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[UMS] Zillion Zerglings - Page 22

Forum Index > SC2 Maps & Custom Games
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DChen
Profile Joined December 2010
United States58 Posts
December 14 2010 19:40 GMT
#421
think we need an actual experience based game rather then personal best kill counts and games played.
Since they always reset and what not, trolls get their epeens all hardup on "oh shit i got moar killzors then yoos so i do what i want foo". Quit, rejoin lobby. Shit, if i tell you your a retard for rushing a PF and then say "WTF 600 minzerals roflcops" then your an idiot. Pain in the ass too when you also have peopel commenting on your defenses "yo that shits weak" " fail game". and end up crawling back after getting owned by red1. thats just sad. and then i look at the color coded names and it really doesnt make sense after that. probably just got carried by a team is all.
eamon0
Profile Joined December 2010
3 Posts
December 14 2010 22:28 GMT
#422
Yes could indigo be fixed please it seems to be stuck in a loop of doubling each wave. Could the waves be perhaps capped at 600 at the most at once? Anymore it lags the game and those who uses heavy micro are force to sit out coz you could'nt do anything under 1fps.

The difficulty could be increased by quality instead of quantity :D thx :>
DChen
Profile Joined December 2010
United States58 Posts
December 14 2010 23:33 GMT
#423
Confirmed, heres another glitch that prevents game to end when there are no "Ground" Units in play.

If there is a building or most likely a unit with a transport, wait until all other buildings/units are destroyed and then as the enemy is approaching lift off/load up unit. For some reason this prevented the game to end due to no ground units on the field, most likely because it was still on the ground as it lifted off itself and the unit was loaded up.

I watched for a couple of minutes as marines were loaded and unloaded over and over again.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 15 2010 00:54 GMT
#424
On December 15 2010 04:34 gcoin wrote:
sounds like an upgraded version of zombie defense.


This is a completely different from Zombie Defense! Do not bring this game down to that troll level of map editing.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 01:23 GMT
#425
On December 15 2010 08:33 DChen wrote:
Confirmed, heres another glitch that prevents game to end when there are no "Ground" Units in play.

If there is a building or most likely a unit with a transport, wait until all other buildings/units are destroyed and then as the enemy is approaching lift off/load up unit. For some reason this prevented the game to end due to no ground units on the field, most likely because it was still on the ground as it lifted off itself and the unit was loaded up.

I watched for a couple of minutes as marines were loaded and unloaded over and over again.


Sounds like you'd be doing this all day.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-15 01:32:13
December 15 2010 01:31 GMT
#426
>_>. still your sneaky. increasing indigo to 60 damage doesnt solve the issue of us staying alive =O.

EDIT: and you know how it works.
expliot the hell out of something to make sure it works then report it and get it fixed.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 01:31 GMT
#427
On December 15 2010 10:31 DChen wrote:
>_>. still your sneaky. increasing indigo to 60 damage doesnt solve the issue of us staying alive =O.


Indigo ends at wave 4.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-15 01:44:51
December 15 2010 01:32 GMT
#428
thanks for the heads up, we are currently I3 right now =)

EDIT : LOL i alt tab thinking i had time and the game ended when i tabbed back./ FAIL.

You do need to see if you can fix the aforementioned exploit. Im messing around with it and its so easy, a caveman can pull it off in the middle of a wipeout round.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 01:51 GMT
#429
That should fix it, and maybe some issues with overlords were fixed as well.
DChen
Profile Joined December 2010
United States58 Posts
December 15 2010 01:53 GMT
#430
sweet thank you, lemme go give it a try =)
grindl
Profile Joined December 2010
United States6 Posts
December 15 2010 02:05 GMT
#431
The game essentially crashed around round 6 of violet, 2:30 game minutes in. I have a screenshot if that helps any. The error, if you can't read it, is a stack overflow. It's trying to point to 2^16 if I understand it correctly.
lalib
Profile Joined December 2010
United States58 Posts
December 15 2010 02:07 GMT
#432
Is the inability to stack lurkers (a la SC:BW) due to SC2's game engine or can this be changed via the editor?
I ♥ Day[J]!
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 02:30 GMT
#433
On December 15 2010 11:05 grindl wrote:
The game essentially crashed around round 6 of violet, 2:30 game minutes in. I have a screenshot if that helps any. The error, if you can't read it, is a stack overflow. It's trying to point to 2^16 if I understand it correctly.


You got to violet in 2:30 game time? I bow down to thee.
DChen
Profile Joined December 2010
United States58 Posts
December 15 2010 02:55 GMT
#434
In the process of trying to figure out what would make the Ultralisk work, etc. i have him in a 1 point space facing out to a 3 point opening to maximize cleave but at 60 damage, 5 armor does jack shit for the poor thing hahahahaha.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 03:00 GMT
#435
On December 15 2010 11:55 DChen wrote:
In the process of trying to figure out what would make the Ultralisk work, etc. i have him in a 1 point space facing out to a 3 point opening to maximize cleave but at 60 damage, 5 armor does jack shit for the poor thing hahahahaha.


Well noted. I will change the damage to be a maximum of 5.
DChen
Profile Joined December 2010
United States58 Posts
December 15 2010 03:09 GMT
#436
i gotta see how that would work out =)
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 03:13 GMT
#437
On December 15 2010 12:09 DChen wrote:
i gotta see how that would work out =)


There is only one round that does 20 damage now.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-15 03:34:37
December 15 2010 03:28 GMT
#438
nice =) feels much better already
ive got a handful of fun ideas to toss around as well.

One wave could be armored subtype you know, green league lol.
One wave could be massive subtype, you know, to shatter force field strategies.
One wave could have say, rapid attack/high movement speed upgrades to shutdown kiting.
One wave could be lings with wings lol.
each wave to be unique. like a Carrier Ling.. hahah. fuzzy bunny ling?
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 15 2010 03:32 GMT
#439
On December 15 2010 12:28 DChen wrote:
nice =) feels much better already


Let me know which rounds were the easiest, if you could like them in order from easiest to most difficult, that would be great.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-15 04:40:12
December 15 2010 03:38 GMT
#440
willl do, running through the levels as we speak, although theres still games wher eit fails on first wave >_>

I will keep this updated as i progress along.

Red League
-Well balanced.
-Easiest.
Notes: its a normal damn zergling. stop failing on the first damn wave.

Orange League
-Still good, i noticed a 30 hp drop. that makes a pretty big difference for Infernal Hellions and other units.
Note: i like this wave. it cleans out the garbage.

Yellow League
- Still good, 20 damage is here i suppose, and at 56 life is a good range. seperates alot of players and shows them that their shit isnt up to par. so far everything is the same.

Green wave feels much better, 40 armor is a tough cookie without nukers, but the 5 damage fix was welcomed, they still managed to run us over even with 5 damage so its good. played out smoother too as buildings lasted slightly longer and the waves felt shorter because buildings werent ripped apart.
Note: my ultralisk was a happy ultralisk =)
EDIT: will have to start fresh. the jackass terran decided to ignore my calls for a nuke and built battle cruisers instead. and lost the game.

The damage change allowed ultralisks to really shine as the biggest badest unit waller known in the Starfract universe =) comboed with a medivac it was near impossible to kill.

i remedy that having the zerglings gain weapons upgrade normally +1 +2 +3 respectively as opposed to +45 would balance out the armor distribution towards the later portion of the game. i have yet to reach blue and indigo with the pub games tonight but ill keep trying so i can leave some solid feedback.
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