A competitive map that aims to recreate the battle at the end of Speed of Darkness where the 417th barricaded themselves into a bunker complex on Mar Sara and activated a psi attractor to draw the entire planetary zerg presence to the base and away from the defenseless cities where the Sons of Korhal are evacuating the civilians.
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This is a 4v2 map. The four terran players start in a fairly defended base with two exits that can easily be barricaded, as a marine. The two zerg players start in an infested ghost town at the other end of the map, as an infested marine riding a broodlord.
The game is controlled using a chase cam view (which you can turn off with a button) and mouse movement.
The gameplay revolves around the zerg attempting to build creep tumors to expand their starting creep towards the terran base. When the creep reaches any of the 20 Egg Pods scattered around the field, the pod starts producing zerg units that automatically go towards the terran base. Meanwhile, there is a counter that tells you how many civilians have been evacuated. If the psi emitter in the terran base is destroyed before everyone is evacuated, the zerg win. If the latter happens first, the Sons of Korhal war fleet appears and blows up all the zerg and the terrans win.
To add strategy, the terran players can buy 6 (8 after release) vehicles at their motor pool and can left click on a vehicle to drive it. The zerg players can left click to temporarily ditch the broodlord and ride any computer-controlled zerg unit, taking control of it; there are 6 (8) different types and taking control gives the unit major bonuses and enables use of its special abilities. Also, terran players can occupy various defensive buildings.
To prevent turtling or containing by either party, all zerg units regenerate on creep and take damage off creep, while terran units take damage on creep. Also, some zerg abilities are only available on creep. This should result in a tug of war at the creep front, with some backstabbing by flying or cloaked units.
Also, you slowly gain minerals (for terrans this depends on the existence of a Mineral Grinder located just outside their base) and you can pick up vespene power-ups on the map. Terrans can buy units with these, zerg can buy creep tumors, both sides can buy upgrades. There are no hero levels or items.
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Units available so far:
Terran -
Default player character: marine. Can heal, stim and call a dropship which when clicked on carries them at high speed back towards their base.
SCV. Repairs buildings, builds rocket emplacements and hedgehog barricades.
Hellion. Fast, and has a beam turret that attacks automatically in any direction. Can also place intelligent mines which go off based on various conditions, and they can press a button 3 times to start a 5 second nuclear self-destruct timer. Please bail out immediately and run.
Viking. Abilities to determine.
MULE. The melee attack electrocutes any non-massive target, disabling it; massive targets are attacked with the buzzsaws and take 500 dps. Can also repair, place exploding barrels and employ a tractor beam that automatically targets enemy players.
Thor. High single target DPS. Can launch Freya Missiles which shoots more missiles if you haven't used the ability in a while. Can also deploy the shoulder cannons, locking you in place but giving you a massive splash damage attack, for 10 seconds at a small mineral cost.
(Unique) The Ark. A modified Arclite tank with a chain lightning cannon. Can flatten non-massive zerg on contact. Can deploy into siege mode, gaining a cannon that fires a giant one hit kill spark. You don't buy this unit; it's parked on the field and the terrans need to retrieve it.
(After release: Dump Truck, Cobra)
Zerg -
Default player character: an infested terran riding a broodlord. Can heal itself over creep and call a swarm that deals AoE damage, also when over creep. Has an aura that boosts nearby zerg units so you can't just chicken out of every fight all game long.
Zergling. Very weak early game unit that has terrible stats but is still worth taking the reins of because of its Zerg Rush ability which gives a massive speed boost, ideal for quickly crossing the map.
Roach. Abilities to determine, but will probably go invisible when controlled by a player.
Hydralisk. Abilities to determine.
Queen. Abilities to determine.
Mutalisk. Can activate Phoenix which causes nearby units to catch on fire.
Ultralisk. AoE damage to non-buildings, 500 dps to buildings. Can use an ability that causes the unit to blow up after 15 seconds, the point being that you use it and immediately jump off and the computer will take back control and set course for the enemy camp.
