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On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
Easily remedied by using your mouse upside down
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Food for Thought: Able to destroy a single pylon/supply depot/overlord owned by a player.
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On February 15 2012 05:56 Lunakhod wrote:Show nested quote +On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down. Easily remedied by using your mouse upside down if the mouse movement is reversed in every direction, and the players turn their mouse upside down...
but then leftclick will be rightclick and the other way around?
does not feel easier.
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On February 15 2012 08:23 Roblin wrote:Show nested quote +On February 15 2012 05:56 Lunakhod wrote:On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down. Easily remedied by using your mouse upside down if the mouse movement is reversed in every direction, and the players turn their mouse upside down... but then leftclick will be rightclick and the other way around? does not feel easier.
And casual players like myself who use a laptop without a mouse will have their screen in the way of their keys :S
On another note (Not sure if it has been reported yet): Warping increases build time but once buildings are sped up they don't gain full health as if they were built normally.
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I just played it, great idea. Although it needs (alot) polishing before it is a map.
here are some bugs/balance issues i found by playing this once:
Zerg doesnt spawn with any larvae (wtf?) (maybe) the larvae spawn timer is off early cloak is (way) too good versus zerg, early cloacked reaper herp derp.
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On February 15 2012 09:03 Steglich wrote: I just played it, great idea. Although it needs (alot) polishing before it is a map.
here are some bugs/balance issues i found by playing this once:
Zerg doesnt spawn with any larvae (wtf?) (maybe) the larvae spawn timer is off early cloak is (way) too good versus zerg, early cloacked reaper herp derp. Imo certain abilities should only be able to be used after a certain time has elapsed, just like resource trading.
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On February 15 2012 07:24 CortoMontez wrote: Food for Thought: Able to destroy a single pylon/supply depot/overlord owned by a player.
Even better, buff a pylon/supply depot/overlord to give 8 extra food for 30 seconds. You can use it to un-supply block an ally in a moment of need. Alternatively, do it to an opponent... if they don't notice it, they're suddenly supply blocked later and don't know why :p.
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This has potential but it's going to be really tough to balance the trolling so it can't easily turn the tide of a close game in favor of one player over the other. I expect the observers to laugh their asses off while the 2 people actually playing rage as all hell breaks loose around them. Then again, that would still be pretty funny and fit the bill of "trollobattles."
If this gets going it'd be hilarious to see a couple of pro players go at it in one of these.
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I think it would be good for the trollcraft to see the minerals, gas and supply of their underling.
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On February 15 2012 22:10 supereddie wrote: I think it would be good for the trollcraft to see the minerals, gas and supply of their underling.
This.
And maybe something like a counter spell debuff?! You debuff a unit like an infestor/HT and if it casts fungal, storm or any aoe spell it does not target the position the player chose, but instead it lands at a random or at the unit's position..
This would be devastating for Z/P if not paying attention to the small visual the unit gets from the debuff. For T not so much, except they're deciding to go for the thor strike cannons. ^^
Brainstorm moAr TL :D
Great map.
edit: wait.. emp'ing your own ghosts.. meh.
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Event Horizon: Create a vortex (like motheship) at target location and then move the vortex to random location. When the units come out they all become frenzied and attack anything nearby.
Black Death: Create glyph that contracts triggering unit with plague. When infected units stays (30 secs) in close radius with other unit the plague is contracted. Infected units start to lose health after two minutes from infection. The glyph will only be shown when it grows. After activating it becomes cloaked to all players (including trolls)
Friday Night: All units globally become drunk and stop what ever they are doing. Any order given to them in 30 seconds are replaced with move order to random map location. Building queues are also halted.
Strange Meet Up: Creates medium area where all units that walk inside of it become Cloaked and swap to non-hostile natural team. Order for each the units become to move in the centre of the effect to maximize the space used. After the effect ends the unit teams are returned to their default values.
Vendetta: A cloaked unit is spawned somewhere in middle of the map (could use the Xel'naga tower as spawn point). It has only one hp and randomly patrols. If it spots a building it will try to reach it and detonate a nuke. Unit cannot be manipulated by the observers.
The Monster: A Giant Colossus Spawns and randomly patrols the world for one minute attacking everything it meets. Killing it drops mass of resources to collect. Unit cannot be manipulated by the observers.
Portal: Open portal (A building) that can be used to send any other portal on the map. Portal the units come out from is randomized if more than two exist. Portal takes while to build and can be destroyed by forcefully attacking it. does not provide view for any player or observer. If portal is only one on the map it is Red of colour, otherwise the portals are Yellow.
Ant Fryer: Under your observer a beam fries any units that come under it. It cannot harm buildings and slows down the observer while beam is ignited. The start up is slow as well to give warning to any possible target. The ignition costs initial energy and the beam stays until energy is depleted or ability cancelled.
Abduction: Your observer has abduction beam under it for while until it's full (capacity of a dropship) or 5 seconds from actual ignition of the beam. Observer then can unload the cargo by pressing the same ability button again. All units abducted have a probe that gives away their location to their patron.
Temporal Cocoon: Huge area becomes shielded blocking all attacks, movement and sight from in and out of it.
Morph: Unit becomes disabled for few moments and gets energy shield for the duration of the morphing. Unit permanently gains random change. Change may vary from useful things like cloak, cloak detection, shield, speed and etc. to negative things like slow, less hp or less attack damage.
Banelings... : Changes all units (including resource gathering units) into Banelings. This is global ability.
Champion: Expensive ability that gives you champion (hero unit). All your powers are disabled until the hero unit dies. Hero unit cannot suicide.
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Gameplay balance idea I had would be using Xel'naga towers as the altars. Basically split the powers into Tiers and only Tier One abilities would be always available. Team controlling a Xel'naga tower gets bonus energy regeneration (not much so it's possible to come back for disadvantage) for Observers and unlocks Tier Two abilities. Controlling another tower unlocks the next Tier. This would allow players the choice of trying to control these towers and get more power for their "gods" or use their resources in much more sensible and reliable manner. Could put more than two towers on the maps so you could have towers all the way up to Tier 5 Higher Tier would not necessarily mean more cost but balance the more useful but cheap abilities as well.
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you guys should not forget to update the OP with videos etc.
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ImpossibleBM: Spawns 10 scouts above every one of your nexus/cc/hatcheries
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Yo Mama so fat An insult is displayed as a chat message from your opponent
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How about have players start with random set of powers (possible themed some way like "Time & Space" or "Organic (zerg)") and amount of units lost by enemy player would count towards the troll/deity to unlock next set of powers. This would bring certain aspect of progression and differences to players if not every troll/deity were the same.
Categories/Sets/Themes could be such as: -Time & Space -Zerg & Organics -Stealth & Misinformation -Destruction & Sabotage -WTF (Stuff that makes people go "WTF?!") -Buffs & Debuffs -Manipulations & Mind-games -Creation & Constructs (Spawning stuff like rocks or zel'naga towers)
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On February 15 2012 05:38 Penke wrote: Don't know if it has been said before, but... Invert The mouse is inverted for a few seconds so that it moves right when moving it left and moves up when moving it down.
Haha, that's awesome. Equivalently, we could try Antonin Dvořák Temporarily switches the keyboard from QWERTY layout to Dvorak. It's more efficient, but your macro won't be.
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Boss mode The protoss player can only spend their money on forges and cannons.
Who left the oven on? A building begins to burn for a certain amount of time.
Home away from home A player can not build buildings on their side of the map for a certain amount of time.
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Energy donation A trollcraft donates some of it's own energy to a unit in game with energy. Could be useful for keeping a cloaked banshee alive or getting enough energy for storm and so on.
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