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Author Topic: CTF Update  (Read 388 times)

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CTF Update
« on: August 04, 2014, 06:09:49 pm »
Going to be putting out a new CTF in the next few days, so if you have any additions/balances/bug reports, let me know.

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  • Runtag Supremo
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Re: CTF Update
« Reply #1 on: August 04, 2014, 08:51:10 pm »
You can stack acceleration pads and fly across the entire map in 1/2 a second.

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Re: CTF Update
« Reply #2 on: August 04, 2014, 11:28:28 pm »
How much time are you spending on this? I think it'd be cool to have different terrains to choose from a la Elimination Tournament. Host can cycle through maps. I know the community size of WC3 in general isn't what it once was let alone sheep tag but I've noticed we've been having a lot new players that pick up the game pretty fast and are interested in sheep tag in general. CTF has always been a fun concept so it'd be nice if we made the game just a little bit more "noob friendly" with tips and what not. Just a thought.

-Beer's suggestions. We rarely use acceleration because of the potential to abuse them.
-Make push farm default over burrow.
-Replace bouncer and orb. NOBODY uses them. Don't really have any suggestions for what instead though. Surprise us.
-Remove shield stun. It doesn't create enough separation as sheep to warrant its use and is totally OP for wolves who already have longer range for movement.
-Make golem attack and keep its current abilities. Longer life would be nice too. At the moment its a waste of money to use them.
-Speed pot gives away sheep when they're invisible.
-Add a farm limit setting for host. Default something like 25 would be nice. Starts destroying your farms in the order they were built after that.
« Last Edit: August 04, 2014, 11:54:20 pm by RoguexRanger »

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Re: CTF Update
« Reply #3 on: August 05, 2014, 01:38:38 am »
Just thought of another create a time limit for how long you can just sit as wisp. Real annoying when trawls just sit there.

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Re: CTF Update
« Reply #4 on: August 05, 2014, 02:54:45 am »
Acceleration no longer stacks.

I really don't like the idea of farm cap. Seems almost like cheating, so I changed Shepherd bouncer to a completely different spell that should eliminate the need.

Shepherd: Bounces from farm to farm (up to 16), dealing 0 damage to the first and 20 additional damage per bounce. Any sheep struck will be stunned for 3% of the damage in seconds.
Range: 1100.
Speed: 1200.
Mana Cost: 1400.

For sheep bouncer, I removed the cast time.

The map only has room for 1 more map on it (roughly the size of the top map), otherwise I'd have to import objects and triggers to a new map which seems like a lot of work, plus the minimap becomes less effective with every expansion.

I changed invis to only last 4/7 (sheep/wolf) seconds and reduce movement speed by 50/25% (sheep/wolf), but units can no longer see through invis. I'll fix the buffs, but what about slide? I think the effect from slide should still show even if the wolf/sheep is invisible.

Shield stun for sheep mainly exists for times when you know a shepherd will get an attack off, but you're almost out of range, I never intended for sheep to be able to pop shield and run into a shepherd. I'll probably change the stun times to be .2 seconds.

Push farm is now default.

I added 15 seconds to golem duration, but are you sure it needs the attack buff? If you have a dead sheep the golem is already pretty much another player.

I'm not entirely sure what to do about spirits taking too long in the middle. They could easily reset any timer by popping out then back in, even if I added some sort of reentry timer, it isn't very hard to stay alive for 10 seconds before jumping back in.
« Last Edit: August 05, 2014, 03:05:40 am by Madhatters »

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Re: CTF Update
« Reply #5 on: August 05, 2014, 03:05:15 am »
Quote
The map only has room for 1 more map on it (roughly the size of the top map), otherwise I'd have to import objects and triggers to a new map which seems like a lot of work, plus the minimap becomes less effective with every expansion.
You can expand the map by going to Scenario > Map Size and Camera Bounds... Also, if you change the camera bounds to one stage and change them for the selected map, the entire area of the minimap can be used (though the minimap preview image will be off).

As for wisping, you can make wisp/sheep share HP and make being a wisp reduce HP by 1/s, say out of 20 total HP. You can also do this with mana, lumber, w/e and just trigger a death.

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Re: CTF Update
« Reply #6 on: August 05, 2014, 03:24:12 am »
Never noticed the map size check box, that is pretty useful.  We can certainly add more maps, if someone feels like doing terrain, I personally don't have much desire to do so.

Wisp idea seems good. I'll probably start it at 50 seconds.


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Re: CTF Update
« Reply #7 on: August 05, 2014, 05:57:40 am »
I'm sure Beer or Nmcdo would do some terrain.

The reason for removing stun is because wolves use it to stun shield immediately after leap/relocate/thrust which is totally OP IMO because wolf already has advantage in jumping range. If I leap onto a sheep and stun, most of time they aren't going to get off a jump in time and especially with sphere/tether. As it stands at the moment, its a lot harder to sheep than wolf. Its perfectly fine just blocking projectiles.

