Speaking of turrets; what really grinds my gears is that to build a new turret, I need to manually destroy the old one. Would it be an idea to implement a couple of triggers that allow the 'place turret' button to automatically kill older turrets if I'm at my limit when trying to place one?
Speaking of turrets; what really grinds my gears is that to build a new turret, I need to manually destroy the old one. Would it be an idea to implement a couple of triggers that allow the 'place turret' button to automatically kill older turrets if I'm at my limit when trying to place one?
I wasn't really sure how to go about this. When I implemented it, I was either going to use the current model or a "kill the first turret you placed" model. I picked the current model, but I'm quite open to change.
"kill the first turret placed" will be too strong with the current cooldown. you would just tower your way in. drones are currently almost inferior to turrets, just cause they get replaced so very well.
i would encourage an "kill the first placed turret" with a longer turret cooldown however. it makes the interface more comfortable. right now its really a pain to select turrets when your vehicel is near (boxing does not work that well..) and when you have different turret levels things get really messy.
another thing (i mentioned it already.. 3 times) regarding the drone slot: mines! they should really NOT be destroyable in free fall. this is first of all against all logic aspects AND makes them just semi usefull. when there are infantries nearby they are completely useless. when there is no infantrie but another mech its almost an instant kill (480*3 damage on lvl 4).
my suggestion to improve this issue: for every mine an airplane carries it throws 2 invulnerable bombs with an delay of 0,4 seconds (maybe higher, but not instantly) until every mine is used (i.e with 3 mineslots filled you throw 6 bombs in a total time of 2,4 seconds). this way you have the option to carpetbomb regions but cannot stay over an area to instantly annihilate everything.
I would love to see some carpet bombing!
More mines carried, equals more bombs in a sequence. Be careful to make it a decently long cooldown, so we can't keep carpet bombing non stop.
Also, make the bombs not do as much damage as mines, because we do not want to instantly kill enemy players.
still lacks a decent manual.. for example what the goal is and how to accomplish it. then buy, sell comes before inventory. thats confusing. new players dont get it and i am sick of telling them.
when you have not sufficient money to upgrade, you stop
I never really saw much confusion in the earlier versions, and there's not even that much that's changed.
I've uploaded a new version. It's various bug fixes and implements the tower repair ability. You'll know how to use it. I've changed the loading screen to be more descriptive. Feedback is appreciated.
I've also implemented all the stuff to make the entire base rebuildable (bar the fortress, of course). I plan to experiment with making the repair zone killable (and subsequently capturable by building a repair tower at their repair zone). This isn't ingame yet, but if all goes well with the turret rebuild mechanic, I'll implement it to give it a trial.
Can you upload that with another service please? sc2mapster upload is broken for me.
Edit: Nevermind. Seen it first hand. I see what you mean.
Hi, I was wondering, I've PMed you and posted here, but I think you missed it, could you post this map on the US BNET servers somehow or post it somewhere so we non-EU players could also get a chance to play it?
Hi, I was wondering, I've PMed you and posted here, but I think you missed it, could you post this map on the US BNET servers somehow or post it somewhere so we non-EU players could also get a chance to play it?
Unfortunately I don't have access to a US account to upload, and I'm not quite willing to just hand out the source code for something I've spent months working on. If someone with a US account wants to let me use their details to upload, then I'd be okay with that.
I'll see about some trigger optimisation work today and tomorrow. These are my raid days however, and I'm working all day so I won't really have much time until Thursday.
Unfortunately I don't have access to a US account to upload, and I'm not quite willing to just hand out the source code for something I've spent months working on. If someone with a US account wants to let me use their details to upload, then I'd be okay with that.
I'd be happy to let you do that. Just give me the specifics and PM me and I'll let you use my account details to upload it.
Oh, and you can lock maps to avoid your stuff from being stolen, by the way. ;)
I played this map a couple of times now, and I must say it's a-ma-zing. I'm crazy about polished user-made content, and with Catalyst you've shown your ability to create intriguing mechanics, tidy, creatively decorated environments and wrap everything in a highly functional, streamlined interface. Not to mention fully customizing your play style is extremely fun! This is my current Holy Grail of SC2 user maps.
Will there be any specific times where you can catch the developer(s) and play Catalyst with/against them? Some organized matches would be lovely, since pub players quit midgame frequently... plus, that way my healing builds won't be wasted on the team!
EDIT #23:
Also, I'd rather not have stats saving other than kills and other visual stuff. It's more interesting to progress to higher tech every game, in my opinion.
Speaking of turrets; what really grinds my gears is that to build a new turret, I need to manually destroy the old one. Would it be an idea to implement a couple of triggers that allow the 'place turret' button to automatically kill older turrets if I'm at my limit when trying to place one?
