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[A] HotS Custom - Page 2

Forum Index > SC2 Maps & Custom Games
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ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
Last Edited: 2011-10-30 06:12:40
October 30 2011 06:11 GMT
#21
Just played as Protoss. Noticed a few tiny things that could be better, but all around, it was amazingly smooth

Here are some things I noticed-
On the oracle's phase ability, it doesn't tell you how much energy it costs to cast when you hover your mouse over the spell.

Stargate still had carriers, and fleet beacon still had the carrier upgrades even though carriers are no longer in the game.

Mass recall freezes the units for 3 or 4 seconds before they are actually recalled, causing them to take a lot of damage while being recalled. Idk if this is intended or not, but idt that's how Blizzard is planning on making the spell work.




I'll try out terran and zerg tomorrow and let you know if I notice anything else.
Oldfool
Profile Joined January 2011
Australia394 Posts
October 30 2011 06:33 GMT
#22
Mass recall freezes the units for 3 or 4 seconds before they are actually recalled, causing them to take a lot of damage while being recalled. Idk if this is intended or not, but idt that's how Blizzard is planning on making the spell work.

I was under the impression it was intended to be the other way around, where units could not move for a few seconds after begin recalled, rather than before. Not 100% on that, though.
"The trouble with quotes on the internet is that it is difficult to discern whether or not they are genuine." - Abraham Lincoln
TWThoth
Profile Joined October 2011
New Zealand48 Posts
October 30 2011 06:37 GMT
#23
Ok, I tested your mod (great work by the way :D) on the SEA server on the antiga map, and I noticed some things

- When ultralisks charge, if they have vision of the high ground, they will actually charge up the high ground to their intended target

- custom models are not working, but It may just be the map and server I played on is not updated

- when getting a shredder set up, it continuously gives actor error messages

- vipers can not use their eye stalk ability, it says the cost is 50 energy + 5000% on the button displayed on the command card

- Pre-ordain does not reveal what is building, it does however permanently reveal that building and its vision to me, I do not know if this is what blizzard intended for pre-ordain or if its a bug associated with the ability
"By three methods we may learn wisdom: First, by reflection, which is noblest; Second, by imitation, which is easiest; and third by experience, which is the bitterest." - Confucius
herberckl
Profile Joined January 2011
Germany117 Posts
Last Edited: 2011-10-30 06:50:01
October 30 2011 06:44 GMT
#24
hey xenox, can you upload this to EU please? although im not really sure if i wanna play it, as this is quite the spoiler, the temptation is huge. NO dont upload it to EU... UPLOAD it or dont
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-10-30 07:13:05
October 30 2011 07:01 GMT
#25
Thanks for all the feedback guys, keep it coming I can't begin to tell you how useful it is. I never realised there were so many issues given my extensive self-tests came out very good. Nevertheless I'm taking everything down and slowely working my way through it thanks to you guys, so here's what I'll be uploading soon.

On October 30 2011 14:50 Fearlezz wrote:
Ultralisks can end up inside a building after charging


This will take some time to fix, I had to cheat a bit with the charge ability so it isn't as seamless as I'd like it, but I should be able to stop this from happening at a later time.

Viper can abduct units into space (played on Antiga) and then they just move back


I actually am not sure there is much I can do about this, but is it a game changing bug if they move back into normal ground? Or is there something I'm missing here, would love more info.

Multiple Corrupters can syphon a building but you need to order each Corrupter individually


Interesting, well I've fixed this now simply by adding a validator, thanks!

Can't toggle building attack while banelings are burrowed


Not sure what you mean by this sorry, more info would be great .

Can't build Mutas nor Corrupters after upgrading to a Greater Spire, you need to build an additional Spire


This should be fixed now.

"Broodlings" from Swarm Hosts should be on attack-move command by default rather than move


Fixed.

On October 30 2011 15:11 ClysmiC wrote:
On the oracle's phase ability, it doesn't tell you how much energy it costs to cast when you hover your mouse over the spell.

Not sure why this is happening, will get onto it.


Stargate still had carriers, and fleet beacon still had the carrier upgrades even though carriers are no longer in the game.


This has been fixed

Mass recall freezes the units for 3 or 4 seconds before they are actually recalled, causing them to take a lot of damage while being recalled. Idk if this is intended or not, but idt that's how Blizzard is planning on making the spell work.