Its probably complicated but is it possible to do something like Elimination tournament where the minimap only displays the current map you're on? Would open up the potential for more terrains but I can't recall any mapmaker being able to implement it into a sheep tag map. Bulldog and Beer's map with 6 terrains show everything on the minimap.

With golem I just don't really see the point in using it sometimes. The time it takes to summon, wait for mana, hotkey bind golem + wolf/sheep makes it so I'm better off running with sheep/wolf.
« Last Edit: August 05, 2014, 06:03:47 am by RoguexRanger »

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Re: CTF Update
« Reply #8 on: August 05, 2014, 03:38:33 pm »
It looks like elimination tournament just blacks out the mini map so only units show, which doesn't work as well for sheep tag imo.

I removed shepherd stun and added attack to golems, but golems were mainly meant to give a team a chance even if one of their players was dead.

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Re: CTF Update
« Reply #9 on: August 05, 2014, 08:10:40 pm »
Yeah, definitely don't do that, as users can switch to blacked out using Alt+T. Like I said, for games with multiple maps, I tend to prefer just a constant resetting of the camera bounds. This makes the minimap image useless, but it gives you the full spatial usage of it, which is infinitely more useful.

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Re: CTF Update
« Reply #10 on: August 05, 2014, 08:31:00 pm »
I know this is a huge project but hear me out...

so CTF, in my mind, is already fairly new with quite a lot of additions. I can only foresee there being many, many more additions just due to the nature of the game, and that it's highly customizable etc. Instead of investing any more time into an old game which is only catering to old players you should branch out.

I propose you start making this on dota 2.

Reason: There is a huge untapped market in dota 2 (
An ongoing analysis of Steam's player numbers, seeing what's been played the most.
steamcharts.com
). Custom games. Soon they will be big. And I mean big. Please listen to me. Not only is this a good idea for enjoyments sake, but you can even create a community off this (much like how dota originated!) which could blossom in the future taking on a whole career.

People have already started making maps. Warlock Brawl (warlox!!) is being made in dota 2 and being called rubick brawl. It's insane. I bet you anything it'll be insanely popular (I've even seen some popular figures in dota 2 playing it).

I've already had an idea of creating my own community much like the STC with ventrilo and hosting tournaments for custom games much like how ENT and some other smalltime communities had done... but that's down the road, and might not even come to fruition. First there need to even be different maps, lol.
« Last Edit: August 05, 2014, 08:36:38 pm by Celestial_One »

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Re: CTF Update
« Reply #11 on: August 05, 2014, 08:48:02 pm »
@Madhatters well with the previous golem nobody would summon it thinking in their mind they're about to die. It's a waste of inventory space and with how short it lasted before was pointless.

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Re: CTF Update
« Reply #12 on: August 05, 2014, 10:04:17 pm »
I probably won't try to do anything on dota 2, at least until it becomes more user friendly. I wouldn't mind learning the code, but just designing the map terrain and units seems very complicated at this point.


In regards to the golem, I meant you summon it, then share with a player who is already dead, but I'll take your word for it. Is 60 seconds long enough or should it be longer?


As for orb replacement, I'll toss out some ideas. These are all permanent items.

Firewall
Lays a line of fire to the target point, pushing back all units who attempt to cross. Maybe 800 range. Shield would destroy part of the wall, any ability/item that launched units into the air, or very quickly, would be able to cross.

Gravity
Shepherd: Fire a missile. Any unit struck would have a minor pull effect (roughly half pulse farm) on units and missiles within range. ~500 range. Could strike farms (maybe double pull on a farm).

Sheep: Slow moving missile that creates a black hole at the target location. The black hole would pull enemies/missiles in with a force similar to
pulse farm. After a bit, the hole would collapse and stun any enemies in range. ~300 range.

Water Elemental
Could place a unit that would be similar to an artillery farm and cast waves at nearby enemies dealing ~300 knockback once every second or so, or it could be another summon with the wave and a couple more abilities.

Movement: Shift
Become invisible for a second or two, then instantly teleport to the target location. Slightly more range than other movements to account for the delay.

Tesla Mine
Throws a ball of lightning (with arc) that can attach to a unit or sit on the ground.  Shocks the first unit to come in range, knocking them back.

Movement: Jet Pack
Would be similar to farm defense round 10 jet pack. Move at slightly increased speed, passing over everything, but sharp turns would be impossible. Similar range to slide, maybe slightly more.


I'm open to suggestions if none of those sound good.

Also, you (rogue) mentioned something about making it more noob friendly... did you mean some sort of tutorial in the help tab or what?
« Last Edit: August 05, 2014, 10:10:54 pm by Madhatters »

 

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