awesome map. but there is a bug, when you dontt choose a ability in survival mode and the time runs up, you wont be able to remove the ability-choose dialog at all.
I would love if you buffed Psi Being a little though because compared to the XP needed for him, he's close to useless...
He takes extra damage and got a very very low ammo regeneration (Not sure if it's % or # regenerated /#s but it's too slow with most wep) which results in you dieing quite fast.
Most heroes loose a lot of their bonuses in Wave mode (Such as Thug with his level up special ability, I suggest you add leveling up part in wave mode too).
It would also be nice with another map or two in Wave mode where you got |Easy| |Medium| |Hard| maps.
The current one should be Medium because it got 2 spawn points that does not merge into one except for the end.
A map where two-three lanes merges together would be a lot easier because most people don't know where the enemies comes from so a short (but skip-able with Esc) video tutorial of the map would be awesome.
However, the map is great and I hope that you continue improving it :)
Thank you for your reply and sorry for the late answer but my life have been crazy busy.
Thank you for your feedback. The bug where the ability chosing is left on screen should have been fixed in the patch that I’m releasing in a little bit (later today or tomorrow) that will fix several balances and things.
As for the wave mode I’m very aware of the situation. The problem with wave was that it was released to early (a friend of mine was nagging until I released it) and since my life have been as I’ve stated very busy :P. The plan was from the beginning to make use of several aspects concerning the passive skills every champion have in wave but I’ve been busy trying to balance everything since release and some of the other things I was planning to release (like the darn terran boss, final boss and a new trailer). So currently I have no plan in motion for the passive abilities in wave, some champions are simply better than others :S but I promise, I’m working on it.
Regarding Psi being, he is very very good if you pick abilities like decoy and other highly survivable skills and then pick weapons with little ammo cost like spray gun or E.M.D. but there is a “buff” in store for him ;)
Thank you for your support and please continue supporting my map ;) recommend it to those you think would enjoy some mindless mayhem every now and then.
Promised patch. It have mostly balance changes. I tried to recreate the wave gun to but its so messed up right now for unkown reasons. I might add a new weapon instead but am currently in the process of thinking of one that will be somewhat unique (more or less and still not useless).
Version 3.05
Bosses
Decreased motherly call units summoned to 31 from 35 per hero
Increased Maar Plasma blast damage to 60 from 42
Increased Maar base ranged damage attacks to 30 from 25
Kerrigan no longer have stasis prison and will no longer try to cast it (and fail)
Weapons
Increased bioplasma shotgun damage to 32 from 30 but lowered its extra damage on shields, also increased its damage /sec but decreased duration.
Increased hellblazers damage to 12 from 10
Increased firecrackers main damage to 100 from 85
Increased Gauss shotgun damage to 100 from 75 but increased armor reduction and its cooldown to 1.5 from 1.2 and reload time to 3.5 from 3.3
Increased exploshot splash radius and dot damage to 17 from 15
Wave
Changed collision size of several buildings
Fixed some selections
Made the first wave easier and increased starting sum of credits
Should have made the air work more correctly and attack targets
Added void rays one wave instead of immortals
Should have fixed some units weapons now function propperly
Changed some balances on some units
Increased overload cost to 400 from 225
Nerfed the first tower by decreasing its damage vs large units as well as having 50 % slower attackspeed
Decreased lazer turrets attackspeed to 4 from 3 sec weapon cooldown, but increased its damage and range a little
Changed the role of the flame turret (still tank but better specialized dps now)
Added a system to see where from the enemies will attack (wating for feedback and remember its in experimental phase)
General balances
Removed beautys life/sec
Assault now gains 15 % movespeed when struck by an enemy attack instead of 20 % and it lasts 3.5 seconds instead of 4
Psi being now only takes 25 % increased damage from attacks but have very slighty slower energy regen
Reduced assaults armor bonus to 2 from 3 and reduced the penalty life/sec to -0.3 instead of 0.6
Reduced Rapid recovery heal to 75 % from 125 % but reduced movespeed penalty to -50 % from -75 %
Overload should now cansel reloading time and not just hide the reload time from the player if used during reload
Increased overload cooldown to 25 sec from 23
Moved the survival map and thus some changes to the terrain and camera bounds (to make room for other maps)
Reduced the area in the lava for enemies to spawn, they are now closer to the non-fire map when spawning
More or less a hotfix to nerf the voidrays that were added but some other news followed beacuse I chose to ignore real life for a moment.
