), or for those who dont want to think too much, and just log in and have fun!

I've been in plenty of games last weekend when the entire team would fall flat on its face because the Terran players who opted to rush Planetary Fortress in the beginning got smacked in the face with the new patch edits without prior knowledge of what happened. the same occured with the sudden change in gas prices prior to the mineral boost, as well as the change in wave composition. The players who are not as well versed in abrupt change of strategies or seconday planning in case of a failure to the first route will also deem it unplayable and leave the game to revise themselves or stubbrnly attempt the same. this leaves me as well as those who stay behind an empty game room and it just gets boring =).

By the way i've wanted to ask about the palyer reduction from 8 to 6. Was there a reason behind this?
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 16:35 GMT
#373
8 player games are mosh fest 2010. It's difficult for 6 players to work together, and it's impossible for 8.

I think it's just a more enjoyable experience with 6 players. If you have a desire to play with 7 friends, you are just going to have to get less friends--or leave someone out. Sorry.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 17:09 GMT
#374
Can we get firebats?
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 17:12:31
December 13 2010 17:11 GMT
#375
ah i see. Its only because when there was 8 people, with 7 who listen, each can have a diversified position in which to hold down, without fear of losing on the first waves due to the number of people. With 6 the planning stages are more difficult and it would be the same with 4, since in PUGs most just play for fun. But that mentality ends up having people not have fun because of the lack of unity the team has and the end results is a failed game heh. Keep up the good work, this game has made me happy on so many occasions i've lost count.

Game where we pulled through to the 300k waves with sheer perseverance. Game where it started off as a bunch of newbies that quickly picked up the essence of teamwork and had fun because the task was accomplished to the bitter end. teams where even the most despicable kinds of asshats and assholes got with the team and managed miracle after miracle. teams what were able to allow each individual player to explore the game as is without fear of being ostracized. All tha comes with the bad of just plain horrible games but thats what makes a game fun =)
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 17:37 GMT
#376
I'll put in firebats, sure. I'm glad you had such a good time with this game, but this game is just a project that helped me learn galaxy code and the editor.

By the way, I decreased the starting minerals by 10 just to make every die more often. Mwuhahaha MWUHAHAHAHA MWUHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 17:41:47
December 13 2010 17:41 GMT
#377
=P 10 minerals oh noes i cant build my ghost rush or drop my 4th marine =P lol.
Looking foward to your new map =O
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 17:46 GMT
#378
Vanished, you have a cruel sense of humor... can't wait to see firebats though, they will be VERY useful for choking. Oh, and the upgrade system past lvl 3: anytime soon?
DChen
Profile Joined December 2010
United States58 Posts
December 13 2010 18:07 GMT
#379
firebats, and autohealing medivacs. oh shit Terrans again.
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-13 18:11:36
December 13 2010 18:08 GMT
#380
On December 14 2010 03:07 DChen wrote:
firebats, and autohealing medivacs. oh shit Terrans again.


I know exactly how to fix this. Motherships will be able to be built out of a larva, and there are no tech requirements. They also only cost 50 minerals.

EDIT: They shoot battlecruisers that explode like banelings too.
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