| 04-24-2005, 09:14 AM | #1 |
v1.1 Changes - Halved attack speed and Doubled damage of most towers. - Reduced the cost of Runepriest upgrades. - Chaos Decay tower now affects posion immune. - Minor graphic changes. Updated map added here... http://www.wc3campaigns.com/showthread.php?t=74262 |
| 04-24-2005, 02:01 PM | #2 |
Hivemind!? Welcome back! |
| 04-24-2005, 11:48 PM | #3 |
Thanx. Seems we have been gone too long. Only a few downloads. Did see Rb6freak distributing it on west. But he has been around long enough to remember Revenge I. |
| 04-25-2005, 01:29 AM | #4 | |
Guest | Quote:
Why? |
| 04-25-2005, 01:07 PM | #5 |
Some players on slower computers where getting graphic lag. With towers shooting less often their preformance should improve. The balance difference caused by the change is minimal. Anyone who has a slower comp should turn down their graphic settings. Especialy resolution, partical effects and model detail. We have a average system and it runs just fine for us so unless you experiance a lot of lag you shouldnt need to change your settings. |
| 04-25-2005, 02:05 PM | #6 |
Does your return to promo this map mean that y'all are coming back to the mapping scene more regularly? |
| 04-26-2005, 01:58 AM | #7 |
Untill something else gets our attention yes. Spent about two months building and testing the remake. Working on two other maps right now. One is a large project and wont be ready for a while. The other is a smaller one that will be used to test some of the systems used in the larger map. The next one out will be a Diablo style dungeon hack with a few twists. It will be a race. First one to finish all 8 levels of the dungeon wins. If you die to a player or creeps you will respawn back to your start and begin again. It will have a new tiered zone spawn system and a hero building evolution system. Each eveolution has 2 base skills and 3 optional ones. To get new skills you have to find items. The evolution you get will be based on the skills you find/choose. The systems are finished and work in single player. What we have left to do is finish the dungeon structure, specific map triggers, custom skills and evolutions. Should be done with terrain and map triggers today and have a playable beta in a few days. We have wanted to make a good spell testing map for a while and this should work perfect for that since all you will need to do is add the spell and the item that trains it. No need to build a whole hero just to test a single spell. Unlike other spell test maps this one will playable multiplayer. The other map is a new twist on AoS. Instead of the computer spaming units that get attack-move commands it uses a custom melee AI to build its base and fight with. The players get a hero and do quests to advance their computer ally. The map will be a lot like a MMORPG style open RPG in the middle of a war. There will be tons of quests and special locations. You will be able to enter a virety of caves and buildings. It will also use the tiered zone spawn and hero evolution systems that will be smoke tested in the dungeon hack. The quest system is item based. You get a quest from buying or finding a item. Activating it starts the quest. There will be a lot of different types of quest goals. Quests range from tribal (help comp ally), personal to epic. The terrain and game systems are 95% finished and apear to be functional. Mainly whats left other than the stuff used in the dungeon hack is a lot of data entry and the custom AI. This is in addion to a long list of projects we have had on the back burner for a while. Some examples...Populace style god map, Pirate/trading ocean map, dragon rider joust, M.U.L.E. style prospecting game, team castle defense (havent seen a good one since Benji's) and a remake of Hive's Nexus if we can find a unlocked copy. We have no shortage of ideas and maps we want to play....err we mean make. ^_^ |
| 05-02-2005, 11:48 PM | #8 |
Hive-mind, I haven't seen you online for a while. And as a result, I haven't been able to play the map :( Got a few friends to host it at times, but they didn't get hooked, so not much use. And I still say upgraded poison towers + ballista towers are too strong ;-) |
| 05-03-2005, 11:54 AM | #9 |
It was made for hardcore TD fans. Not everyone likes hard games with indepth strategy. But for those who do its a great map. It hasnt been widely distributed yet so it may be hard to find games if you cant host yourself. We have added some new features to our current project and its taking more time than expected to get a playable ver ready. Good news is the new features are great. Like a cool hero selection system. When we finish with it we will be hosting both maps. Untill then best of luck getting a game going. Snake Towers + Ballista Towers is a good early game strategy but its not overpowered because it becomes less effective latter in the game. If you are winning with that alone you need to play against some better players. Give it some time and you will start seeing better players and more games being hosted. The original was quite popular and since this ver is so much better we expect it will become popular too. BTW: Hive-Mind was our old name because Hivemind had already been taking on B-Net. Since we hadnt logged on in so long our account had expired. When we remade it we tried Hivemind and found it was no longer taken. So if you add us to friends be sure its Hivemind you add. |
| 05-03-2005, 02:07 PM | #10 |
No, I don't base my strategy solely on Snake/Ballista, but by keeping several of those around, I ensure that the spawns are kept in place long enough to get killed and then some. It's not the damage that is so great, it's the fact they stun/bind targets. If you have a few (10 of each or so), no spawn will pass. Then you have other towers to actually kill them. Typically I pick a place so that the creeps will go through a loop, and pass my tower area twice. On the "outer" sides I place lots of poison/ballista, while in the centre area I keep the kill towers. I have played too few games to pick a favourite race, but another issue is the demonic race. The un-select trigger (guess it's the same you used in Hive's Nexus) isn't as good as you want to believe. It's no problem to target the attackers on specific towers, so instead of killing whatever tower they first encounter, they go for some key tower, and kill it. I used to have you on my f-list (we played a some game together) but then I didn't see you online for a few weeks (probably due to timezone differences), so I removed you again. In the other thread you mention west, you usually play there? |
| 05-04-2005, 01:46 AM | #11 |
We have tested that strat and many other stat that are all quite effective. Mess around a bit and you will find ways to improve on it. There are strats that will stop almost anything. Key word is.....almost. :8 The unselect sysyem used in Hive's Nexus was a lot more advanced. It aslo had a lot more it needed to do since there was a larger variety of situation available in that map. We added a simple one to this. We can upgrade it to stop that kind of targeting and will do so in the next update. Yes we mainly play on US West. Often late night and early morning west coast time. |