Version 3.06
Wave
Flame turret is now not invisible when burrowed (wave)
Nerfed selfheal on flame turret
Nerfed Void rays range and damage (wave)
Tried to fix some units in wave (again, still not enought time to test them fully)
Changed some waves
Changed some prices in the shops
Siesmic tower now deals damage and slows protoss and terran units and detect stealthed units
Removed detect from propaganda (now only grants money)
Blue ads is now replaced by shield generator which grants nearby structures a weak shield and shield/sec (doesn't stack) (created to make defending weak structures vs air more easy, able to take 1 hit more now)
Added more clearly visual effects on and from some of the support buildings and gave them range indicators
Added indication in wave when on how much credits gained when killing an enemy
You now have different amount of credits in the begining depending on difficulty. Normal: 400, hard: 200, hell: 100
Increased mine cooldown to 12 from 10 but increased splash radius from the mines little
slightly more exp gained by different difficulties
A hotfix I've been working on the whole day. It also contains a new weapon that is still experimental :P like everything else in the map. Mainly this fix is needed for the showing cash problem in wave.
Version 3.07
Shield generator can now not be pushed
Fixed the problem with showing cash (it was a multiplayer bug)
Fixed some tint colors that I simply forgot
Added a new weapon: Artifact 25, Small splash and short disable in an little area. Much ammo but deals low damage (survival only so far at least)
Slowed down the bio-plasma shotgun missile and increased its hitbox little.
A version that I've worked on for almost half a sunday. Anyways, its mainly fixes but some new things too.
Version 3.08
Bosses
Improved Maar Boss AI, he should now use more spells and attack other targets while a unit is placed in gravitation prision
Fixed an error that made Energy storm parcticles miss champions and deal zero damage
Wave
Reduced number of voids rays and nerfed their attack little more
Changed some waves
Increased shield bonus from Shield generator to 25 from 20 and shield regen to 0.5 from 0.4
Flame turret no longer take burn damage when hp is low
Flame turret should now be able to be built everywhere where other buildings can be built
Fixed an error that made the seismic turret not detect stealthed units
Modified some units attack priority
Weapons
Artifact 25 remake: Increased damage to 150, Slightly larger splash radius and now another disable that knocks enemies into the air for a short duration (don't work on bosses)
Decreased Bio-plasma Shotgun damage to 28 from 32 and decreased its bonus to shields
Decreased time for main bomb in cluster charges (it now explodes quickly and the small charges explodes normally which now is later)
General Fixes
Increased Warm trail damage to 9 from 8
Fixed some tooltips and texts
Fixed an explosion damage related effect that should now enable decoy to deal propper damage as well as Canister walls death effect
Fixed some selections and actors errors
Added the ability to see what mode and difficulty you have been playing at the end of the scorescreen
Added a rating system for each round in both wave and survival
This weekend a new patch. This content is actually very old. First I was busy as hell a week and then I went cold stone dead with a nasty cold for this week. Now i'm somewhat up and running. Just hopes that there are no serious bugs and shit.
Version 3.10
Wave
Added some special units with special abilites (eg aura, spawning units) and changed some waves (this changes alot of things in wave)
Lowered all flyers hight some to reduce the illusion of having to hit their selection on the ground
Increased Basic turrets life by 2 and laser turret by 4
Reduced flame turrets cost by 20, life by 100 but increased its armor by 1.
Laser turret now deals + 50 % damage vs shields
Increased penelty for having units left on map before next wave to 15 instead of 1 credit but increased the bonus to 85 from 75
Increased area for spawning points (because units could sometimes be forced of the map (to little space to spawn), this also changed some regions and all that comes with that
Changed some prices in shop (lowered costs for towers and abilities)
Removed the 3 last abilities from the shop (new will be created)
Propaganda tower now grants double the amount of credits (10 instead of 5) but cost double
Red Ads now grants 15 instead of 10 credits
Holoboard now grants 60 credits insetad of 30 (it was not cost effective before)
Increased buff by flag to 25 % but increased the flags cost to 200 from 125. Also increased its life to 10 from 1 (should take 1 hit more from some units now before dying)
Fixed a variable error that forced you to click twice after buying something from a shop to enter a shop again
Updated ammobar for rifle to match its increased capacity (forgot this when i made it carry double ammo)
General
Changed properties of some units, slower movespeed for mutalisks etc
More exp based on difficulty now (harder difficulty = more exp)
i've decided to take up this map again if I get time now after the summer. If you want to show your support or if you have suggestions please post them here. I will not do all that people want me to do but I need some ideas about the direction of his map. Also if you have played it recently (within ½ year or so) and know of bugs then please tell me. I have very limited test sessions and I have hard time trying things multiplayer (as no one wants to test with me...).
