No direct solution but I did use a workaround as mentioned above. It should work fine in most situation. If you don't understand my description above, just open a game and choose the B.O.T. (i.e. A.R.E.S) and you will see what I mean.
No, I understand what you are saying. I've used actor duplication to solve similar problems. Of course that just reduces the probability of no flame thrower occuring.
What I really don't understand is why the flame thrower doesn't go off for the first attack but works for attacks after the first.
Well, at least the common units don't own your hero that easily.
Seriously, sotis has common units that easily take 50% of your heroes hp in less than 5 seconds if they manage to mob you even a little.
DoTA styled map with heroes means just that, your hero is above par to the common enemies, not similar.
The only way i'd accept having common mobs being that strong is if there is a hero who's designed to lead the minions (buffing allies and ordering them to do something unique).
The map is actually relatively popular at the moment on the SEA server, I just played a couple of games and here's my two cents:
Awesome map, really loved it; quite different to the standard Dota that everyone seems to want to endlessly duplicate!
The laser that one shot kills people in the enemy base drags the game out too long and is completely not fun. Get rid of it or give it a big cooldown.
Gas is very difficult to get, and very easy to lose when you die. Make it easier to get gas, make it so you don't lose so much gas on deaths or bring the cost of things that need gas down a notch or two.
Being stunned is pretty much instant death in most situations, bring down the stun time for abilities and grav bombs to about 70%.
EDIT: Just wanted to repeat that the giant laser in the base is not much fun and caused more than a few QQs.
I intended to make it progressively challenging as the players are advancing the opponent's base, with the laser drill as the final stage, pretty much like you have to kill a very strong final boss in a RPG. When you see it targeting you, move away immediately and it will find another target. I will keep an eye on it and if a lot of people have trouble with the laser, I can try to lower its priority at targetting heroes or reduce its damage.
You can get gas by destroying towers/buildings and killing enemy's heroes. I haven't tested 5v5 previously so the amount of gas awarded was set based on my estimation. I will test it a bit and adjust this in future update.
Similarly, I couldn't test much about stun previously but now that we can form 5v5 on SEA, I will test it and adjust it accordingly.
Thanks again, please tell me if you have more suggestions, or find any bugs, etc! :D
Updated a few things regarding to balance issues as discussed above, as well as the leaderboard outlook. Lets see if the Plague Bearer is more balanced now.
Moreover, I'm afraid the Mimic (Changeling) needs some buff. Any input is appreciated!
Fixed the Mimic bug mentioned above. I also simplified the hotkeys and changed the button positions of Mimic's abilities. It is now much easier to change form and use form-specific abilities immediately. This way you can do Stimpack + Charge combo easily, which turned out to be slightly too powerful so that I need to reduce the bonus a bit.
I need to think carefully whether to give Mimic more abilities or not, as it already has three more abilities than other heroes. I may still consider this if it is still not strong enough after the recent buff. Too bad the popularity lists were reset yesterday and the map is back to a low place on both SEA and NA lists. I can only test it when it is back to the first few pages...... if this is really going to happen again. =/
Quick mode:
- Player number is limited to 2 vs 2.
- Computer unit's life is reduced by 50%.
- Number of initial towers is reduced by 50%.
- Base Laser Drill damage is reduced by 90%.
Ok, to be honest, the original idea is an adaptation to the pathetic popularity system as its calculation favors shorter games with fewer players. Nevertheless, the quick mode also allow a faster gameplay for those who prefer a game that can be finished in 10-20 mins, instead of 30-60 mins for the normal mode.
Planning a few new items currently. To make sure the hero will have enough bag slots, I classified items such as Titanium Shield as equipment and can only be placed in the new equipment slots that I am going to add in the next update.
Some new items that I am going to add include a consumable that can teleport your hero to middle of the battlefield; equipment that enhance hero's attack / movement speed; equipment that limits the maximum damage received; a consumable kind of like a cleansing potion that removes debuffs.
Updated again! Added a lot of new items so check it out! Also merged the normal mode and quick mode maps into a single map. You can choose which mode to play at the lobby.
