Some guys were thinking it's OP too. They've taken them as start items... worst allies in my play on that map.
Still, spawn remaking means that if you're losing Landing Tower, you're half-dead? And what the point to play when there's no more troops spawning? That's looks pretty grim :( Hope that's gonna be remade into something less critical.
But besides that, game are more unpredictable and fierce now. Good job.
I was thinking of just outright ending the game if you lose both landing towers. There really doesn't seem much point in continuing after that. The end-game siege is something I'll try expanding on.
I don't want the game to really continue if you lose both landing towers. I may add a way to replace them if you lose them, for vespane of course. Same for turrets. I'd like to add turret upgrades too, but upgrading your base defences just seems like you're delaying the inevitable which isn't very fun for either team.
first of all thanks for fixing the stuff and for the tower man i love the tower...
but now the game is i kinda feel to simplyfied. i am kinda missing the diffrent ways troops used to march around on the field like in the ol days...
it gave some crossings a strategic value like knowing from this position i can shot the troops cominalong that path and those comin along that path...
and no defenders is kinda strange as well... but fair, really fair.
but if there are only 2 troops on the field marching along the pathes why has the base these 2 entrances on each side? why not just one an the landing tower placed a bit aside so players need to kill it because troops pass by it without attacking? the defending turrets on the highground maybe?
anyway i liked the 4 troops on the gamefield thingy more i guess. hercules brings 2 and landing towers also bring two ... dunno but there was more action somehow.
The mid is - i would wish for some walls, imagine an octahedral figure the sides towards the troops entrances/exits are open with the color bars the other 4 sides are walls. so you also spawn behind a wall.
The behaviour i would wish for would be like. if a spot gets captured the troops capturing it barickade there and all the other forces of that color leave that spot alone and march straight for the next targets. like at the beginning the hercules brings 2 packs these move out to secure the outposts and barricake there (granting them a slight defenders advantage). the hercules brings the next troops. For the outposts are already ours, these troops head out for the center in a pretty straight line. Once won there, even a single marine bunkers in there and is the defender, whereas reinforcements leave the middle alone and head out for the enemies outpost. This way the middle keeps constantly changing ownership, because the enemy pushes in with full packs and the defenders don't get reinforced. somewhen they are dead and that is the time where the real battle starts for it again.
Right now, it is just like siting in the middle and keeping it, grants you kills and the other team has to try to push in to change that. Well 3 players on one spot with their reinforcements constantly passing by is a hard nut to crack. But if the troops would pick other Pathes depending on targets to assault, neither attacker nor defender could just sit still, for if your troops leave the middle alone, you have to help defend there and you want to use that advantage to attack their outposts the same time. menaing the nemy also has to decide if he defends the own outposts or keeps helping attacking the center.
So not just 3 players sitting at one spot pushing their advantage with ideling around...
i also would wish for "consumeeables" like to carry around in the inventroy and then seeting like a turret up just consumes that inventory item.
so it is gone, no respawn once killed it is gone.
could also be mines or actuall "health" potions or infested marines which head out for the enemy just as troops do.
whoever enters middle captures it. i really think your capture triggers are not optimal.
even when you enter first and there is a fight.. you get the middle. that does not feel right
whoever enters middle captures it. i really think your capture triggers are not optimal. even when you enter first and there is a fight.. you get the middle. that does not feel right
I've not changed the capture triggers at all since release.
For clarity, it's a 0-100 scale. Every 3 seconds, your team gets 1 point on the scale for each unit in the zone. If the scale is above 70, your team gets the zone.
I'll check what you're saying out, but as far as I know it should work as it always has.
