This is a story driven macro mission. Currently it is only planned to be a single scenario map (as opposed to part of a campaign), but that could always change.
The premise is that the zerg have received intel that there is a terran enemy conducting strange vespene experiments. Middle management broodmother, Wargirl, and her lieutenant, Hockleberry, have been sent to investigate.
There are four difficulties, Casual, Normal, Hard, Brutal, so there should be an appropriate challenge level for everyone. I've played through on casual and normal and as long as I had a few spine crawlers for defense, I did fine. Brutal is probably only for true SC2 masters though.
Switched the tech reactors to tech labs, which should stop the terrans from reinforcing their defenses so fast. Updated on arcade. Not sure of best way to update here. Editing file won't let me switch which one it is. Could upload constantly, but that seems lame. So expect newest versions to be on arcade! (Can download from there too! It's unlocked)
Yea personally my main force was like that + upgrades + some roach hydra, but majority zergling. I way delayed the enemy attack+armor upgrades from my original amount because it was way too hard otherwise. Now they get upgrades (1/1) at 25m mark (casual+normal), 20m (hard/brutal).
Several of the reviews on battlenet say the enemy is able to reinforce their defenses too fast, which is why I switched from tech reactors to tech lab. Aside from production buildings, is there another way to limit the enemies reinforcing speed?
@ksnumedia: Go
Bullies are a little different than waves. Bullies are like the AI's standing forces. They're the buildings and units you place on the map in the terrain editor. When you click on a unit and go to AI you can set how many times the AI will rebuild that unit (how many times they will rebuild that bully). So it's easy to set the number of times they'll rebuild it, but I'm not sure about how fast they'll rebuild it.
I'm wondering if there's a way to set the speed of how fast they rebuild those units. I could change the AIs training times, but that could adversely affect waves too...
Added some gameplay tips to vespene warlord page on mapster (link in first post) for those who have a hard time with mission. I don't feel there is any need to rebalance on my side though, especially if one plays on normal or casual and uses those tips. This map is basically finished in my mind, unless someone brings up a good reason for something that should be changed.
I have had some ideas on how I could continue the story. So it is possible I may turn it into a campaign. I have a pretty good idea for two more missions, and vague ideas for another 2 (which could bring it to a total of 5 missions).
I managed to finish it on brutal, and let me say that, it so clear that you didn't even touched hard/brutal difficulty, the balance is bullshit, let me say it, you cannot go on highground bases, even with spines and banelings mines setted, same for kill the structures before they spawn bosses, i tryed baneling/zergling/hydra withe melee upgrade, the right base is so tight to enter that i had to bust it, only by noticing that yes, the tank was dead, but a giant wave was on my base on the left side, and i didn't had enough banelings to deal with it efficiently, by the time i cleared it, the banshee wave/bio came, and the siege tank bio one on mid, so over and over again, it took me countless hours to defeat it, i tryed ling/abominations - ling/baneling/1 ultralisk with no result, at last i had to give up and use infestors to control tanks.banshees and fungal the ground, with zerglings tanking damage and baneling for the but on the ramp... By using terran units, the mission became super easy between medics/marauders defences of stone with tank, death from above with the banshees, the bosses were melted, and after some minutes i won, don't know really why...
The difficulty is inbalanced, enlarge that goddamnit ramps/choke points mate
The hero Queen sucks, 3 range, no damage, for real ?? Is only a fat queen with more HP, and that's is underwhelming for me, WarGirlWarGirl is way more powerful of that, i suggest an attack range of 7, 100 less HP, 10 or 15 damage per hit, and maybe a new ability to slow, do burst single target / high single target damage, because if i attack without high heath units i will see all my energy at max and useless... And i am talking about attack, not defence.
For the difficulty, try to enlarge cooldowns between waves and scales them down a bit, brutal for how it's now, is not even worth to play, is too sad to be forced to do infestors and mind control... At least defensive banelings mines are fun...
I love the sc2mapster members references, especially the final one, the terrain is a bit naked, but fine
True, I haven't played through Brutal, but I feel like the top difficulty should be for masochists. So I purposely gave the Brutal AI several upgrades and more frequent attack waves (on top of being bigger). I really don't think the top difficulty should be easy in any sense, and the player should likely lose on at least the first try. I don't consider myself a fantastic SC2 player, so I'm fine if I personally can't beat the top difficulty.
However, I have played through on hard, and was able to beat it fairly easily. But I do have the benefit of knowing when enemies are coming/what kind/etc. I managed to take out the first base before the boss was spawned, but not the second. The second boss did manage to wipe out my army once, but I was able to rebuild and take it out.
