[A] HotS Custom - Page 60
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StarscreamG1
Portugal1652 Posts
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ohbi
England5 Posts
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
United States4100 Posts
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Arkansassy
358 Posts
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Garmer
1286 Posts
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Existor
Russian Federation4295 Posts
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
Germany744 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=343635 I think in the mod its only 30sec. | ||
XenoX101
Australia729 Posts
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
Korea (South)102 Posts
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
Australia729 Posts
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
Israel1448 Posts
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Ramiz1989
12124 Posts
![]() 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. | ||
XenoX101
Australia729 Posts
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-
516 Posts
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morrezor
Sweden99 Posts
- 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
Russian Federation4295 Posts
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CikaZombi
Serbia630 Posts
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! | ||
NewSunshine
United States5938 Posts
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. | ||
morrezor
Sweden99 Posts
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Ritos753
United States26 Posts
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