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    posted a message on [Release + Video] Power Level Overwhelming

    2.21

    [New Features]

    - Power Advocate (Tier 3 - High Templar) now has a new ability - 'fire elemental'. Fire elemental summons a burning elemental that runs forward until it finds an enemy, then explodes on the target. Yes, it's just like the Diablo I ability you all know and love. The advocate's old ability, cow-splosion, will be making a modified return as an ultimate ability soon.

    - The Zerg and Protoss hero trees now each have a new upgrade:

    • Protoss heroes get the 'petrify' ability. Petrify upgrades the paralyze ability by increasing its duration and amplifying damage on the stunned target. The effect radius is also increased by petrify.
    • Zerg heroes get the 'nydus worm feast' ability. Nydus worm feast upgrades the regular feast ability by adding a stun and increasing the range. In addition, nydus worm feast can consume mechanical units.

    Note: I also plan to add upgrades to the tier 3 units in the near future.

    [Cosmetic]

    - Improved animation for paralyze ability.

    [Bugs]

    - Fixed visibility on several effects in fog of war. - Players cannot hear each other's airborne ambience sound effect anymore. - A player ranking sort is forced before the final summary screen is shown. Sometimes in a really close match, the players would not be sorted properly. - Fixed an issue where if a player was interrupted casting Inferno, the casting effect would remain.

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    2.20

    [New Features]

    - Added computer controlled bots. To play against bots, add a computer player in the game lobby. I'd like to give the bots more personality as time goes on but for now they can fill the open slots in a game. Bot skill level will be improved as I get time, they're 'OK' for filling empty game slots for now. PLO is best played with 5-6 players so bots should help to meet that goal for now.

    [Gameplay]

    - Increased Power Gorge (Tier 3 - Infestor) target attack (non-splash) to 30 from 25.

    [Bugs]

    - Fixed pathing to remove several areas where players could land and be temporarily stuck until their next jump.

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    2.19

    [New Features]

    - Added global bounty hunt system. Players who are very far into the lead may be hunted by other players. If the hunted player is killed, all of his/her enemies receive a bonus. Normal kill and assist rewards also apply. The bounty hunt lasts for 90 seconds, then goes on a cooldown before another may occur. Players who are about to win do not receive the global bounty bonus. The amount of bounty bonus is similar to the PvP kill formula.

    [Bugs]

    - Fixed issue where barrage / uber landing would effect friendly Void Beast.

    2.18

    [New Features]

    - Added assist system for PvP kills.

    - PvP assists now displayed in end game statistics.

    2.17

    [New Features]

    - Auto hot-key on group 1 for player heroes (requested feature)

    [Gameplay]

    - Reduced Inferno cooldown to 60 from 65.

    - Increased Summon Void Beast cooldown to 90 from 85.

    - Decreased Summoned Void Beast Hp to 1500 from 1600.

    - Reduced max hostile squad count by 1.

    - Changed hostile squad patrol behavior slightly.

    - Increased Dimension X pull and debuff range.

    - Increased reward / level of killed player in PvP slightly.

    - Increased multiplier for level difference in PvP kill rewards slightly.

    - Increased scoreboard update interval.

    - Power Beam range increased by 1, 'extra range' decreased by 1.

    2.16

    [Gameplay]

    - Reduced maximum spawn times for players.

    - Increased power up item spawn time very slightly.

    - Reduced XP required to level a bit. Players should reach the max level faster. Level 10 is now at 6450 rather than 7200. More time to play with ultimate abilties and shortens the game just a bit. This will also make the game a bit easier to play.

    - Power Gorge (Infestor Tier 3) Increased Bile Buddy count to 14 from 12.

    - Reduced initial delay for hostile squad spawns.

    Posted in: Project Workplace
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    posted a message on [WIP, Working Title] Baneling Ruins

    Looks fun. I really like the jumper tiles.

    I feel like you could expand on the speed tiles a bit. It looks fun to use the speed tiles but there doesn't seem to be much strategy to using them. I suggest adding in 'bumpers' so that players can richochet back forth or diagonally. Alternatively, you could chain several speed tiles together. A lot of the mechanics in this map remind me of bomber man and you could borrow from that game. Also, you probably want to remove pathing on the outer area of the arena so you can't blink there (unless that's intended).

