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[A] HotS Custom - Page 62

Forum Index > SC2 Maps & Custom Games
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NewSunshine
Profile Joined July 2011
United States5938 Posts
July 28 2012 07:21 GMT
#1221
On July 28 2012 16:15 Big J wrote:
@NewSunshine
Could you name the second map "Metatropolis Spaceship"

Actually, in one of the demos of the new units, that map is shown, and it's not actually a space platform. It's more of a sky platform, hovering above Korhal it looks like, the overview for the map sorta just has nothing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Semmo
Profile Joined June 2011
Korea (South)627 Posts
July 28 2012 07:34 GMT
#1222
On July 28 2012 16:21 NewSunshine wrote:
Show nested quote +
On July 28 2012 16:15 Big J wrote:
@NewSunshine
Could you name the second map "Metatropolis Spaceship"

Actually, in one of the demos of the new units, that map is shown, and it's not actually a space platform. It's more of a sky platform, hovering above Korhal it looks like, the overview for the map sorta just has nothing.


Use the bridge method to make super thin cliffs! => Win

The whole map like that plz.
Mapmaker of Frost, Fruitland and Bridgehead
morrezor
Profile Joined July 2012
Sweden99 Posts
Last Edited: 2012-07-28 07:37:05
July 28 2012 07:35 GMT
#1223
gonna play the map again its funny
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-07-28 08:08:53
July 28 2012 08:06 GMT
#1224
Hey guys, just a quick update with some of the things mentioned yesterday, as well as some tweaks that I recently noticed needed to be made. The most notable here is the Abduct range, which being as contentious as it is (completely changes PvZ in my opinion) I have listed the Battle Report time for you to confirm for yourself the range. In order to confirm it is correct I placed all the units in the exact formation and replicated the scenario, and it indeed requires precisely 9 range on Abduct to get the same result. Consume is also a lot nicer now as you can queue it up on a near-full energy viper and it will stop when its full and do its next action. The patch is now available on all servers.

Patch Notes 1.04
- Fixed marauder concussive shells to not do AoE
- Fixed some tooltips to show duration such as Blinding Cloud
- Fixed alert and production tab icons for all new units and abilities
- Oracle and Locust models now slightly larger
- Abduct is now 9 range (see 14:35 on PvZ Battle Report)
- Consume now stops when the Viper has full energy
- Abduct on flying units now ignores all terrain

Also as an aside I am for the moment not going to be so concerned with the bugs on the Arcade version of the map, because they are exclusive to this version and in my opinion errors on Blizzard's side rather than mine (the patch should by all counts be backwards compatible). I may still try to look at it but I am not sure what success I'll have as some of the bugs are strange to say the least (e.g. the warpgate turns back into a gateway after it opens up).

Anyway hope you guys enjoy the patch and let me know if you find any more issues. Abduct still isn't perfect, if you are using it on ground units and there is a large building underneath your viper or something equally large it won't pull the unit towards you, but I don't think it is game breaking, and I will look into this at a later date.
Tritanis
Profile Joined November 2007
Poland344 Posts
Last Edited: 2012-07-28 10:29:20
July 28 2012 10:28 GMT
#1225
Some unit models are bugged in the EU version (in my latest PvZ it was oracle and swarm host). A white sphere is displayed instead of the proper unit model.
I live, I serve, I die for the Metal
morrezor
Profile Joined July 2012
Sweden99 Posts
July 28 2012 10:42 GMT
#1226
I can agree on that got same
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
July 28 2012 10:52 GMT
#1227
When you try to crtl click, or double click an unburrowed swarm host, it does not select the burrowed ones. Or vice verso.

Because no other unit in the game does that for units that are in different form, even vikings, I dont think it should be so for swarm host either.
Ryuuka
Profile Joined March 2011
Sweden87 Posts
July 28 2012 11:01 GMT
#1228
all custom units are bugged for me on EU they are all white/blue spheres, the warhounds rocket didn't even shoot
Fearlezz
Profile Joined April 2010
Croatia176 Posts
Last Edited: 2012-07-28 12:39:21
July 28 2012 11:03 GMT
#1229
On July 28 2012 19:28 Tritanis wrote:
Some unit models are bugged in the EU version (in my latest PvZ it was oracle and swarm host). A white sphere is displayed instead of the proper unit model.

