I'm more of the SC1 Map player, where you actually play on a map longer than 1 hour.
Seriously, the pacing has sped up a ton where mappers must make a map that takes no more than 30 minutes.
The reason is because older maps in sc1 required huge assaults where you start with almost nothing vs the master with everything he/she/ai needs. Plus, things in the older game slowed things down. For example, workers moved slow, you could only select up to 12 units at a time, and the screen was a lot closer to the ground. In this newer version, people also get bored too quickly, so map makers have to make shorter maps in order to appease players. There are tons of reasons. This version, sc2, is made to be a faster game. I noticed that. It's natural for players to rush. In the older game, it was natural to build up an army of 12 carriers, reavers, battlecruisers, siege tanks, ultralisks, or mutalisks and completely annihilate the other player at the 60 minute mark. That's why its longer. It's SLLLLOOOOOOOWWEEEEERRRRRRR...
All the more fun because you get to have fun with every little detail... Not see a mass of pixelated blurriness attacking your base in 15 minutes.
And mappers aren't able to making maps last 30+ minutes in the first place is because of the lack of detail or fine contents found in older maps...
Like unique or interesting "systems" or "interfaces" from SC1 can be implemented into SC2 as a new fun way to make players curious.
Of course, SC2 basically turns mapping/modding into a full time job...
SC2 isn't meant to be faster to entertain players. You want the truth? Blizzard wants to entertain audiences who watches SC2 matches, so it's developed for their "E-sports"... Too bad no one takes it seriously because they tried to overstep their boundary in gaming. People want to play it for fun, not to rush, not to mass, but simply for fun, in their own way. Blizzard is the one who sets those rules, thus ending up ruining some of the original SC aspects.
Blizzard develops games, not clown around for an audience.
-
I say for this map, it would be better for the mapper to create better terrains, so players don't exactly know which is the best spot for a base, when you could have unique functions or features built right into the map.
Maybe it'll be fun if this gets put into a mod, so it works on any custom maps, although maps would need specific regions set first...
If this mod works on a epic sized map, it'll be interesting, but the unit count is way too large. Maybe the larger the map, the smaller the waves, but longer and more harder to explore?
Gates:
The planet WAS a powerful Terran Colony, so you need remnants of doodads that showed that a area housed a hanger full of random high yield items, obviously large gates to seal this building is a must, and zerg can't spawn within it until the seal is broken.
Maybe call them "vaults"...
Is it possible to "randomly" modify terrain with preset terrain blocks so you can modify how the area looks each time?
Mineral patches:
Needs to be modified so they don't randomly scatter and dot the maps, it should be within "groups" of patches that has a suitable amount and scatters within one level of the cliff, so you don't see minerals on top of cliffs and is unreachable.
Example: 1 Mineral patch can cover 45x45 grid and consists of 49 mineral units, randomly set within that grid, having 40120 randomly set minerals each, to a max of 300600 per group. Might be too complex though, but gives players better areas to prepare larger resources gathering, rather than working on one mineral unit at a time.
Item/Structure Spawns:
Again, having factories, science vessles, minerals, gas, etc. stuck on top of unreachable cliffs are no fun, turn those cliffs into "unspawnable" areas by placing regions onto them.
As of now, whenever you start the game, massive lag hits you.
Can you adjust the unit spawning so it happens over time, within 60 seconds from the beginning of the game? Limit to about 10 units per second or something so it doesn't take a massive load on the player's computers (because even in a fog of war)...
Or being able to upgrade a refinery into a automated refinery[campaign unit], which slowly automatically mines 20% more gas off of it, but at a slower rate (thus you need to protect it). Once it expires, it automatically salvages.
Maybe how it works is, you can turn a depleted refinery into a automated refinery, but if you do that whilst the gas is at 0, it'll start a countdown of 120 seconds, and be able to draw the last bits of gas, but it'll expire when the timer hits 0 and both the refinery and vespene geyser gets removed.
Junk/Asteroid collisions are possible, and rare. Gives a random amount of supplies, gas, and minerals.
And having "remnants" of zealot units can work too... Maybe tiny hidden robotics bases that has sentries, stalkers, immortals and maybe even a colossus.
Hey I made a post on the bnet forum thread, but I beat your map harder than any map has ever been beaten. Killed every single zerg unit on the map, including every Kerrigan (dozens).
A new version has been released just in time for the Holidays! Play it and have fun!
Major Additions:
-Kerrigan has gone on holiday. She made a new type of Zerg to replace her; she calls it a "Bane Lord".
-Added a new final event that occurs after the last Zerg wave. If you can beat the Bane Lords, you'll get to see it.
-Added a new ending that occurs if you survive every enemy wave in the game. Build lots of defenses, you'll need them.