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    2.14 / 2.15

    [Bugs]

    - Fixed attack rate for Summon Void Beast.

    - Fixed bug where leaving players would not be removed from the scoreboard.

    - Fixed bug where leaving players still counted toward average power level.

    2.13

    [New Abilties]

    - New ultimate ability, 'Summon Void Beast'.

    [Gameplay]

    - Increased damage vs. heroes for uber landing and barrage explosions to 50 from 30. Remains normal vs. non-hero units.

    - Changed Battle Fear effect vs. heroes. Duration changed to 3.5 seconds from 6. Battle fear remains the same vs. non-hero units.

    - Changed Bile Buddies splash damage vs. heroes to 20 from 10.

    - Reworked PvP kill power level award value. Level difference, level of the killed player, and leading / trailing status are accounted for.

    [Cosmetic]

    - Impoved power level bonus visual for PvP kills.

    2.12

    Thanks to everyone who submitted bug reports and feedback! Thank you for trying out the mod and I will do my best to add balance and new features in the months to come.

    [Gameplay]

    - Reworked how power is awarded for the 'power up' ability and 'power up' collectable items. Players were getting too much of a bonus around levels 2-5 causing them to jump ahead if they collected powerups as opposed to fighting. Both awards now use a simple flat value which is adjusted if the player is behind or in the lead.

    - Fixed recently added bonuses / penalties for powering up and power up items. Was not working correctly (everyone was gettting the bonus which further added to lop-sided games).

    - Altered terrain at top left and top right corners of the map.

    - Increased minimap radius of all player heroes

    - Added 4 new spawn positions, adjusted several existing positions.

    - Added 2 new powerups on the top side of the map. Adjusted several powerup positions.

    - Adjusted several health pickup positions.

    - Health spawns a bit slower now.

    - Surge cast time changed to 1.2 from 1

    - Power Disciple (Tier 3 Dark Templar) Lightning storm total strikes reduced to 7 from 8.

    - Power Disciple (Tier 3 Dark Templar) Lightning storm average time between lightning strikes increased.

    - Alacrity base movement speed buff reduced to 10% from 15%.

    - Alacrity concentration movement speed buff increased from 18% to 23%.

    - Ninja running base movement speed buff reduced to 18% from 25%.

    - Ninja stealth running movement speed buff increased from 18% to 23%.

    - Battle Frenzy attack speed buff (base) decreased to 15% from 20%.

    - Increased Battle Frenzy Concentration attack speed buff to 20% from 18%.

    [Cosmetic]

    - Using the powerup ability or collecting power up items shows the actual amount of power awarded.

    - Improved look for the powerup overwhelming (orange ball powerup).

    - Improved skill tree layout to help separate different upgrade types.

    [Misc]

    - Removed loading screen 'wait for button press' due to griefing complaints

    [Bugs]

    - Power Advocate (Tier 3 - High Templar) attack targeting now follows normal restrictions. Cannot attack players who are in super jump anymore.

    - Fixed a bug where a player would exit the game but still be considered active.

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    @Nahotnoj: Go

    Not sure how it's doing now, but was up to 400 games in last hour late last night so you could actually find games.

    2.11

    [Gameplay]

    - Power Disciple (Tier 3 - Dark Templar) Attack Lightning (secondary) damage reduced to 10 from 15.

    - Power Advocate (Tier 3 - High Templar) Attack damage reduced to 65 from 70.

    - Power Eater (Tier 2 - Hydralisk) Attack damage non-splash increased to 20 from 16.

    - Bile Buddy Splash damage (Power Gorge Special Ability) increased to 9 from 6.

    - Dimension X cast range reduced to 8 from 9.

    - Updated ability tooltips, many were out of date.

    - Updated upgrade screen tooltips, a few were out of date.

    [Bugs]

    - Changed Power Eater (Tier 2 - Hydralisk) feast ability to award credit for kills.

