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Scrap Candle

Posted: May 26th, 2009, 7:07 am
by Discombobulator
Replace it with an assault/escape themed map.


Discuss/brainstorm.

Re: Scrap Candle

Posted: May 26th, 2009, 8:32 am
by DarkNemesis
Agreed.
Replace it with an assault/escape themed map.
Could this be Felpine Grove?

And while were on the subject of maps, a "city" themed one would be cool. Candle sorta tried this, but meh, everyone seems to hate it.

Re: Scrap Candle

Posted: May 26th, 2009, 8:49 am
by Kalrithus
Agree with the scrapping of candle. Two points why I hate it.

One: It memory leaks, really bad, so that periodically those will smaller amounts of memory are being fatal errored and dropped left and right as the game goes on.

Two: Fights can go on LONG past the duration of a Stormwail fight provided everyone doesn't crash before then, Instead of being a short match as one might expect from a small map it turns into an almost mindless back and forth that after an hour, really gets old.

In other words, I hate Candleburg and would not be sorry to see it go >>

Re: Scrap Candle

Posted: May 26th, 2009, 10:09 am
by Tehw00tz
DarkNemesis wrote:Could this be Felpine Grove?
Dude, Felpine Grove was a joke, it for the most part was just to see if people were paying attention and/or even cared about the map anymore.

Re: Scrap Candle

Posted: May 26th, 2009, 3:18 pm
by mianmian
I agree with this. Maybe something along the lines of the new World BG in WoW? defending a keep or something?

Re: Scrap Candle

Posted: May 26th, 2009, 3:31 pm
by Discombobulator
One side could be running with the artifact, from Stormwail to where Exodus takes place. For reasons left up to Yak, they have to hold the enemy for X time. The chasers have some advantages (extra cores? extra outposts?), but the defenders have some tricks up their sleeves, too.

Re: Scrap Candle

Posted: May 26th, 2009, 3:34 pm
by DarkNemesis
I agree with this. Maybe something along the lines of the new World BG in WoW? defending a keep or something?
Hmm, I never really thought of it that way, but this sounds like a REALLY good idea. Of course, it would place more emphasis on heros (kinda like Candle with the low spawn and single path). But we really need to complain to Yak about this idea, seriously (after finals/whatever, of course, and when he gets into the EotA frenzy). Still, an excellent idea.

All for it.

Re: Scrap Candle

Posted: May 26th, 2009, 10:37 pm
by BustroQuick
Agreed, I don't think a single lane fits EotA physically or conceptually.

That is, unless it's renamed Candleburry. Then everything will be all right.

Re: Scrap Candle

Posted: May 27th, 2009, 10:27 pm
by SeasonsOfLove
BustroQuick wrote:That is, unless it's renamed Candleburry. Then everything will be all right.
No. Still wouldn't be good. Candleburg is good for a 2v2 and maybe 3v3, but not for a full game. I'd say scrap it, Yak.

Re: Scrap Candle

Posted: May 27th, 2009, 11:01 pm
by Casval
Sometimes I vote Candleburg just to see if other people are all voting "don't care" ;)

Re: Scrap Candle

Posted: May 28th, 2009, 8:58 am
by Reaper
I enjoy the map. I love an entire team of heroes working together all the time. The comboes are pretty fun

Re: Scrap Candle

Posted: May 28th, 2009, 6:04 pm
by mianmian
Last night I played a 2 hour 10 minute game in Candle. Elves vs UD. It took so damn long because we could never push. As soon as one side got to the towers, they would merc/spawn summons and counter push. Rince repeat for 2 hours.

Half the damn hero kills in that game came from Mass summoning drakes.

Re: Scrap Candle

Posted: May 28th, 2009, 6:05 pm
by Reaper
you're doing it wrong

Re: Scrap Candle

Posted: May 28th, 2009, 6:38 pm
by Strychnyne
A full 5v5 is either ending really fast due to pooled spawns or really, REALLY long due to no high ground for either side. Victories only come from good combos, repeated over and over. If you could limit it to smaller teams or add some sort've twist to stop it going on forever, then it's great. I don't think it needs to be scrapped, but as it stands it doesn't stand up as more than an annoyance.