-Added a rare type of protoss building; the robotics bay. If you can find and power a robotics bay, you'll be able to train two very powerful units.
-Small numbers of Corruptors will now show up at night.
-Scanner Towers have been removed from the game. (The related objectives have been changed accordingly)
-The Scanner Sweep ability has been moved to the Rescue Beacon, and now has a 30 second cooldown.
-Survivors can now build Tesla Coils.
-"Under attack" alerts should now occur much less frequently, especially those warning you about allies.
-Pylons will now power the structures of all players (For example, Player 1 can build cannons next to Player 2's pylons)
-Resource Stockpiles now act as drop-off points for all players (for example, Player 1 can return minerals to Player 2's stockpile. Player 1 still gets the minerals). The same is true for Pylons and planetary fortresses.
Balance Chances:
-Resource Stockpiles now have 400 health (was 200)
-Leviathans will now use a powerful Bio-Plasmid Discharge (single target nuke, deals 500 damage, prioritizes dangerous targets first)
-Big Berthas are now considered both air and ground units (like colossi)
-Basic auto-turrets are no longer flagged as structures (this was done to reduce the damage banelings deal to turrets)
-Increased range on Restoration Field and Restore (the transport ship should now be able to heal anything on then starting platform)
-Aberrations will now randomly spawn on the map. You can kill them for a small resource boost.
-Wrecked Transport now restores energy much faster
-Queens are now flagged as "Armored"
-Bosses can now see up cliffs
-Reduced cost of Spider Mines from the factory to 5 (was 15)
-Idle Zerg will now be much more aggressive (will attack as soon as they see a target, will chase for much longer)
-Bosses (aberrations, brutalisks, etc) can now walk over cliffs
-Reduced range of infested Terrans
-The cannons defending the Obelisk now have a slightly longer range
Minor Improvements/Bugfixes:
-"Mineral fields exhausted" alerts will no longer have a sound (vespene ones still do)
-The map will now revert to being hidden 45 seconds after the transport ship ending
-The default music now stops during the transport ship ending
-Removed a lonely swarmling stuck in a lake.
-Fixed some small issues with placement models when playing with low-quality graphics
-Changed placement model of big bertha again (detailed explanation for Blizzard engineers: I missed a data field your editor is fantastic much <3 to everyone in the tools department)
-Perdition Turrets should now have no problem unburrowing when they need to.
-added a visual effect when the transport ship is charging up for a Warp Jump
-Drones now attack on sight
-Idle probes will now defend themselves when attacked
-Changed the music when starting on normal mode
-Lowered the acquire range for Predators to 3 (was 5). This means predators will not engage targets unless the target comes very close or attacks it from range.
-The Big Bertha tooltip showed an incorrect attack speed - it now shows Bertha's real attack speed (0.1). This (slightly) increases its acquire speed, so bertha should now attack (slightly) faster.
-Fixed a VERY elusive bug where units damaged by the leviathan would continue taking damage forever even after the leviathan died. If you do run into this bug, please let me know.
-Mind controlled zerg drones now have a completely different tech tree. This revamped tech tree includes completely new units such as Squirmers and Venom Cannons.
-Downed Survivors can now use their gun in a last-ditch attempt to defend themselves. (You can shoot while downed, and you get bonus energy regeneration while downed)
-Barricades can now be built on ramps. No other building can do this.
-Increased the amount of vespene in vespene geysers. The amount is random and is larger the further it is from the starting point. The richest vespene geysers can go up to 500 vespene.
-Added a new type of mineral field, the purple mineral field. Purple minerals are identical to blue minerals, but will never run out and grow over time (+1 mineral every 5 seconds)
-Mineral fields will now change appearance depending on the amount of minerals in them. The richer the mineral, the larger the model. For instance, Minerals with less than 100 minerals appear as small minerals, minerals with 100-150 appear as medium and minerals with more than 150 appear as full minerals.
Balance Changes:
-The protoss fleet will now receive full upgrades on Brutal mode, similar to how the Zerg are fully upgraded.
-The Protoss fleet has been re-tooled and is now generally stronger. For instance, the purifier now attacks twice as fast and deals more damage per hit.
-To indicate the Purifier's new power, the purifier's attack animation has been made 300% more awesome.
-The protoss fleet nows holds fewer units. This has the effect of reducing lag.
-The Purifier's Impervious ability now reduces all damage to a maximum of 25 (was 50)
-The Purifier's weapon range has been reduced to 0 (was 3). This might sound like a nerf, but it's actually a stealth-buff: it means that the Purifier will position itself directly above your buildings for its planet cracker attack.
-The Purifiers now summon a much more consistent amount of units. They will also summon double this amount on Brutal.
-Protoss units now take much less damage when warping in.
