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EMP Challenge - How good are you? - Page 2

Forum Index > SC2 General
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snpnx
Profile Joined February 2010
Germany454 Posts
April 30 2010 14:36 GMT
#21
I don't even get over 10, I've gotta do something wrong..
"Language is Freeware, in that it's free to use, but it's not Open Source, so you can't just change things how you like."
Diaspora
Profile Joined April 2010
United States140 Posts
April 30 2010 14:55 GMT
#22
haha very cool map
erlaiys
Profile Joined April 2010
Estonia46 Posts
April 30 2010 15:04 GMT
#23
there are some weird blue vertical lines whenever an observer is firing, it's a bit confusing. Understandable for alpha tho =)
very fun map!
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
April 30 2010 15:04 GMT
#24
Damn, this looks amazing~
Writerdamn, i was two days from retirement
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 30 2010 16:15 GMT
#25
good game, thanks. ive had trouble seeing cloaked units quickly so this should help with that -,-
8===D~~
QueueQueue
Profile Joined July 2009
Canada1000 Posts
April 30 2010 16:43 GMT
#26
Simple, but great idea.


I'd be interested in seeing other maps that put emphesis on training various SC2 mechanics that can translate to ladder play as well!
CheAse
Profile Blog Joined July 2009
Canada919 Posts
April 30 2010 16:49 GMT
#27
great idea!

I've wasted so many missed emps on observers
SCV good to go sir
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 30 2010 17:04 GMT
#28
awesome map kevin

i've still hope that one day some genius will figure out how to keep stacked mutas from spreading out using the galaxy editor. then maybe blizzard will patch it in 1 or 2 years later!
ModeratorBlame yourself or God
erlaiys
Profile Joined April 2010
Estonia46 Posts
April 30 2010 17:06 GMT
#29
Suggestion: make it so that the terrain changes after death or something.. so you'll be able to spot cloaked units better in every map =)
qxc
Profile Blog Joined May 2009
United States550 Posts
April 30 2010 17:21 GMT
#30
Any specific units / concepts people think would be interesting for the next build?

I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.

Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.
ProgamerDesigner of Aeon's End
SuperXlax
Profile Joined March 2010
United States197 Posts
April 30 2010 17:28 GMT
#31
Awesome, micro maps ftw :D

Having difference sections of the map being other common terrain would be cool for practice.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 30 2010 18:02 GMT
#32
On May 01 2010 02:04 Zelniq wrote:
awesome map kevin

i've still hope that one day some genius will figure out how to keep stacked mutas from spreading out using the galaxy editor. then maybe blizzard will patch it in 1 or 2 years later!

dear god no


with unlimited unit selection zerg would never build a non-muta unit past spire. Except for broodlords
ilnp
Profile Joined December 2002
Iceland1330 Posts
April 30 2010 18:26 GMT
#33
On May 01 2010 02:21 qxc wrote:
Any specific units / concepts people think would be interesting for the next build?

I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.

Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.


fitting the ghost theme, you could say, goto location and nuke a target (hopefully you can reduce nuke placing time).

also, i would suggest making emp not unlimited and/or having a small cooldown so you can't just spam emp..you have to be somewhat accurate
8===D~~
AdahnSC
Profile Joined March 2010
United States376 Posts
Last Edited: 2010-04-30 19:05:03
April 30 2010 18:58 GMT
#34
you probably want to make emp cost just like 1 or 2 energy or something. its very easy to just spam emp at the moment. got like 179 on my first try without a sweat by doing that.

edit: oh also, obviously hide in a corner so that you only have to emp 1/4th the area.
z]Benny
Profile Joined April 2006
Romania253 Posts
April 30 2010 19:03 GMT
#35
Very nice man, very nice. It's difficult and everything. One thing though, I noticed that when I EMP the EMP doesn't really go where I click but like 3 pixels to the right, and that happens in your video as well, any idea why it does that?
josemb40
Profile Blog Joined March 2009
Peru611 Posts
April 30 2010 19:07 GMT
#36
awesome map, cant wait to try it out!
wiiiiiiiiiiiiiiiii
Fallen33
Profile Blog Joined April 2007
United States596 Posts
April 30 2010 19:09 GMT
#37
On April 30 2010 21:36 Felicitous wrote:
808 before deciding I had it down pat. That was try #3.

This thing is GREAT! I can't wait to see what other kinds of skill-building maps we get. Grats on being one of the first!


pics or it never happened.
"Glory is fleeting, but obscurity is forever." - Napoleon Bonaparte ¯\_(ツ)_/¯
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
April 30 2010 19:13 GMT
#38
On May 01 2010 03:26 ilnp wrote:
Show nested quote +
On May 01 2010 02:21 qxc wrote:
Any specific units / concepts people think would be interesting for the next build?

I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.

Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.


fitting the ghost theme, you could say, goto location and nuke a target (hopefully you can reduce nuke placing time).

also, i would suggest making emp not unlimited and/or having a small cooldown so you can't just spam emp..you have to be somewhat accurate

If you wanted to make the map more of a game, than raw training, I have some suggestions.

You could make it so that killing a unit restores some % or all of the EMP mana cost to the ghost, thus rewarding accuracy. Maybe you could disable the ghost's regeneration completely or nearly completely, and have a stage system where the ghost's mana is completely restored at the beginning of a stage, but the waves of enemies coming get increasingly more difficult to deal with. The last levels would require 100% accuracy with EMP to kill them all + have enough mana to EMP them all. Maybe you could also have one type of cloaked enemy not attack you, but try to evade you (disappearing after a short time, maybe?) and killing it would restore some health to the ghost. Maybe the life-restoring unit could be paired with other attacking units, thus forcing the player to make a decision about what units he wants to kill first/how to spend his mana.
My psychiatrist says I have deep-seated Ragneuroses :(
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
April 30 2010 19:34 GMT
#39
Cool idea
CyberPitz
Profile Blog Joined June 2009
United States428 Posts
April 30 2010 19:36 GMT
#40
What about something like Missile Command? Use the Ghost's EMP to destroy numerous AI as they come down. Much like the game, the EMP is AOE and can take out numerous units at one time. Although, slow firing means you'll have to aim it just right to take out as many as possible, otherwise you may miss one! Maybe have some units behind the Ghost that if the AI gets down there and touches it, dies.

Give you practice at taking a quick situation and learning the best location to EMP in a short amount of time, or just getting used to EMP in general.
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