It is intended, this was in response to people saying there was a delay with the new recall, which makes sense given the magnititude of its utility, but if I find it isn't the case I will remove it.

On October 30 2011 14:20 Bargil wrote:
Terran
-Can't build Warhound


Strange, I've heard this twice now but I've had no problems building them once I had an armory, the tooltips are a bit messed up however which means people might not be aware of this factr

-Battle Hellion works, but you can't see attack.


Yes this is a problem, somewhat fortunately it's only on the first attack, but this even happens on the original firebat from Blizzard so I wonder just how to go about fixing this, I think I'll need someone else's help for it.
dae
Profile Joined June 2010
Canada1600 Posts
October 30 2011 07:11 GMT
#26
You should add a chat channel to OP/ the map so people can use it to try and find games using this map.
Ruscour
Profile Blog Joined April 2011
5233 Posts
Last Edited: 2011-10-30 07:42:22
October 30 2011 07:33 GMT
#27
Replicants should be 4 supply, arc shield damage should be 5, 20 vs light

Tempest AOE hits ground units as well, oracle has a weird vision bug, Tempest air attack should be 4 range (not certain on this one)

anyways from the protoss units that's the bugs I found, looking great! great job dude
Chocobo
Profile Joined November 2006
United States1108 Posts
October 30 2011 07:57 GMT
#28
So uh, yeah this is pretty awesome. Best custom map idea ever. I predict this gets immensely popular and then Blizzard bans it.
Chocobo
Profile Joined November 2006
United States1108 Posts
Last Edited: 2011-10-30 08:32:37
October 30 2011 08:05 GMT
#29
Viper Ocular Parasite appears not to be usable. There's no hotkey for it and the tooltip says something weird about +5000% so I'm guessing it's unfinished at the moment.

I reeealllly hope it's not 1 parasite per Viper in the final game. How are you going to deal with burrowed roaches in ZvZ? There's no mobile overseer to bring along, so you parasite one of your roaches. It dies, so you need a new 100/200 Viper every time this happens? Even with multiple parasites there'll be some pretty silly gameplay... you'll have to upgrade overlord speed, parasite an overlord, but bring extras with you as decoys. Overlords will be dying in every engagement... what a mess.

Swarm Host's locusts have no damage icon or information located on the unit itself. (it appears they do 12 damage and have melee range)

Ultralisk charge can do some weird but non-harmful things, I charged a Mengsk statue and the Ultra ended up inside of it. I could just move out of it though. Same thing when I tried enemy buildings. I can charge into the center of a hatchery and hold position to stay there.

Mutas and Corruptors still cannot be made when there's a G.Spire but no regular Spire.

(Ultras are going to be scary as hell... but uncontrolled Ultras are going to dash off to their deaths faster than ever)
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
October 30 2011 08:31 GMT
#30
Wow good work so far, keep the bug fixes coming!
An apple a day keeps the Protoss away | TLHF
Chocobo
Profile Joined November 2006
United States1108 Posts
Last Edited: 2011-10-30 09:24:11
October 30 2011 09:06 GMT
#31
Terran production facilities are bugged. If you have two factories and two starports, each with a techlab on it, some units will be unmakeable. For instance the thor will say it requires four factories with four techlabs attached.

If you destroy the techlabs on the starports it'll let you make a thor. If you lift the starports and attach factories that will work too. But the production facilities get jealous if any other building gets to have a techlab.

If a shredder "unburrows" at the right time, some of the lighting effects permanently stay on, resulting in a glowing, sparking flashlight of a unit.

Those shredder explosions are seriously out of hand. Funny though.
althaz
Profile Joined May 2010
Australia1001 Posts
October 30 2011 09:15 GMT
#32
Mass Recall is supposed to stun units AFTER they warp back to the Nexus, not before . It's meant to be a get out of jail free card that is useless for preventing harass.
The first rule we don't talk about race conditions. of race conditions is
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2011-10-30 09:21:24
October 30 2011 09:20 GMT
#33
On October 30 2011 18:06 Chocobo wrote:
Terran production facilities are bugged. If you have two factories and two starports, each with a techlab on it, some units will be unmakeable. For instance the thor will say it requires four factories with four techlabs attached.