(After release: Omegalisk, Lurker)
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Progress: 80% (terrain, units, triggers)
To do: 20% (most unit abilities, a few doodads, the all-important and daunting balancing job)
Nice kind of map, pretty well done (got a beta map). Personally, I got some laggs, probably due to my PC, and maybe because it's getting SO WARM outside. T_T
I liked the idea we control a broodlord first, then we can control every unit (for zergs). It's a good concept, in solo it gets boring, but I'm sure it can rock in multi ! :D
It's not a solo map because there are no computer opponents (though in the beta you can play terran and activate the Developer - spawn zerglings trigger and see how long you can survive! :) ). Normally the other party is supposed to fight back.
It's not a solo map because there are no computer opponents (though in the beta you can play terran and activate the Developer - spawn zerglings trigger and see how long you can survive! :) ).
I understood, but I'm sure it will be really nice to play in multi. :)
I may implement an option for terrans to 'fight back' and take the fight to the zerg base if they're good enough, instead of just holding out until the time runs out.
Also, the camera may change - maybe I'll go back to the default camera after all.
I'm currently in the process of adding upgrades and making each unit 'fun' and balanced to drive, with its own strengths and counters and tactical opportunities.
A competitive map that aims to recreate the battle at the end of Speed of Darkness where the 417th barricaded themselves into a bunker complex on Mar Sara and activated a psi attractor to draw the entire planetary zerg presence to the base and away from the defenseless cities where the Sons of Korhal are evacuating the civilians.
......
This is a 4v2 map. The four terran players start in a fairly defended base with two exits that can easily be barricaded, as a marine. The two zerg players start in an infested ghost town at the other end of the map, as an infested marine riding a broodlord.
The game is controlled using a chase cam view (which you can turn off with a button) and mouse movement.
The gameplay revolves around the zerg attempting to build creep tumors to expand their starting creep towards the terran base. When the creep reaches any of the 20 Egg Pods scattered around the field, the pod starts producing zerg units that automatically go towards the terran base. Meanwhile, there is a counter that tells you how many civilians have been evacuated. If the psi emitter in the terran base is destroyed before everyone is evacuated, the zerg win. If the latter happens first, the Sons of Korhal war fleet appears and blows up all the zerg and the terrans win.
To add strategy, the terran players can buy 6 (8 after release) vehicles at their motor pool and can left click on a vehicle to drive it. The zerg players can left click to temporarily ditch the broodlord and ride any computer-controlled zerg unit, taking control of it; there are 6 (8) different types and taking control gives the unit major bonuses and enables use of its special abilities. Also, terran players can occupy various defensive buildings.
To prevent turtling or containing by either party, all zerg units regenerate on creep and take damage off creep, while terran units take damage on creep. Also, some zerg abilities are only available on creep. This should result in a tug of war at the creep front, with some backstabbing by flying or cloaked units.
Also, you slowly gain minerals (for terrans this depends on the existence of a Mineral Grinder located just outside their base) and you can pick up vespene power-ups on the map. Terrans can buy units with these, zerg can buy creep tumors, both sides can buy upgrades. There are no hero levels or items.
......
Units available so far:
Terran -
Zerg -
......
Progress: 80% (terrain, units, triggers)
To do: 20% (most unit abilities, a few doodads, the all-important and daunting balancing job)
......
Nice kind of map, pretty well done (got a beta map). Personally, I got some laggs, probably due to my PC, and maybe because it's getting SO WARM outside. T_T
I liked the idea we control a broodlord first, then we can control every unit (for zergs). It's a good concept, in solo it gets boring, but I'm sure it can rock in multi ! :D
Good luck mate !
Romm'
Thanks for your feedback. :)
It's not a solo map because there are no computer opponents (though in the beta you can play terran and activate the Developer - spawn zerglings trigger and see how long you can survive! :) ). Normally the other party is supposed to fight back.
Nice :)
I understood, but I'm sure it will be really nice to play in multi. :)
Development is continuing. :)
I may implement an option for terrans to 'fight back' and take the fight to the zerg base if they're good enough, instead of just holding out until the time runs out.
Also, the camera may change - maybe I'll go back to the default camera after all.
I'm currently in the process of adding upgrades and making each unit 'fun' and balanced to drive, with its own strengths and counters and tactical opportunities.