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![[image loading]](http://i.imgur.com/DIL1fqh.jpg)
Engines of War 1.0 140x136 by IeZaeL ShoutCraft 2.0 Edition
![[image loading]](http://i.imgur.com/82K1sSL.jpg)
Explanation
The map features 3 huge turrets , which can be found in the middle and in the corners of the map. You can take them by having a unit near them ( same as XelNaga towers). Once captured , you will be able to use them to attack the enemy. Beware though , they can be destroyed !
Turret stats HP: 3000 Armor : 2 Damage : 150damage on 6sec cooldown Range : 50 ( center turret can hit natural , others cannot)
And thats about it I think , Im gonna wait until i can make the custom stuff as smooth as a delphin. This is gonna be one of my Shoutcraft submissions , so please make sure to comment here if you want to see the map played.
Aesthetics + Show Spoiler +
Tileset + Show Spoiler +Kaldir - Korhal platform - Skygeirr lab
Changelog + Show Spoiler +1.0 Updated to support the shoutcraft version
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Neo Neo-Planet S :D
Edit: Wait, the center paths are blocked? 2ndEdit: Never mind. I am just blind -.-
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I think it turned out nicely. Good job as usual
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It looks very nice good job! (btw it's not neo planet S at all :D)
The main is nice vs blink I think you make it possible but not OP and reaper can go in and out easily enough butnot too much I think it's great.
That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression?
Natural is cool although I like it better when there is just a bit more space between the mineral line and the cliff so dropping stuff is easier to do, but maybe that's just me?
Can't to wait to see it online or to have the analyser run on it to know the exact travelling time with and without the rocks and to compare the 2 pathes : through center vs to the side into the opponent's thrid...
edit : btw thanks for putting the 5th and 6th toward the center of the map 
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On March 08 2015 04:29 Gwavajuice wrote: That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression?
It's the image. This isn't a 90 degree angled overview.
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On March 08 2015 04:29 Gwavajuice wrote:It looks very nice good job! (btw it's not neo planet S at all :D) The main is nice vs blink I think you make it possible but not OP and reaper can go in and out easily enough butnot too much I think it's great. That said isn't the upper right base spawning point easier to drop than the lower left one? it seems that you have a space between the base and the border of the map in upper right taht doesn't exist in the lower left, or is it just the image that give this impression? Natural is cool although I like it better when there is just a bit more space between the mineral line and the cliff so dropping stuff is easier to do, but maybe that's just me? Can't to wait to see it online or to have the analyser run on it to know the exact travelling time with and without the rocks and to compare the 2 pathes : through center vs to the side into the opponent's thrid... edit : btw thanks for putting the 5th and 6th toward the center of the map  Thanks for the feedback. However , you gotta wait a bit for me to update the map thread as I rushed the entire map and im not overloaded with real life stuff. Everything should be updated in the next couple of days though.
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Am I blind or is there no destructible plates at the bottom of the main's ramp? Apart from that very sweet map, I hope it'll get some ladder love before LotV comes out.
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On March 08 2015 04:58 OtherWorld wrote: Am I blind or is there no destructible plates at the bottom of the main's ramp? Apart from that very sweet map, I hope it'll get some ladder love before LotV comes out. Ah! Never added destructible plates in the main ramps :D
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I really liked Neo Planet S and therefore I also like Edge of Insanity. You took NPS and increased its size and modified the middle. I love the destructible rock placement and the forward expansions. Honestly this map is a lot better than NPS in several ways.
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Map updated to support my first ShoutCraft 2.0 idea. Make sure to comment if you like it :D
EDIT : aaaaand one rock is missing in the middle. I fucking knew it yet i didnt do anything.
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Letting them attack absolutely anywhere seems a bit much. What if they only controlled the area around them to a similar range as XNT? Maybe even further, but ideally not the entire map.
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i agree with pontius. it`s easy to just hold one of these towers, especially with a few tanks. the turret`s range should be adjusted so that the main and nat are not hittable. I love the idea tho, everything fresh is welcome.
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I'm not a fan of the 3 turrets approach, I consider that there should be beacons/generators in the corners instead of two other turrets, you control the generators and you get to control the turrent. In ZvP P would be at a disadvantage, but that can be more or less fixed by allowing zealots to get around the edges of the generator + Show Spoiler +
Other than that and maybe making the central rocks a tad stronger you have a pretty nice map in your hands Iez
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You should put a delay timer on the availability of turret function. Like 3-4 minutes minimum gametime before they are accessible. Otherwise the game devolves into a silly worker fight. Either that or reduce the range so they can't hit the main.
I love the idea though, if the execution is smooth this will be super fun :D
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I love the idea of a controllable laser. So excited to see this map in action in shoutcraft
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For the turret I would say somewhere from 11-15 range. I would also suggest a range actor to make that distance visible to the players.
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That is cool map. I haven't seen this masterpiece map!! I'm glad to see it!
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Good map, and so much Blur
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I'm not sure how Terran is supposed to lose on this map. If you take 2 of the turrets and scan any base twice it dies if it isn't a nexus/lair/hive.
