After working on it for some months, version 2.0 is out!! Lots of things has changed since the previous version. This new version increases the number of available races to 4 (Terran Dominion, Protoss, Zerg and Raynor's Raiders). It also brings some of your suggestions and some new features:
v2.0:
Added Zerg race.
Terran race is splitted into two new races: Terran Dominion and Raynor's Rayders.
Now builders are different for each race: only protoss have shields, zerg have life regeneration and terran more life.
Stronger units will grant you more KU score points.
Increased starting minerals to 200.
Added shields to protoss buildings.
Adjusted time scale of protoss build animations.
Structures will block visibility.
Adjusted game variants for patch 1.3.
Zerg and terran buiders won't have shields.
Removed achievements tab.
Bunker's now load terran units.
Removed shaking camera effect to improve graphics performance.
Changed the way dinamic fog works to improve graphics performance.
Removed beach shorewaves to improve graphics performance.
Added some balls at the team bases, just for fun.
BugFixes:
- Fixed some errors caused by patch 1.3.
- Added some missing translations.
- AI won't place bunkers on closed paths.
- Bunkers won't be able to attack allied units.
- Weather effects not being invulterable.
Balance:
- Nerfed War Pigs, Battlecruisers and Medics.
- Increased the speed at which Medivacs spawn Medics.
- Reduced Siege Breaker's and Hels Angels' splash.
- Adjusted price of Interception Turret so it cost less minerals.
- Increased vespene cost of Force Field.
- Decreased uncloak time of Dark Templar II.
- Decreased attack speed of Void Ray I.
Now I'll start working on some minor revisions (v2.x) which will bring some UI improvements and will patch the bugs and imbalances you find on the current version. Next major version (v3.0) will bring an advanced artillery system, similar to Missile Wars w3c map.
Yesterday CoreFight peaked at page 5 in the popularity list!! I was thinking to change my signature, but today they have reseted popularity and it is again at the bottom of the popularity list.
I don't consider my map any clone of a map on the first page. o.O
Version 2.1 is out!! Now you can choose between 3 AI difficulty levels when playing against computer players. Easy AI will build random structures at random points inside your base. Medium AI will place its buildings on the right positions inside their base and will synchro their units. Difficult AI will make structures strategically to counterattack their enemies.
v2.1:
Added adjustable AI Difficulty.
4v4 is now the default mode.
Lowered the life of the Core.
Balance:
- Lowered Ultralisk II life.
- Decreased range of Tie Down Infestor's ability.
BugFixes:
- Fixed Train VoidRay I hotkey.
I have a new challenge for you: You have to beat the AI in a 5v5 match with easy AI computer players on your team and difficult AI computer players on the opponent team. ;)
New version 2.2 is out!! I have made two important changes to improve graphics performance. Now you can reduce the number of doodads and weather effects by lowering your terrain and effect settings (thanks to Tolleder). Also, I have added a max timed life to all pathing units, in order to prevent large waves of units.
Doodads will be displayed depending on the player's graphic settings.
All pathing units will have a max timed life of 150 seconds. This should prevent late game lag.
Improved difficult AI performance at the begining of the game.
Adjusted some glossary entries.
BugFixes:
- Added extra pathpoints so top and bottom ranged units don't get crazy when attacking the core.
- Fixed Longbolt Missile attacking cloaked units.
- Fixed strange behaviours on units when loading them into bunkers.
Balance:
- Decreased Ultralisk II and Stalker II life.
- Increased cloaking time of Ghosts and Banshees.
- Decreased range of Warp Prism's abilities.
- Decreased Ghost's attack damage.
New version 2.3 is out!! Team reallocation system will allow players to be reallocated between teams in order to balance the lobby based on the players' scores. It also brings some interface adjustments.
Team reallocation system based on score.
Teams and scores are displayed at the beginning of the game.
Income is now displayed in the resource panel.
One path is selected by default on 1vs1 and 2vs2 modes.
Added some text in the loading screen.
Random interface adjustments.
I haven't found the way to change the supply resource icon. If you know how to change it, plz tell me.
Difficult AI won't save minerals for expensive structures in early game.
Balance:
- Increased attack of Warp Prism.
- Decreased shield points of Archon I.
- Increased attack of Ultralisk II.
BugFixes:
- Fixed AI not taking control over left players.
- Fixed resources splitting when a player left the game.
- Gained score points was displayed to all the players.
- Board not showing advanced statistics for last two players in 5v5.
- Fixed AI button being activated when a builder was respawned.
Increased life percentage at which AI will move to the healing zone.
BugFixes:
- Fixed some Seeker Missiles not detonating.
- Vespene still being split when a player leaves the game.
- Fixed starting resources being split when a player leaves the game while in the starting sequence.
Balance:
- Decreased speed of Baneling I.
- Increased training time of Scourge I.