Priority things to do:
-Balancing heroes (especially the unlockable ones) for wave and some survival
-New hero selection (that will work for more modes and will cover more heroes and such will be added)
-Map selection (I have plans to make at least 2 maps in total for survival and 2-3 for wave)
-Bosses balances in general (queen is so hard :S and she needs more kinds of abilities or something)
-Team coop mode (where you will have rolles (like medic) and you have a common score etc)
-Something to do if you are dead in wave and survival (planing on addind a respawn in wave)
Lower priority:
-Stone zealot remake (currently he is bad i think)
-Terran boss (no one ever reach there anyway :D)
-New trailer and art (I'm not an artist and I am not a good editor)
Anyway, I hope to bring you some enjoyment in the near future, would be awesome if i could get to 700 hours played again on blizzard custom game.
Well Things took a turn a different way as I've started instead on the rpg or adventure type of this map instead. This means that this map will not get any near future update and as I'm busy and as I've started on a new map I will let this map rest I think, sadly I can't do both and sadly I cant put speed into any project. The new project is not named yet and so far only 2 weapons, some gameplay feature and like 50 % of the ui is done (but I do need a terrainer and someone too write dialogs). It will be quite different from this map and unless blizzard thows WASD movement out there the new map will not feature it. Instead it will still be a top down map but with focus on team, interaction with the enviroment and "horror-like moments" rather than pure onslaught.
The map will prob not be released before christmas so so long for now.
I just got this idea over the night and wanted to realize it before it was to late. So here is the newest version with the new and final mode. It also have some balance changes.
Version 3.11
Bosses
-Queen have less armor (-1), hp regen per player (-1) and spawn less queenlings (+0,1 sec between spawn)
-Reduced stone zealot energy gain from damage
-Reduced Mothership duration from 25 to 17 sec and made it easier to kill
Champions
-Buffed Psionic energy regen but gave him a regen delay of 1.2 sec
-Nerfed Psionics strong mind to 45 % from 25 %
Abilities
-Reduced Decoy lasting lenght to 12 from 20 but decreased cooldown to 31 from 35
-Increased Lockdown self-damage to 20 from 15 and reduced stun to 3.5 from 4.5 but increased armor while stuned to 15 from 10
-New mode Deathmatch
In this mode you will fight only the Survival bosses fight with random bosses (random zerg, then random protoss etc)
Instead of gaining drops or picking weapons of the ground you will pick weapon in between class and ability
This mode is teambased. Regardless of player killing the boss everyone in team recives permanent exp for it.
Weapons:
-Reduced damage by SMG by 25
-Reduced Hellblazers damage to bosses by 1
-Increased Firecrackers main damage from 100 to 150 but only 25 more on bosses
-Decreased Bio-plasma shotgun damage by 1 and damage to bosses by 2
Other
-Optimized opening vote
-Changed champion experience values
-Fixed some minor things
Music
There have been some major improvements here. First of all I have removed the tauren elite song as it kinda don't reflect the kind of dark atmosphere that I want.
There are now several tracks to listen to but you have to swap between them manually.
-Improved music alot
So the final version was not so final. I just worked alot on the version 4.00. This version took me alot of time to fix :/ and there have been more testing than usual. I do know however that the map The moon have wrong tooltip and this will be fixed in version 4.01. With this version howeer most of my planed things have been done. Even if the hero selection isn't new I simply removed the ordinary heroes for wave and added new heroes there (wave was the main reason for need of a new hero selection and balancing). The only thing that i had planed and want to do now is the terran bosses. These however have not gotten much work on them this time. The models have been selected and some of their skills but I just don't have created them. The main reason being that creating spells and actor data is the most time consuming part and balancing these bosses alone would simply not do. Anyway. enought of the random things. Here are the patch notes and I hope that i can keep up the work so one day the map will be as it was intended to. the road have been long and i fear it aint over yet.