-Increased radius of the transport ship's restoration field - it now covers the entire starting area.
-The transport ship's restoration field now affects itself.
-Overlords and overseers will no longer generate creep on normal difficulty.
-Fungal growth range reduced to 1 (was 3). This means enemy infestors must be in melee range to fungal growth you, giving you more time to react.
-Barricades now have a sight radius of 2 (was 0)
-Healbot Health increased to 200 (was 100)
-Added a few more Corruptors to the later attack waves
-Protoss units and buildings now take up supply (Photon Cannons: 3 supply, Skypiercer/Colossus: 8 supply)
-Changed attack speed of Photon Cannons to 4.0 (was 2.0)
-Survivors are no longer flagged as "Biological". This was done to avoid having the Protoss one shot survivors. Medics (from the rescue event) can still heal survivors.
-Restore range increased to 19 (was 15)
-Automated Siege Tank Health changed to 400 (was 150)
-The Warp Manipulator now shoots lasers from its head, instead of having them clip through the model.
-The Warp Manipulator's attack now deals damage 18 times (was 6).
-The Warp Manipulator's attack now ignores armor. (It will deal exactly 108 damage every time it attacks, no matter what)
Minor Improvements/Bugfixes:
-When drag-selecting multiple units, the game will no longer attempt to make groups of buildings and non-buildings. For instance, if you drag-select multiple barricades and your survivor in the same box, only your survivor will be selected. This change affects barricades, the wrecked transport ship and automated siege tanks.
-Built transport ships are no longer flagged as mechanical. This means that you cannot repair them - rightclicking on a transport ship will load you in, instead of repairing it.
-The wrecked transport ship is now flagged as a structure.
-Fixed a typo in the text warning you of Banelords
-Streamlined the game messages to have less clutter. Most messages have been shortened. The messages telling you to what you can make at each factory are gone.
-Zerg around a downed survivor will now run away (to give other survivors a chance at helping him)
-Restore should no longer auto-cast on neutral units like destructible rocks
-Restore can no longer target resources (for real this time)
-Observers no longer receive bonus damage against biological
-When right-clicking with multiple restorers selected, each right-click will only cause ONE restorer to cast restore on the target, instead of all of them.
-Pylons are now treated as drop-off points when placing them (cannot place them within one tile of a geyser)
-Assimilators now have have the proper footprint with regards to placing resource drop offs nearby
-Tweaked the movement animation speed of Healbots. Actual movement speed is unchanged.
-The Purifier icons on the minimap are now blue instead of red
-Planetary Fortress hotkey changed to F (was P)
-Changed the loading screen hint to point newbies towards the objectives
-Changed the text of one objective to tell newbies to right click
-Tweaked the weaponized bunker actor again, hopefully the turret should always disappear on death now
-If player 12, the owner of shared buildings, ever acquires any resources, for example if a player queues and cancels units on a shared building, the resources will instantly be redistributed among all active players.
-Fixed a typo in a message that occurs when the transport ship is destroyed.
-Added a tiny easter egg (two named critters)
-Added an extremely rare easter egg (extremely well hidden, occurs only 1% of the time under very specific conditions)
Just a small hotfix patch to fix a bug with bunkers.
v10.2
-Fixed a bug introduced by the last patch; bunkers could not load survivors since they were no longer biological. bunkers can now load survivors as normal.
-As a bonus, bunkers can now load most Terran ground units - predators, healbots, mules.
-As another bonus, healbots can now heal from within a bunker
-Survivors can now repair a bunker from the inside
-Changed the rank of Slave Drones to "Mindless" (was "Predator")
-Changed the barricade tooltip to indicate that barricades can be built on ramps
New version! This is mostly a bug-fixing patch to fix the numerous issues introduced by Blizzard's patch 1.2
v10.3
Patch 1.2 Bugfixes
-Fixed the Resource Stockpile Command Card
-Rescue Beacons use the proper graphic again (satellites and all)
-Fixed the Tesla Coil actor: it now has a build graphic again, and it will no longer create a build model every time it attacks
-Fixed the Refinery command card
-Fixed the Weaponized Bunker command card
-Fixed the Robotics Bay command card
-Fixed the Probe command card
-Fixed the Flying Transport Ship actor; its doors should stay closed when idle.
-Fixed the Camelhead actor
-Fixed the Squirmer actor
-Fixed the Larvamaker actor and command card
-Fixed the Venom Cannon actor
-Fixed the Fusion Core command card
Major Additions:
-Added a new survivor ability "Unstuck". This ability functions like Blink, but cannot teleport you through unpathable terrain like cliffs or chasms. Its intended use is to help you when you build yourself into a corner.
-The lag at the start of the Protoss event should now be dramatically lower
-Drones can now be found on the map - they usually gather around hatcheries.
