[A] HotS Custom - Page 61
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Jackbo
Korea (South)102 Posts
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Ramiz1989
12124 Posts
On July 28 2012 02:49 XenoX101 wrote: 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 . It is not Arcade, I am not using it. I don't understand much of this, because I am not an mapmaker, but in some other edited maps,Marauders also have Area of Effect on their Concusive Shells. In early Alpha of SC2(or was it beta?), Marauders had AoE on their slow ability, but then they removed it. It seems when you try to create some other custom map, Marauder again gets AoE on their slow. Right now in WoL, if Marauder hit one Zergling in the whole Swarm of 10 Zerglings, only that one is slowed that he is hitting. In your map, all 10 Zerglings will be slowed, Concusive Shells have Area effect, and that shouldn't happen, it is gamebreaking because you could use just a few, like 3-4 Marauders to slow the whole enemy army. | ||
Existor
Russian Federation4295 Posts
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Xapti
Canada2473 Posts
Hots 2 unit tester has a bug: Clicking the button to get all upgrades doesn't give swarm hosts their increased locust lifetime. On July 28 2012 05:51 Jackbo wrote: I was playing earlier, so I don't know if it's still true in the new patch, but when a widow mine explodes and doesn't kill a unit, like on a Warhound or a Mothership Core, you still seem to retain vision. I had vision of the other guy's base for the whole game because I got a widow mine onto his MSCore. In my opinion widow mine shouldn't even trigger on mothership cores; they should be structures. | ||
StarGalaxy
Germany744 Posts
- The Widow Mine's Detonate no longer damages structures | ||
NewSunshine
United States5938 Posts
On July 28 2012 07:32 Xapti wrote: In my opinion widow mine shouldn't even trigger on mothership cores; they should be structures. The Mothership Core functions like the Comm-Sat from SC1, but it is a unit, still Mechanical/Massive/Psionic/Flying/etc. like the Mothership. Like I've said, I'm considering remaking the maps shown in an earlier preview, of Heart of the Swarm's new tilesets. I have images of the 3 maps below, along with a poll for each, I'd like to know what the public opinion is on these maps. ![]() Poll: Should I re-create this map for use with the HOTS Custom Mod? Yes (13) No (11) 24 total votes Your vote: Should I re-create this map for use with the HOTS Custom Mod? ![]() Poll: Should I re-create this map for use with the HOTS Custom Mod? No (12) Yes (11) 23 total votes Your vote: Should I re-create this map for use with the HOTS Custom Mod? ![]() Poll: Should I re-create this map for use with the HOTS Custom Mod? Yes (19) No (6) 25 total votes Your vote: Should I re-create this map for use with the HOTS Custom Mod? They each make use of the new collapsible rock towers, and would make for hopefully fun and exciting games. Let me know what you think above. ^^ | ||
dezi
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Germany1536 Posts
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KDrake
Canada66 Posts
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NewSunshine
United States5938 Posts
On July 28 2012 09:15 KDrake wrote: Please, make all of them if for no other reason than if they're bad we can tell Blizzard ahead of time, allowing them to fix 'em up for proper release. I think, if anything, these maps were made as a demonstration of the new tilesets. The Snow and the Platform map, for instance, have the main mineral lines in very siegable locations. I'm debating whether I should fix that, given I make all 3. Thoughts? | ||
-NegativeZero-
United States2141 Posts
The second map is basically a worse version of Metropolis with extremely short rush distances and isn't worth making. | ||
NewSunshine
United States5938 Posts
On July 28 2012 09:56 -NegativeZero- wrote: Definitely make the last one, possibly the first one. The first map, while it has some interesting ideas, is basically unplayable if P or T can't take down the collapsible rocks fast enough to block a rush coming through the natural backdoor - make sure this isn't the case. Possibly narrow the natural choke slightly (6/7 width maybe) to compensate for the presence of the open backdoor. The second map is basically a worse version of Metropolis with extremely short rush distances and isn't worth making. I get what you're saying. However, this isn't really something I'm doing to vindicate Blizzard's map design, I want to do it to expand the experience of the HOTS mod, and allowing the 3 preview maps to all be playable would give players a feel not only for the new units, but how map design will play into it as well. Whether or not you like Blizzard's maps - I know full well there are those who hate their every effort - is not really the point, because there are some who like Blizzard's maps, and regardless of their flaws should produce good games with the new units. This isn't a mod for competitive SC2, it's a mod to take a sneak peak at HOTS, where playing with the new units and having fun take precedence. I don't actually mean to be contrary, but rather just explain my reasoning behind deciding to make all 3, which is what I've decided to do. I've also decided to reposition the main mineral lines to avoid siege tank vulnerabilities, but to otherwise make the maps as faithful to the originals as possible. And also as a side note, the collapsible rocks do come down quickly in their current state - they only have 5oo hit points, when compared to the 2ooo of destructible rocks. I'm not sure just yet how well they buffer otherwise imbalanced map features, but to say the least it is quite easy to fell them. | ||