Version 4.00
Deathmatach
- Deathmatch now renamed to boss match
- The free first level in boss match is removed
Wave
Has new characters instead of using the same as the other modes. These are balansed for the gameplay type that is only found in wave mode.
- Sentry drone: Have increased ammo and reload speed but decreased movementspeed
- Strategian: Gains more starting credits, is large size and have an arua that repairs towers or grants damage if the towers are at full life
- Prospector: - Maximum health, Gains money over time
- Observer: Have greatly reduced ability cooldown, starts with mech heal and can fly but cannot use weapons of any kind
- Special Ops: No collision with buildings, stealthed and gain bonus gold on kill but have reduced reloading speed and less starting credits
- Bio Failure: Gains credits whenever something near dies
- Hacker: Shorter Shop cooldown but heavily reduced stats
Changed the triggers for some of the shops, this improves performance some as it is now less demanding if you spam change skills or weapons, also makes it easier to create new abilities (like that matters)
New skills
- Double polarity, increases time for friendly units and decrease time for enemy units in a area for a small duration
- Warp bomb, summons a bomb which after several seconds deals damage to an area
- Enrage, grants towers in a raduis attackspeed bonus for a short duration
Changed some prices in the shop
+50 credits on all wave difficulties
Changed clearing wave gold to 100-15*remaning enemies from 85-18*remaning enemies
Changed the frenzy buff for enemies to be less frequent on normal but more on hard and hell
Changed the UI shop some
Every Money granting structure have had its money/time increased to 30 from 10 sec
Income is to easy as when towers don't die the income grants the opperturnity to simply spamm long range towers. Income is a bad solution to gold and thus this have been greatly nerfed rather than increasing the strenght of the enemies. The increase also means that the building will pay off itself in nearly 300 seconds and each wave have an interval of 45 seconds. This should make it more off that "i have some extra cash to spend" rather than the overpowered neccesity
Some waves have been greatly rebalanced
Some units in wave have been modified
Change tower 4 in shop 1 to repeater
- The repeater deals significant damage to single target units with a low weapon cooldown and have longer range vs air (but less damage on them)
Junkwall now block the queenlings path (the small things that can go through structures
NEW FEATURE: MAP SELECTOR!
Added several maps for the modes now Deathmatch and survival shares the same maps and wave has unique maps. EAch map has its own experience factor depending on how hard I expect them to be.
Deathmatch and Survival
The square - This is the original map
The sphere - This is a smaller version of the original without any edges
Deadlock - This map have pools of lava and a small hill
The Abyss - This map have no surrounding lava. It is a smaller map with a pit of fire in the middle which spawn enemies
The moon - A very large map that is supposed to be rather easy
Wave
The Ravine - This is a new map that is supposed to be easier with a united front in which the enemies attack from and small corridors to block
The Splitway - This is the original wave map now with a xp increase bonus and the creeps will spawn from both ways the same time
King of the Hill - This is a map in which the enemies will attack from all sides.
Abilities
Mines
- Increased cooldown from 12 seconds to 15 seconds
- Mines now deals less damage to armored targets
- Mines now have a maximum time limit of 90 seconds
- Now 3 mines instead of 2
- Reduced damage from 200 to 160
Hacking delivery
- Fixed a bug that make 250 credits grant 500 credits
- Now grants the delivery fee to the unit of 15 credits on use
Warp
- Now disables enemies on arriving to target location
Air drone
- Increased damage to 30 from 28
- Now targets 4 units instead of 3
Overload
- Fixed a bug that granted a free reload everytime overload was used
- Overload now grants infinite ammo for only 1 seconds (from 6)
- reduced self damage to 12 from 30
- reduced cooldown to 15 from 25
Why this change was done: Overload is currently extremly powerful, especially in the Boss Match mode. Combinding this with beauty and a fast weapon with high damage like the E.M.D would simply not give any boss or creeps any chance. this ability is now changed to an instant reload ability and more spammable
Rapid recovery
- Increased cooldown to 55 from 46 seconds
Mystic shield
- No longer grants ammo when struck by enemies
- Grants + 10 % movespeed for each attack by an enemy which lasts until the end of the duration of the shield
- It had for some reason lower duration (5 sec) but it is now fixed
Decoy
- Decreased duration to 10 from 12
Amnesty should now allow a player to run around in the fire without taking damage
Reroll weapon
- The tooltip was showing that you would get a reduced reloading time but you did not get it. The tooltip have now been updated and no reload bonus is given.
