I have always enjoyed the videos of the amazing data creations you have come up with. This is no exception!
I have wanted to make an Enfos map for a while but haven't had the time or skills to do it. It's good to hear that someone else is up to the challenge. Not only that, the hero carry over between maps seems like a brilliant idea. I commend you for your efforts.
As far as I know, that's intended to trap players in it so its a bit more tricky to dodge your spells. Or as Eiviyn would say: It's a problem for your opponent to solve.
I think you misunderstood me: I meant the circle can be attacked & killed and I was not sure if this is how it should be
I uploaded a new version (0.7) with the quest log and a few minor fixes here and there.
Greatly reduced the cooldown on some of the more useless abilities.
I've been pretty distracted by Blizzcon lately so that's why this update took so long.
Note that you won't be able to complete quests if you already filled the requirement for them before they were introduced. However, they are "account-wide" so completing them on a new profile will work.
I have always enjoyed the videos of the amazing data creations you have come up with. This is no exception!
I have wanted to make an Enfos map for a while but haven't had the time or skills to do it. It's good to hear that someone else is up to the challenge. Not only that, the hero carry over between maps seems like a brilliant idea. I commend you for your efforts.
Thanks! I've put way more time into this project than I'd care to admit, and the cross-over thing is something I've been itching to do. Not just with an Enfos terrain, but anything that fits.
Introducing Storm spelltype tomorrow. This will be the first of the melee centric spells.
Projectile spells focus on using globes of magic as the weapon. Minion spells use seperate bodies to deal damage.
Melee spells will focus on using your character as the weapon, making their style different to projectile and minion spells while not breaking the map's style.
Storm deals damage around your character. A new melee-centric talent has been added. Currently this only boosts Storm.
Airstorm - Unfinished
Earthstorm - Reduces movespeed by 25%. Lasts 7s. Deals 60dps. Restores 15% of damage caused as life.
Firestorm - Unfinished
Icestorm - Reduces movespeed by 20%. Lasts 5s. Deals 48dps. Inflicts Chill. 5s in storm inflicts Freeze.
Lightningstorm - Increases movespeed by 40%. Lasts 3.5s. Deals 60dps. Steals 6 energy on hit.
Spiritstorm - Deals 60dps. Lasts 5s. Dispels floormagic, magic from caster and magic from targets.
Voidstorm - Unfinished
As usual, auras, trails, links and shells all work with Storm. Links work as if the link were cast on yourself, so only you get benefit.
Could use ideas to separate out the unfinished storm types.
Also still working on ideas for a PvE mode. The map is surprisingly on page 4 despite there being zero content for small groups/solo players. I want to change this, but I want to do it right.
Hmm, there was a bug yesterday: Someone left, but his shield was visible until the game ended (I suppose it was his shield, just saw it when I was running around)
Wow, this looks awesome. Any idea when it will be ready for b.net US?
I could throw it up tomorrow, just that I think you only really get one chance when it comes to UMS maps and I don't want to ruin it. Once I'm happy with the content and replayability, I'll upload it.
Hmm, there was a bug yesterday:
Someone left, but his shield was visible until the game ended (I suppose it was his shield, just saw it when I was running around)
That's odd. Easily fixed, but odd. I'm working on a new version that will allow all spells to have a self cast option (so say, a shield spell will always be used on you). I'll fix it with that update.
Sometimes there is a disconnect or desynchronization and the next game everything is lost. It happens maybe every 50 games. (So the veteran players usually had at least one loss...)
hm, disconnecting does not always deletes the bank. At least not in other Mods.
About storms: They are strong, but considering that you are very close to enemy, so you are
1. an easy target...
2. you cant team up with an ally because you damage each other...
3. gets countered by an airshield, pushing you away all the time...
4. gets countered by air storm, pushing you also away...
5. each time you are heading for an enemy he can fire directly in your direction, which will be kind of hard to escape
so in my opinion it's not op.
The problem in general is that you can farm directly at enemy creep spawn points, so you get really strong pretty fast.
My teamstrategy: I would let 2 guys creepspawn attack (the later carries, which will get very strong)
2 guys killing the own creeps at creepspawn point (so enemy dont get money at all) and
1 guy tries to capture pylons, or distract enemy players or helps where help is needed)
This team strat sounds strange but i think it would work out very well. And there is the problem in my oppinion.