If you destroy the techlabs on the starports it'll let you make a thor. If you lift the starports and attach factories that will work too. But the production facilities get jealous if any other building gets to have a techlab.

If a shredder "unburrows" at the right time, some of the lighting effects permanently stay on, resulting in a glowing, sparking flashlight of a unit.

Those shredder explosions are seriously out of hand. Funny though.


Interesting about the shredder, I'll have to pay more attention because that deploy animation is a little buggy.

But with the 'tech lab' requirements, those are actually are false , the requirements do work as intended (you need an armory and a fusion core for a thor) but yes it is confusing when thats not what it tells you. It will be fixed soon .
Chocobo
Profile Joined November 2006
United States1108 Posts
Last Edited: 2011-10-30 10:00:34
October 30 2011 09:57 GMT
#34
Thor is doing splash damage to ground units, and is insanely OP in general. God I'd love to see a 1 base thor rush with mass SCV repair, using this thor.

Arc Shield can be used on buildings that are warping in, before they are completed. Doesn't fire until the building completes though, so that's OK.

I can't wait to get cannon rushed by a protoss whose pylons start firing cannon shots at me. Just a little imba maybe.

If protoss replicates a queen and lays creep tumors, the enemy zerg can see them. No fair! (please don't bother yourself with fixing this programming error, wayyy too much work for the result haha)
Deadstrider
Profile Joined May 2011
Netherlands258 Posts
October 30 2011 10:47 GMT
#35
Gogo EU:D
HerO|HuK|PartinG|Ret|Grubby|SaSe// Gogo Startale!~// snOrMoL.863
gCgCrypto
Profile Joined December 2010
Germany297 Posts
October 30 2011 10:47 GMT
#36
Hey Great maps. Played the antiga one on EU. SOme bugs and other stuff i noticed:
The Swarmhost and Viper still has the orb form TT if you dont have any models for those use the Lurker and the Queen (SC1) models.
Viper cant cast Occular parasite.
All new abilitys dont have hotkeys.

Besides the issues its great to have a way to play HotS Blizzcon phase yourself ^^ thanks a lot for that <3
L E E J A E D O N G ! <3
Nefariously
Profile Joined December 2010
277 Posts
Last Edited: 2011-10-30 11:07:57
October 30 2011 10:51 GMT
#37
Trying it out, great work! One thing that jumps out to me immediately is that Replicants can't target worker units. Energy Cost isn't displayed for the Oracle building that disables buildings.
now ask me if i care
XenoX101
Profile Joined February 2011
Australia729 Posts
October 30 2011 10:59 GMT
#38
On October 30 2011 19:51 Nefariously wrote:
Trying it out, great work! One thing that jumps out to me immediately is that Replicants can't target worker units.


Yes, this was dileberate because of the way upgrades work and how replicated units give 3/3 upgrades to your replicated units, essentially you could amass a 3/3 army before your opponent would with his own race, I figured this would be too heavily imbalanced and Browdser has said himself he is thinking about not allowing it to replicate workers. It would also make the game rather messy and asymmetric, so I don't think it's something that will make it into the game, but even if it does sadly I lack the means to make it otherwise.
dooraven
Profile Joined December 2010
Australia2820 Posts
October 30 2011 11:02 GMT
#39
On October 30 2011 19:59 XenoX101 wrote:
Show nested quote +
On October 30 2011 19:51 Nefariously wrote:
Trying it out, great work! One thing that jumps out to me immediately is that Replicants can't target worker units.


Yes, this was dileberate because of the way upgrades work and how replicated units give 3/3 upgrades to your replicated units, essentially you could amass a 3/3 army before your opponent would with his own race, I figured this would be too heavily imbalanced and Browdser has said himself he is thinking about not allowing it to replicate workers. It would also make the game rather messy and asymmetric, so I don't think it's something that will make it into the game, but even if it does sadly I lack the means to make it otherwise.


Wait so if you replicate an SCV, and build a terran army with it then they start off with 3/3 upgrades? That wasn't the implication I got from what they were saying at Blizzcon.
Go go Alliance.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
October 30 2011 11:05 GMT
#40
you can get ghosts right after getting rax up, needs a fix
http://www.twitch.tv/czelpredy
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