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    posted a message on Death Haven

    Right now i think banelings are a bit too deadly against buildings. Could you maybe reduce the splash damage radius? Even if you shoot em down before they reach stuff the radious still does big damage.

    There's also kinda a bug with the Marines Elite ability, the plant charge. It gives targeting erros and the guy you place it on is now a mine.

    I noticed you also put in queens that disease people much like the medics do, but there's 2 problems. First, they disease buildings like turrets. Second, there's no gameplay involved in it. The disease spreads too fast and too far for players to really avoid them spreading. It just kinda happens.

    I also think the engineer's healing building is too short range. Often times you have to pick between hitting stuff and getting the regen. He's too short range to gain good benefits from it and the game moves too fast to use it as a type of resting ability.

    As far as suggestions, maybe you could put in like an infestor that uses an ability to slow players movespeed by 85%, like a neural parasite ability. I think it would make for some interesting gameplay because players would need to specificly target them if they want to kite.

    I got more suggestions but im sure you have your own ideas so i'll leave it at that. @awesomeasusual: Go

    Posted in: Project Workplace
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    posted a message on Builders & Fighters

    Most people dont like being builders in these maps. Maybe if the builders controlled production and maybe some harassment units like a ghost with nukes it'll even things out. @Brutwarst: Go

    Posted in: Project Workplace
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    posted a message on ideas for heroes and abilities?

    Yeah but WoW's rage tends to cap out early. Plus if you're going to have creeps in the game you need to make sure that he gets reduced energy from hitting creeps and additional energy from hitting players. You dont want him to go into a player fight strong. Getting extra energy from taking creep hits isn't as bad though. You're going into combat with less hitpoints.

    But if you like that one than how about this one: a hero that 50% of the damage he takes goes to his shields, and he uses his shields to do damage and use abilities. You would give him abilities like blink and stun to keep his opponents away from him. If he takes too much damage than he can't do the kind of damage that he wants to do which makes him a very cat and mouse unit. Once more when he takes too much damage it makes it harder for him to escape. So then, 3 abilities a passive and an ult... Ok then blink, an ability that does like 150 damage and a .5-1 second stun (it's more for damage than for the stun), and an AoE ability that lays down a long duration low damage templar storm(something less visually noisy would be preferred). You can make his passive a reduction to attack damage to opponents, something small like 10%. Depending on how you want to go you can take his ult a few different directions. You can make it a long duration save so when he reaches shields too low to use blink it consumes a cooldown to regain some shields and deals damage around him.@zeldarules28: Go

    Posted in: Project Workplace
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    posted a message on ideas for heroes and abilities?

    The thing that makes for an intereting hero is how he likes to fight not the effects that he has. Making 1 unit do poison damage and the other fire doesn't make for an interesting game. So lets say we make your Abberation a real smash and crash type unit. As he takes damage he gains extra energy and as he deals damage he gains extra energy. He's weak without energy and loses it quickly so he really wants to be in combat and stay in it until it's time to pull out. So you have a passive ability so when attacks he gains energy and when he takes damage he gains energy. You would then give him abilities to dump his energy in with short refreshes that go along with the theme. Lets say you had one called bloodthirsty strike, deals 150 damage and heals Abberation for 50 hp. And then maybe another one called charge, increases movespeed for 3 seconds or until he attacks something. Last you add an area of effect ability called crippling slash, deals 100 damage and slows movement speed. For his ult you can have something like enrage, increases attack speed for a set time. You would want all of his abilities to encourage how he wants to fight: trading blows back and forth. @zeldarules28: Go

    Posted in: Project Workplace
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    posted a message on Tank Commander

    I had this idea for a custom map for a while now and i was wondering what some of you would think of it. It's an arena shooter game similar to mech warrior that puts you in first person view of a tank that lobs attacks at the opposing players. Unlike most first person shooters your tank continues to move in a direction while your turret is able to move freely allowing drive by attack tactics (so while my tank would be moving forward my turret would be shooting to the right). This makes it so good players not only need to lob their attacks at their target but they also need to be mindful of the direction their tank is headed.

    I think this style of first person shooter would feel more natural in the Starcraft 2 engine because there's no body parts to target, no jumping and it would play better in lag. There would be some major mechanics in this game that i do not know where to start.

    First the tanks will have to slide around much like the slide ninja slide and the acceleration and direction would be decided by a keyboard command, not by mouse click (wasd controls).

    Second the camera would need to follow the gun turret, not the tank itself, a few inches higher than the actual turret and the turret would need mouse look with a restricted radius the tank can look around (so the turret could at most make a right angle with the tank but couldn't make a full circle or shoot directly behind).

    Third the shots fired must make make an arc, like a mortar, not a missile.

    There's other interesting game play additions i could put in but this would be the core of the game.

    Posted in: Project Workplace
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