EDIT: Disconnecting players are quite often, Goa has/had the problem too with "The Final Frontier". One reason was the sound if i remember correctly... (somewhere on the form here)
hm, disconnecting does not always deletes the bank. At least not in other Mods.
I mean disconnecting while the bank is being loaded/saved.
I'll be changing the firestorm bonus at least. I also don't like the idea of denying your own creeps. I'm tempted to revert to passive income and drop creep income altogether so that the only source you need to worry about is killing other players.
Creeps generate 192 minerals/vespene per 30s.
Assuming you have 5 players on a team, that is a little over 1 mineral/s.
I may replace the mineral gain with passive income, and the vespene gain from some other source, or perhaps just passive too. Overall I'm not really happy with the creeps, and judging from what you said, creeps are the reason behind why Storm is so strong.
I've added a 5s sync period at the start of games before banks are loaded. This should stop desync data loss, but it'd still be wise to backup your bank file.
I'll reduce ability xp to 600. This is probably fairer.
I've optimised the code a lot. Hopefully the map should handle smoother now.
Lastly, I'm going to EXPERIMENT with replacing creep income with passive income. Let me know how it feels.
Fighting other players for fun and more experience?
This. The layout is modeled after Arathi Basin, which I felt provided very solid style for PvP action. I have a feeling it doesn't translate well into sc2.
@Eiviyn: Go
I have always enjoyed the videos of the amazing data creations you have come up with. This is no exception!
I have wanted to make an Enfos map for a while but haven't had the time or skills to do it. It's good to hear that someone else is up to the challenge. Not only that, the hero carry over between maps seems like a brilliant idea. I commend you for your efforts.
I think you misunderstood me: I meant the circle can be attacked & killed and I was not sure if this is how it should be
/€: Btw: We made a "Magicide"-Channel, join it^^
I uploaded a new version (0.7) with the quest log and a few minor fixes here and there.
Greatly reduced the cooldown on some of the more useless abilities.
I've been pretty distracted by Blizzcon lately so that's why this update took so long.
Note that you won't be able to complete quests if you already filled the requirement for them before they were introduced. However, they are "account-wide" so completing them on a new profile will work.
Thanks! I've put way more time into this project than I'd care to admit, and the cross-over thing is something I've been itching to do. Not just with an Enfos terrain, but anything that fits.
I aim to have a fully working Enfos variant in 2 weeks max. Currently designing the terrain.
Introducing Storm spelltype tomorrow. This will be the first of the melee centric spells.
Projectile spells focus on using globes of magic as the weapon. Minion spells use seperate bodies to deal damage.
Melee spells will focus on using your character as the weapon, making their style different to projectile and minion spells while not breaking the map's style.
Storm deals damage around your character. A new melee-centric talent has been added. Currently this only boosts Storm.
Airstorm - Unfinished
Earthstorm - Reduces movespeed by 25%. Lasts 7s. Deals 60dps. Restores 15% of damage caused as life.
Firestorm - Unfinished
Icestorm - Reduces movespeed by 20%. Lasts 5s. Deals 48dps. Inflicts Chill. 5s in storm inflicts Freeze.
Lightningstorm - Increases movespeed by 40%. Lasts 3.5s. Deals 60dps. Steals 6 energy on hit.
Spiritstorm - Deals 60dps. Lasts 5s. Dispels floormagic, magic from caster and magic from targets.
Voidstorm - Unfinished
As usual, auras, trails, links and shells all work with Storm. Links work as if the link were cast on yourself, so only you get benefit.
Could use ideas to separate out the unfinished storm types.
Also still working on ideas for a PvE mode. The map is surprisingly on page 4 despite there being zero content for small groups/solo players. I want to change this, but I want to do it right.
Wow, this looks awesome. Any idea when it will be ready for b.net US?
Hmm, there was a bug yesterday:
Someone left, but his shield was visible until the game ended (I suppose it was his shield, just saw it when I was running around)
I could throw it up tomorrow, just that I think you only really get one chance when it comes to UMS maps and I don't want to ruin it. Once I'm happy with the content and replayability, I'll upload it.
