It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
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Last active Thu, Feb, 20 2020 10:12:08
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Sep 24, 2016Posted in: Data
I have not tried that yet, I will get back to this once I try it.
EDIT: I just completely redid the weapon. Removed all create persistant effects and made it so that each shot costs 1 energy, and then added a behavior which would after a delay, refill the units energy when it emptied, thus allowing it to shoot until it's energy was gone, and then waits for more.
Sep 23, 2016Posted in: Data
I am making a unit that has a weapon that fires 15 projectiles over the duration 2.8 seconds through a create persistant effect. I want it to be able to retarget while channeling, how do I do this? I have tried checking "Can Retarget while Channeling", and "Lock Turret While Firing" is NOT checked, and have made sure it will channel properly if firing at the same unit over the duration of the channel. I have given up trying to figure it out by myself, does anyone know how I can achieve what I'm trying to do?
Sep 20, 2016Posted in: Map Feedback
Since the last post here, I have made another 6 maps! I will show them here now :P
The oldest of the newest is Unkempt Grounds. It features a fairly short path to the enemy, and to anywhere on the map in general. The 3rd is a little more distant than the standard, and your options for the 4th base are either a fairly above normal distance, and you take it fairly close to your enemy.
The next is Highlords peak. I have no idea why, but I love myself for making this one. This map features a fairly close 3rd that is on the same height level as your natural, and you have 2 options for a 4th, one towards the top side of the map, the other towards the bottom side of the map. The center area has a number of advantageous aspects, but you don't want to stay there long.
One of my better rectangular symmetric maps, 3rd and 4th bases are fairly close, you can take the upper most base, an aggressive position, or the bottom most base, which is overall a much safer option. The center is largely blocked by rocks, locking a very direct path to the enemy. Destroying them could be to yours or the enemies advantage. On the top and and bottom in the center are gold bases, both of which are vulnerable to attacks on the high grounds behind them, and therefore you want to hold the high ground as well as the bases in order benefit from them.
"Icebound" is a symmetric 4 player map with asymmetric games due to forced cross spawns. 4th bases are fairly close, and open to surprise flank attacks, the center is the focal point of this map, with the only paths to the enemy otherwise, is to flank on the left and right side of the maps.
Osiris Compound I consider to be a successor to my previous map, Operation Crossover. It is very similar, but in my opinion, improves on a lot of aspects of it's predecessor. There is much opportunity for flanking and surprise attacks for both the defender and the aggressor on this map. Positioning and map awareness on this map is paramount.
Aegis Sector, my newest map is fairly standard, but has a distant 3rd. However, 4th, 5th and 6th bases are of equal distance, making 3 possible 4th locations. Though the path to the main from the opposite main by normal means for land forces is fairly large, the Reaper, and air units, will have more accessible entry to the main due to an open side of the main being towards the opposite side of the map.
That's all for now, laters.
Sep 9, 2016Posted in: Map Feedback
It's been a long time guys, and as such, I have not kept you guys in the loop for ALOT of changes!
Changes include a new upgrade for Aerialisk.
The Roamer has a new ability, and Tunnel Burrow was replaced with a different one as well. (And was SO OP before I nerfed damage, omg...)
Mendling gas/supply cost increased, mineral cost decreased and heal nerfed. (But can now use it's Sacrificial mutation without a research)
Scorpalisk has slightly slower attack speed, deals no bonus damage to light, has increased health, and now only it's movement speed is increased from it's upgrade.
Spitters projectile can now be dodged and has a higher supply cost.
Casnolisk has a ability replacing drag, and constructing slime is now a targeted angled AOE ability.
The Massalisk's damage/armor/supply has been increased.
I also added a new mechanic to the feeding pool. It speeds up the production speed of larva to nearby Xeyed production structures up to 4 stacks. (The production of all Xeyed larva was nerfed by 20% so that when the buff is fully stacked, it is basically the same). Feeding Pool healing rate nerfed. Biomass Hatcheries and Aerial Nests can now only have a max of 2 larva.
Aug 18, 2016Posted in: Map Feedback
Hi guys, me, once again. 3 new maps have hit my list.
Frigid Temple is a spinoff of the ladder map Frozen Temple. I was feeling lazy at the time, and decided to make one that was simply an existing idea that I bent to my ideas. First off, I changed the spawning locations, making a backdoor natural, and a somewhat different path to the enemy base. A 4th base can be somewhat difficult to defend, depending on which you take.
Jarban Slums is one of my favorites, design wise. The map itself is symmetrical, but due to asymetric rock placement, it has both players inclined to play on the same vertical side, which is asymetric left to right. 3 bases are fairly straightforward to defend, but you must begin expanding towards your opponant afterwords, whether going into the top or the bottom side of the map.
My latest, Operation Crossover, is a fairly straightfoward macro map. For the 4th base, you have the option to take the gold, which is vulnerable to backdoor attack, or the safer blue resources. With many side paths and a large center, there is alot of flanking opportunity once your or your opponant ar above 4 bases.
Jul 24, 2016Posted in: Map Feedback
Hi guys, it's been awhile since you guys heard from me. Asides from work I have often spent a fair amount of the spare time I have on making melee maps. Most of them aren't completely fleshed out as far as the aesthetics are concerned, but I mostly have the layouts figured out.
My first, Assiduous Expanse, placed in the top 23 of the latest Team Liquid Map Contest. While the below image is not currently the latest version on Battle.Net, or the version that was in the TLMC, it is my latest iteration in my files
Shortly after conclusion of the TLMC, I made the map Magma Rush. The idea is the three bases are fairly open to air/drop play. But with the rocks between the natural and 3rd, it helps ground armies to be able to defend without getting overwhelmed by multi-prong attacks, if broken down.
This next map I made, Waypoint Station, uses gold bases and rocks to create different base layout/army movement dynamic. Taking either gold base has risks, with either inferior defensive potential, unless holding high ground past the ramp, or the gold horizontal to the natural, which is expanding towards your enemy, and making you vulnerable to drops if positioning army to defend it.
My only 4 player map at the moment, Shakuras Tribunal is on a rotational setup, and it's cross spawns only. The area at the close 3rd is a bit smaller, and therefore somewhat easier to defend, but the other base on the high ground nearby also makes a great 3rd because you are not expanding towards you opponent.
On this map, Bigwell Industries, beyond the 4th base you will be expanding toward your enemy, but do you go with bottom or top? The bottom is less open and easier to defend, but will only secure you one base. The top, however, is very open, but will also possibly allow you to secure a high yield resource field.
For the Destitute Quarry, everything is looking up and up. The 3rd and 4th are pretty close, the 3rd being fairly enclosed and not terribly hard to secure, but the 4th is open to flanks in alot of areas. Instead of expanding towards your enemy in the late-game, you expand upwards, therefore making you more and more vulnerable to surprise attacks the later the game becomes.
Raven Port, or what most people I have seen called it "Dusk Towers", is a map with a large main and 3rd, but with a backdoor expansion. The natural is fairly open to attacks from the air, but that big turret helps by blocking air. The 4th base only has 1 entrance at first, but rocks can be broken down to open a much more direct path between you and the enemy, almost eliminating the amount of time it takes for rallied troops to cross the map.
I hope you guys enjoyed my little showcase and seeing my though process behind the making of these maps, until later then. :)
May 26, 2016Posted in: Map Feedback
So, I have some unfortunate news. If it's not school, it's work eating up my time. I haven't really much time to work on this campaign, pursue my other hobbies, take care of myself and work on remodeling the house in which I live at the same time. So until otherwise stated, I will be placing this project under hiatus.'
EDIT: I will however release the latest version of mission 3 later today.
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