Lunar Special Forces Beta v11

Details

  • Filename
    Lunar_Special_Forces_v11.SC2Map
  • Uploaded by
  • Uploaded
    Jul 1, 2010
  • Size
    2.13 MB
  • Downloads
    557
  • MD5
    2f2b1decf238de150b9cc2a9a6d356f1

Changelog

v11:

  • Fixed Protoss Ground weapon upgrade prices.
  • Reduced Fungal Growth duration to 4 seconds from 8.
  • Reduced Neural Parasite range from 7 to 4.
  • (poor zerg, getting nerfed into oblivion :D)

v10:

  • Difficulty Scaling added based on active players in the game.
  • With 5 or 6 players there is no change.
  • With 3 or 4 players the first zerg upgrade wave is disabled.
  • With 2 players the first two zerg upgrade waves are disabled.
  • With 1 player the first three zerg upgrade waves are disabled and you start with 1500 minerals.

v9:

  • Infestors will autocast Fungal Growth on Biological units and Neural Parasite on Mechanical Units. Lowered number of infestors spawning slightly.
  • Added Overseers to the waves, they autocast Infested Terrans now as well.

v8:

  • Psi Storm and Snipe scale with upgrades.
  • Added clock so you can see how long until the next day (and zerg upgrades)
  • Changed day length to 240 seconds from 300.
  • Rebalanced upgrade costs in anticipation of multiplayer (cheaper now in most cases).
  • Limited Protoss to 10 shield upgrades.
  • Completely changed the upgrade system, each upgrade level has its own upgrade now, with a maxlevel of 1. Blizzard's limitations on the number of upgrade buttons on one command card forced me to spread the upgrades out a bit.
  • Most upgrade buildings have more upgrades on a second page now.
  • Terran air upgrades were moved to the starport.
  • Many tooltip and hotkey fixes.

v7:

  • Changed Marauder drops to Stalker drops.
  • Added Deep Disruptors upgrade to Forge, increases Immortal range by 1.
  • Added Overcharge upgrade to Forge, increases Archon Range by 1.
  • Added/fixed Jotun Boosters upgrade at Armory, increases Viking Range by 2.
  • Limited Supply to 75 per player.
  • Increased Ultralisk base damage and upgraded HP
  • Increased Kerrigan's upgraded HP

v6:

  • Changed Zerg upgrades:
  • Upgrades occur every 300 (game time) seconds, coinciding with midnight on the map.
  • Armor only upgrades to 25 max now, introduced HP upgrades that increase zerg units' max HP by 50 or more during the upgrade periods.
  • Changed Hardened Shield on the Immortal to reduce incoming damage to 100 while shields are up.
  • Added a Heal pad in the middle.
  • I have HP upgrades ready to implement for Protoss/Terran if necessary, however I'm waiting to see if it's actually needed first. Everything except the final fight is easily solo-able at the moment, and probably someone who knew what they were doing could beat the final fight solo as is.
  • Edited repair costs for all Special Forces hero units, they no longer require vespene gas.

v5:

  • Now localized with Xhatix's tool (thanks!)
  • Added Day/Night Cycle (every 300 seconds, may change later depending on feedback)

v4:

  • Decreased player armor/weapon upgrades max level to 25 and increased their prices.
  • Fixed Krazy Kerrigan attack animation
  • Increased Krazy Kerrigan health.
  • Added checks in the wave start triggers to make sure the building is alive before spawning units from it.
  • Fixed a few trigger problems I'd missed.

v3:

  • Reduced Void Ray upgrade damage
  • Fixed roach armor level not increasing
  • Fixed zerg armor upgrades
  • changed lighting to nighttime theme

v2:

  • Increased zerg armor upgrades significantly. (needs testing)
  • Increased zerg damage upgrades slightly.
  • Decreased protoss shield recharge slightly.
  • Fixed some enemy spawn triggers (probably more to fix here still).
  • Fixed a couple small texture issues.

So far I've had problems creating the dialog system, and no one seems to know how to fix it yet.

Until I figure out either a better way or a way to fix the dialog problem, we're stuck with the old way for now.