-Reworked the composition of each wave. Waves are now much more strongly tied to their respective unit (for instance, the Mutalisk wave now has a lot of mutalisks, but very few ground forces). This affects both Normal and Brutal mode.
-Dramatically reduced the amount of fodder units (swarmling, drones, overlords) in the later waves. This should help reduce lag. This affects both Normal and Brutal Mode.
Balance Changes:
-Restore starts with Auto-cast turned on. This affects both restorers and the transport ship
-Reduced Hydralisk range to 3 on Normal (was 5). Their range on Brutal remains 6.
-Reduced base Hydralisk damage to 6 on Normal (was 12). Their base damage on Brutal remains 12.
Minor Improvements/Bugfixes:
-Modified the pathing footprints of several buildings to be flagged as "buildings" instead of "unpathable terrain". This should fix any refinery related issues (hopefully)
-The restore launch graphic now comes from the transport ship instead of from a random barricade
-Changed the photon cannon tooltip to "slow but powerful" (was "slow and powerful")
-Changed the Rescue beacon tooltip to add "multiple beacons speed up the rescue"
-Added the official channel name to the map's description
-MULEs can now repair while loaded into a bunker.
-The buildable transport ship is now flagged as mechanical again (and thus can be repaired). However, Survivors that right click on the transport ship will not repair it, and will instead load into it. You can still repair the ship by manually using the repair skill or having auto-repair activated.
-The Flying transport ship no longer has the Land ability.
-Changed the Impervious tooltip to its proper value
-The Music in the Protoss ending cutscene will now be uninterrupted.
-The Protoss ending cutscene will now award a random title to each player.
-When a Survivor takes lethal damage, his health is now immediately reduced to 1. This fixes some weird bugs where a survivor would not go down when taking a large amount of damage at once, like from a nuke. Now, if your survivor gets nuked, he will go down.
This time around, we have accessibility changes, balance changes and a few more fixes to reduce lag.
v10.4
Major Additions
-Persistent stat-tracking: the game will now keep track of how many games you play and win. Type -stats while in game to see your stats.
-Newbie mode: Any player who has less than 1 victory in his stats will be placed in "newbie mode". Players in newbie mode take 33% less damage from enemy units. This buff is only active in Normal mode and will stay until your first victory.
-Waves after the mutalisk wave were spawning far more units than intended. This has been fixed.
-There is now a soft cap on the number of attacking units. On Normal, the soft cap kicks in when 60 attacking zerg units are on the field. The spawn rate will slowly go down as the number increases and spawning will stop completely at 160 units. This only affects the zerg spawned at night and does not count zerg spawned from drops or other sources. This should make the game less laggy and help players make a comeback when things hit the fan.
-The soft cap kicks in at 125 on Brutal, capping at a maximum of 225.
-Destructible rocks will now drop mineral crystals on death. Each rock holds 300 minerals worth of crystal.
-Supply Depots now have the "Ammo Stockpile" ability. Any unit or structure built close to a supply depot will receive a 33% boost to its attack speed while the supply depot is alive. This ability becomes active as soon as you rescue the supply depot.
-When a player leaves, his supplies are now distributed evenly amongst all remaining players.
Balance Changes
-Missile batteries now start with full energy when built
-Missile batteries now regenerate 3 energy per second (was 1.5)
-Missile batteries now take 2 seconds to build (was 6)
-Sentries now take up 1 supply (was 0)
-Photon cannons now take up 2 supply (was 3)
Minor Improvements/Bugfixes
-Ravens and missile batteries will now be slightly better about aiming their seeker missiles at different targets
-Auto-cast restorers will not restore any units that have less than 50 max hp, like spider mines or swarmlings.
-The tooltip for mineral shards now indicates the proper amount of minerals gained (50)
-Perdition Turrets now have an "Unburrow Turret" button which can be activated manually if the turret bugs out. You can also turn off the auto-cast on it, but I don't recommend doing that.
Good to see this map is still being worked on! The current version is a considerable improvement over the last build I tried (8.0 or so, I believe). The only problem is that towards the end (when we started building Beacons), the games turns to a slideshow with my performance dropping to 5 FPS or so. Even after reducing all my settings to minimum, it was laggy, like very laggy!
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I'm more of the SC1 Map player, where you actually play on a map longer than 1 hour. Seriously, the pacing has sped up a ton where mappers must make a map that takes no more than 30 minutes.
The reason is because older maps in sc1 required huge assaults where you start with almost nothing vs the master with everything he/she/ai needs. Plus, things in the older game slowed things down. For example, workers moved slow, you could only select up to 12 units at a time, and the screen was a lot closer to the ground. In this newer version, people also get bored too quickly, so map makers have to make shorter maps in order to appease players. There are tons of reasons. This version, sc2, is made to be a faster game. I noticed that. It's natural for players to rush. In the older game, it was natural to build up an army of 12 carriers, reavers, battlecruisers, siege tanks, ultralisks, or mutalisks and completely annihilate the other player at the 60 minute mark. That's why its longer. It's SLLLLOOOOOOOWWEEEEERRRRRRR...
