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[A] HotS Custom - Page 50

Forum Index > SC2 Maps & Custom Games
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Prev 1 48 49 50 51 52 85 Next
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 23 2012 03:21 GMT
#981
[image loading]
Lactomar
Profile Joined September 2010
27 Posts
July 23 2012 04:09 GMT
#982
So is it just me, or does the warhound counter all ground? I am not talking about pwning mechanized ground. I am talking versus zerg and terran bio builds. When I see hydra, warhound is the best answer. When I see swarmhost, hydra is again the best answer. Against roach, tank is a little better in siege mode, but warhound is mobile and fast. Versus mass marine, warhound holds up well if you engage in a narrow area. Against protoss, well I haven't played a live player yet, but the unit tester says that warhound is bar none, the absolute best unit to build at all times against protoss.
Natengall
Profile Joined April 2010
United States60 Posts
Last Edited: 2012-07-23 04:25:50
July 23 2012 04:25 GMT
#983
On July 23 2012 11:28 Fearlezz wrote:
Show nested quote +
On July 23 2012 11:09 redviper wrote:
Is anyone streaming HOTS custom games?

I'd totally watch that

I was streaming some HotS Custom earlier. Stream is a bit choppy though due to my internet connection. Check out my VOD. http://www.twitch.tv/natengall/b/325913241
http://us.battle.net/sc2/en/profile/594342/1/Natengall/
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 23 2012 04:41 GMT
#984
On July 23 2012 13:25 Natengall wrote:
Show nested quote +
On July 23 2012 11:28 Fearlezz wrote:
On July 23 2012 11:09 redviper wrote:
Is anyone streaming HOTS custom games?

I'd totally watch that

I was streaming some HotS Custom earlier. Stream is a bit choppy though due to my internet connection. Check out my VOD. http://www.twitch.tv/natengall/b/325913241

All of your mates are just launched map to test some new stuff, and you just killed them like a bronze players. Those games were boring, because I haven't saw any normal battles in your matches.

Also, you really forgot that Blizzard turned off warping to high-ground.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-07-23 08:16:55
July 23 2012 05:40 GMT
#985
XenoX
You really should change model of locusts from hydralisk to something other. And bring back Queen model, just cut off those talons. And change atack animation of locusts to roach, because those hydralisk spines are hard to see. It's maybe ok for hydralisks themselfs, but it's sometimes hard to see, what unit locusts are atacking at a moment.

In unit tester, you should replace Mothership Core woth Mothership unit itself. And remove Odin unit, that not works.
And in unit tester you're deleted workers at the right side. Where are they?

If you're able to edit unit models, can you delete spines from Lurker? And add small green eggs or just remove spines?

Plus, you're better fix terrain on Howling Peaks, because it's possible to see in fog of war, where enemy placing his building. You must do flat terrain on that map.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
July 23 2012 06:44 GMT
#986
On July 23 2012 14:40 Existor wrote:
Plus, you're better fix terrain on Howling Peaks, because it's possible to see in fog of war, where enemy placing his building. You must do flat terrain on that map.


This. Its really important to have flat terrain on every part of the map that people will most likely make buildings in.
This includes every HQ spot, every choke, and almost entire main.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 23 2012 07:28 GMT
#987
On July 23 2012 15:44 Sea_Food wrote:
Show nested quote +
On July 23 2012 14:40 Existor wrote:
Plus, you're better fix terrain on Howling Peaks, because it's possible to see in fog of war, where enemy placing his building. You must do flat terrain on that map.


This. Its really important to have flat terrain on every part of the map that people will most likely make buildings in.
This includes every HQ spot, every choke, and almost entire main.

In addition, I recommend two things for the aesthetics - 1) change the cliff type from what looks like Xil, to Ulaan. it matches the tileset much better. 2) this is a bit more nitpicky, but Howling Peaks in particular has a creep hole texture in its tileset. if you want to improve the remake(which is frankly already very, very good), this is another detail you can add, try borrowing Aiur's creep texture for it.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-07-23 09:04:14
July 23 2012 07:35 GMT
#988
Yeah, it uses wrong creep tileset (that is more brown rather than grey), and XenoX should change lighting. Current lighting is weird, because on creep you see every slime and it's hard to see units on it on high and ultra settings.