Arco
United States2090 Posts
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NewSunshine
United States5938 Posts
+ Show Spoiler + | ||
althaz
Australia1001 Posts
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XenoX101
Australia729 Posts
On July 28 2012 05:51 Jackbo wrote: I was playing earlier, so I don't know if it's still true in the new patch, but when a widow mine explodes and doesn't kill a unit, like on a Warhound or a Mothership Core, you still seem to retain vision. I had vision of the other guy's base for the whole game because I got a widow mine onto his MSCore. Yes, yesterday's 1.03 patch fixed this ![]() On July 28 2012 05:21 morrezor wrote: 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. Thanks, you're right, I've fixed this now and will be up soon. 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. Thank you, I've fixed this and will be up soon, was one of Blizzard's bugs since I never touched the Marauder. 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) Thanks for the feedback but I'm not changing any of the melee maps for any reasons because I'm trying to keep this as realistic an experience as possible, and Cloud Kingdom's lighting is the same as is used in the pro tournaments so there is no issue here. On July 28 2012 04:07 morrezor wrote: 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. This is a bug with the corruptor's stats itself and not any of my triggering, so I don't know how I will be able to fix it. I have tried many many different alternatives and none of them have fixed the problem. So I don't know if this can be fixed, but I will try in the later patches to see if I have any luck. On July 28 2012 04:07 morrezor wrote: 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. Do you have a time on the Battlereport where this is said? I haven't heard it anywhere yet I have heard of it being 7 range in numerous places. On July 28 2012 04:07 morrezor wrote: Dont forgot aswell to fix the tooltip text to blinding cloud where it says last 10 seconds after doesnt not affect air units. Ok I will fix this, thank you. | ||
XenoX101
Australia729 Posts
On July 28 2012 11:17 NewSunshine wrote: I get what you're saying. However, this isn't really something I'm doing to vindicate Blizzard's map design, I want to do it to expand the experience of the HOTS mod, and allowing the 3 preview maps to all be playable would give players a feel not only for the new units, but how map design will play into it as well. Whether or not you like Blizzard's maps - I know full well there are those who hate their every effort - is not really the point, because there are some who like Blizzard's maps, and regardless of their flaws should produce good games with the new units. This isn't a mod for competitive SC2, it's a mod to take a sneak peak at HOTS, where playing with the new units and having fun take precedence. I don't actually mean to be contrary, but rather just explain my reasoning behind deciding to make all 3, which is what I've decided to do. I've also decided to reposition the main mineral lines to avoid siege tank vulnerabilities, but to otherwise make the maps as faithful to the originals as possible. And also as a side note, the collapsible rocks do come down quickly in their current state - they only have 5oo hit points, when compared to the 2ooo of destructible rocks. I'm not sure just yet how well they buffer otherwise imbalanced map features, but to say the least it is quite easy to fell them. Actually I do want this to be used competitively, because otherwise unit stats wouldn't even matter and I could have made this mod in 1 day using roughly the right stats. Instead my goal was to make this as accurate as possible, so that people on all skill levels could enjoy it, from the lowest bronze to the highest GM. So the maps I will be using will always be balanced for the top because they have the highest demands, and low league players can only benefit from GM league decisions in terms of maps, when the reverse is not the case. So if you do make those maps please try and make the necessary changes so that the maps are playable on a high level, otherwise I will be reluctant to use them. | ||
NewSunshine
United States5938 Posts
On July 28 2012 14:39 XenoX101 wrote: Actually I do want this to be used competitively, because otherwise unit stats wouldn't even matter and I could have made this mod in 1 day using roughly the right stats. Instead my goal was to make this as accurate as possible, so that people on all skill levels could enjoy it, from the lowest bronze to the highest GM. So the maps I will be using will always be balanced for the top because they have the highest demands, and low league players can only benefit from GM league decisions in terms of maps, when the reverse is not the case. So if you do make those maps please try and make the necessary changes so that the maps are playable on a high level, otherwise I will be reluctant to use them. Understandable. Those 3 maps probably weren't designed for competitive play though, so if they're going to be used I'd suggest just adding them as extra maps, instead of interfering with the map rotation thing. Right now I just have the layout for the volcanic map, but if they're not going to be used I see little point in making them. | ||
morrezor
Sweden99 Posts
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emc
United States3088 Posts
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Big J
Austria16289 Posts
Could you name the second map "Metatropolis Spaceship" ![]() | ||
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