Repel Aura
- No longer aborts bosses actions. It will still push them but they can use skills and hit back
Level Abilities
Vital Support
- Changed the requirement to <30 % life from <75 life
War stories
- Reduced the life cap to 85 from 100
Energy Shield
- Changed movespeed bonus to flat and changed the value to 0,2
- Added a small life/sec 0.4
Growing legs
- Increased the direct movespeed to 5 % from 2.5 %
- Reduced the cap to 20 from 25 (this reduces the life gained) by 10
- Increased the time to 11 sec from 10
- It now grows like it is stated (previous it grew less but more frequently but still equal to the stated tooltip)
Weapons
Exploshot
- Now fires 3 shots instead of 1 in a small spread
- Also apply a slow on target
- Changed damage accordingly but should now deal a lot more damage in total
- Increased reload time to 3.7 from 3.1
- Increased weapon cooldown to 0.5 from 0.6
Bioplasma shotgun
- Lowered damage to bosses
- Lowered poison duration to 3 from 4 seconds but increased damage of poison to 2.2 instead of 2
- Increased cooldown to 0.7 from 0.5
cluster charges
- Decreased main explode damage to 90 from 120 and its damage to bosses by 10 more
- Decreased small explosion to 50 from 60 and its damage to bosses by 10 more
Gauss shotgun
- Lowered damage to bosses
Shredder
- Reduced damage to 85 from 90 and decreased the damage to bosses a lot
- Increased reload time to 5.5 from 4.2 seconds
D. Bazzoka
- Now the projectile have trail damage leaving a trail which deals 15*3 damage over 0,5 seconds in its wake
E.M.D
- Reduced damage by 120 from 140 + its damage to bosses by 20 more
- Changed the particle effect little to make it less hysterical
- Increased weapon cooldown to 0.7 from 0.5
Artifact 25
- Reduced weapon cooldown to 0.7 from 1.1
- Reduced damage to bosses by 40
Firecracker
- Reduced splash radius a little
- Reduced damage to 140 from 150 on main hit and its damage to bosses by 25 more
- Reduced line damage from Trail to 7 from 10 and its damage to bosses by 4 more
Spray Gun
- Greatly reduced damage to bosses
HV Rifle
- Deals same damage as damage stated to bosses now (no extra damage)
Heroes
Removed the last champion in survival, he did not fullfill his role and he is in the way of future changes
Mercenary
- Changed Grim reaper life limit to 15 % from 25 %
Heavy
- Added a slowing debuff on attackers when special is up, also now returns damage
- Increased armor from 1 to 2
Elite
- Nerfed special ability (now only dodges 10 % of the enemy attacks and take 80 % from spell damage)
Specialist
- Reduced Weapon cooldown per level
- Regulated his increase from level beacuse of level fix
Thug
- Reduced armor to 1 from 2
- added a -5 % movespeed con
- Reduced life/sec to 0,75 from 1
Assault
- Increased movespeedbonus from juggernaut to 17.5 % from 15 %
Bosses
Increased damage by spells for bosses per player by a lot
Changed many bosses life etc
Reduced Armor bonus per player to 0.5 from 1.7
Reduced Shield Armor bonus per player to 1 from 1.5
Generally decreased base regen by alot
The AI for the bosses have been changed in order to cope with the respawn system. It have also changed a little for every boss. If it is significant it is listed
Nightreaver
- Reduced armor gain in second phase from 12 to 6 armor and life/regen reduced to 5 from 10
- The blue flame now has a shorter lingering effect (as it could be argued that the flame was out but damage was dealt anyway)
- Fixed his broken space warp vortex
- Reduced life/sec gain in second form to 0,5 from 2 per player
- Reduced life/sec gain in first form to 1 per player from 2
- Had some strange hidden mini movespeed bonus. It is now removed
- The Warp ability now always targets random player
- Nightreaver have been given a new spell: Time Prison
Time Prison
- Creates a large area of extremly slowed time. Any hero entering this space cannot fire or use spells and is more or less dead if targeted
- It will slow all projectiles expect gauss projectiles
- Nightreaver will only use this spell when his energy bar is full (it is now shown as the in game unit energy bar) and it costs all energy
Queen
- Reduced Life regen to 1 from 5 per player
- Decreased the creep tumor spawn rate to 10 from 9 seconds and decreased the tumors life to 700 from 1000 and thier life time reduced to 17 sec from 30
- Increased spawn time for creep tumors to 18 from 10 seconds
- Increased spawn time on larvae to 4 fom 2 seconds
- Reduced Spine crawler duration time to 12 from 20 seconds
Kerrigan
- Reduced number of zerglings from motherly call to 28 from 31 per player
- The Inhibiting virus shuld now refresh and thus work as intended and not fuck up the Ui (which could go below 0 seconds)
- Reduced damage resist when casting motherly call to 35 % from 45 %
- Kerrigans zerglings have timed life now 15 seconds
- Kerrigan now speaks a little less than before
- Kerrigan now have a new ability: Blood Rain
Blood Rain
- When Kerrigan makes an action and have full energy bar she will also summon a droppod of doom from the skies with no effort.
