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    posted a message on Do you consider yourself part of an organized religion?

    Well I dont believe in god (may I burn in hell). What I meant was for all sides. The need to find comfort in science or in God, in the ends its all just beliefs.

    Posted in: Off-Topic
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    posted a message on Do you consider yourself part of an organized religion?

    why create a hate thread? Religion is stupid but people will always disagree and fear what they cannot explain...

    Posted in: Off-Topic
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    posted a message on Light Time's Night: a new way to play
    Quote from Karawasa: Go

    @ScorpSCII: Go

    As quoted from the article you linked;

    "Teaser trailers are often made while the film is still in production or being edited and as a result they may feature scenes or alternate versions of scenes that are not in the finished film."

    Let's apply that here. I am not expecting to be shown detailed gameplay or anything about the story etc.. But, his teaser is almost devoid of any actual gameplay. Therefore, it is like a movie teaser with no scenes. How does one come to any idea of what the end product will entail?

    Why are you being a bitch about the teaser? I mean its just a teaser and they are free to do that in any way they want to do it. If you want to bring something to the table do it in a polite manner. Its just rude to say that its bad, and its no argument that it is lacking gameplay (even though it have more gameplay than other teasers, like blizzard always showing their intro to their games way ahead of other things).

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    So the final version was not so final. I just worked alot on the version 4.00. This version took me alot of time to fix :/ and there have been more testing than usual. I do know however that the map The moon have wrong tooltip and this will be fixed in version 4.01. With this version howeer most of my planed things have been done. Even if the hero selection isn't new I simply removed the ordinary heroes for wave and added new heroes there (wave was the main reason for need of a new hero selection and balancing). The only thing that i had planed and want to do now is the terran bosses. These however have not gotten much work on them this time. The models have been selected and some of their skills but I just don't have created them. The main reason being that creating spells and actor data is the most time consuming part and balancing these bosses alone would simply not do. Anyway. enought of the random things. Here are the patch notes and I hope that i can keep up the work so one day the map will be as it was intended to. the road have been long and i fear it aint over yet.

    Version 4.00

    Deathmatach
    - Deathmatch now renamed to boss match
    - The free first level in boss match is removed

    Wave

    • Has new characters instead of using the same as the other modes. These are balansed for the gameplay type that is only found in wave mode.
      - Sentry drone: Have increased ammo and reload speed but decreased movementspeed
      - Strategian: Gains more starting credits, is large size and have an arua that repairs towers or grants damage if the towers are at full life
      - Prospector: - Maximum health, Gains money over time
      - Observer: Have greatly reduced ability cooldown, starts with mech heal and can fly but cannot use weapons of any kind
      - Special Ops: No collision with buildings, stealthed and gain bonus gold on kill but have reduced reloading speed and less starting credits
      - Bio Failure: Gains credits whenever something near dies
      - Hacker: Shorter Shop cooldown but heavily reduced stats
    • Changed the triggers for some of the shops, this improves performance some as it is now less demanding if you spam change skills or weapons, also makes it easier to create new abilities (like that matters)
    • New skills
      - Double polarity, increases time for friendly units and decrease time for enemy units in a area for a small duration
      - Warp bomb, summons a bomb which after several seconds deals damage to an area
      - Enrage, grants towers in a raduis attackspeed bonus for a short duration
    • Changed some prices in the shop
    • +50 credits on all wave difficulties
    • Changed clearing wave gold to 100-15*remaning enemies from 85-18*remaning enemies
    • Changed the frenzy buff for enemies to be less frequent on normal but more on hard and hell
    • Changed the UI shop some
    • Every Money granting structure have had its money/time increased to 30 from 10 sec
      Income is to easy as when towers don't die the income grants the opperturnity to simply spamm long range towers. Income is a bad solution to gold and thus this have been greatly nerfed rather than increasing the strenght of the enemies. The increase also means that the building will pay off itself in nearly 300 seconds and each wave have an interval of 45 seconds. This should make it more off that "i have some extra cash to spend" rather than the overpowered neccesity
    • Some waves have been greatly rebalanced
    • Some units in wave have been modified
    • Change tower 4 in shop 1 to repeater
      - The repeater deals significant damage to single target units with a low weapon cooldown and have longer range vs air (but less damage on them)
    • Junkwall now block the queenlings path (the small things that can go through structures

    NEW FEATURE: MAP SELECTOR!

