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[A] HotS Custom - Page 60

Forum Index > SC2 Maps & Custom Games
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Prev 1 58 59 60 61 62 85 Next
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
July 27 2012 02:24 GMT
#1181
I went mass immortals vs mass warhounds against a friend... I won by only 3 immortals. WTF.
ohbi
Profile Joined March 2012
England5 Posts
July 27 2012 02:38 GMT
#1182
DoA's show this evening: http://www.twitch.tv/ignproleague/b/326353030 - Get to see a full PvT and PvZ games, and most of a TvZ

He does an hour long preshow leading up to IPL's main live content for the evening, and mentioned that he's going to turn thursdays show into "HoTS Thursdays" doing games on this map (with more pros maybe)
avilo
Profile Blog Joined November 2007
United States4100 Posts
July 27 2012 03:27 GMT
#1183
@xenox map creator, not sure if you saw my feedback, but the widow mine speed in beta is much faster than you currently have in this custom map.
Sup
Arkansassy
Profile Joined October 2010
358 Posts
July 27 2012 03:33 GMT
#1184
LgN.avilo streamed HOTS this morning http://www.twitch.tv/avilo/b/326327171 and the new units look pretty interesting.
Garmer
Profile Joined October 2010
1286 Posts
July 27 2012 07:34 GMT
#1185
so nothing new from china event?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-07-27 09:47:55
July 27 2012 08:42 GMT
#1186
There are still some cosmetic uncorrect things, like old placement of zerg unit icons at larva build menu (tier 1 units at first row, tier2 at 2nd row, etc)

Or missed team game map.

Or locust atack animation should be more noticeable.

And fix ultra charge burrow, they stuck sometimes at creep tumors and other buildings.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
July 27 2012 10:09 GMT
#1187
Here it says the mothership core build time is 60 sec:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635
I think in the mod its only 30sec.
Cj hero | Zest
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-27 10:51:00
July 27 2012 10:44 GMT
#1188
On July 27 2012 19:09 OrbitalPlane wrote:
Here it says the mothership core build time is 60 sec:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635
I think in the mod its only 30sec.


At 3:32 on the PvZ Battle Report it shows that it is 30s rather than 60s. I've also heard this from other sources too but either way the battle report is the most accurate.



On July 27 2012 17:42 Existor wrote:
There are still some cosmetic uncorrect things, like old placement of zerg unit icons at larva build menu (tier 1 units at first row, tier2 at 2nd row, etc)

Or missed team game map.

Or locust atack animation should be more noticeable.

And fix ultra charge burrow, they stuck sometimes at creep tumors and other buildings.


First point is fixed and will be up with the next patch which should be today.

Second point I can't do much about yet, later I will release a team map but so far I am sticking with the map rotation system.

Third point was fixed already, it can't be much more noticeable because there are too many of them occurring with lots of swarm hosts, but if you look at the battle report it is very similar to what we have now. Also units such as marines don't even have missile actors so it is not a real concern.

Fourth point is valid, I will make sure burrow charge does not autocast on buildings, creep tumors, locusts, broodlings and changelings.

Thanks again for the feedback everyone .

On July 27 2012 11:38 ohbi wrote:
DoA's show this evening: http://www.twitch.tv/ignproleague/b/326353030 - Get to see a full PvT and PvZ games, and most of a TvZ

He does an hour long preshow leading up to IPL's main live content for the evening, and mentioned that he's going to turn thursdays show into "HoTS Thursdays" doing games on this map (with more pros maybe)


This is very exciting, I will try to keep the map rotations working around this schedule to keep it fresh, and I might release the rest of the maps in a week or two.

Jackbo
Profile Joined December 2010
Korea (South)102 Posts
July 27 2012 10:45 GMT
#1189
On July 27 2012 19:09 OrbitalPlane wrote:
Here it says the mothership core build time is 60 sec:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635
I think in the mod its only 30sec.

It was misreported. On the battle report, it's easy to see that it's 30 seconds build time.
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-27 15:18:04
July 27 2012 15:17 GMT
#1190
Hey guys, patch 1.03 is up with a new map for the map rotation on all servers (NA, EU, SEA, KR, Arcade). The map, which I'm sure you're familiar with, is Cloud Kingdom by Superouman. I think I will leave this one up for a few days before changing it, just so that people can get a proper feel for how the units play out. Patch notes are listed below, and as always please give as much feedback as possible on any bugs, inconsistencies or issues you find with the map.

