If you ever played Warcraft III then I'm sure you have heard of Island Defense. The map was based on a cat-and-mouse type of gameplay and involved elements of risk versus reward, basing, micromanagement, and heroes in the form of titans and titan hunters.
I dedicated the entirety of this most recent summer to remaking this custom game for Starcraft II. Hundreds of hours went in to this map. However, not many people are currently enjoying it due to Blizzard's popularity system and it currently resides on page 7. I am making this thread in hopes of a boost in popularity, allowing those to wish to play this to not have to wait around for hours for the lobby to fill up.
Currently there are 6 completely unique titans, each with 5 original abilities, and 6 builders as well. Some builders you may remember from Island Defense such as the Magnataur (Sentry), Demonologist (Baneling), and Nature (Reaper).
For those of you who never had a chance to play Island Defense in Warcraft III it involved choosing either a titan or builder at the start of the game and then upgrading your base or builder to the point where you may defeat the titan. The titan's goal is to eliminate all builders by destroying their main builder and converting them to a minion.
The map has been released for around a week now and I will continue to add new content, further balance the map, and receive feedback from the players. Upcoming features include a port of the Satyr builder along with new gametypes such as Graveyard mode where you may rescue fallen builders and AI, where you may play against a titan computer.
I look forward to seeing you all in-game and playing this map with you! Thank you.
I appreciate you adding the region in your title. I hope more people posting on this forum would do the same.
Sadly, Im on EU and thus cannot play it. It sounds interesting and I look forward to the feedback NA players will have on it.
My friend found this game because I was so pumped up for when it came out on SCII. Not disappointed in the least. Great game, lots of fun already at such an early stage. Got most of my TF2 clan playing this within the first day of us finding it. Thanks so much, glad Island Defense has a very worthy offspring in SCII.
If you could give me a download link, I would happily host games as often as possible, but for some reason I can't host it out of my "Recently Played" folder (says "Map was not found").
I'm really happy that this is getting some much-deserved attention, it is slowly moving up the popularity scale, hopefully we can get the growth of popularity going more quickly. It's a great game and it's constantly being patched with balances, new features and new builders/titans.
Game hasn't been out for that long and so it was no different in wc3 early days. So it could of been released to get up in popularity then over time import custom models instead of delaying it and there for getting lost down the bottom of the list.
A few things about the Island D, Why are there titans that have Range basic attacks now? Why is it that Immoral in 1.24-1.27 patch with level 3 hardened shell and the titan at level 6 can tear through a Templars base with max photon cannons? Why can the Immortal tear through 100 seige breaker tanks?
Over powered and unbalanced!
Thor can have two scans... not balanced
Why is it that the Minerals can only be seen by titan, it should be both parties.
Ranged Titans should just be taken out period.
Way too many people playing that do not understand what to do even after playing the map for over the week. How about re-labeling the structures so that they icons on the build menu say the "Wall" Or harvester spawn base.
AT the load screen help for builders it should state make walls in the center to ensure your escape route
You should also have the Labels say what damage type is good against Shields, biological, and armor (ex. immortals shield, infestor, thor)
At the Builder Select screen the original had "easy, Medium, Hard" difficulties for each builder.
What ever happened to Demon builder that was able to build wall/cannon tower and spawn attacking creatures from the start with just having wood to research and, then having gold research creatures to be spawned?