Hi dear forum,
I have completed development on my latest (and actually first :P) project. It is a meele game which features a few new gameplay methodes. I will quickly describe how it works and hopefully catch your attention to check it out either in Battle.net or here on SC2mapster. But first I want to thank the entire sc2mapster community that made this project possible, helping me with my coutless problems I have encountered using the Editor :P Oh yea and a real big THANK YOU to Deathtorn the awesome Triggering guy for triggering this map for me :] He is currently working on a new system for the map and I wanted to think him for that, because without the triggering the map would basicly be useless =D
The basic gameplay is, that every player gets a hero in the beginning of the game, next to the HQ and the workers. That hero represents the player, thus if the hero dies, the player looses the game. On the other hand, killing the enemy hero will win the match. It is therefor very important to protect the hero, not always take him with your on an assault and watch out when using it to harass expensions.
The three heros can be upgraded with several abilites and researches that make them tougher and harder to kill.
For example, the zerg hydralisk hero can be morphed into a lurker, being able to attack from underground (Out fellow BW players should know that unit of awesomeness =,D)
From what I can say playing this map with a few friends is that there is more tactical gameplay involved than in a normal meele game. SC2 does not teach you how to look out after a single particulary unit. And even in the campaign the missions involving heros do not let you loose when loosing one of them. Plus: In the campaign your oponent does not have a hero himself.
I would love if you'd go check it out. In the battle.net it is a little hard to find. When going to custom maps, select meele and 2v2. Then scroll down a few pages, 2 or 3 I believe. There it is. Please not that the map is not very fun against the AI because I have not told it yet that the hero death means defeat. And I balanced the three heros in a way that there is a 50/50 chance for both heros to win.
Balancing:
- Reduced Lurker Den Life from 2000 to 1750
- Reduced Lurker Den armor from 22 to 15
- Excluded "Psionic" and "Massive" from Protoss Executor Mind Blizzard ability
- Reduced Mind Blizzard ability damage from 600 to 350
- Reduced Mind Blizzard Radius of Ability from 6 to 4
New Units added:
- The Protoss Scout from the Campaign as an AA Fighter
- The Terran Goliath as an AA Walker
- The Zerg Scourge as a aireal suicide unit
New Research Added:
- added Palladium Core Research to the (Terran) Research Vessel
[Reduces all ability cooldown times from the Terran Commander by 20%]
Terrain Changes:
- Moved the Gas Pallets
- Moved the lower Xel'Naga Tower so that it grants vision on the Mineral Pallets
- New Terrain Doodads
1.26:
Fixes:
- Protoss research now works properly
- There now is a research that boosts Scouts engines to make them fly faster.
- Other research will soon follow!
Map Changes:
- New triggering system! Thanks to Deathtorn again for coming up with it
- Set category to Meele (again) and removed FFA mode as it was not working properly
- New (Old) Loading Screen picture
- Changed a few Doodads (Not important, I know I know)
- Reduced map size to 2.57mb
I made a little map overview for the terrain. idk how to make it better, I just screenshot the map overview in the editor and boosts res with photoshop ;)
A little video showing off the gameplay with a friend will soon follow. I hope to get some feedback from you guys soon
Hi dear forum,
I have completed development on my latest (and actually first :P) project. It is a meele game which features a few new gameplay methodes. I will quickly describe how it works and hopefully catch your attention to check it out either in Battle.net or here on SC2mapster. But first I want to thank the entire sc2mapster community that made this project possible, helping me with my coutless problems I have encountered using the Editor :P Oh yea and a real big THANK YOU to Deathtorn the awesome Triggering guy for triggering this map for me :] He is currently working on a new system for the map and I wanted to think him for that, because without the triggering the map would basicly be useless =D
The basic gameplay is, that every player gets a hero in the beginning of the game, next to the HQ and the workers. That hero represents the player, thus if the hero dies, the player looses the game. On the other hand, killing the enemy hero will win the match. It is therefor very important to protect the hero, not always take him with your on an assault and watch out when using it to harass expensions.
The three heros can be upgraded with several abilites and researches that make them tougher and harder to kill.
For example, the zerg hydralisk hero can be morphed into a lurker, being able to attack from underground (Out fellow BW players should know that unit of awesomeness =,D)
From what I can say playing this map with a few friends is that there is more tactical gameplay involved than in a normal meele game. SC2 does not teach you how to look out after a single particulary unit. And even in the campaign the missions involving heros do not let you loose when loosing one of them. Plus: In the campaign your oponent does not have a hero himself.
I would love if you'd go check it out. In the battle.net it is a little hard to find. When going to custom maps, select meele and 2v2. Then scroll down a few pages, 2 or 3 I believe. There it is. Please not that the map is not very fun against the AI because I have not told it yet that the hero death means defeat. And I balanced the three heros in a way that there is a 50/50 chance for both heros to win.
Or if you just want to fool arround with it before checking it out:
http://www.sc2mapster.com/maps/hero-wars-2v2
Please do not reupload this map without asking me first as I have put a lot of work and thinking into this and wouldn't want to get no credits for it
Please also post any feedback you have on the map either here in this topic, or write it to me on:
[email protected]
Thanks for your time and I hope you enjoy my map :]
Patch 1.26 is now online on Battle.net EU.
Here the changelogs for the last two patches:
1.25:
Bug Fixes:
- Fixed Zeratul sound bug
- Fixed Zerg Predator sound bug
- Remapped all Nova sounds
- Fixed Zerg Predator spawn larvae ability
Balancing:
- Reduced Lurker Den Life from 2000 to 1750
- Reduced Lurker Den armor from 22 to 15
- Excluded "Psionic" and "Massive" from Protoss Executor Mind Blizzard ability
- Reduced Mind Blizzard ability damage from 600 to 350
- Reduced Mind Blizzard Radius of Ability from 6 to 4
New Units added:
- The Protoss Scout from the Campaign as an AA Fighter
- The Terran Goliath as an AA Walker
- The Zerg Scourge as a aireal suicide unit
New Research Added:
- added Palladium Core Research to the (Terran) Research Vessel
[Reduces all ability cooldown times from the Terran Commander by 20%]
Terrain Changes:
- Moved the Gas Pallets
- Moved the lower Xel'Naga Tower so that it grants vision on the Mineral Pallets
- New Terrain Doodads
1.26:
Fixes:
- Protoss research now works properly
- There now is a research that boosts Scouts engines to make them fly faster.
- Other research will soon follow!
Map Changes:
- New triggering system! Thanks to Deathtorn again for coming up with it
- Set category to Meele (again) and removed FFA mode as it was not working properly
- New (Old) Loading Screen picture
- Changed a few Doodads (Not important, I know I know)
- Reduced map size to 2.57mb
I made a little map overview for the terrain. idk how to make it better, I just screenshot the map overview in the editor and boosts res with photoshop ;)
A little video showing off the gameplay with a friend will soon follow. I hope to get some feedback from you guys soon