Patch Notes 1.03
- Fixed a bug where buildings could be placed on top of Swarm Hosts
- Fixed a bug where the Ultralisk's charge would not regenerate while the Ultralisk is burrowed
- Ultraisk Charge no longer autocasts on locusts, broodlings, changelings and creep tumors
- Factory now produces the Battle Hellion instead of the Hellion (have to switch to car mode for the hellion)
- The Widow Mine's Detonate no longer damages structures
- The Widow Mine's Detonate weapon now appears on the UI
- Energize now has a range indicator
- Fixed a bug where Energize was not showing an error when units were out of range
- Swarm Host and Viper, among other buttons, rearranged to mimic new HOTS arrangement
- Fixed a bug where ESC was not cancelling units
- The Improved version of Haywire from last patch (which works like charge) has been fixed to only work on ground, mechanical units and to not work on structures
- Preordain sight radius no longer extends to hatchery units, but still shows what is being produced
- Added a few missing upgrades to preordain (all upgrades are now accounted for)
- Added countdown bar to preordain

Existing Bug
- The corruptor icon on Preordained hatcheries persists if the corruptor completes while preordain is active

Also, I am currently looking for screenshots to use for the Arcade version of the map. If you'd like to help me choose a screenshot, you can send me some screenshots at vortex01@gmail.com. The things I will be looking for are:

- Includes some of the new HOTS Custom 2 units.
- Shows some kind of action (oracle entomb ability, widow mine detonations, etc.)
- Nice distribution of units, use of thirds
- Good balance of colours (not all the same colour)
- (Optional) Theme (e.g.: the harassing oracle, the overwhelming swarm hosts, etc.)

Thanks again and interested to see how HOTS Custom 2 plays out on Cloud Kingdom .
moskonia
Profile Joined January 2011
Israel1448 Posts
July 27 2012 16:40 GMT
#1191
Sweet! I love CK!! so many chokes to put widow mines in muhahaha! :D
Ramiz1989
Profile Joined July 2012
12124 Posts
July 27 2012 17:45 GMT
#1192
You still didn't fix the AoE slow of the Marauder?
That is actually pretty gamebreaking...

Not to sound unthankful, I am pretty happy with what are you doing, keep it up! Just thought that it will be a fast fix.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
XenoX101
Profile Joined February 2011
Australia729 Posts
July 27 2012 17:49 GMT
#1193
On July 28 2012 02:45 Ramiz1989 wrote:
You still didn't fix the AoE slow of the Marauder?
That is actually pretty gamebreaking...

Not to sound unthankful, I am pretty happy with what are you doing, keep it up! Just thought that it will be a fast fix.


What's the issue with the marauder slow? I haven't touched the marauder so this is news to me. Also is this on the Arcade version? Some people have been having issues exclusively with the arcade version, apparently the editor doesn't like 1.4.3 maps :/. Let me know, you can also send me a replay with the problem to vortex01@gmail.com .
Aquila-
Profile Blog Joined April 2011
516 Posts
July 27 2012 18:20 GMT
#1194
Is it possible that the abduct range is way too short? In the battle reports it was a very long arm with like 10 or more range while in the mod it seems like 5.
morrezor
Profile Joined July 2012
Sweden99 Posts
Last Edited: 2012-07-27 19:29:27
July 27 2012 19:07 GMT
#1195
Existing Bug
- The corruptor icon on Preordained hatcheries persists if the corruptor completes while preordain is active , when will that be fixed? its very annoying when I use it.

Also fix abduct range to 10 (do the arm, tentacle longer ) according to aquila- spoke about battle reports , true according sean vs rob simpson day 9 battlerport PVZ.

Dont forgot aswell to fix the tooltip text to blinding cloud where it says last 10 seconds after doesnt not affect air units.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 27 2012 20:01 GMT
#1196
Regarding cloud kingdom map. It has ugly lighting (winter one was better and more clear). You should find some green-nature plus lava map or remake some hots maps (you can find images of some new hots maps via blizzcon 2011 media kits), that has collapsable rock towers too and new terrain tilesets ( as I said, lava + nature or another winter one or white laboratory)
CikaZombi
Profile Joined August 2011
Serbia630 Posts
July 27 2012 20:03 GMT
#1197
On July 27 2012 02:34 DoA wrote:
Going to be casting some live games on this today for Use Map Settings on the IGN Proleague stream at 3pm PST. If you want a chance to play, join the NA Bnet channel "iplums" at 3pm PST. Should be fun!


Woah awesome!
You can no more evade my wrath, than you could your own shadow.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 27 2012 20:10 GMT
#1198
On July 28 2012 05:01 Existor wrote:
Regarding cloud kingdom map. It has ugly lighting (winter one was better and more clear). You should find some green-nature plus lava map or remake some hots maps (you can find images of some new hots maps via blizzcon 2011 media kits), that has collapsable rock towers too and new terrain tilesets ( as I said, lava + nature or another winter one or white laboratory)

I've actually suggested this to Xenox, and have started a remake of the volcanic jungle map. However, I'm hesitant to finish it until I see some form of support for it, because although those maps would be lot of fun to play on, they have rather blatant imbalances, and people might be turned off by that. I think personally that imbalances are beside the point for a mod like this, but I'll wait and see what you guys think.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
morrezor
Profile Joined July 2012
Sweden99 Posts
July 27 2012 20:21 GMT
#1199
Still bugg : Preordain sight radius no longer extends to hatchery units, but still shows what is being produced , I tested it now I had range with it preordain spell on hatchery with eggs.
Ritos753
Profile Joined May 2011
United States26 Posts
Last Edited: 2012-07-27 20:31:51
July 27 2012 20:31 GMT
#1200
Concussive shells does not AOE slow it only looks like that. It only slows one unit which in turn slows the ones behind this if you have ever observed a melle game carefully you will see a similar effect.
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