All the more fun because you get to have fun with every little detail... Not see a mass of pixelated blurriness attacking your base in 15 minutes.
And mappers aren't able to making maps last 30+ minutes in the first place is because of the lack of detail or fine contents found in older maps... Like unique or interesting "systems" or "interfaces" from SC1 can be implemented into SC2 as a new fun way to make players curious.
Of course, SC2 basically turns mapping/modding into a full time job...
SC2 isn't meant to be faster to entertain players. You want the truth? Blizzard wants to entertain audiences who watches SC2 matches, so it's developed for their "E-sports"... Too bad no one takes it seriously because they tried to overstep their boundary in gaming. People want to play it for fun, not to rush, not to mass, but simply for fun, in their own way. Blizzard is the one who sets those rules, thus ending up ruining some of the original SC aspects.
Blizzard develops games, not clown around for an audience.
-I say for this map, it would be better for the mapper to create better terrains, so players don't exactly know which is the best spot for a base, when you could have unique functions or features built right into the map.
Maybe it'll be fun if this gets put into a mod, so it works on any custom maps, although maps would need specific regions set first...
If this mod works on a epic sized map, it'll be interesting, but the unit count is way too large. Maybe the larger the map, the smaller the waves, but longer and more harder to explore?
Gates:
The planet WAS a powerful Terran Colony, so you need remnants of doodads that showed that a area housed a hanger full of random high yield items, obviously large gates to seal this building is a must, and zerg can't spawn within it until the seal is broken.
Maybe call them "vaults"...
Is it possible to "randomly" modify terrain with preset terrain blocks so you can modify how the area looks each time?
Mineral patches:
Needs to be modified so they don't randomly scatter and dot the maps, it should be within "groups" of patches that has a suitable amount and scatters within one level of the cliff, so you don't see minerals on top of cliffs and is unreachable.
Example: 1 Mineral patch can cover 45x45 grid and consists of 49 mineral units, randomly set within that grid, having 40120 randomly set minerals each, to a max of 300600 per group. Might be too complex though, but gives players better areas to prepare larger resources gathering, rather than working on one mineral unit at a time.
Item/Structure Spawns:
Again, having factories, science vessles, minerals, gas, etc. stuck on top of unreachable cliffs are no fun, turn those cliffs into "unspawnable" areas by placing regions onto them.
Ah right, it's important for a new post for this:
As of now, whenever you start the game, massive lag hits you. Can you adjust the unit spawning so it happens over time, within 60 seconds from the beginning of the game? Limit to about 10 units per second or something so it doesn't take a massive load on the player's computers (because even in a fog of war)...
@dra6o0n: Go
You can find natural clusters already. Personally I like the minerals the way they are.
If you see a lone mineral patch, don't bother, look for areas with 3+, strip mine it, and move.
Oh yeah, I posted on the b.net thread but please lessen the allies are under attack alerts.
Also, let mules mine gas ><. Gas is painfully slow unless you have a probe.
Or being able to upgrade a refinery into a automated refinery[campaign unit], which slowly automatically mines 20% more gas off of it, but at a slower rate (thus you need to protect it). Once it expires, it automatically salvages.
Maybe how it works is, you can turn a depleted refinery into a automated refinery, but if you do that whilst the gas is at 0, it'll start a countdown of 120 seconds, and be able to draw the last bits of gas, but it'll expire when the timer hits 0 and both the refinery and vespene geyser gets removed.
Junk/Asteroid collisions are possible, and rare. Gives a random amount of supplies, gas, and minerals.
And having "remnants" of zealot units can work too... Maybe tiny hidden robotics bases that has sentries, stalkers, immortals and maybe even a colossus.
Hey I made a post on the bnet forum thread, but I beat your map harder than any map has ever been beaten. Killed every single zerg unit on the map, including every Kerrigan (dozens).
@scmapcritic: Go
You seriously must have a powerful PC to handle all that lag when Kerrigan appears with the huge waves.
@dra6o0n: Go
Yeah I just upgraded a few weeks ago to a core i7 950, treating me well.
Need more balancing... The moment a single kerrigan pops up, your defenses goes bye bye with her 150 damage shots.
Kind of makes little sense when weaponry takes her health down to 1, but some reason she can't die at all.
Kerrigan can die, but she's meant to be a game-ender.
Either way, she'll disappear forever in the next patch, replaced by something much cooler.