It is already 20 days since this map released. I had spent more than a month at creating this map, and continued updating it after its initial release. I tried my best to advertise the map on different sites. I am happy to hear that many people find it very good after playing it. Nevertheless, I am still disappointed by its performance at the popularity system. Well, it was once on the first page of SEA server for unknown reason. However, it dropped back to a few pages lower after reset. Besides, it has never got anywhere higher than the 8th pages on NA server, despite I dare say that it is better than half of the maps on the first four pages.
Because of this, I start to feel a waste of time continuing the update of this map. So v1.17 will be the last update for the time being. Unless someone finds any significant bugs or balancing problem that seriously affects the gameplay, I am not going to touch this map again. Not until Blizzard fixes its stupid popularity system, or until the map somehow gets the attention it deserves.
Nevertheless, I am not done with SC2 editor yet. I still have one simple TD and one really good ARPG map that were started earlier. I will finish them first then that's it.
Good call. I'd pick it up again when Blizzard decides to wake up. Just focus on other maps in the meantime. If you finish them and Blizzard still hasn't fixed the popularity system. Well... it's Blizzard, try to restrain your shock. :(
Thanks! Please give me feedback after you have tried it! :)
And yes, please help me to bump the map! :D
So you also did not find a solution to the fire bat flamethrower? :( That's too bad because I have the same issue.
@iiequalsexpipi: Go
No direct solution but I did use a workaround as mentioned above. It should work fine in most situation. If you don't understand my description above, just open a game and choose the B.O.T. (i.e. A.R.E.S) and you will see what I mean.
No, I understand what you are saying. I've used actor duplication to solve similar problems. Of course that just reduces the probability of no flame thrower occuring.
What I really don't understand is why the flame thrower doesn't go off for the first attack but works for attacks after the first.
@iiequalsexpipi: Go
Annoying bug..... Hope someone can find the solution. Maybe Blizz will fix it eventually.
Btw, I added a new preview picture to make the map looks more professional! ;)
Well, at least the common units don't own your hero that easily. Seriously, sotis has common units that easily take 50% of your heroes hp in less than 5 seconds if they manage to mob you even a little. DoTA styled map with heroes means just that, your hero is above par to the common enemies, not similar. The only way i'd accept having common mobs being that strong is if there is a hero who's designed to lead the minions (buffing allies and ordering them to do something unique).
@dra6o0n: Go
Thanks! I test-played a lot and feel the current hero attribute setting is the best! :)
I would also like more comment concerning player vs player gameplay.
The map suddenly jumped to the 15th place on SEA popularity today! Thanks everyone who had helped bumping the map!
Hopefully its place on NA will rise up soon! Please help bumping the map! :D
The map is actually relatively popular at the moment on the SEA server, I just played a couple of games and here's my two cents:
Awesome map, really loved it; quite different to the standard Dota that everyone seems to want to endlessly duplicate!
The laser that one shot kills people in the enemy base drags the game out too long and is completely not fun. Get rid of it or give it a big cooldown.
Gas is very difficult to get, and very easy to lose when you die. Make it easier to get gas, make it so you don't lose so much gas on deaths or bring the cost of things that need gas down a notch or two.
Being stunned is pretty much instant death in most situations, bring down the stun time for abilities and grav bombs to about 70%.
EDIT: Just wanted to repeat that the giant laser in the base is not much fun and caused more than a few QQs.
@Introversity: Go
Thanks for the feedback!
I intended to make it progressively challenging as the players are advancing the opponent's base, with the laser drill as the final stage, pretty much like you have to kill a very strong final boss in a RPG. When you see it targeting you, move away immediately and it will find another target. I will keep an eye on it and if a lot of people have trouble with the laser, I can try to lower its priority at targetting heroes or reduce its damage.
You can get gas by destroying towers/buildings and killing enemy's heroes. I haven't tested 5v5 previously so the amount of gas awarded was set based on my estimation. I will test it a bit and adjust this in future update.
Similarly, I couldn't test much about stun previously but now that we can form 5v5 on SEA, I will test it and adjust it accordingly.
