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 Post subject: Luxor (V4.0)
 Post Posted: Wed Mar 08, 2017 6:58 am 
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Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
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CURRENT BUILD: 4.0 CHECK PATCH NOTES IN COMMENTS

Luxor was once covered with glistening glass forests, but when mining corporations from across the galaxy arrived to harvest its valuable crystals, the moon was transformed into a battleground. Inspired by the free-spirited Luxuxi, Ix the Interloper, the inhabitants have now taken up arms to defend their home from impending destruction!

The miners of Luxor has been scared off temporarily by the Freedom Fighters of Luxor, leaving their functioning mines behind! The Solar Drill turns on in the center of the map every two minutes! Control the drill to get free solar per second and don't let your enemies get in on your solar! The drill effect will last for thirty seconds. Keep an eye out for visual and audio indicators around the map 15 seconds before the drill turns on. Be wary however, the bottom of the drill will deal knockback and damage should you touch it!

Defenders being stalling on the front towers? Go through the jungle to get behind the front turrets to launch a daring ambush on the enemy defenders!

Features

-Two laned classic Awesomenauts fun with a twist!
-There is a solar drill that is in the middle of the map that will turn on every two minutes. Standing on the drill will give you solar and the drill's effect will last for 30 seconds. Keep your eyes and ears peeled for the alert system 15 seconds before the drill starts!
-A large middle area ripe for Team Battles!
-Ambush your enemies behind the front turrets
-Fully textured! (All with textures in game)
-99.9% Bot Support (Weird bugs is preventing that .1%)


Credits:
Bacon Bomb- Map balance, rough layout of map, AI
KidaFeru- Map mirroring, got Solar Drill to work
Conorbebe- Textures, Backgrounds, Solar, and advanced map layout

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Last edited by Bacon Bomb on Tue Jun 27, 2017 5:28 pm, edited 12 times in total.

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 Post subject: Re: Luxor (V1.0)
 Post Posted: Thu Mar 09, 2017 1:22 am 
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Joined: Fri Jul 20, 2012 11:49 pm
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Location: United Kingdom aka Cynical Island
Any feedback would be appreciated! :ayla:

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Winner of the Design-Your-Naut 2 contest (Ix the Interloper), and emote creator :yoolip:


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 Post subject: Re: Luxor (V1.0)
 Post Posted: Thu Mar 09, 2017 5:31 am 
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Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8971
Love the custom graphics! Must be one of the first maps that uses custom textures really well. :-)


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 Post subject: Re: Luxor (V1.0)
 Post Posted: Thu Mar 09, 2017 8:58 am 
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Joined: Fri Sep 26, 2014 8:13 pm
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Location: In AR where Moba games don't exist
Joost wrote:
Love the custom graphics! Must be one of the first maps that uses custom textures really well. :-)

Actually I've seen some before, but I'm not sure if they are already published.

Either way, really well done boys!


Last edited by Popcioslav on Fri Mar 10, 2017 1:46 pm, edited 1 time in total.

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 Post subject: Re: Luxor (V1.0)
 Post Posted: Thu Mar 09, 2017 11:18 pm 
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Joined: Sat Feb 08, 2014 8:02 pm
Posts: 2670
Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
First balance update hype!

-Solar Drill solar gain has been slowed down to every 0.8 seconds from 0.2. Reducing total solar gain to 37.5 from 150 solar (do not ask me how that got by playtesting)
-Improved AI pathing
-Established foundation for TDM gamerules. Still not available yet though!

Known bugs
AI occasionally get stuck top lane before front turrets
Next build: Imminent

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 Post subject: Re: Luxor (V2.0)
 Post Posted: Fri Mar 10, 2017 3:16 pm 
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Joined: Sat Feb 08, 2014 8:02 pm
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Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
Hotfix Hype

-Changed Drill yet again. Now gives solar ever .6 seconds, down from .8 seconds. Total solar earned changed to 50 from 36

-Updated Textures

-Bottom jump pads now go to the top lane instead of the jungle to make it easier to navigate the map. Terrain has been adjusted accordingly.

-Terrain removed from jungle hide areas and replaced with a platform. This again should make the map easier to navigate and also allow for better ambush opportunities.

-Toned down some effects and added some additional ones.

-The center drill now actually mines crystals.


Next Build: Later today

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 Post subject: Re: Luxor (V2.5)
 Post Posted: Fri Mar 10, 2017 11:59 pm 
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Joined: Sat Feb 08, 2014 8:02 pm
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Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
Huge AI Update

AI Changes
-Red AI will no longer go near Blue Mid Turret, and Blue AI will no longer go near Red Mid Turret
-Fixed bug where Blue AI couldn't make it to top from the jumppad as easily as the Red team
-AI no longer get stuck in jungle thanks to mid turret being pushed back
Bots maneuver around the mid jungle area much more fluidly
Overall improved Blue pathing

Balance changes
-Increased back turret's health to 11900

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 Post subject: Re: Luxor (V4.0)
 Post Posted: Tue Jun 27, 2017 5:25 pm 
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Joined: Sat Feb 08, 2014 8:02 pm
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Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
Figured I should finally update this thread to bring it up to date!

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