Confirmed, they are fine in the unit tester though. Going to test a few other unit models, think I saw white spheres on the terran side in the fog of war while they were destroying my mineral block.

edit: Never mind, it's as Ryuuka says. Also, all the UI icons for new units/upgrades are broken too.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
July 28 2012 12:37 GMT
#1230
yeap models are bugged (US also)
also there is not pylon range displayed
Cj hero | Zest
morrezor
Profile Joined July 2012
Sweden99 Posts
July 28 2012 12:49 GMT
#1231
mothership core's energize bugged when used on nexus it says energize usage is surpressed shows up like an error message and nothing happend if I gonna chrono boost on nexus or stargate for example , as I did.
CikaZombi
Profile Joined August 2011
Serbia630 Posts
July 28 2012 16:21 GMT
#1232
On July 28 2012 21:49 morrezor wrote:
mothership core's energize bugged when used on nexus it says energize usage is surpressed shows up like an error message and nothing happend if I gonna chrono boost on nexus or stargate for example , as I did.


Confirmed, Energize blocks chrono boost usage. Too bad I was playing this map alot and it got general exposure, but now several bugs appeared that practically prevent normal playing
You can no more evade my wrath, than you could your own shadow.
Ramiz1989
Profile Joined July 2012
12124 Posts
July 28 2012 17:07 GMT
#1233

Anyway hope you guys enjoy the patch and let me know if you find any more issues. Abduct still isn't perfect, if you are using it on ground units and there is a large building underneath your viper or something equally large it won't pull the unit towards you, but I don't think it is game breaking, and I will look into this at a later date.

It would actually be good if they let it this way in the real game, it will support more microing and positioning, than just doing 'D' and target unit you want to pull over.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
archonOOid
Profile Blog Joined March 2011
1983 Posts
July 28 2012 17:35 GMT
#1234
According to the sweish e-sport site rakaka http://rakaka.se/?newsID=19478 they tested the new units at the nordic wcs and the reporter said (in the clip at 2:01) that the range for the temptest is down to 10. Can someone confirm that?
I'm Quotable (IQ)
Garmer
Profile Joined October 2010
1286 Posts
July 28 2012 17:50 GMT
#1235
the tempest need an upgrade to have 22 range.
Dreadwolf
Profile Joined July 2010
Canada220 Posts
July 28 2012 17:51 GMT
#1236
On July 29 2012 02:35 archonOOid wrote:
According to the sweish e-sport site rakaka http://rakaka.se/?newsID=19478 they tested the new units at the nordic wcs and the reporter said (in the clip at 2:01) that the range for the temptest is down to 10. Can someone confirm that?


Range was 10 before, the upgrade is +12 range, did they remove the upgrade?
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-07-28 17:58:39
July 28 2012 17:57 GMT
#1237
in that video, it's me or the warhound just shooted at the tempest?
nevermind, was a mines
XenoX101
Profile Joined February 2011
Australia729 Posts
July 28 2012 18:01 GMT
#1238
hey guys thanks for the feedback will fix it tomorrow when I get back.
Faent
Profile Blog Joined April 2011
Canada94 Posts
July 28 2012 18:28 GMT
#1239
Was playing around a bit last night on NA. Playing as zerg, I was having problems seeing the viper / swarm host models. Just the spheres. Another small bug you can probably fix pretty easily, the Overseers changeling ability. It currently requires you to target the ground, whereas in SC2:WoL you just press changeling and it drops one. Just a little inconsistency I thought you might want to fix.
moskonia
Profile Joined January 2011
Israel1448 Posts
July 28 2012 18:37 GMT
#1240
The overseer can now lunch the changling instead of dropping it, that is why you have to target the ground (so you choose where to throw it to).

About the tempest, I don't think it would make sense to remove the range upgrade, since that was the whole point of the unut :S
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