Also XenoX MUST delete clouds over main -_- Or if you love those clouds so much, move them to air area at back side of base.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-23 08:06:00
July 23 2012 08:05 GMT
#989
Thanks for the feedback guys and glad you're enjoying the map, rest assured I am reading every one of your posts for improvements in the next patch . Also the KR version is coming soon with Arcade version as well.
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
July 23 2012 09:31 GMT
#990
Hi Xenox, I don't know whether this is an issue with the map or not, but there's something I find very difficult to deal with. I have a completely custom hotkey setup, and as such, whenever I play a custom, I have to remap the hotkeys in the custom, too. The problem with playing this custom is that it still asks for me to remap the hotkeys for the last custom version of HotS that you had, including things like the replicant.

The main problem that this comes with is that it still thinks that all buildings should have the ability to attack (and therefor have an attack hotkey). This comes from the time when the Arc Shield was still available on the nexus, letting things like gateways and forges etc. have an attack. The reason this is troublesome is that the hotkey I have for attack (which is F) I also use for creating units out of buildings (like zealots, getting armour upgrades, making tempests etc.) so there is a constant clash between these things. Either I have to have the general attack command unbound and click the icon everytime I want to attack move, or I have to have the hotkeys for making these units/upgrades unbound and click to do my macro.

As I said, I don't know if this is to do with the map, or it's simply that battlenet has somehow remembered that these hotkeys used to be bound to something. Anyway, my request is that you remove the hotkey for attack on buildings if it is somehow still in the mod, hidden away somewhere, but not active. I'm hoping that it's because they are left-overs from the previous version that can easily be taken out, because they're causing me a headache!

Thanks for all your work on this mod!
XenoX101
Profile Joined February 2011
Australia729 Posts
July 23 2012 10:04 GMT
#991
On July 23 2012 18:31 Jackbo wrote:
Hi Xenox, I don't know whether this is an issue with the map or not, but there's something I find very difficult to deal with. I have a completely custom hotkey setup, and as such, whenever I play a custom, I have to remap the hotkeys in the custom, too. The problem with playing this custom is that it still asks for me to remap the hotkeys for the last custom version of HotS that you had, including things like the replicant.

The main problem that this comes with is that it still thinks that all buildings should have the ability to attack (and therefor have an attack hotkey). This comes from the time when the Arc Shield was still available on the nexus, letting things like gateways and forges etc. have an attack. The reason this is troublesome is that the hotkey I have for attack (which is F) I also use for creating units out of buildings (like zealots, getting armour upgrades, making tempests etc.) so there is a constant clash between these things. Either I have to have the general attack command unbound and click the icon everytime I want to attack move, or I have to have the hotkeys for making these units/upgrades unbound and click to do my macro.

As I said, I don't know if this is to do with the map, or it's simply that battlenet has somehow remembered that these hotkeys used to be bound to something. Anyway, my request is that you remove the hotkey for attack on buildings if it is somehow still in the mod, hidden away somewhere, but not active. I'm hoping that it's because they are left-overs from the previous version that can easily be taken out, because they're causing me a headache!

Thanks for all your work on this mod!


Hey, no problem I can do that for you , will be up with the next patch.
Ramiz1989
Profile Joined July 2012
12124 Posts
July 23 2012 10:04 GMT
#992
I completely agree with removing clouds from the main, the eyes hurt when you are watching them longer than few seconds.
But nonetheless, amazing job on the map! It really is great!

"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Dante.StarCraft
Profile Joined August 2011
Norway170 Posts
July 23 2012 10:07 GMT
#993
I love this thing, even if my win rate is 1-2. I did find out that, though, that I could not warp in units on high ground with a low ground pylon. Small detail, but still... love the new animation for the matrix, though.
Ramiz1989
Profile Joined July 2012
12124 Posts
July 23 2012 10:12 GMT
#994
On July 23 2012 19:07 Dante.StarCraft wrote:
I love this thing, even if my win rate is 1-2. I did find out that, though, that I could not warp in units on high ground with a low ground pylon. Small detail, but still... love the new animation for the matrix, though.

Yes, it is intended. Blizzard said that they didn't want for Pylons to be used that way, because they are used more that way than Warp Prism.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 23 2012 10:22 GMT
#995
Please revert back pylon power field. Or make current one more transparent, like 50% transparency of current one.
daliLlama
Profile Joined September 2011
Sweden25 Posts
July 23 2012 10:58 GMT
#996
Finally out! Love it dude, been playing all night.

