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[A] HotS Custom - Page 61

Forum Index > SC2 Maps & Custom Games
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Prev 1 59 60 61 62 63 85 Next
Jackbo
Profile Joined December 2010
Korea (South)102 Posts
July 27 2012 20:51 GMT
#1201
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.
Ramiz1989
Profile Joined July 2012
12124 Posts
Last Edited: 2012-07-27 22:09:49
July 27 2012 22:09 GMT
#1202
On July 28 2012 02:49 XenoX101 wrote:
Show nested quote +
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 .

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.
"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 27 2012 22:19 GMT
#1203
You really should fix bugs at arcade version, because new patch coming very soon. Blizzards recommending every mapmakers start create their screenshots, tutorials, etc stuff for arcade interface
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-07-27 22:40:24
July 27 2012 22:32 GMT
#1204
Oh man I didn't know that vipers were hive tech now — that's crazy, it seemed like the players in the battle report get them fast, but I guess I was not paying attention or something. Seems kinda strange to have them as a hive tech unit, but I guess since abduct is pretty strong that makes sense. That said, the cloud skill should really be changed to be better; maybe make it work vs non-biological and increase the cost a bit or something.

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.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
StarGalaxy
Profile Joined March 2011
Germany744 Posts
July 27 2012 23:01 GMT
#1205
Patch Notes 1.03

- The Widow Mine's Detonate no longer damages structures
Cj hero | Zest
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 27 2012 23:17 GMT
#1206
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.

[image loading]
Poll: Should I re-create this map for use with the HOTS Custom Mod?

Yes (13)
 
54%

No (11)
 
46%

24 total votes

Your vote: Should I re-create this map for use with the HOTS Custom Mod?

(Vote): Yes
(Vote): No



[image loading]
Poll: Should I re-create this map for use with the HOTS Custom Mod?

No (12)
 
52%

Yes (11)
 
48%

23 total votes

Your vote: Should I re-create this map for use with the HOTS Custom Mod?

(Vote): Yes
(Vote): No



[image loading]
Poll: Should I re-create this map for use with the HOTS Custom Mod?

Yes (19)
 
76%

No (6)
 
24%

25 total votes

Your vote: Should I re-create this map for use with the HOTS Custom Mod?

(Vote): Yes
(Vote): No



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. ^^
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 27 2012 23:43 GMT
#1207
Yes - No - Yes - go ahead
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
KDrake
Profile Joined March 2011
Canada66 Posts
July 28 2012 00:15 GMT
#1208
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.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 28 2012 00:20 GMT
#1209
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?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
July 28 2012 00:56 GMT
#1210
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.
vibeo gane,
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 28 2012 02:17 GMT
#1211
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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Arco
Profile Joined September 2009
United States2090 Posts
July 28 2012 02:38 GMT
#1212
Definitely expecting to see Energize not be castable on Nexus in the future, seems pretty broken.
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 28 2012 04:03 GMT
#1213
I've finished making the layout for the Volcanic Jungle map, and have a teaser image, before I'm completely finished with it:

+ Show Spoiler +
[image loading]
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
althaz
Profile Joined May 2010
Australia1001 Posts
July 28 2012 04:37 GMT
#1214
The last map in the list is good. The other two are so horrible I never, ever want to play on them.
The first rule we don't talk about race conditions. of race conditions is
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-28 05:43:11
July 28 2012 05:39 GMT
#1215
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
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-28 05:41:14
July 28 2012 05:39 GMT
#1216
On July 28 2012 11:17 NewSunshine wrote:
Show nested quote +
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.


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
Profile Joined July 2011
United States5938 Posts
July 28 2012 05:50 GMT
#1217
On July 28 2012 14:39 XenoX101 wrote:
Show nested quote +
On July 28 2012 11:17 NewSunshine wrote:
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.


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.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
morrezor
Profile Joined July 2012
Sweden99 Posts
Last Edited: 2012-07-28 06:18:17
July 28 2012 06:17 GMT
#1218
Xenox , According to ZVP Battle report day 9 sean vs rob simpson : http://www.mazzikamp3.com/video_0gcs52bErU4____StarCraft-II:-Heart-of-the-Swarm---Battle-Report-(Protoss-vs-Zerg).html , the abduct shows up at 14.35 to 14.36 on colossus
emc
Profile Joined September 2010
United States3088 Posts
July 28 2012 06:49 GMT
#1219
ultras seem to bug out when they attack PF's
Big J
Profile Joined March 2011
Austria16289 Posts
July 28 2012 07:15 GMT
#1220
@NewSunshine
Could you name the second map "Metatropolis Spaceship"
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