    • Added several maps for the modes now Deathmatch and survival shares the same maps and wave has unique maps. EAch map has its own experience factor depending on how hard I expect them to be.
    • Deathmatch and Survival
      The square - This is the original map
      The sphere - This is a smaller version of the original without any edges
      Deadlock - This map have pools of lava and a small hill
      The Abyss - This map have no surrounding lava. It is a smaller map with a pit of fire in the middle which spawn enemies
      The moon - A very large map that is supposed to be rather easy
    • Wave
      The Ravine - This is a new map that is supposed to be easier with a united front in which the enemies attack from and small corridors to block
      The Splitway - This is the original wave map now with a xp increase bonus and the creeps will spawn from both ways the same time
      King of the Hill - This is a map in which the enemies will attack from all sides.

    Abilities

    • Mines
      - Increased cooldown from 12 seconds to 15 seconds
      - Mines now deals less damage to armored targets
      - Mines now have a maximum time limit of 90 seconds
      - Now 3 mines instead of 2
      - Reduced damage from 200 to 160
    • Hacking delivery
      - Fixed a bug that make 250 credits grant 500 credits
      - Now grants the delivery fee to the unit of 15 credits on use
    • Warp
      - Now disables enemies on arriving to target location
    • Air drone
      - Increased damage to 30 from 28
      - Now targets 4 units instead of 3
    • Overload
      - Fixed a bug that granted a free reload everytime overload was used
      - Overload now grants infinite ammo for only 1 seconds (from 6)
      - reduced self damage to 12 from 30
      - reduced cooldown to 15 from 25
      Why this change was done: Overload is currently extremly powerful, especially in the Boss Match mode. Combinding this with beauty and a fast weapon with high damage like the E.M.D would simply not give any boss or creeps any chance. this ability is now changed to an instant reload ability and more spammable
    • Rapid recovery
      - Increased cooldown to 55 from 46 seconds
    • Mystic shield
      - No longer grants ammo when struck by enemies
      - Grants + 10 % movespeed for each attack by an enemy which lasts until the end of the duration of the shield
      - It had for some reason lower duration (5 sec) but it is now fixed
    • Decoy
      - Decreased duration to 10 from 12
    • Amnesty should now allow a player to run around in the fire without taking damage
    • Reroll weapon
      - The tooltip was showing that you would get a reduced reloading time but you did not get it. The tooltip have now been updated and no reload bonus is given.
    • Repel Aura
      - No longer aborts bosses actions. It will still push them but they can use skills and hit back

    Level Abilities

    • Vital Support
      - Changed the requirement to <30 % life from <75 life
    • War stories
      - Reduced the life cap to 85 from 100
    • Energy Shield
      - Changed movespeed bonus to flat and changed the value to 0,2
      - Added a small life/sec 0.4
    • Growing legs
      - Increased the direct movespeed to 5 % from 2.5 %
      - Reduced the cap to 20 from 25 (this reduces the life gained) by 10
      - Increased the time to 11 sec from 10
      - It now grows like it is stated (previous it grew less but more frequently but still equal to the stated tooltip)

    Weapons

    • Exploshot
      - Now fires 3 shots instead of 1 in a small spread
      - Also apply a slow on target
      - Changed damage accordingly but should now deal a lot more damage in total
      - Increased reload time to 3.7 from 3.1
      - Increased weapon cooldown to 0.5 from 0.6
    • Bioplasma shotgun
      - Lowered damage to bosses
      - Lowered poison duration to 3 from 4 seconds but increased damage of poison to 2.2 instead of 2
      - Increased cooldown to 0.7 from 0.5
    • cluster charges
      - Decreased main explode damage to 90 from 120 and its damage to bosses by 10 more
      - Decreased small explosion to 50 from 60 and its damage to bosses by 10 more
    • Gauss shotgun
      - Lowered damage to bosses
    • Shredder
      - Reduced damage to 85 from 90 and decreased the damage to bosses a lot
      - Increased reload time to 5.5 from 4.2 seconds
    • Gauss sniper rifle
      - Decreased armor penelty
      - Decreased damage to bosses
    • D. Bazzoka
      - Now the projectile have trail damage leaving a trail which deals 15*3 damage over 0,5 seconds in its wake
    • E.M.D
      - Reduced damage by 120 from 140 + its damage to bosses by 20 more
      - Changed the particle effect little to make it less hysterical
      - Increased weapon cooldown to 0.7 from 0.5
    • Artifact 25
      - Reduced weapon cooldown to 0.7 from 1.1
      - Reduced damage to bosses by 40
    • Firecracker
      - Reduced splash radius a little
      - Reduced damage to 140 from 150 on main hit and its damage to bosses by 25 more
      - Reduced line damage from Trail to 7 from 10 and its damage to bosses by 4 more
    • Spray Gun
      - Greatly reduced damage to bosses
    • HV Rifle
      - Deals same damage as damage stated to bosses now (no extra damage)