And for obligatory, pointless, balance talk: How is mothership core supposed to be balanced? I mean i can basically chrono boost everything, all the time. I mean i love it since it add an additional mechanic to protoss macro that widens the skillgap but it just seems broken compared to the other races. Anyone have any thoughts on this?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 23 2012 11:06 GMT
#997
On July 23 2012 19:58 daliLlama wrote:
Finally out! Love it dude, been playing all night.

And for obligatory, pointless, balance talk: How is mothership core supposed to be balanced? I mean i can basically chrono boost everything, all the time. I mean i love it since it add an additional mechanic to protoss macro that widens the skillgap but it just seems broken compared to the other races. Anyone have any thoughts on this?

I think, they will remove energize ability or make it more expensive or later (like at cybernetics core)
WhiteKnight
Profile Joined December 2009
New Zealand134 Posts
July 23 2012 11:51 GMT
#998
Great mod, extremely well done- will gain a huge amount of popularity on arcade looking forward to it.

Can some one confirm/deny Corrupter abilities and how they have been changed because right now corrupter has no abilities. And do Zerglings still have adrennal glads?

Energize: I don't know if too many use it right now apart from energizing nexus. I hope they replace it with the shield battery shield recharge ability.

Played a game with a mate earlier and lost to tempests . Tempests and Swarm hosts are fun against the AI too because they don't really know how to handle em.

Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-07-23 11:55:38
July 23 2012 11:53 GMT
#999
Hm, I will post here are list of suggestions, tha are already listed and some new:

1) Is Viper's abduct range correct? Looks like in Battle Report it was bigger. Can you check it again?

1.5) Make Abduct tentacle more thin, it's very big now

2) Ultralisk charge glitches sometimes, especially on creep tumors. They just stuk under creep tumor

3) I think, you should replace Locust unit model (small Hydralisk) to Scantipede. They fits better to HotS Locust style. And add atack animation from roach or from Hydralisk from SC2BW map

4) Remove clouds over main or move them to air zones

5) Make terrain on the map more flat like on any ladder map. With current terrain it's possible to see where enemy is placing building, because in fog of war without revealing you can see, how it flatterns under placed building

6) Delete spines from Swarm Host (lurker model) head and maybe add some tiny green eggs, like you did with Occular parasite previously, just many of them

7) Revert back Queen and delete claws. Current queen looks a bit ugly

8) Contact with SoulFilcher, he got a very nice icons for all abilities. And probably replace Oracle unit icon, The current one, that is green, doesn't fit to unit itself

9) Can you try to add creep snake animation with the next update?

10) Change Viper portrait from Mutalisk to Brutalisk. Brutalisk portrait better fits to Viper unit, because it has no eyes too and "face" of that creature is similar to Brutalisk

11) Make changeling drop slower. Probably at infested terran speed.

12) Flip vertucally helion at the backside of Flamer when it's in Battle Mode. Picture above

13) Revert back pylon power field, or make the current one more transparent and and less distracting

14) Change lighting on Howling Peaks to standart nigh or any other, just change angle of lighting. Currently it makes slime on creep more white and it's hard to see units on creep.

15) Change creep tileset from brown to grey, like on standart maps

16) Add radius showing of:
-- Swarm Host with and without locust lifetime upgrade. I mean, show maxium radius, where locust can reach before they die
-- scanner sweep
-- preordain scan
-- stealth field of Oracle
-- Abduct
-- Blind Cloud

Thats all probably


And do Zerglings still have adrennal glads?

Why it should be removed? o_0

Energize: I don't know if too many use it right now apart from energizing nexus. I hope they replace it with the shield battery shield recharge ability.

Nah, protoss already have slowly recharging shields.


Can some one confirm/deny Corrupter abilities and how they have been changed because right now corrupter has no abilities.

Isn't corruption still here?
kranten
Profile Joined January 2012
Netherlands236 Posts
Last Edited: 2012-07-23 12:21:41
July 23 2012 12:20 GMT
#1000
On July 23 2012 13:09 Lactomar wrote:
So is it just me, or does the warhound counter all ground? I am not talking about pwning mechanized ground. I am talking versus zerg and terran bio builds. When I see hydra, warhound is the best answer. When I see swarmhost, hydra is again the best answer. Against roach, tank is a little better in siege mode, but warhound is mobile and fast. Versus mass marine, warhound holds up well if you engage in a narrow area. Against protoss, well I haven't played a live player yet, but the unit tester says that warhound is bar none, the absolute best unit to build at all times against protoss.


Yeah it´s a really good unit, but the immortal is kind of decent against it, especially if you use some weaker units to bait the missles. The missles are really good to get rid of the hardened shield.
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