The new version is here!
v10.0
A new version has been released just in time for the Holidays! Play it and have fun!
Major Additions:
-Kerrigan has gone on holiday. She made a new type of Zerg to replace her; she calls it a "Bane Lord". -Added a new final event that occurs after the last Zerg wave. If you can beat the Bane Lords, you'll get to see it. -Added a new ending that occurs if you survive every enemy wave in the game. Build lots of defenses, you'll need them. -Added a rare type of protoss building; the robotics bay. If you can find and power a robotics bay, you'll be able to train two very powerful units. -Small numbers of Corruptors will now show up at night. -Scanner Towers have been removed from the game. (The related objectives have been changed accordingly) -The Scanner Sweep ability has been moved to the Rescue Beacon, and now has a 30 second cooldown. -Survivors can now build Tesla Coils. -"Under attack" alerts should now occur much less frequently, especially those warning you about allies. -Pylons will now power the structures of all players (For example, Player 1 can build cannons next to Player 2's pylons) -Resource Stockpiles now act as drop-off points for all players (for example, Player 1 can return minerals to Player 2's stockpile. Player 1 still gets the minerals). The same is true for Pylons and planetary fortresses.
Balance Chances:
-Resource Stockpiles now have 400 health (was 200) -Leviathans will now use a powerful Bio-Plasmid Discharge (single target nuke, deals 500 damage, prioritizes dangerous targets first) -Big Berthas are now considered both air and ground units (like colossi) -Basic auto-turrets are no longer flagged as structures (this was done to reduce the damage banelings deal to turrets) -Increased range on Restoration Field and Restore (the transport ship should now be able to heal anything on then starting platform) -Aberrations will now randomly spawn on the map. You can kill them for a small resource boost. -Wrecked Transport now restores energy much faster -Queens are now flagged as "Armored" -Bosses can now see up cliffs -Reduced cost of Spider Mines from the factory to 5 (was 15) -Idle Zerg will now be much more aggressive (will attack as soon as they see a target, will chase for much longer) -Bosses (aberrations, brutalisks, etc) can now walk over cliffs -Reduced range of infested Terrans -The cannons defending the Obelisk now have a slightly longer range
Minor Improvements/Bugfixes:
-"Mineral fields exhausted" alerts will no longer have a sound (vespene ones still do) -The map will now revert to being hidden 45 seconds after the transport ship ending -The default music now stops during the transport ship ending -Removed a lonely swarmling stuck in a lake. -Fixed some small issues with placement models when playing with low-quality graphics -Changed placement model of big bertha again (detailed explanation for Blizzard engineers: I missed a data field your editor is fantastic much <3 to everyone in the tools department) -Perdition Turrets should now have no problem unburrowing when they need to. -added a visual effect when the transport ship is charging up for a Warp Jump -Drones now attack on sight -Idle probes will now defend themselves when attacked -Changed the music when starting on normal mode -Lowered the acquire range for Predators to 3 (was 5). This means predators will not engage targets unless the target comes very close or attacks it from range. -The Big Bertha tooltip showed an incorrect attack speed - it now shows Bertha's real attack speed (0.1). This (slightly) increases its acquire speed, so bertha should now attack (slightly) faster. -Fixed a VERY elusive bug where units damaged by the leviathan would continue taking damage forever even after the leviathan died. If you do run into this bug, please let me know.
Happy Holidays! Enjoy!
-Nagnazul
I'm still working on this map, by the way!
@nagnazul: Go
Coming soon: purple minerals!
The new version is out on Battle.net! Go try it out!
The latest changelog can always be found at http://www.strandedonkrydon.com/
v10.1
Major Additions:
-Mind controlled zerg drones now have a completely different tech tree. This revamped tech tree includes completely new units such as Squirmers and Venom Cannons. -Downed Survivors can now use their gun in a last-ditch attempt to defend themselves. (You can shoot while downed, and you get bonus energy regeneration while downed) -Barricades can now be built on ramps. No other building can do this. -Increased the amount of vespene in vespene geysers. The amount is random and is larger the further it is from the starting point. The richest vespene geysers can go up to 500 vespene. -Added a new type of mineral field, the purple mineral field. Purple minerals are identical to blue minerals, but will never run out and grow over time (+1 mineral every 5 seconds) -Mineral fields will now change appearance depending on the amount of minerals in them. The richer the mineral, the larger the model. For instance, Minerals with less than 100 minerals appear as small minerals, minerals with 100-150 appear as medium and minerals with more than 150 appear as full minerals.