    Heroes

    • Removed the last champion in survival, he did not fullfill his role and he is in the way of future changes
    • Mercenary
      - Changed Grim reaper life limit to 15 % from 25 %
    • Heavy
      - Added a slowing debuff on attackers when special is up, also now returns damage
      - Increased armor from 1 to 2
    • Elite
      - Nerfed special ability (now only dodges 10 % of the enemy attacks and take 80 % from spell damage)
    • Specialist
      - Reduced Weapon cooldown per level
      - Regulated his increase from level beacuse of level fix
    • Thug
      - Reduced armor to 1 from 2
      - added a -5 % movespeed con
      - Reduced life/sec to 0,75 from 1
    • Assault
      - Increased movespeedbonus from juggernaut to 17.5 % from 15 %

    Bosses

    • Increased damage by spells for bosses per player by a lot
    • Changed many bosses life etc
    • Reduced Armor bonus per player to 0.5 from 1.7
    • Reduced Shield Armor bonus per player to 1 from 1.5
    • Generally decreased base regen by alot
    • The AI for the bosses have been changed in order to cope with the respawn system. It have also changed a little for every boss. If it is significant it is listed
    • Nightreaver
      - Reduced armor gain in second phase from 12 to 6 armor and life/regen reduced to 5 from 10
      - The blue flame now has a shorter lingering effect (as it could be argued that the flame was out but damage was dealt anyway)
      - Fixed his broken space warp vortex
      - Reduced life/sec gain in second form to 0,5 from 2 per player
      - Reduced life/sec gain in first form to 1 per player from 2
      - Had some strange hidden mini movespeed bonus. It is now removed
      - The Warp ability now always targets random player
      - Nightreaver have been given a new spell: Time Prison
    • Time Prison
      - Creates a large area of extremly slowed time. Any hero entering this space cannot fire or use spells and is more or less dead if targeted
      - It will slow all projectiles expect gauss projectiles
      - Nightreaver will only use this spell when his energy bar is full (it is now shown as the in game unit energy bar) and it costs all energy
    • Queen
      - Reduced Life regen to 1 from 5 per player
      - Decreased the creep tumor spawn rate to 10 from 9 seconds and decreased the tumors life to 700 from 1000 and thier life time reduced to 17 sec from 30
      - Increased spawn time for creep tumors to 18 from 10 seconds
      - Increased spawn time on larvae to 4 fom 2 seconds
      - Reduced Spine crawler duration time to 12 from 20 seconds
    • Kerrigan
      - Reduced number of zerglings from motherly call to 28 from 31 per player
      - The Inhibiting virus shuld now refresh and thus work as intended and not fuck up the Ui (which could go below 0 seconds)
      - Reduced damage resist when casting motherly call to 35 % from 45 %
      - Kerrigans zerglings have timed life now 15 seconds
      - Kerrigan now speaks a little less than before
      - Kerrigan now have a new ability: Blood Rain
    • Blood Rain
      - When Kerrigan makes an action and have full energy bar she will also summon a droppod of doom from the skies with no effort.
      - The pod will land in 2.5 seconds and deal damage and will apply a stacking movespeed slowing debuff on a champion if it stays in the pods crater which lasts for 5 seconds
    • Gateway/warp gate
      - Reduced overall armor by 7 and shield armor by 4
      - reduced armor and shield armor gained per player to 1 from 3
    • Stone zealot
      - Reduced life and shield on mini zealots by 50 each
      - Reduced energy release projectile damage by 10 and it now deals less damage depending on armor
      - Increased energy needed to release energy projectiles to 4000 from 1000
      - Changed how the zealot is healed now in % instead of flat hp and increasing % as more player are active
      - Increased damage on earth shredder to 100 from 45 but it is slightly reduced by armor
    • Maar
      - Reduced the chance of him casting "The end"
      - Reduced base The end damage to 50 from 100