I wasn't really sure how to go about this. When I implemented it, I was either going to use the current model or a "kill the first turret you placed" model. I picked the current model, but I'm quite open to change.
"kill the first turret placed" will be too strong with the current cooldown. you would just tower your way in. drones are currently almost inferior to turrets, just cause they get replaced so very well. i would encourage an "kill the first placed turret" with a longer turret cooldown however. it makes the interface more comfortable. right now its really a pain to select turrets when your vehicel is near (boxing does not work that well..) and when you have different turret levels things get really messy.
another thing (i mentioned it already.. 3 times) regarding the drone slot: mines! they should really NOT be destroyable in free fall. this is first of all against all logic aspects AND makes them just semi usefull. when there are infantries nearby they are completely useless. when there is no infantrie but another mech its almost an instant kill (480*3 damage on lvl 4). my suggestion to improve this issue: for every mine an airplane carries it throws 2 invulnerable bombs with an delay of 0,4 seconds (maybe higher, but not instantly) until every mine is used (i.e with 3 mineslots filled you throw 6 bombs in a total time of 2,4 seconds). this way you have the option to carpetbomb regions but cannot stay over an area to instantly annihilate everything.
@Ryaneko: Go
I would love to see some carpet bombing! More mines carried, equals more bombs in a sequence. Be careful to make it a decently long cooldown, so we can't keep carpet bombing non stop.
Also, make the bombs not do as much damage as mines, because we do not want to instantly kill enemy players.
Ofcourse bombs should not be shot out of the air.
still lacks a decent manual.. for example what the goal is and how to accomplish it. then buy, sell comes before inventory. thats confusing. new players dont get it and i am sick of telling them.
when you have not sufficient money to upgrade, you stop
ai still gives killingspree bounty
I never really saw much confusion in the earlier versions, and there's not even that much that's changed.
I've uploaded a new version. It's various bug fixes and implements the tower repair ability. You'll know how to use it. I've changed the loading screen to be more descriptive. Feedback is appreciated.
I've also implemented all the stuff to make the entire base rebuildable (bar the fortress, of course). I plan to experiment with making the repair zone killable (and subsequently capturable by building a repair tower at their repair zone). This isn't ingame yet, but if all goes well with the turret rebuild mechanic, I'll implement it to give it a trial.
you never saw 200 items lying in your base? you are one lucky guy.
Your loading screen is a bit messy on a 1280 x 1024 screen.
Can you upload that with another service please? sc2mapster upload is broken for me.
Edit: Nevermind. Seen it first hand. I see what you mean.
Give the turret itself a "self-destruct" option so you can use it as a possible explosive unit?
Hi, I was wondering, I've PMed you and posted here, but I think you missed it, could you post this map on the US BNET servers somehow or post it somewhere so we non-EU players could also get a chance to play it?
Now, this map is laggy as hell. At least .51 version... And tanks are still overpowered in most games.
killcount trigger are messed. it sometimes goes 80/20
Unfortunately I don't have access to a US account to upload, and I'm not quite willing to just hand out the source code for something I've spent months working on. If someone with a US account wants to let me use their details to upload, then I'd be okay with that.
I've not really made any trigger changes in .51. I'll check it out though.
I'll see about some trigger optimisation work today and tomorrow. These are my raid days however, and I'm working all day so I won't really have much time until Thursday.
@Eiviyn: Go
Last version i played was .47 or .48.
you cannot identifie mechs on the minimap.. they should get a better icon
I'd be happy to let you do that. Just give me the specifics and PM me and I'll let you use my account details to upload it.
Oh, and you can lock maps to avoid your stuff from being stolen, by the way. ;)
the tower placement sound is heard over the whole map. its annoying
theres a typo in the tooltip of lvl3 tower. it should be 60 damage not 69. on further investigation.. its on all towers :D
shield array does not target towers.. maybe thats a good thing though
you can still not select every unit you own with one box. what on gods green earth are you thinking?
I played this map a couple of times now, and I must say it's a-ma-zing. I'm crazy about polished user-made content, and with Catalyst you've shown your ability to create intriguing mechanics, tidy, creatively decorated environments and wrap everything in a highly functional, streamlined interface. Not to mention fully customizing your play style is extremely fun! This is my current Holy Grail of SC2 user maps.
Will there be any specific times where you can catch the developer(s) and play Catalyst with/against them? Some organized matches would be lovely, since pub players quit midgame frequently... plus, that way my healing builds won't be wasted on the team!
EDIT #23: Also, I'd rather not have stats saving other than kills and other visual stuff. It's more interesting to progress to higher tech every game, in my opinion.