Thanks again, please tell me if you have more suggestions, or find any bugs, etc! :D
Just realized that level 10 Plague Bearer (Infested Terran) is way too overpower.... Easily two shot anyone that let it gets to proximity...
Gotta nerf it. :P
Updated a few things regarding to balance issues as discussed above, as well as the leaderboard outlook. Lets see if the Plague Bearer is more balanced now.
Moreover, I'm afraid the Mimic (Changeling) needs some buff. Any input is appreciated!
yeah i agree with the mimic zergling at level 10 every time u burrow u fully heal
@morphman220: Go
Oh, it's a bug I forgot to fix. Thanks for reporting it. I'll get it fixed in a couple of hours.
k, updated again!
Fixed the Mimic bug mentioned above. I also simplified the hotkeys and changed the button positions of Mimic's abilities. It is now much easier to change form and use form-specific abilities immediately. This way you can do Stimpack + Charge combo easily, which turned out to be slightly too powerful so that I need to reduce the bonus a bit.
Mimic needs some sort of "trickery" abilities:
- Bulls Eye - Causes all minion allies to focus on the target that the mimic chooses. Has a short cooldown timer.
- Mistaken Identity - Causes a target unit to be attacked by it's allies for 10 seconds. Can only work on 1 target PER mimic hero.
- Terrain Specialist - Causes the mimic to take the disguise of a piece of doodad, treated as a neutral unit but can be targeted by others.
@dra6o0n: Go
Thanks for the input! Some interesting idea here!
I need to think carefully whether to give Mimic more abilities or not, as it already has three more abilities than other heroes. I may still consider this if it is still not strong enough after the recent buff. Too bad the popularity lists were reset yesterday and the map is back to a low place on both SEA and NA lists. I can only test it when it is back to the first few pages...... if this is really going to happen again. =/
I spent some time and created a quick mode!
Quick mode:
- Player number is limited to 2 vs 2.
- Computer unit's life is reduced by 50%.
- Number of initial towers is reduced by 50%.
- Base Laser Drill damage is reduced by 90%.
Ok, to be honest, the original idea is an adaptation to the pathetic popularity system as its calculation favors shorter games with fewer players. Nevertheless, the quick mode also allow a faster gameplay for those who prefer a game that can be finished in 10-20 mins, instead of 30-60 mins for the normal mode.
I will keep both versions on NA and SEA servers.
Planning a few new items currently. To make sure the hero will have enough bag slots, I classified items such as Titanium Shield as equipment and can only be placed in the new equipment slots that I am going to add in the next update.
Some new items that I am going to add include a consumable that can teleport your hero to middle of the battlefield; equipment that enhance hero's attack / movement speed; equipment that limits the maximum damage received; a consumable kind of like a cleansing potion that removes debuffs.
Updated again! Added a lot of new items so check it out! Also merged the normal mode and quick mode maps into a single map. You can choose which mode to play at the lobby.
It is already 20 days since this map released. I had spent more than a month at creating this map, and continued updating it after its initial release. I tried my best to advertise the map on different sites. I am happy to hear that many people find it very good after playing it. Nevertheless, I am still disappointed by its performance at the popularity system. Well, it was once on the first page of SEA server for unknown reason. However, it dropped back to a few pages lower after reset. Besides, it has never got anywhere higher than the 8th pages on NA server, despite I dare say that it is better than half of the maps on the first four pages.
Because of this, I start to feel a waste of time continuing the update of this map. So v1.17 will be the last update for the time being. Unless someone finds any significant bugs or balancing problem that seriously affects the gameplay, I am not going to touch this map again. Not until Blizzard fixes its stupid popularity system, or until the map somehow gets the attention it deserves.
Nevertheless, I am not done with SC2 editor yet. I still have one simple TD and one really good ARPG map that were started earlier. I will finish them first then that's it.
Good call. I'd pick it up again when Blizzard decides to wake up. Just focus on other maps in the meantime. If you finish them and Blizzard still hasn't fixed the popularity system. Well... it's Blizzard, try to restrain your shock. :(