    General

    • Fixed better random in chosing class, ability etc (this is now more optimized but not that it makes big difference)
    • Fixed some weapon properties like reload and reload bugfix (which makes it easier to change things like reload time and makes it more consistant)
    • Fixed the long paus in the first song so now it should repeat properly
    • Updated tooltips and texts in general
    • Updated frontpage and the ugly font that was used for the title (now generic starcraft 2 theme)
    • Now random mode will give random and not just select a mode randomly and added an image and text for it
    • Converted the static ability cooldown bonus to a % to match new hero in wave and because its better this way (beauty now has 15 % reduced cooldown)
    • Changed how Cooldown work in the trigger editor (it is more optimized now and easier to make changes to)
    • Added total reload time and weapon cooldown in the tooltip of your weapon as well as the weapon info again. Hover over your current weapon to see this statistics
    • Fixed the appearence on the drop down of heroes that for some reason did not work
    • Updated some titlescreens
    • Replaced a song with another one (which should match better)
    • Characters no longer dies but become stuned for 30 seconds. Wave: lose 200 credits and cannot act during this time, mode is over when either the antenna dies or all active players are stuned at the same time. Boss Match is over when all players are dead at the same time. this does not apply to survival
    • Changed how experience is calculated because of map and respawn addition also bosses grant more score if there are more players and reduced if you are alone
    • Changed the UI in wave little
    • Changed the Hp bars of hostile targets to be red instead of green
    • Punisher wave have timed life now as well, set to 17 seconds
    • Added a maximum health cap on legendary monsters to prevent level bug
    • Fixed a bug where you would instant level from level 5 to level 9. Also fixed a bug that make you gain alot of max life randomly
    • Also decided to cap the levels at level 5 (not because of the above thingie but because beyond that stats are redicilous)
    • Changed the statboard little
    • Changed graphics when boss arrives on the battlefield
    • Boss tracking is now auto and have to be deactivated instead of activated

    Bugs

    • Fixed so that beauty gains a ability cooldown (it did not work earlier)
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    version 3.13 fixed the crashes :s

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    version 3.12
    The music should now propperly loop as it did not apperently

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    I just got this idea over the night and wanted to realize it before it was to late. So here is the newest version with the new and final mode. It also have some balance changes.

    Version 3.11
    Bosses
    -Queen have less armor (-1), hp regen per player (-1) and spawn less queenlings (+0,1 sec between spawn)
    -Reduced stone zealot energy gain from damage
    -Reduced Mothership duration from 25 to 17 sec and made it easier to kill

    Champions
    -Buffed Psionic energy regen but gave him a regen delay of 1.2 sec
    -Nerfed Psionics strong mind to 45 % from 25 %

    Abilities
    -Reduced Decoy lasting lenght to 12 from 20 but decreased cooldown to 31 from 35
    -Increased Lockdown self-damage to 20 from 15 and reduced stun to 3.5 from 4.5 but increased armor while stuned to 15 from 10

    -New mode Deathmatch

    • In this mode you will fight only the Survival bosses fight with random bosses (random zerg, then random protoss etc)
    • Instead of gaining drops or picking weapons of the ground you will pick weapon in between class and ability
    • This mode is teambased. Regardless of player killing the boss everyone in team recives permanent exp for it.

    Weapons:
    -Reduced damage by SMG by 25
    -Reduced Hellblazers damage to bosses by 1
    -Increased Firecrackers main damage from 100 to 150 but only 25 more on bosses
    -Decreased Bio-plasma shotgun damage by 1 and damage to bosses by 2

    Other
    -Optimized opening vote
    -Changed champion experience values
    -Fixed some minor things

    Music
    There have been some major improvements here. First of all I have removed the tauren elite song as it kinda don't reflect the kind of dark atmosphere that I want.
    There are now several tracks to listen to but you have to swap between them manually.
    -Improved music alot

    Posted in: Project Workplace
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    posted a message on Multiplayer RPG - Needs Designers and Self-Motivated People

    I would like to be a tester but sadly don't have time to do else. Im on EU though...

