This map is all about team play. You choose in the lobby which team you want to be in, and depending on the number of players you are against, your objectives will vary. It's basically a game of "hunt and be hunted".
Current progress (02-05-2011):
Beta v0.8b is available on Battlenet (EU server) under the name "Sand Worm Survival".
You can find other videos of my projects on my Youtube profile.
Version 0.8b update includes:
3 teams (one for each race) to a total of 8 players
longer game (changed from 5 minutes to 10)
The Sand Worm now has 250 life points and leeches 20% more health from damaging an enemy
Game now includes Sand Worm Pools and the Protoss race
increased map size
units training/warping automatically
The Sand Worms
(team 1 - Zerg)
The Sand Worms are voluntarily over-powered units that have 2 main objectives:
Eat a certain amount of units within the time limit
Protect the Sand Worm Pools, the building from which they respawn
Strengths:
really fast movement, moves up small cliffs at will
crushes anything on its path, leeches life from its victims
detects ground units with a radar
Weaknesses:
slow acceleration, fast deceleration
loses life each second, takes time to respawn
almost totally blind
The Hunters Team
(team 2 - Terran)
The Hunters are standard Terran units with 2 main objectives:
Kill a certain amount of Sand Worms within the time limit
Destroy all Sand Worm Pools
Strengths:
this is the only team that can count 4 players
their bases are protected against any intruder
they have Vikings and Medivacs to stay away from the Sand Worms
Weaknesses:
their units take time to be trained
despite their number, it's much harder to win without cooperation
The Riders Team
(team 3 - Protoss)
The Riders are almost standard Protoss units with 2 main objectives:
Capture a certain amount of Sand Worms within the time limit
Protect the Sand Worm Pools, the building from which Sand Worms are spawned
Strengths:
they have Worm Riders, Zealots units with the ability to mount and control Sand Worms
killed units are warped in their base instantly
their bases are protected against any intruder
they have better firepower than the Hunters
Weaknesses:
they have no anti-air units
they interfere with both enemy teams goals
Next improvements:
better terrain and textures (including better use of VFXs and more doodads)
balanced game (right now, winning with the Hunters is either too hard or too easy)
a few random players on BNet did not catch their goal without a detailed explanation from me, I'll add an intro to the game if need be
getting rid of this weird bug about Vikings (and dropships) landing ON the Sand Worm Pools and having their height screwed until dead
trailer when v1.0 comes out
How you can help:
testing and feedback
help and suggestions for improvements
balancing gameplay
recording a trailer
GL HF... mostly HF
"A very big thanks goes to...":
Wingednosering (for his "face hugger" and "execution" data assets)
BorgDragon and Uiasdnmb (for their help on the "ride worm" ability)
anyone who helps testing the map to improve the gameplay and balance
Sup....... Alright.... The losing life...... Have you tried removeing behaviors that say Death off creep? I know it auto creeps but its not still....... :3..... Have you tried sight radius / sight range?.......... :3 Go type in acceleration and decceleration on the unit on your data editor..... You can change it.... 1000 and 1000 :3 200 life points.... go to stats and change "life" to OVER 9000!!!! or whatever you feel like. :3 Hope I answered those questions.... :3
Sup....... Alright.... The losing life...... Have you tried removeing behaviors that say Death off creep? I know it auto creeps but its not still....... :3..... Have you tried sight radius / sight range?.......... :3 Go type in acceleration and decceleration on the unit on your data editor..... You can change it.... 1000 and 1000 :3 200 life points.... go to stats and change "life" to OVER 9000!!!! or whatever you feel like. :3 Hope I answered those questions.... :3
Looks to have a lot of promise, one thing that I'm thinking about just, have you thought about doing something with the terrain? seems very plain ^^
(Maybe that's just temporary since this is just an early release) Eyecandy can increase the quality a lot.
Sand Worm Survival - SC2 minigame
This map is all about team play. You choose in the lobby which team you want to be in, and depending on the number of players you are against, your objectives will vary. It's basically a game of "hunt and be hunted".
Current progress (02-05-2011):
Beta v0.8b is available on Battlenet (EU server) under the name "Sand Worm Survival".
You can find other videos of my projects on my Youtube profile.
Version 0.8b update includes:
The Sand Worms
(team 1 - Zerg)
The Sand Worms are voluntarily over-powered units that have 2 main objectives:
Strengths:
Weaknesses:
The Hunters Team
(team 2 - Terran)
The Hunters are standard Terran units with 2 main objectives:
Strengths:
Weaknesses:
The Riders Team
(team 3 - Protoss)
The Riders are almost standard Protoss units with 2 main objectives:
Strengths:
Weaknesses:
Next improvements:
How you can help:
"A very big thanks goes to...":
Sup....... Alright.... The losing life...... Have you tried removeing behaviors that say Death off creep? I know it auto creeps but its not still....... :3..... Have you tried sight radius / sight range?.......... :3 Go type in acceleration and decceleration on the unit on your data editor..... You can change it.... 1000 and 1000 :3 200 life points.... go to stats and change "life" to OVER 9000!!!! or whatever you feel like. :3 Hope I answered those questions.... :3
Looks pretty cool, although just 3 players sounds pretty limited. Perhaps this is for test purposes with an increase in future possible?
But anyways I'd be happy to test your map, add me if you like or just send me a message I'm online alot.
Looks loads of fun!
Christ...
That post was so ugly that I physically wasn't able to read it, how'd you do it?
Looks to have a lot of promise, one thing that I'm thinking about just, have you thought about doing something with the terrain? seems very plain ^^
(Maybe that's just temporary since this is just an early release) Eyecandy can increase the quality a lot.
v0.8 (beta) is out!
You can watch the 3 videos added in the first post (one for each team) to catch the idea much better now!
Anyone wishing to help balancing and/or testing this minigame is welcome to add me on BNet:
ZealNaga.252 (EU)
Feedback is strongly required and I need lots of players if I want to successfully balance the game.