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[A] HotS Custom - Page 27

Forum Index > SC2 Maps & Custom Games
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AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
February 02 2012 03:19 GMT
#521
On February 02 2012 07:10 Tump wrote:
I've found a ton of bugs, particularly game breaking ones involving Oracles and Shredders.

Bugs I've found:

Gameplay
-Shredders can deploy while units are in the no-friendly zone if the friendly units in question are on a different elevation level. (i.e. Shredder on cliff, other friendly unit on low ground).

-When Phase Shifted, structures that support Arc Shield's attack can still fire.

-When Phase Shifted, Point Defense Drone and Auto-Turrets continue to function.

-When Phase Shifted, Bunkers continue to allow Infantry inside to fire.

-When Phase Shifted, Creep Tumors continue to function, unlike the Pylon's Power Field.

-Arc Shield's attack doesn't work on your own buildings of a difference race, with the exception of the Planetary Fortress, Missle Turret, Spine Crawler, Spore Crawler, Auto-Turret, and Point Defense Drone.

-Arc Shield overwrites the attack of Planetary Fortress, Auto-Turrets, and Missle Turrets, Spine Crawlers, and Spore Crawlers. Sometimes this can be broken by attacking a different target (even before Phase Shift is over with).

-Point Defense Drones attack with Arc Shield, but cannot select a specific target to focus fire.

-Xel'naga Watch Towers can be Phase Shifted. As they are supposed to be invulnerable, untargetable neutral structures, they must be made immune to Phase Shift.

-Creep Tumors under construction have a massive Arc Shield "blue" graphic.

-Commands issued to Spine Crawlers and Spore Crawlers before they are Phase Shifted continue if the buildings are uprooted and Phase Shifted afterwards.

-Viper can target burrowed units (at least friendly ones) with Abduct.

Units
-Unit Tester map has no Mothership or Overseer, while it still has WoL's Thors and Carriers. Blizzard has stated that unit removals are not final (particulary in regards to the Carrier) - so I would just put them back in. You can always test without them. However, some would like to theory craft assuming some of the unit removals are reversed.

Tooltips
-Unit Tester map tooltip for Replicator is that of a Sentry.

-Many tooltips for new units need to be redone. Mispellings, inproper grammar, random unneeded blank lines, etc.


Thanks for taking the time to find out all these bugs, I dunno how you found them all some of them would be very hard to notice. I hope the mod creater fixes these expecially the oracle ones. Great mod btw, Im playing it more than normal WoL ^^!!
gg no re
AfricanPsycho
Profile Joined December 2011
South Africa158 Posts
February 02 2012 05:12 GMT
#522
This might be an odd request but I would like to see a replay of someone going tempest vs muta to see how it works out. Sounds stupid but Im really interested to see how that will play out!
gg no re
XenoX101
Profile Joined February 2011
Australia729 Posts
February 02 2012 11:35 GMT
#523
I've just released a new patch 1.27 addressing all the bugs that have been mentioned recently .

Patch Notes 1.27
- Shredder no longer activates with varying cliff levels
- Arc Shield now only works on protoss structures (like chronoboost)
- Phase shift now disables point defense drones and auto turrets
- Phase shift now completely disables bunkers
- Phase shift now works on creep tumors
- Phase shift now freezes timed life (pdds, auto turrets)
- Phase shift now stops spine/spore crawler movement
- Phase shift no longer works on Xel'Naga Towers
- Viper's abduct no longer works on burrowed units

On February 02 2012 07:10 Tump wrote:
I've found a ton of bugs, particularly game breaking ones involving Oracles and Shredders.

Bugs I've found:

Gameplay
-Shredders can deploy while units are in the no-friendly zone if the friendly units in question are on a different elevation level. (i.e. Shredder on cliff, other friendly unit on low ground).

-When Phase Shifted, structures that support Arc Shield's attack can still fire.

-When Phase Shifted, Point Defense Drone and Auto-Turrets continue to function.

-When Phase Shifted, Bunkers continue to allow Infantry inside to fire.

-When Phase Shifted, Creep Tumors continue to function, unlike the Pylon's Power Field.

-Arc Shield's attack doesn't work on your own buildings of a difference race, with the exception of the Planetary Fortress, Missle Turret, Spine Crawler, Spore Crawler, Auto-Turret, and Point Defense Drone.

-Arc Shield overwrites the attack of Planetary Fortress, Auto-Turrets, and Missle Turrets, Spine Crawlers, and Spore Crawlers. Sometimes this can be broken by attacking a different target (even before Phase Shift is over with).

-Point Defense Drones attack with Arc Shield, but cannot select a specific target to focus fire.

-Xel'naga Watch Towers can be Phase Shifted. As they are supposed to be invulnerable, untargetable neutral structures, they must be made immune to Phase Shift.

-Creep Tumors under construction have a massive Arc Shield "blue" graphic.

-Commands issued to Spine Crawlers and Spore Crawlers before they are Phase Shifted continue if the buildings are uprooted and Phase Shifted afterwards.