Balance Changes:
-The protoss fleet will now receive full upgrades on Brutal mode, similar to how the Zerg are fully upgraded. -The Protoss fleet has been re-tooled and is now generally stronger. For instance, the purifier now attacks twice as fast and deals more damage per hit. -To indicate the Purifier's new power, the purifier's attack animation has been made 300% more awesome. -The protoss fleet nows holds fewer units. This has the effect of reducing lag. -The Purifier's Impervious ability now reduces all damage to a maximum of 25 (was 50) -The Purifier's weapon range has been reduced to 0 (was 3). This might sound like a nerf, but it's actually a stealth-buff: it means that the Purifier will position itself directly above your buildings for its planet cracker attack. -The Purifiers now summon a much more consistent amount of units. They will also summon double this amount on Brutal. -Protoss units now take much less damage when warping in.
-Increased radius of the transport ship's restoration field - it now covers the entire starting area. -The transport ship's restoration field now affects itself. -Overlords and overseers will no longer generate creep on normal difficulty. -Fungal growth range reduced to 1 (was 3). This means enemy infestors must be in melee range to fungal growth you, giving you more time to react. -Barricades now have a sight radius of 2 (was 0) -Healbot Health increased to 200 (was 100) -Added a few more Corruptors to the later attack waves -Protoss units and buildings now take up supply (Photon Cannons: 3 supply, Skypiercer/Colossus: 8 supply) -Changed attack speed of Photon Cannons to 4.0 (was 2.0) -Survivors are no longer flagged as "Biological". This was done to avoid having the Protoss one shot survivors. Medics (from the rescue event) can still heal survivors. -Restore range increased to 19 (was 15) -Automated Siege Tank Health changed to 400 (was 150) -The Warp Manipulator now shoots lasers from its head, instead of having them clip through the model. -The Warp Manipulator's attack now deals damage 18 times (was 6). -The Warp Manipulator's attack now ignores armor. (It will deal exactly 108 damage every time it attacks, no matter what)
Minor Improvements/Bugfixes:
-When drag-selecting multiple units, the game will no longer attempt to make groups of buildings and non-buildings. For instance, if you drag-select multiple barricades and your survivor in the same box, only your survivor will be selected. This change affects barricades, the wrecked transport ship and automated siege tanks. -Built transport ships are no longer flagged as mechanical. This means that you cannot repair them - rightclicking on a transport ship will load you in, instead of repairing it. -The wrecked transport ship is now flagged as a structure. -Fixed a typo in the text warning you of Banelords -Streamlined the game messages to have less clutter. Most messages have been shortened. The messages telling you to what you can make at each factory are gone. -Zerg around a downed survivor will now run away (to give other survivors a chance at helping him) -Restore should no longer auto-cast on neutral units like destructible rocks -Restore can no longer target resources (for real this time) -Observers no longer receive bonus damage against biological -When right-clicking with multiple restorers selected, each right-click will only cause ONE restorer to cast restore on the target, instead of all of them. -Pylons are now treated as drop-off points when placing them (cannot place them within one tile of a geyser) -Assimilators now have have the proper footprint with regards to placing resource drop offs nearby -Tweaked the movement animation speed of Healbots. Actual movement speed is unchanged. -The Purifier icons on the minimap are now blue instead of red -Planetary Fortress hotkey changed to F (was P) -Changed the loading screen hint to point newbies towards the objectives -Changed the text of one objective to tell newbies to right click -Tweaked the weaponized bunker actor again, hopefully the turret should always disappear on death now -If player 12, the owner of shared buildings, ever acquires any resources, for example if a player queues and cancels units on a shared building, the resources will instantly be redistributed among all active players. -Fixed a typo in a message that occurs when the transport ship is destroyed.
-Added a tiny easter egg (two named critters) -Added an extremely rare easter egg (extremely well hidden, occurs only 1% of the time under very specific conditions)
Just a small hotfix patch to fix a bug with bunkers.
v10.2
-Fixed a bug introduced by the last patch; bunkers could not load survivors since they were no longer biological. bunkers can now load survivors as normal. -As a bonus, bunkers can now load most Terran ground units - predators, healbots, mules. -As another bonus, healbots can now heal from within a bunker -Survivors can now repair a bunker from the inside -Changed the rank of Slave Drones to "Mindless" (was "Predator") -Changed the barricade tooltip to indicate that barricades can be built on ramps
Also, be sure to join chat channel "SoK"!
New version! This is mostly a bug-fixing patch to fix the numerous issues introduced by Blizzard's patch 1.2
v10.3
Patch 1.2 Bugfixes
-Fixed the Resource Stockpile Command Card
-Rescue Beacons use the proper graphic again (satellites and all)
-Fixed the Tesla Coil actor: it now has a build graphic again, and it will no longer create a build model every time it attacks
-Fixed the Refinery command card
-Fixed the Weaponized Bunker command card
-Fixed the Robotics Bay command card
-Fixed the Probe command card
-Fixed the Flying Transport Ship actor; its doors should stay closed when idle.