    [Coming Soon]

    - New Ultimate: Summon Void Beast

    - PvP utility for Power Advocate Cow-splosion

    - PvP UI Improvements

    - UI Improvements for power gained

    - Upgrade tree visual improvements

    - Further balance

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    2.9 / 2.10

    [Gameplay]

    - Powerup ability cast time reduced to 2.7s from 3.5s

    - Battle frenzy lasts a bit longer out of combat

    - Power Gorge (Tier 3 - Infestor) target damage increased by 5

    - Lightning storm damage reduced by 8 / strike.

    - Some spawn locations for powerups and health boxes at bottom of map changed

    - Maximum random respawn time for power up artifacts increased

    - Added new tips

    Improved ultimate Upgrades in PvP:

    - Inferno improved vs player heroes

    - Inferno width increased 30%

    - Inferno cooldown increased by 10

    - Inferno burn duration increased

    - Dimension X improved vs player heroes

    - Dimension X now stuns nearby players (black in color)

    - Dimension X duration increased

    - Dimension X cooldown increased by 20

    - Dimension X ll radius increased

    - Dimension X pull force decreased

    [Cosmetic]

    - Added SC2 Mapster logo to loading screen

    - Improved look for Battle Frenzy Trail

    - Increased width of Inferno

    - Stunned enemies by Dimension X turn black

    [Bug fixes since 2.4]

    - (Major) Fixed issue when landing from a super jump where player abilities on command card were missing

    - (Minor) Fixed Uber Landing hotkey for 'Power Eater (Tier 2)' to be consistant

    - (Minor) Fixed bombarde targeting to not include cloaked units

    - (Minor) Other misc changes

    Posted in: Project Workplace
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    posted a message on [Release + Video] Power Level Overwhelming

    Update:

    ----- 2.4 -----

    - Hostile Terran Bomber frequency reduced to 80s from 40s

    - Hostile Terren Bomber weapon speed reduced to 1.8s from 1.3s

    - Surge ability cooldown changed to 75s from 65s

    - Changed respawn times to help players trailing behind and punish leading players

    - Lower level players always have a short respawn (10s from standard 20s)

    - Changed powerup (ability and item) reward values to help players trailing behind

    - Removed a rare bounty debug message

    Posted in: Project Workplace
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    posted a message on SC2 Custom Map Contest Winners Announced

    I know we had two entries listed on mapster, but they finally announced the winners.

    http://us.battle.net/sc2/en/blog/1050213#blog

    Posted in: General Chat
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    posted a message on I Quit, i would like Vjeux or Xara to upload my maps to EU

    @Eiviyn: Go

    Make the best maps you can and give constructive feedback to Blizzard, that's all you can do for now.

    Posted in: General Chat
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    posted a message on [Public Alpha] Natural Selection (based on the Half Life mod)

    @scmapcritic: Go

    Awesome. I was actually planning on remaking Natural Selection in SC2 as my next project after I finished Power Level Overwhelming.

    Edit: I was always more of a Tanith fan :]

    Posted in: Project Workplace
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    posted a message on Bonus damage on weapon problem

    I thought upgrades could set the value explicitly, as a multiplier, or +/- an amount

    Posted in: Data
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    posted a message on Changing Damage Done Via Triggers?

    If you want to tweak some numbers around with triggers, use the upgrade system for a combined data/trigger approach. This will let you easily tweak upgrade levels without having to modify a bunch of different data entries every time - only setup the upgrade once and adjust its level.

    Posted in: Triggers
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    posted a message on Dialogs - How to make them look good?

    Try to build your dialogs in a modular way. For example, you would want an action that adds a unit portrait to a dialog, rather than cramming 100 actions into a single giant trigger that builds a window. This will allow you to create dialogs more efficiently and save you valuable time that could be used to make things more pretty.

    Try to use as little text as possible in your custom user interface. In addition, block as little of the game view as you can with your custom UI.

    Posted in: Triggers
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    posted a message on DBZ Tribute Galaxy

    You might like my map Power Level Overwhelming. Probably a bit different than the combat in these WC3 mods listed above, but a lot of the combat was inspired by DBZ. Maybe this could hold you over until you get an actual dbz mod ? :]

    Here's the link http://forums.sc2mapster.com/resources/project-workplace/14268-release-video-power-level-overwhelming/

    Posted in: Project Workplace
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