-Viper can target burrowed units (at least friendly ones) with Abduct.

Units
-Unit Tester map has no Mothership or Overseer, while it still has WoL's Thors and Carriers. Blizzard has stated that unit removals are not final (particulary in regards to the Carrier) - so I would just put them back in. You can always test without them. However, some would like to theory craft assuming some of the unit removals are reversed.

Tooltips
-Unit Tester map tooltip for Replicator is that of a Sentry.

-Many tooltips for new units need to be redone. Mispellings, inproper grammar, random unneeded blank lines, etc.


Thanks so much for your feedback, these should all be fixed now. I will get the Unit Tester updated soon, re: the tooltips which server were you checking them on? I thought they were all correct at least on NA as of a few patches ago (not sure how they translated to other servers), if you could mention the units or some such I can definitely look into them .

On February 02 2012 01:51 Schtroumpfs wrote:
Hey I have found a specific issue with the mod that can be resolve, thus providing a better sc2 hots experience.

I have found a video on youtube that seems to be recorded during Blizzcon, because in the video there is a Swarm Host with the proper model, so it's not a mod.

While looking at this video on youtube :Heart of the Swarm ZERG Unit - Burrow Ultralisks! , if you stop at 0:47, the description says that the charge of the ultralisk have a cooldown of 30 second and that, upon unborrowing, all unit in the vicinity are knocked back and suffer 10 damage.
I don't know what they mean by vicinity : those that are under the ultralisk? so those this mean that the ultralisk unborrow when he is upon contact or under the target?[image loading]

Later on the video, from 1:00 to 1:05, i'm not sure but i think i have see the ultralisk unborrow directly under the target

Also, i found it strange that at 0:43, we can clearly see that the Ultralisk only have the charge ability, not the Frenzied passive ability, which mean that the ultralisk is now subject to Concussive Shell, Fungal and mindcontrol. The Burrow Charge is the counter to those spell, but does that mean that if i have detection and awesome micro, i can fungal the ultralisk ?

Thank you for reading my post, have a nice day everybody.


I didn't know about the 10 damage part, but as I have it now units within a small radius get pushed back a bit like in the video, I believe its 'under' not 'upon contact' since upon contact would make for some strange scenarios.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-02-03 02:34:55
February 02 2012 16:06 GMT
#524
No problem, thank you for taking the time to make the mod and add all the changes. My favorite custom map. :D

In the Unit Tester, the tooltips for Viper, Corruptor, Oracle have some minor punctuation and grammatical errors. Oracle has two unneeded less lines at the end of the tooltip, where it usually says "Can attack ground or air units." But since it can't attack either, it doesn't have those additional lines, not unlike the High Templar. The Replicant in the Unit Tester (but I believe NOT the melee maps) has the Sentry tooltip still. None of this is super important obviously, but I had a lot of spare time to test out your map.

Also, if it's possible for you to re-implement the Mothership and Overseer for the Unit Tester, that would be pretty cool. Like I said before, Blizzard has stated not all unit removals are final (particularly in regards to the Carrier, which has been going in and coming out of their current internal HotS Builds). Would be fun to theorycraft some stuff with those units. So at the very least keep Carrier and WoL Thor in but try to put the other two back We have the regular melee maps on Metalopolis, etc to have those units discluded. Doesn't matter in the Unit Tester, though.

Edit: Server is NA
KnT
Profile Blog Joined January 2011
Australia243 Posts
Last Edited: 2012-02-05 11:54:42
February 05 2012 11:54 GMT
#525
Just had another play with the newest version and noticed a few things;
Swarm Host - The locusts dont attack anything on the way to their rally point, arent they meant to be on autoattack after coming out of the swarm host?
Infestor - I was mucking around with a hard AI and neural parasited a probe. I could build a nexus, more probes and pylons fine but couldnt build a hateway eben on my own power grid.
Viper - Abduct doesn't pull the unit to the viper anymore

Keep up the good work mate ^_^
I played a PvP last night, he had stalkers I had stalkers they both shot laser. I lasered harder and won.
XenoX101
Profile Joined February 2011
Australia729 Posts
February 05 2012 12:56 GMT
#526
On February 05 2012 20:54 KnT wrote:
Just had another play with the newest version and noticed a few things;
Swarm Host - The locusts dont attack anything on the way to their rally point, arent they meant to be on autoattack after coming out of the swarm host?
Infestor - I was mucking around with a hard AI and neural parasited a probe. I could build a nexus, more probes and pylons fine but couldnt build a hateway eben on my own power grid.
Viper - Abduct doesn't pull the unit to the viper anymore