I'm not done tweaking yet. I dislike how easily the close outposts are taken now. One idea I had was to unlink the landing towers from the main spawns again, and have the landing towers drop reinforcements that would just defend the close outposts.
played a few games of the new map and it is a lot better, still don't like how you can aim the weapons it makes long ranged weapons stronger and better at harassing than they really should be as it making life hard for someone trying to use machine guns.
a small defence turret at the primary outpost might be nice ideal as it is you can lose them so easily now.
love the new middle its harder to defend but there is a lot to gain from maintaining control over it.
still not sure about the spawn points it is nice for defending but a pain to attack since your able to spawn rather quickly
and I still think I levelling system would work well, having scout/tank/mech skills only. rather than having to buy them since some people never do.
also the snare ability cd is well short and so powerful in the right hands.
i does work as it always does. however can you conquer a conquested point..and when you get the point its just down the waterfall for your opponent. another thing is dropships dropping of reinforcements even on neutral spots.. happended to me more than one time in the last builds
I might add a more specific follow function in another update, that keeps your vehicle selected and locks the camera. Optional and off by default, of course.
actually there are two lanes.
dota has 3 lanes
the early Catalyst had like 4 lanes but they crossed their pathes constantly which was very fresh and unique.
if i were you i would like to get back there... dunno how, - somehow ..
Maybe this is B.Net working as intended. When I create a Catalyst game the category is by default Custom and you have to change to Tank Wars, otherwise it'll be 4vs3 for some reason. Or 2vs4 if I move myself to the other team.
Ah, you can change starting vehicle now? Or maybe it was always possible and I just noticed it now. :)
I liked the earlier "capture indicators". When I first saw the new flat one at the first node I thought it was a map glitch. I guess it's because they are very 2D. It looks a bit better in the middle, but not that much. The team indicators in the base look a lot better.
Why do my dot on the minimap blink red/green when under attack? My allies can't see it anyway and it's really no use to me as a player is it?
My own dot on the minimap turns perm red while I'm respawning. It would be nice if it stayed green so you easily see where you'll respawn. Sure, you'll usually guess which of the dots you are but it would still be great.
How about adding a row of description when you bring up the inventory? Maybe not the whole word but it could be W, Ar, S, D and Ab. I know you can see the desription on the repair tooltip. By the way why is 5th row called ”Electronic Counter-measures” and not Abilities?
I've already asked this before but could please make it possible to have inventory up at the same time you buy stuff. Also make it possible to bring up the inventory without selecting your vehicle. Though maybe you've already said it's not possible earlier?
Well my computer is finally fixed thank god, so I decided to play it tonight. It was quite fun, we had one weird bug appear in a match where we started 3v3 in lobby, then 2 left as the counter started making it 2v2. But ingame we ended up 3v1 + 2 AI while the guy that was supposed to be on team 2 got with team 1 and could see both bases which was odd (alliances messed up). And as mentioned above, being able to open the inventory without selecting your hero would be nice as the numpad 0 is far from the buttons i use to play sc it kind of gets annoying click shop, buy, open inventory, put item in right slot, sell item, click shop, open etc. Other than that it was a great map, perhaps a bit fast as I'm used to the old battle tanks which could last for up to an hour.
Definetely the most polished custom map I've played on sc2 so far.
I rather see a description stuff as additional butten near the inventory one. It will show your basic vehicle stats as well as stats granted by items. That woud be cool so you don't have to guess how much shield and energy regen you're currently have.
I'm also see troops spawned at L Towers to attack the enemy side control points directly, first passing trough their own side control point, then leaving trough far-faced ramp and meeting with enemy ones somewhere nearby of city decorations. Maybe additional secondary control points could be added at their intersection spot. And about Landing Towers, I think they should just respawn after some time after beign destroyed, though it's all yours to decide.
I'm eager to tough the air vehicles. I wished to play a "minion-master" with double drones and drone ajustment on start, but theres no chassis with 2 drone slots. Now I hope the air ones will get that one.
Thor should be scaled down a little. He's not getting right between Diamondback and Ares as he's should be.
Is there really any point with the PF? If you've lost all 5 nodes you'll probably lose anyway if it's mid-lategame. If you've lost the landing towers then you WILL lose.
It's not like UT2004 Onslaught where you can get back and win even if you only have 1 hp on the core.
Killing the PF seems mostly just about finishing an already won game.
Oh, I forgot to mention.
Catalyst is 1 week old today. A huge thank you to everyone who gave constructive feedback that helped me turn this map into what it is right now.
I bet most of you wouldn't even recognise the version I uploaded 7 days ago by now!
siphon is now just op. range 10? edit: nvm, needs more testing
however can you switch the patrol button with a stop button please?
and add a hint on the loading screen.. press f12 or whatever. most ppl dont get the inventory system of sc2....