    Posted in: Team Recruitment
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    posted a message on [MAP] No Mans Land Survival

    Well Things took a turn a different way as I've started instead on the rpg or adventure type of this map instead. This means that this map will not get any near future update and as I'm busy and as I've started on a new map I will let this map rest I think, sadly I can't do both and sadly I cant put speed into any project. The new project is not named yet and so far only 2 weapons, some gameplay feature and like 50 % of the ui is done (but I do need a terrainer and someone too write dialogs). It will be quite different from this map and unless blizzard thows WASD movement out there the new map will not feature it. Instead it will still be a top down map but with focus on team, interaction with the enviroment and "horror-like moments" rather than pure onslaught.

    The map will prob not be released before christmas so so long for now.

    Posted in: Project Workplace
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    posted a message on FantasyCraft (based on Final Fantasy series)

    @rkmx52: Go

    I know but I'm always keeping an eye up looking for alternitives

    Posted in: Map Feedback
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    posted a message on FantasyCraft (based on Final Fantasy series)

    Nice ;) I love FF 7 the most of the series. I was wondering though what kind of WASD or other movement you are using (and how it works). Is it lag/delay free? I know that you play singleplayer but if you test it multiplayer?

    Posted in: Map Feedback
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    posted a message on Not mortal damage

    Isn't it best to just add a behaivor to the unit so it cannot die? if you have traveltime on damage (like a projectile you can add the behaivor direcly before the launch) and if you have instant damage just add the behaivor first. Depending on modes this might seem strange though especially as the nondying part "must" be a behaivor with either being forever on or last microseconds. Also there should be some triggers. If you have problem creating a behaivor to prevent dying check kerrigan char in data editor for her nondying behaivor. You can create such a behaivor that will only take damage from certain damage types (like if you want it to be immune to death from autoattacks it can still be killed from spells). These behaivor solution is on the unit that take damage not the attacking one. There should be something in the triggers also for anyone who want to use them.

    If its like a stun crowd control effect your after (like the target gets incapitated when hp is low) use a behaivor with a validator.

    Posted in: Data
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    posted a message on [MAP] No Mans Land Survival

    Hello no one and those that read

    i've decided to take up this map again if I get time now after the summer. If you want to show your support or if you have suggestions please post them here. I will not do all that people want me to do but I need some ideas about the direction of his map. Also if you have played it recently (within ½ year or so) and know of bugs then please tell me. I have very limited test sessions and I have hard time trying things multiplayer (as no one wants to test with me...).

    Priority things to do:
    -Balancing heroes (especially the unlockable ones) for wave and some survival
    -New hero selection (that will work for more modes and will cover more heroes and such will be added)
    -Map selection (I have plans to make at least 2 maps in total for survival and 2-3 for wave)
    -Bosses balances in general (queen is so hard :S and she needs more kinds of abilities or something)
    -Team coop mode (where you will have rolles (like medic) and you have a common score etc)
    -Something to do if you are dead in wave and survival (planing on addind a respawn in wave)

    Lower priority:
    -Stone zealot remake (currently he is bad i think)
    -Terran boss (no one ever reach there anyway :D)
    -New trailer and art (I'm not an artist and I am not a good editor)

    Anyway, I hope to bring you some enjoyment in the near future, would be awesome if i could get to 700 hours played again on blizzard custom game.

    Posted in: Project Workplace
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    posted a message on Proof of concept - Cube³

    This map looks awesome and could become a great puzzle map, can multiplayer exist or does that bring complications?

    Posted in: Project Workplace
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    posted a message on Project: StrikeCraft - First Person Shooter Recuiting

    Hello

    Unlike everyone else here I won't say bad words etc :S to make something that is like another game is not bad. There doesn't have to be many new things or different components in order for a game to be popular, some very great maps/games are just like copies of older ones (like how starcraft 2 melee maps is not that different from starcraft 1).

    I have a WASD movement in my map "No Man’s Land survival" but that is based on key events in the trigger and it thus have delay (the lags don’t know what everyone mean but when i play my map with others there doesn’t seem to be much of lags, only a delay but I've adapted to this and seen countless people do it (more or less)). My map was at its peak about 500-700 hours played (according to the battlenet status thing) but now it’s forgotten as I haven’t worked on it for a long time. The reason I use the WASD I have is because it allows for smooth transition between angles and thus you do not have to walk in a extreme fixed direction (my map is a top down shooter and the camera is fixed so I cannot use the rotation camera movement).

    However I'm always interested in trying out new WASD:s to see what people mean, I only have a EU account but is it possible for me to test this system you use? If I follow you right you only press a direction when you want to change the movement?

    Anyways, cheers and good luck to you ;)

    Posted in: Team Recruitment
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