Facts
- Date created
- Apr 26, 2010
- Categories
- Last update
- May 02, 2010
- Development stage
- Mature
- License
- All Rights Reserved
- Downloads
- 6,790
- Recent files
- R: Amidia's Temple V.2 !! May 02, 2010
- R: Amidia's temple Apr 30, 2010
- R: Amidia's Temple V1.2 Apr 28, 2010
- R: Amidia's Temple V1.1 Apr 28, 2010
- R: [Release] Amidia's Temple Apr 27, 2010
- Reply
- #24
levuquan Jun 30, 2011 at 13:20 UTC - 0 likesHmm...Look good! must try it...
- Reply
- #23
tgfrules Dec 10, 2010 at 21:27 UTC - 0 likesI start of with 150 minerals, and I can build 1 turret with low range. This is impossible! I can't pass the valleys either like on the youtube video.
- Reply
- #22
hering Jul 26, 2010 at 21:04 UTC - 0 likessorry, but how can i add these map to the game to play it?
- Reply
- #21
PANCZASU May 14, 2010 at 12:19 UTC - 0 likes@czarnojan: The upgradeable turrets were removed in version 2, now you simply have lots of turrets. As for "some kind of code"... Is it a lot of numbers and letters also mixed with words param/value? If so then I have the same problem and we'll never be able to remove it I'm afraid, as it's caused by our clients which differ from author's client :/
Of course if someone is able to fix this, then I'll gladly listen to his advice! ^^
- Reply
- #20
czarnojan May 10, 2010 at 03:20 UTC - 0 likesso there was a couple bugs i found one is the remaining lives bar has some kind of code instead of what you wanted it to say. from what i understand through your description and what everyone else wrote in the comments is that the towers are supposed to be upgradeable with three different levels. i wasn't able to upgrade any of them i just had the marauder slow shell and the infantry upgrade from the enge bay.
i would also suggest making the spawn points smaller and give the maze some extra twists and turns. there's only really one strategic place to build and in the bottom left corner you can only fit one tower that has a building grid in it with wise. thats all i can currently think of but its a pretty good map so far will be looking forward to the final version.
- Reply
- #19
Morbent92 May 08, 2010 at 12:41 UTC - 0 likesI have some personnal problem, I must report the patch V2.1 with full debug, and the V3 ... =/
- Reply
- #18
Rubybeard May 07, 2010 at 16:19 UTC - 0 likesThis is an awesome game, though it seems to crash randomly. 3 times now I have played this and all 3 times it has crashed at different points in the game. Once it crashed when I placed a photon cannon down but in the other 2 games it didn't. When the carrier level spawned, it crashed on me too. Don't remember the 1st crash. Please work on this, this is my favorite map so far on SC2Mapster!
Rizzano
- Reply
- #17
Morbent92 May 06, 2010 at 06:50 UTC - 0 likesV3 this week.
I will try ti transform the tower with upgrade, & modify the path because it's not the same for all :)
- Reply
- #16
PANCZASU May 05, 2010 at 15:11 UTC - 0 likesSorry for calling you "Kaharan", things like that happen in the internet :/
It was my laziness to call everything "Missile Turret". At first, I was referring to Marauder, not the AA defence. So you place 2 of them on both sides of normal turret on lowest site of the ramp you see on 1:04 in the video posted by Morbent. After that I place additional 6 normal turrets 2 sqares above the first turret (leaving place for future photon cannons), purchase upgrade for Marauders and my defences work pretty well, though you might want to reinforce them soon, by placing more turrets on the sides. And yeah, I play V2.
As for Void Rays - the reason I said it doesn't really matter is because solving that error could have slow down the author and since we don't want it, I just underlined that the problem is minor.
By all means I did not post only to disagree with you Kahran, I respect your opinions and my only intention was to show my point of view as well. If you felt disrespect by anything that I wrote, I am sorry for this.
One thing for the author now -> after you feel that the map is "final" (no bugs, nice balance, etc.) maybe you could also find some spare time to make it impossible for the players to construct their Marauders on the path of the waves. It's not a problem as nobody will use that exploit (unless they do it for fun) but just thought I could point that.
- Reply
- #15
Kahran May 05, 2010 at 00:35 UTC - 0 likesMaybe I'm playing a different version than you are PANCZASU. Since my Missile Turrets (Which are what I assume the AA turrets you are referring to are) don't hit ground units anymore. So they don't help against the Zealots or Dark Templars or any other ground unit for that matter, they're strictly AA now as you've pointed out. And the first half of the map is ground units, so that puts you at a disadvantage if you're saying just build 2 of those and 7 of the regular and you don't have to touch it again for several rounds. If 9 turrets worked that well I think there would have to be some balance issues with turrets. Majorly.
And yeah, no Void Rays actually destroyed turrets, but the point of the post was to point out bugs. That was a bug, therefore it was mentioned. I know the carriers once actually did stop to destroy my turrets. Which is also why it was mentioned.
And yeah, the Ghost is unattainable because it says you need to build the Ghost Academy and Tech Lab, just remove the requirements for it's building process and it'll be fine.
If you're going to post, don't post just to disagree with with everything someone said just because you feel differently. That doesn't exactly help the map makers. Especially with stuff like the Void Rays. Because you never know if they might bug out in a future version and actually destroy people's turrets simply because one person said "Yeah, they attack, just fix it so they don't." And someone else said, "It's fine, working as intended." =-/
And really, Kaharan? Really? Spelling is hard when it's already written right in front of you isn't it?