Some guys were thinking it's OP too. They've taken them as start items... worst allies in my play on that map.
Still, spawn remaking means that if you're losing Landing Tower, you're half-dead? And what the point to play when there's no more troops spawning? That's looks pretty grim :( Hope that's gonna be remade into something less critical.
But besides that, game are more unpredictable and fierce now. Good job.
@Xenoth87: Go
I was thinking of just outright ending the game if you lose both landing towers. There really doesn't seem much point in continuing after that. The end-game siege is something I'll try expanding on.
I don't want the game to really continue if you lose both landing towers. I may add a way to replace them if you lose them, for vespane of course. Same for turrets. I'd like to add turret upgrades too, but upgrading your base defences just seems like you're delaying the inevitable which isn't very fun for either team.
hmmm
first of all thanks for fixing the stuff and for the tower man i love the tower... but now the game is i kinda feel to simplyfied. i am kinda missing the diffrent ways troops used to march around on the field like in the ol days... it gave some crossings a strategic value like knowing from this position i can shot the troops cominalong that path and those comin along that path... and no defenders is kinda strange as well... but fair, really fair. but if there are only 2 troops on the field marching along the pathes why has the base these 2 entrances on each side? why not just one an the landing tower placed a bit aside so players need to kill it because troops pass by it without attacking? the defending turrets on the highground maybe?
anyway i liked the 4 troops on the gamefield thingy more i guess. hercules brings 2 and landing towers also bring two ... dunno but there was more action somehow. The mid is - i would wish for some walls, imagine an octahedral figure the sides towards the troops entrances/exits are open with the color bars the other 4 sides are walls. so you also spawn behind a wall.
The behaviour i would wish for would be like. if a spot gets captured the troops capturing it barickade there and all the other forces of that color leave that spot alone and march straight for the next targets. like at the beginning the hercules brings 2 packs these move out to secure the outposts and barricake there (granting them a slight defenders advantage). the hercules brings the next troops. For the outposts are already ours, these troops head out for the center in a pretty straight line. Once won there, even a single marine bunkers in there and is the defender, whereas reinforcements leave the middle alone and head out for the enemies outpost. This way the middle keeps constantly changing ownership, because the enemy pushes in with full packs and the defenders don't get reinforced. somewhen they are dead and that is the time where the real battle starts for it again. Right now, it is just like siting in the middle and keeping it, grants you kills and the other team has to try to push in to change that. Well 3 players on one spot with their reinforcements constantly passing by is a hard nut to crack. But if the troops would pick other Pathes depending on targets to assault, neither attacker nor defender could just sit still, for if your troops leave the middle alone, you have to help defend there and you want to use that advantage to attack their outposts the same time. menaing the nemy also has to decide if he defends the own outposts or keeps helping attacking the center. So not just 3 players sitting at one spot pushing their advantage with ideling around...
i also would wish for "consumeeables" like to carry around in the inventroy and then seeting like a turret up just consumes that inventory item. so it is gone, no respawn once killed it is gone. could also be mines or actuall "health" potions or infested marines which head out for the enemy just as troops do.
whoever enters middle captures it. i really think your capture triggers are not optimal. even when you enter first and there is a fight.. you get the middle. that does not feel right
I've not changed the capture triggers at all since release.
For clarity, it's a 0-100 scale. Every 3 seconds, your team gets 1 point on the scale for each unit in the zone. If the scale is above 70, your team gets the zone.
I'll check what you're saying out, but as far as I know it should work as it always has.
@Drakkart: Go
I'm not done tweaking yet. I dislike how easily the close outposts are taken now. One idea I had was to unlink the landing towers from the main spawns again, and have the landing towers drop reinforcements that would just defend the close outposts.
played a few games of the new map and it is a lot better, still don't like how you can aim the weapons it makes long ranged weapons stronger and better at harassing than they really should be as it making life hard for someone trying to use machine guns.
a small defence turret at the primary outpost might be nice ideal as it is you can lose them so easily now.
love the new middle its harder to defend but there is a lot to gain from maintaining control over it.
still not sure about the spawn points it is nice for defending but a pain to attack since your able to spawn rather quickly
and I still think I levelling system would work well, having scout/tank/mech skills only. rather than having to buy them since some people never do.
also the snare ability cd is well short and so powerful in the right hands.