That being said it's pretty cool that you were able to beat it on Brutal. As I said, I want the hardest difficulty to be masochistic, and I even put a message like "abandon hope yee who try this difficulty" so I'm not sure what you were expecting, hopefully not a walk through the park. So if you found it very difficult but were able to beat it, I'm not sure why I should change anything.
Also, awesome screenshot!
Quote:
and after some minutes i won, don't know really why...
Each spawned boss joins in on the attack waves. When you defeat the first two (or their spawning structures), the map gets a little bit bigger and the 3rd final boss is already spawned and will join in on its next attack wave. You likely killed that last boss without noticing.
Oh also the brutal difficulty AI rebuilds just about everything until you kill their base to the point that they have less than 2 (or maybe it was 3) production buildings in that particular base. The other difficulties will stop building defender bullies if you kill those bullies enough times (higher on higher difficulties).
Also I don't have a queen called WarGirlWargirl, but rather just Wargirl, so clearly these are different people! Just like if I were to name a unit FunkyUserNarr, lol.
If I do make more missions, I think there should be a changeling named Taco Man Dan or something :). And maybe someone named k5numedia.... :D
I would really like it if you stopped describing people's work as "bullshit," "stupid," "crap," or other pejoratives.
I only said that difficulty is bs,i understand that i may sound arrogant, but i liked the Map and the challenge, never said is a bad map, Also the idea of units that when killed gives you vespene is great.
I took the first exp on very few minutes, i tryed ti do upgraded spines on the first try, but the infestor trollage was more effective.
Part of the reason I did vespene bounty is because of how many maps I saw lately of people doing little vespene income from geysers, and more in other ways (including on the the LoTV prologue maps). I figured, how can I take this idea overboard. How about a lunatic who is so obsessed with vespene that he slathers his units in it because he thinks it gives them some kind of combat improvement, lol (check out the in game tip about Jack Archer if you missed it).
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American Arcade Link: battlenet://starcraft/map/1/263246
European Arcade Link: battlenet://starcraft/map/2/184852
SC2Mapster Project Page: http://www.sc2mapster.com/maps/vespene-warlord/
You may also download it attached to this post. (outdated version)
Note: Arcade has the most up to date version of the map.
This is a story driven macro mission. Currently it is only planned to be a single scenario map (as opposed to part of a campaign), but that could always change.
The premise is that the zerg have received intel that there is a terran enemy conducting strange vespene experiments. Middle management broodmother, Wargirl, and her lieutenant, Hockleberry, have been sent to investigate.
There are four difficulties, Casual, Normal, Hard, Brutal, so there should be an appropriate challenge level for everyone. I've played through on casual and normal and as long as I had a few spine crawlers for defense, I did fine. Brutal is probably only for true SC2 masters though.
So check it out and give me some feedback :D
Here's the screenshots I used for battlenet.
Update: Beat it on hard in arcade, so definitely doable. Slightly challenging, but not too bad.
im famous?
@Hockleberry: Go
After this mission, the stars echo your name and your legendary exploits!
Switched the tech reactors to tech labs, which should stop the terrans from reinforcing their defenses so fast. Updated on arcade. Not sure of best way to update here. Editing file won't let me switch which one it is. Could upload constantly, but that seems lame. So expect newest versions to be on arcade! (Can download from there too! It's unlocked)
i found myself only building base defence and zerglings due to a lack of vepsene.
@FunkyUserName: Go
Yea personally my main force was like that + upgrades + some roach hydra, but majority zergling. I way delayed the enemy attack+armor upgrades from my original amount because it was way too hard otherwise. Now they get upgrades (1/1) at 25m mark (casual+normal), 20m (hard/brutal).
Several of the reviews on battlenet say the enemy is able to reinforce their defenses too fast, which is why I switched from tech reactors to tech lab. Aside from production buildings, is there another way to limit the enemies reinforcing speed?
Currently looking at AI triggers, some things that look like they could be useful:
Set rebuild count - Apparently this can set rebuilds as a whole rather than specific units on the map. I think this could be a better way to do it.
Well that's the only thing I saw. I was kind of hoping for an action that would tell the AI how fast to replace bullies.
@ksnumedia: Go Bullies are a little different than waves. Bullies are like the AI's standing forces. They're the buildings and units you place on the map in the terrain editor. When you click on a unit and go to AI you can set how many times the AI will rebuild that unit (how many times they will rebuild that bully). So it's easy to set the number of times they'll rebuild it, but I'm not sure about how fast they'll rebuild it.
I'm wondering if there's a way to set the speed of how fast they rebuild those units. I could change the AIs training times, but that could adversely affect waves too...
I just added the map to the maps area on mapster. You can check it out here: http://www.sc2mapster.com/maps/vespene-warlord/
If you have any tips on making an effective mapster page feel free to let me know, as it's the first one I've done.