-Fixed the Camelhead actor
-Fixed the Squirmer actor
-Fixed the Larvamaker actor and command card
-Fixed the Venom Cannon actor
-Fixed the Fusion Core command card
Major Additions:
-Added a new survivor ability "Unstuck". This ability functions like Blink, but cannot teleport you through unpathable terrain like cliffs or chasms. Its intended use is to help you when you build yourself into a corner.
-The lag at the start of the Protoss event should now be dramatically lower
-Drones can now be found on the map - they usually gather around hatcheries.
-Reworked the composition of each wave. Waves are now much more strongly tied to their respective unit (for instance, the Mutalisk wave now has a lot of mutalisks, but very few ground forces). This affects both Normal and Brutal mode.
-Dramatically reduced the amount of fodder units (swarmling, drones, overlords) in the later waves. This should help reduce lag. This affects both Normal and Brutal Mode.
Balance Changes:
-Restore starts with Auto-cast turned on. This affects both restorers and the transport ship
-Reduced Hydralisk range to 3 on Normal (was 5). Their range on Brutal remains 6.
-Reduced base Hydralisk damage to 6 on Normal (was 12). Their base damage on Brutal remains 12.
Minor Improvements/Bugfixes:
-Modified the pathing footprints of several buildings to be flagged as "buildings" instead of "unpathable terrain". This should fix any refinery related issues (hopefully)
-The restore launch graphic now comes from the transport ship instead of from a random barricade
-Changed the photon cannon tooltip to "slow but powerful" (was "slow and powerful")
-Changed the Rescue beacon tooltip to add "multiple beacons speed up the rescue"
-Added the official channel name to the map's description
-MULEs can now repair while loaded into a bunker.
-The buildable transport ship is now flagged as mechanical again (and thus can be repaired). However, Survivors that right click on the transport ship will not repair it, and will instead load into it. You can still repair the ship by manually using the repair skill or having auto-repair activated.
-The Flying transport ship no longer has the Land ability.
-Changed the Impervious tooltip to its proper value
-The Music in the Protoss ending cutscene will now be uninterrupted.
-The Protoss ending cutscene will now award a random title to each player.
-When a Survivor takes lethal damage, his health is now immediately reduced to 1. This fixes some weird bugs where a survivor would not go down when taking a large amount of damage at once, like from a nuke. Now, if your survivor gets nuked, he will go down.
This time around, we have accessibility changes, balance changes and a few more fixes to reduce lag.
v10.4
Major Additions
-Persistent stat-tracking: the game will now keep track of how many games you play and win. Type -stats while in game to see your stats.
-Newbie mode: Any player who has less than 1 victory in his stats will be placed in "newbie mode". Players in newbie mode take 33% less damage from enemy units. This buff is only active in Normal mode and will stay until your first victory.
-Waves after the mutalisk wave were spawning far more units than intended. This has been fixed.
-There is now a soft cap on the number of attacking units. On Normal, the soft cap kicks in when 60 attacking zerg units are on the field. The spawn rate will slowly go down as the number increases and spawning will stop completely at 160 units. This only affects the zerg spawned at night and does not count zerg spawned from drops or other sources. This should make the game less laggy and help players make a comeback when things hit the fan.
-The soft cap kicks in at 125 on Brutal, capping at a maximum of 225.
-Destructible rocks will now drop mineral crystals on death. Each rock holds 300 minerals worth of crystal.
-Supply Depots now have the "Ammo Stockpile" ability. Any unit or structure built close to a supply depot will receive a 33% boost to its attack speed while the supply depot is alive. This ability becomes active as soon as you rescue the supply depot.
-When a player leaves, his supplies are now distributed evenly amongst all remaining players.
Balance Changes
-Missile batteries now start with full energy when built
-Missile batteries now regenerate 3 energy per second (was 1.5)
-Missile batteries now take 2 seconds to build (was 6)
-Sentries now take up 1 supply (was 0)
-Photon cannons now take up 2 supply (was 3)
Minor Improvements/Bugfixes
-Ravens and missile batteries will now be slightly better about aiming their seeker missiles at different targets
-Auto-cast restorers will not restore any units that have less than 50 max hp, like spider mines or swarmlings.
-The tooltip for mineral shards now indicates the proper amount of minerals gained (50)
-Perdition Turrets now have an "Unburrow Turret" button which can be activated manually if the turret bugs out. You can also turn off the auto-cast on it, but I don't recommend doing that.
Good to see this map is still being worked on! The current version is a considerable improvement over the last build I tried (8.0 or so, I believe). The only problem is that towards the end (when we started building Beacons), the games turns to a slideshow with my performance dropping to 5 FPS or so. Even after reducing all my settings to minimum, it was laggy, like very laggy!