Re: Scrap Candle

Posted: May 28th, 2009, 6:49 pm
by DarnYak
Yea there's a few things i plan to do to fix candle. The biggest is making towers unrepairable (aka removing workers)

DarnYak

Re: Scrap Candle

Posted: May 28th, 2009, 6:55 pm
by Casval
Rune Knight would be imba then!

Re: Scrap Candle

Posted: May 28th, 2009, 7:45 pm
by Reaper
Make workers cost 6 summon energy

Re: Scrap Candle

Posted: May 29th, 2009, 5:27 am
by mianmian
While that will help a bit, I think I'd still rather see Candle removed, here is why. In that game I was in, the one I was talking about. It rarely got to the point where we even hit towers (at least with creeps) because of mercing and summoning spawns.

This approach would also make backdooring way better, and extremely punishing. BP, Inf, RK, Rue, Tyrant (who we can only play AP) and others would just own. This isn't even talking about Grav, who could wtfpwn their towers.

Re: Scrap Candle

Posted: May 29th, 2009, 5:55 am
by Dekar
The towers should have a small regeneration if you remove workers, to discourage suicide style attacks on them.

Re: Scrap Candle

Posted: May 29th, 2009, 9:36 am
by DarkNemesis
Doesn't that take away the whole point?

Maybe reread what Yak wrote?

Re: Scrap Candle

Posted: May 29th, 2009, 11:40 am
by Casval
Here's a somewhat stupid idea.
1. Nerf all the towers on that map and make them have 1/4th or so HP.
2. On the other hand, your team AI will constantly be building towers and expanding outwards towards the other base.
3. Rework the barracks. Don't make them spawn waves, but make them like the Arcane Generators.
4. Add some more Lumber Mill sorta things. As your team caps them, you spawn additional units/unit types.

1 and 2 can be ignored, but I think they'd be fun =P

Re: Scrap Candle

Posted: May 29th, 2009, 1:17 pm
by Discombobulator
Casval wrote:Here's a somewhat stupid idea.
1. Nerf all the towers on that map and make them have 1/4th or so HP.
2. On the other hand, your team AI will constantly be building towers and expanding outwards towards the other base.
3. Rework the barracks. Don't make them spawn waves, but make them like the Arcane Generators.
4. Add some more Lumber Mill sorta things. As your team caps them, you spawn additional units/unit types.

1 and 2 can be ignored, but I think they'd be fun =P
I like this a lot. The barracks could also do something globalish like Arthas.

Re: Scrap Candle

Posted: May 29th, 2009, 2:49 pm
by DarkNemesis
Ditto for me, good ideas Casval :wink:

Re: Scrap Candle

Posted: July 1st, 2009, 8:15 am
by Discombobulator
Casval wrote:Here's a somewhat stupid idea.
1. Nerf all the towers on that map and make them have 1/4th or so HP.
2. On the other hand, your team AI will constantly be building towers and expanding outwards towards the other base.
3. Rework the barracks. Don't make them spawn waves, but make them like the Arcane Generators.
4. Add some more Lumber Mill sorta things. As your team caps them, you spawn additional units/unit types.

1 and 2 can be ignored, but I think they'd be fun =P
Do this.

Re: Scrap Candle

Posted: July 1st, 2009, 11:42 am
by CryptLord1234
Casval wrote:Here's a somewhat stupid idea.
1. Nerf all the towers on that map and make them have 1/4th or so HP.
2. On the other hand, your team AI will constantly be building towers and expanding outwards towards the other base.
3. Rework the barracks. Don't make them spawn waves, but make them like the Arcane Generators.
4. Add some more Lumber Mill sorta things. As your team caps them, you spawn additional units/unit types.

1 and 2 can be ignored, but I think they'd be fun =P
That would be fun. Should be done.