That's odd. Easily fixed, but odd. I'm working on a new version that will allow all spells to have a self cast option (so say, a shield spell will always be used on you). I'll fix it with that update.
I really like the map.
Sometimes there is a disconnect or desynchronization and the next game everything is lost. It happens maybe every 50 games. (So the veteran players usually had at least one loss...)
Can you fix that?
I can add a delay before the bank is loaded, but disconnecting will ALWAYS wipe your bank.
The only real fix is to backup your bank file.
Also I hear storms are overtuned. I've not had chance to test them 1v1.
Storm base damage is 60dps. I could reduce this to 50, but that isn't a big change.
I could disable autoattack during Storm. This probably makes more sense.
I could disable casting during.
Or I could just change the firestorm bonus.
hm, disconnecting does not always deletes the bank. At least not in other Mods.
About storms: They are strong, but considering that you are very close to enemy, so you are
1. an easy target...
2. you cant team up with an ally because you damage each other...
3. gets countered by an airshield, pushing you away all the time...
4. gets countered by air storm, pushing you also away...
5. each time you are heading for an enemy he can fire directly in your direction, which will be kind of hard to escape
so in my opinion it's not op.
The problem in general is that you can farm directly at enemy creep spawn points, so you get really strong pretty fast.
My teamstrategy: I would let 2 guys creepspawn attack (the later carries, which will get very strong)
2 guys killing the own creeps at creepspawn point (so enemy dont get money at all) and
1 guy tries to capture pylons, or distract enemy players or helps where help is needed)
This team strat sounds strange but i think it would work out very well. And there is the problem in my oppinion.
EDIT: Disconnecting players are quite often, Goa has/had the problem too with "The Final Frontier". One reason was the sound if i remember correctly... (somewhere on the form here)
I mean disconnecting while the bank is being loaded/saved.
I'll be changing the firestorm bonus at least. I also don't like the idea of denying your own creeps. I'm tempted to revert to passive income and drop creep income altogether so that the only source you need to worry about is killing other players.
Creeps generate 192 minerals/vespene per 30s.
Assuming you have 5 players on a team, that is a little over 1 mineral/s.
I may replace the mineral gain with passive income, and the vespene gain from some other source, or perhaps just passive too. Overall I'm not really happy with the creeps, and judging from what you said, creeps are the reason behind why Storm is so strong.
What game do you want?
- Holding pylons is most important?
- Dota like farm the creeps to get very strong and hold the pylons?
- Fighting other players for fun and more experience?
-to throw in some ideas:
-killing players gives points
-holding pylons gives resources
-as a note:
as new player its hard to get experience without the 5000xp abilities
I've added a 5s sync period at the start of games before banks are loaded. This should stop desync data loss, but it'd still be wise to backup your bank file.
I'll reduce ability xp to 600. This is probably fairer.
I've optimised the code a lot. Hopefully the map should handle smoother now.
Lastly, I'm going to EXPERIMENT with replacing creep income with passive income. Let me know how it feels.
I'll upload soon.
This. The layout is modeled after Arathi Basin, which I felt provided very solid style for PvP action. I have a feeling it doesn't translate well into sc2.
I dont know Arathi Basin:/
How about:
1. No basic creep spawn. (or very little creep spawn)
2. for each pylon you control, more creeps will spawn
3. creeps dont give exp/resources, so its a good thing to have them
4. exp/resources for dealing damage/killing other players and capturing pylons (not for a captured pylon, just for the "work while capturing")
I think I need to think more about the creep's role in the game.
I don't want to change the income model so randomly, but the current one is just broken.
Minerals: 1/s passive, +120 for killing a player (less if he's been alive less than 2min)
Vespene: 10% of BASE (before masteries/buffs) damage done to HEROES, +120 for player (same story)
Basically minerals are passive, vespene for landing hits on players.
Sounds interesting.
- Damage item only changes energy-cost of spells, not the damage. (At least visuell)
- Btw. I don't like the change to the speed powerup. Since it doesn't stack with Sprint anymore, it feels a bit worthless :(
- Darts and Shards damaging yourself on melee range (intended?)
- Darts damaging hit yourself while moving
- spirit shell on shards doesnt work properly, they are only silencing while a caster is on the ground where they exploded, (instead of 5 seconds)