- Increased attack speed buff of stimpack.
- Increased life of Firebat and Devil Dog.
- Decreased life time of Seeker Missile.
- Increased training time of Seeker Missile.
- Increased life points of Seeker Missile.
Next week I start my exams at the university, and I won't have much time for mapping. That's why I want to suggest a new challenge for you: You have to find Stetman in the new loading screen. :D Don't cheat, you can only search for him while in the loading time.
v2.7:
New loading screen.
Decreased Protoss life regeneration delay to 5 seconds.
BugFixes:
- Fixed gained score showing to all the players.
- Fixed the AI team not reseting its resources after the round had finished.
- Fixed anti resource split system not working since last version.
- Fixed some Protoss and Zerg structures with wrong regeneration values.
Now that I've finished all my exams at the university, I'll have much more free time to develope the map. I think version 2.8 is quite a stable version, so I have started developing the next major version 3.0. The following features are planned for version 3.0:
- Improved AI. (upgrade buildings strategicaly)
- Redesign of special structures.
- Additional chat commands. (votekick, extra round, ...)
- Auto balancing system.
I need your feedback!! Tell me all the things you would want to see in the version 3.0.
Played on Map Night shortly after you left, there was some really annoying imbalance there... Zealots just killed everything Terran Dominion would send :( I and Mozared both had terran and it was annoying >.> Reapers and snipers died like crap, siege tanks had a far too slow attack to be useful against them... we had to use our EMPs in like the first 3 minutes of the game.
Yeah, I was on the opposing team and our zealots felt REALLY strong. I built a tier 1 zealot, and it ripped through marines like butter. One zealot killed about 4 marines, until he finally died.
I upgraded my zealot, my teammate did build multiple T1 zealots, and we were both able to dominate our respective lanes with ease.
For the later stages of the game, the balance worked out a litte better; but the enemy team was 3 EMPs behind from the first few minutes, which really did cost them the game.
So conclusion: Protoss earlygame is a little too strong, especially the zealots.
@TheAlmaity & Kueken531: Thx for the feedback. I'll further test it. Auto balancing system should help me to better balance the game. I plan to save statistics of every unit in the banks and balance the cost of the units based on this statistics.
Did you found Stetman? I'm making a new loading screen for next version. This time you will have to find a baneling among many zerg chrysalis.
didnt find stettman, ive got a 4:3 aspect ratio so I dont see the entire loading screen, and im pretty sure he's on the part of the screen that's missing since I went over every medic I saw and could never find him.
I have made public a Core Fight (TEST) version with all the latest changes (new soundtrack, new artillery, new AI, new UI, new loading screen, ... ). I will need some help to test and balance the new artillery structures (laser drill, nuke launcher, force field, interception turret, xel'naga obelisk).
After working on it for some months, version 2.0 is out!! Lots of things has changed since the previous version. This new version increases the number of available races to 4 (Terran Dominion, Protoss, Zerg and Raynor's Raiders). It also brings some of your suggestions and some new features:
v2.0:
- Fixed some errors caused by patch 1.3.
- Added some missing translations.
- AI won't place bunkers on closed paths.
- Bunkers won't be able to attack allied units.
- Weather effects not being invulterable.
- Nerfed War Pigs, Battlecruisers and Medics.
- Increased the speed at which Medivacs spawn Medics.
- Reduced Siege Breaker's and Hels Angels' splash.
- Adjusted price of Interception Turret so it cost less minerals.
- Increased vespene cost of Force Field.
- Decreased uncloak time of Dark Templar II.
- Decreased attack speed of Void Ray I.
Now I'll start working on some minor revisions (v2.x) which will bring some UI improvements and will patch the bugs and imbalances you find on the current version. Next major version (v3.0) will bring an advanced artillery system, similar to Missile Wars w3c map.
quote: You can find CoreFight at the bottom of the popularity list in EU and NA servers
:< makes me sad
that's the bad part about making a clone of a map on the first page =/ at least there's a search bar though
Yesterday CoreFight peaked at page 5 in the popularity list!! I was thinking to change my signature, but today they have reseted popularity and it is again at the bottom of the popularity list.
I don't consider my map any clone of a map on the first page. o.O
If you want to try the new version, join us at EU Map Nights. We will play CoreFight and some other awesome maps. Check the main post here: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts
Version 2.1 is out!! Now you can choose between 3 AI difficulty levels when playing against computer players. Easy AI will build random structures at random points inside your base. Medium AI will place its buildings on the right positions inside their base and will synchro their units. Difficult AI will make structures strategically to counterattack their enemies.
v2.1:
- Lowered Ultralisk II life.
- Decreased range of Tie Down Infestor's ability.
- Fixed Train VoidRay I hotkey.
I have a new challenge for you: You have to beat the AI in a 5v5 match with easy AI computer players on your team and difficult AI computer players on the opponent team. ;)
Pretty easy.