Added some gameplay tips to vespene warlord page on mapster (link in first post) for those who have a hard time with mission. I don't feel there is any need to rebalance on my side though, especially if one plays on normal or casual and uses those tips. This map is basically finished in my mind, unless someone brings up a good reason for something that should be changed.
I have had some ideas on how I could continue the story. So it is possible I may turn it into a campaign. I have a pretty good idea for two more missions, and vague ideas for another 2 (which could bring it to a total of 5 missions).
I managed to finish it on brutal, and let me say that, it so clear that you didn't even touched hard/brutal difficulty, the balance is bullshit, let me say it, you cannot go on highground bases, even with spines and banelings mines setted, same for kill the structures before they spawn bosses, i tryed baneling/zergling/hydra withe melee upgrade, the right base is so tight to enter that i had to bust it, only by noticing that yes, the tank was dead, but a giant wave was on my base on the left side, and i didn't had enough banelings to deal with it efficiently, by the time i cleared it, the banshee wave/bio came, and the siege tank bio one on mid, so over and over again, it took me countless hours to defeat it, i tryed ling/abominations - ling/baneling/1 ultralisk with no result, at last i had to give up and use infestors to control tanks.banshees and fungal the ground, with zerglings tanking damage and baneling for the but on the ramp... By using terran units, the mission became super easy between medics/marauders defences of stone with tank, death from above with the banshees, the bosses were melted, and after some minutes i won, don't know really why...
The difficulty is inbalanced, enlarge that goddamnit ramps/choke points mate The hero Queen sucks, 3 range, no damage, for real ?? Is only a fat queen with more HP, and that's is underwhelming for me, WarGirlWarGirl is way more powerful of that, i suggest an attack range of 7, 100 less HP, 10 or 15 damage per hit, and maybe a new ability to slow, do burst single target / high single target damage, because if i attack without high heath units i will see all my energy at max and useless... And i am talking about attack, not defence. For the difficulty, try to enlarge cooldowns between waves and scales them down a bit, brutal for how it's now, is not even worth to play, is too sad to be forced to do infestors and mind control... At least defensive banelings mines are fun... I love the sc2mapster members references, especially the final one, the terrain is a bit naked, but fine
@DEFILERRULEZ:
I would really like it if you stopped describing people's work as "bullshit," "stupid," "crap," or other pejoratives.
@DEFILERRULEZ: Go
True, I haven't played through Brutal, but I feel like the top difficulty should be for masochists. So I purposely gave the Brutal AI several upgrades and more frequent attack waves (on top of being bigger). I really don't think the top difficulty should be easy in any sense, and the player should likely lose on at least the first try. I don't consider myself a fantastic SC2 player, so I'm fine if I personally can't beat the top difficulty.
However, I have played through on hard, and was able to beat it fairly easily. But I do have the benefit of knowing when enemies are coming/what kind/etc. I managed to take out the first base before the boss was spawned, but not the second. The second boss did manage to wipe out my army once, but I was able to rebuild and take it out.
That being said it's pretty cool that you were able to beat it on Brutal. As I said, I want the hardest difficulty to be masochistic, and I even put a message like "abandon hope yee who try this difficulty" so I'm not sure what you were expecting, hopefully not a walk through the park. So if you found it very difficult but were able to beat it, I'm not sure why I should change anything.
Also, awesome screenshot!
Each spawned boss joins in on the attack waves. When you defeat the first two (or their spawning structures), the map gets a little bit bigger and the 3rd final boss is already spawned and will join in on its next attack wave. You likely killed that last boss without noticing.
Oh also the brutal difficulty AI rebuilds just about everything until you kill their base to the point that they have less than 2 (or maybe it was 3) production buildings in that particular base. The other difficulties will stop building defender bullies if you kill those bullies enough times (higher on higher difficulties).
@DEFILERRULEZ: Go
Again I think it's awesome you were able to conquer brutal. If you wanna send the replay I think it could be fun to look at.
Also I don't have a queen called WarGirlWargirl, but rather just Wargirl, so clearly these are different people! Just like if I were to name a unit FunkyUserNarr, lol.
If I do make more missions, I think there should be a changeling named Taco Man Dan or something :). And maybe someone named k5numedia.... :D
I only said that difficulty is bs,i understand that i may sound arrogant, but i liked the Map and the challenge, never said is a bad map, Also the idea of units that when killed gives you vespene is great.
This!
Part of the reason I did vespene bounty is because of how many maps I saw lately of people doing little vespene income from geysers, and more in other ways (including on the the LoTV prologue maps). I figured, how can I take this idea overboard. How about a lunatic who is so obsessed with vespene that he slathers his units in it because he thinks it gives them some kind of combat improvement, lol (check out the in game tip about Jack Archer if you missed it).