Evy, its irritating how there is no camera lock and camera distance to units is so low. Zoom camera out, I cant see almost anything...
@Eiviyn: Go
i does work as it always does. however can you conquer a conquested point..and when you get the point its just down the waterfall for your opponent. another thing is dropships dropping of reinforcements even on neutral spots.. happended to me more than one time in the last builds
@tigerija: Go
Ctrl + Shift + F.
I might add a more specific follow function in another update, that keeps your vehicle selected and locks the camera. Optional and off by default, of course.
oh btw. when you turn on ally colors everything from ai is red.. at least on my machine =)
Still, camera is too close. Thor is taking like 1/8 of the screen.
I'll probably just adjust some of the model sizes. Though the Thor is the only really big unit.
actually there are two lanes. dota has 3 lanes the early Catalyst had like 4 lanes but they crossed their pathes constantly which was very fresh and unique.
if i were you i would like to get back there... dunno how, - somehow ..
Maybe this is B.Net working as intended. When I create a Catalyst game the category is by default Custom and you have to change to Tank Wars, otherwise it'll be 4vs3 for some reason. Or 2vs4 if I move myself to the other team.
Ah, you can change starting vehicle now? Or maybe it was always possible and I just noticed it now. :)
I liked the earlier "capture indicators". When I first saw the new flat one at the first node I thought it was a map glitch. I guess it's because they are very 2D. It looks a bit better in the middle, but not that much. The team indicators in the base look a lot better.
Why do my dot on the minimap blink red/green when under attack? My allies can't see it anyway and it's really no use to me as a player is it?
My own dot on the minimap turns perm red while I'm respawning. It would be nice if it stayed green so you easily see where you'll respawn. Sure, you'll usually guess which of the dots you are but it would still be great.
How about adding a row of description when you bring up the inventory? Maybe not the whole word but it could be W, Ar, S, D and Ab. I know you can see the desription on the repair tooltip. By the way why is 5th row called ”Electronic Counter-measures” and not Abilities?
I've already asked this before but could please make it possible to have inventory up at the same time you buy stuff. Also make it possible to bring up the inventory without selecting your vehicle. Though maybe you've already said it's not possible earlier?
Well my computer is finally fixed thank god, so I decided to play it tonight. It was quite fun, we had one weird bug appear in a match where we started 3v3 in lobby, then 2 left as the counter started making it 2v2. But ingame we ended up 3v1 + 2 AI while the guy that was supposed to be on team 2 got with team 1 and could see both bases which was odd (alliances messed up). And as mentioned above, being able to open the inventory without selecting your hero would be nice as the numpad 0 is far from the buttons i use to play sc it kind of gets annoying click shop, buy, open inventory, put item in right slot, sell item, click shop, open etc. Other than that it was a great map, perhaps a bit fast as I'm used to the old battle tanks which could last for up to an hour.
Definetely the most polished custom map I've played on sc2 so far.
I rather see a description stuff as additional butten near the inventory one. It will show your basic vehicle stats as well as stats granted by items. That woud be cool so you don't have to guess how much shield and energy regen you're currently have.
I'm also see troops spawned at L Towers to attack the enemy side control points directly, first passing trough their own side control point, then leaving trough far-faced ramp and meeting with enemy ones somewhere nearby of city decorations. Maybe additional secondary control points could be added at their intersection spot. And about Landing Towers, I think they should just respawn after some time after beign destroyed, though it's all yours to decide.
I'm eager to tough the air vehicles. I wished to play a "minion-master" with double drones and drone ajustment on start, but theres no chassis with 2 drone slots. Now I hope the air ones will get that one.
Thor should be scaled down a little. He's not getting right between Diamondback and Ares as he's should be.
Is there really any point with the PF? If you've lost all 5 nodes you'll probably lose anyway if it's mid-lategame. If you've lost the landing towers then you WILL lose. It's not like UT2004 Onslaught where you can get back and win even if you only have 1 hp on the core. Killing the PF seems mostly just about finishing an already won game.