:/
New version 2.2 is out!! I have made two important changes to improve graphics performance. Now you can reduce the number of doodads and weather effects by lowering your terrain and effect settings (thanks to Tolleder). Also, I have added a max timed life to all pathing units, in order to prevent large waves of units.
- Added extra pathpoints so top and bottom ranged units don't get crazy when attacking the core.
- Fixed Longbolt Missile attacking cloaked units.
- Fixed strange behaviours on units when loading them into bunkers.
- Decreased Ultralisk II and Stalker II life.
- Increased cloaking time of Ghosts and Banshees.
- Decreased range of Warp Prism's abilities.
- Decreased Ghost's attack damage.
Enjoy. :)
New version 2.3 is out!! Team reallocation system will allow players to be reallocated between teams in order to balance the lobby based on the players' scores. It also brings some interface adjustments.
I haven't found the way to change the supply resource icon. If you know how to change it, plz tell me.
New version 2.4 is out!! Yeah, I'm inspired. :)
- Fixed Ultralisk II doing extra damage to armored units.
New version 2.5 is out!!
v2.5:
- Increased attack of Warp Prism.
- Decreased shield points of Archon I.
- Increased attack of Ultralisk II.
- Fixed AI not taking control over left players.
- Fixed resources splitting when a player left the game.
- Gained score points was displayed to all the players.
- Board not showing advanced statistics for last two players in 5v5.
- Fixed AI button being activated when a builder was respawned.
New version 2.6 is out!!!
v2.6:
- Fixed some Seeker Missiles not detonating.
- Vespene still being split when a player leaves the game.
- Fixed starting resources being split when a player leaves the game while in the starting sequence.
- Decreased speed of Baneling I.
- Increased training time of Scourge I.
- Increased attack speed buff of stimpack.
- Increased life of Firebat and Devil Dog.
- Decreased life time of Seeker Missile.
- Increased training time of Seeker Missile.
- Increased life points of Seeker Missile.
New version 2.7 is out!!
Next week I start my exams at the university, and I won't have much time for mapping. That's why I want to suggest a new challenge for you: You have to find Stetman in the new loading screen. :D Don't cheat, you can only search for him while in the loading time.
v2.7:
- Fixed gained score showing to all the players.
- Fixed the AI team not reseting its resources after the round had finished.
- Fixed anti resource split system not working since last version.
- Fixed some Protoss and Zerg structures with wrong regeneration values.
Enjoy.
New version 2.8 is out!!
v2.8:
- Some attack effects wasn't granting you vespene when killing enemy units.
- Yet again, fixed gained score showing to all the players.
- Nerfed Void Ray attack speed.
Now that I've finished all my exams at the university, I'll have much more free time to develope the map. I think version 2.8 is quite a stable version, so I have started developing the next major version 3.0. The following features are planned for version 3.0:
- Improved AI. (upgrade buildings strategicaly)
- Redesign of special structures.
- Additional chat commands. (votekick, extra round, ...)
- Auto balancing system.
I need your feedback!! Tell me all the things you would want to see in the version 3.0.
Also, I added a new poll to the main post. :)
Played on Map Night shortly after you left, there was some really annoying imbalance there... Zealots just killed everything Terran Dominion would send :( I and Mozared both had terran and it was annoying >.> Reapers and snipers died like crap, siege tanks had a far too slow attack to be useful against them... we had to use our EMPs in like the first 3 minutes of the game.
Yeah, I was on the opposing team and our zealots felt REALLY strong. I built a tier 1 zealot, and it ripped through marines like butter. One zealot killed about 4 marines, until he finally died.
I upgraded my zealot, my teammate did build multiple T1 zealots, and we were both able to dominate our respective lanes with ease.
For the later stages of the game, the balance worked out a litte better; but the enemy team was 3 EMPs behind from the first few minutes, which really did cost them the game.
So conclusion: Protoss earlygame is a little too strong, especially the zealots.
@TheAlmaity & Kueken531: Thx for the feedback. I'll further test it. Auto balancing system should help me to better balance the game. I plan to save statistics of every unit in the banks and balance the cost of the units based on this statistics.
Did you found Stetman? I'm making a new loading screen for next version. This time you will have to find a baneling among many zerg chrysalis.
didnt find stettman, ive got a 4:3 aspect ratio so I dont see the entire loading screen, and im pretty sure he's on the part of the screen that's missing since I went over every medic I saw and could never find him.
@IliIilI: Go
Oh yes, the loading screen is screwed up for non-widescreen users. You only see "refight" of the name.
I have made public a Core Fight (TEST) version with all the latest changes (new soundtrack, new artillery, new AI, new UI, new loading screen, ... ). I will need some help to test and balance the new artillery structures (laser drill, nuke launcher, force field, interception turret, xel'naga obelisk).
Thx & enjoy.