Keep up the good work mate ^_^


Hm really? Which map was this on? I just tried all the above and they all worked perfectly on my base map.
crown77
Profile Joined February 2011
United States157 Posts
February 06 2012 11:23 GMT
#527
protoss were saying they couldn't build gateways on shakuras again
Garmer
Profile Joined October 2010
1286 Posts
February 09 2012 10:45 GMT
#528
so, antiga 1.17, have the lastest version of this mod?
XenoX101
Profile Joined February 2011
Australia729 Posts
February 09 2012 10:57 GMT
#529
They should, I will check Shakuras to see whats up with the gateways.
KnT
Profile Blog Joined January 2011
Australia243 Posts
February 10 2012 02:38 GMT
#530
I was playing on Shakuras, pretty sure I had the most recent patch. Will check when I get home and let you know
I played a PvP last night, he had stalkers I had stalkers they both shot laser. I lasered harder and won.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-02-10 03:00:27
February 10 2012 03:00 GMT
#531
I'm highly interested in how you achieved Abduct's ability to continuously move ground units over cliffs and chasms no matter what unit it's used on. If you wouldn't mind revealing how you got around their Mover - Ground setting I'd be appreciative.
Who dat ninja?
KnT
Profile Blog Joined January 2011
Australia243 Posts
February 12 2012 23:42 GMT
#532
Alright, tried it over the weekend - This time on Belshir which I had to download to play so definitely the most recent

Protoss couldnt build a gateway
Abduct didnt pull the unit, the animation worked but the unit didnt move
I played a PvP last night, he had stalkers I had stalkers they both shot laser. I lasered harder and won.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-02-26 18:44:02
February 24 2012 17:07 GMT
#533
-
Creator of Starbow
boSeok
Profile Joined February 2011
Canada177 Posts
February 28 2012 03:39 GMT
#534
how do you add all the units? like the new ones?
do you use the data editor? cause i really want to make my own custom melee map but i have no idea how to add new units ==;;

If you have any videos or websites that might help me please link me. and if you have any tips i would love them.
andynewin
Profile Joined March 2010
United States105 Posts
March 15 2012 00:37 GMT
#535
Just got a bug pylons are not giving power to buildings on bel shir beach not sure why
[url=http://sc2sig.com/profile/us/1731636/1/chairmallet/][img]http://sc2sig.com/s/us/1731636-1.png[/img][/url]
MNdakota
Profile Joined March 2012
United States512 Posts
March 22 2012 22:11 GMT
#536
@XenoX101

Would you be able to incorporate your HOTS custom into a 6m1hyg map?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-03-23 02:01:07
March 23 2012 02:00 GMT
#537
On March 23 2012 07:11 MNdakota wrote:
@XenoX101

Would you be able to incorporate your HOTS custom into a 6m1hyg map?


Hey, I could do this for say a few maps, let me know which ones and I'll see what I can do.

Also regarding the pylon power issue and abduct issue I'll try to get on to it but I've been extremely busy with uni so I can't promise anything, the other maps still work well and I'll be adding Cloud Kingdom and potentialy Korhal Compound sometime soon for those interested.
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-23 02:08:28
March 23 2012 02:05 GMT
#538
On March 23 2012 11:00 XenoX101 wrote:
Show nested quote +
On March 23 2012 07:11 MNdakota wrote:
@XenoX101

Would you be able to incorporate your HOTS custom into a 6m1hyg map?


Hey, I could do this for say a few maps, let me know which ones and I'll see what I can do.


When you get time, could you edit the map Devolution 6m1hyg and implement your HOTS custom into it? For reference - http://www.teamliquid.net/forum/viewmessage.php?topic_id=322253

The download itself to the map - http://www.mediafire.com/?byss4x93gov8wab

Thanks XenoX101! Much appreciated by Barrin.

EDIT: Proof that you have permission to edit his map so we're clear: + Show Spoiler +
On March 23 2012 09:43 Barrin wrote:
Show nested quote +
On March 23 2012 09:41 MNdakota wrote:
I think it would be great if someone would implement the HOTS custom mod by XenoX101 and have 6m1hyg along with it. Mostly for fun purposes, not testing.

Does anyone have skill with the map editor because I certainly don't.

Barrin, you could possibly do it if you have time?

I really love this idea but I'm too busy to take that task myself D:

You have my permission to use Devolution for this.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
NewDawn
Profile Joined March 2012
Canada120 Posts
March 23 2012 02:23 GMT
#539
HOTS on Devolution sound really fun. The new positional units as well as the new casting abilities will make the game seem faster because more things are happening, despite the lowered income. I hope anyways.
이지은 | 송지은 | 정은지 | 홧팅 ~ !
nerak
Profile Blog Joined September 2011
Brazil256 Posts
April 10 2012 13:38 GMT
#540
So I'd like to ask you guys who played the custom, how does the Replicant feels?

AFAIK, the most "replicable" units are Siege Tanks, Ravens and Banshees (maybe medivacs, in some contexts) against Terran and Infestors and Vipers (maybe Corruptors? if you could morph them to Broolords later?) against Zerg. Do these units have good or unbalancedly good sinergy with Protoss units?

How does that change the game and the metagame?

Does it stop Terrans from producing Banshees or punish those who do so?
"I am smiling" - Marauder Dynamite
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