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Just tried it on EU.
- Extractor can't be built on gasses at at least one 4th base (seems like a pathing issue) - Using F3-F5 for controlling the big guns is rude, since this is what a lot of people bind their camera keys to, at least I do. So when I control a gun, the corresponding camera key stops working (and I cant inject that base). Would prefer some other solution, maybe that it has to be hotkeyed manually to an army hot key as any unit?
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On March 29 2015 07:17 LoveTool wrote: Just tried it on EU.
- Extractor can't be built on gasses at at least one 4th base (seems like a pathing issue) - Using F3-F5 for controlling the big guns is rude, since this is what a lot of people bind their camera keys to, at least I do. So when I control a gun, the corresponding camera key stops working (and I cant inject that base). Would prefer some other solution, maybe that it has to be hotkeyed manually to an army hot key as any unit? Ups sorry didnt see the feedback. Question , have you tried the the shoutcraft version ? Im looking into them right now , but as far as i know , the system I use for the hero unit is hardcoded into sc2. I'll try to change it , not sure if it can be done though.
EDIT : aaaaand its fixed now.
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An absolutely mind-blowing game just happened on the map on the ShoutCraft clan wars.Everyone gotta see it when the VOD comes up.
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On April 19 2015 04:15 IeZaeL wrote: An absolutely mind-blowing game just happened on the map on the ShoutCraft clan wars.Everyone gotta see it when the VOD comes up. yeah it was amazing XD
btw is there a fix on that cannon default hotkey bug?
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On April 19 2015 04:20 argonautdice wrote:Show nested quote +On April 19 2015 04:15 IeZaeL wrote: An absolutely mind-blowing game just happened on the map on the ShoutCraft clan wars.Everyone gotta see it when the VOD comes up. yeah it was amazing XD btw is there a fix on that cannon default hotkey bug? Im looking into it right now.I think the bug is caused by me using the standard template blizzard used for the campaigns hero unit.I'm planning an update with graphic and gameplay fixes once TotalBiscuit agrees on it.
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On April 19 2015 04:30 IeZaeL wrote:Show nested quote +On April 19 2015 04:20 argonautdice wrote:On April 19 2015 04:15 IeZaeL wrote: An absolutely mind-blowing game just happened on the map on the ShoutCraft clan wars.Everyone gotta see it when the VOD comes up. yeah it was amazing XD btw is there a fix on that cannon default hotkey bug? Im looking into it right now.I think the bug is caused by me using the standard template blizzard used for the campaigns hero unit.I'm planning an update with graphic and gameplay fixes once TotalBiscuit agrees on it. ok thanks!
great work!
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Entertaining game. Suppy was really smart to go for that army comp given the situation.
Have you considered lowering the cannons' range slightly while also slightly increasing their firing rate? I think the range is a bit much atm but the cannons might be too inconsequential if you only reduce the range and don't buff the firing rate.
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I assume this will be fixed before Clan Wars participants catch on?
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haha that's pretty brilliant
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And thus the plan for Protoss domination was foiled...
That is one awesome bug though XD
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lolol... awesome. proxy nexus anyone?
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your Country52797 Posts
Haha, that's actually pretty funny
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I say keep it that way. It doesn't seem overly imbalanced.
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SHOUTCRAFT UPDATE 6/04/2015
Changelog -Drakken Cannon are now shown on the minimap with a special icon; -Drakken Cannon can no longer be captured by air units. -Clicking on a Drakken Cannon unit will now show the range on the minimap and on the terrain -Drakken Cannon is now treated as a structure instead of as a unit, preventing interactions such as recalls from mothership core. -Terran Vehicles upgrades no longer work on the Drakken Cannon. -Drakken Cannon range has been lowered to 45 ( from 50) -Drakken Cannon damage has been increased to 155 ( from 150) -Drakken Cannon weapon speed has been lowered to 5.5 ( from 6) -Drakken Cannon weapon name and icon has been changed. -New passive ability added to the Drakken Cannon, which informs the player that the cannon can be destroyed -New attack impact model for the Drakken Cannon. -Capturing range for the Drakken Cannons has been increased from 5 to 5.5 -Drakken Cannons model height has been slightly increased -Fixed various pathing issues
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On May 07 2015 04:19 IeZaeL wrote: SHOUTCRAFT UPDATE 6/04/2015
Changelog
-Drakken Cannon weapon speed has been lowered to 5.5 ( from 6)
shouldn't that be increased?
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On May 07 2015 04:45 Meavis wrote:Show nested quote +On May 07 2015 04:19 IeZaeL wrote: SHOUTCRAFT UPDATE 6/04/2015
Changelog
-Drakken Cannon weapon speed has been lowered to 5.5 ( from 6)
shouldn't that be increased? more drakken more gg
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There should be a separate ladder system for these sort of maps lool. It would make my year really if it happened.
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I agree that would be really fun. Arcade is one thing but if you actually set up a competitive ladder for it .. yeah would be great.
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