- The pod will land in 2.5 seconds and deal damage and will apply a stacking movespeed slowing debuff on a champion if it stays in the pods crater which lasts for 5 seconds
Gateway/warp gate
- Reduced overall armor by 7 and shield armor by 4
- reduced armor and shield armor gained per player to 1 from 3
Stone zealot
- Reduced life and shield on mini zealots by 50 each
- Reduced energy release projectile damage by 10 and it now deals less damage depending on armor
- Increased energy needed to release energy projectiles to 4000 from 1000
- Changed how the zealot is healed now in % instead of flat hp and increasing % as more player are active
- Increased damage on earth shredder to 100 from 45 but it is slightly reduced by armor
Maar
- Reduced the chance of him casting "The end"
- Reduced base The end damage to 50 from 100
General
Fixed better random in chosing class, ability etc (this is now more optimized but not that it makes big difference)
Fixed some weapon properties like reload and reload bugfix (which makes it easier to change things like reload time and makes it more consistant)
Fixed the long paus in the first song so now it should repeat properly
Updated tooltips and texts in general
Updated frontpage and the ugly font that was used for the title (now generic starcraft 2 theme)
Now random mode will give random and not just select a mode randomly and added an image and text for it
Converted the static ability cooldown bonus to a % to match new hero in wave and because its better this way (beauty now has 15 % reduced cooldown)
Changed how Cooldown work in the trigger editor (it is more optimized now and easier to make changes to)
Added total reload time and weapon cooldown in the tooltip of your weapon as well as the weapon info again. Hover over your current weapon to see this statistics
Fixed the appearence on the drop down of heroes that for some reason did not work
Updated some titlescreens
Replaced a song with another one (which should match better)
Characters no longer dies but become stuned for 30 seconds. Wave: lose 200 credits and cannot act during this time, mode is over when either the antenna dies or all active players are stuned at the same time. Boss Match is over when all players are dead at the same time. this does not apply to survival
Changed how experience is calculated because of map and respawn addition also bosses grant more score if there are more players and reduced if you are alone
Changed the UI in wave little
Changed the Hp bars of hostile targets to be red instead of green
Punisher wave have timed life now as well, set to 17 seconds
Added a maximum health cap on legendary monsters to prevent level bug
Fixed a bug where you would instant level from level 5 to level 9. Also fixed a bug that make you gain alot of max life randomly
Also decided to cap the levels at level 5 (not because of the above thingie but because beyond that stats are redicilous)
Changed the statboard little
Changed graphics when boss arrives on the battlefield
Boss tracking is now auto and have to be deactivated instead of activated
Bugs
Fixed so that beauty gains a ability cooldown (it did not work earlier)
This map is so much more awsome now that it is in version 4, i have tested it quite abit this map its so fun to try and get that last boss down or try and get an economy in wave so you can survive. Awesome map, looking forward to next projects from Vincent (cough nothing hinted here <.<)
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awesome map. but there is a bug, when you dontt choose a ability in survival mode and the time runs up, you wont be able to remove the ability-choose dialog at all.
Absolutely wonderful map!
I would love if you buffed Psi Being a little though because compared to the XP needed for him, he's close to useless... He takes extra damage and got a very very low ammo regeneration (Not sure if it's % or # regenerated /#s but it's too slow with most wep) which results in you dieing quite fast.
Most heroes loose a lot of their bonuses in Wave mode (Such as Thug with his level up special ability, I suggest you add leveling up part in wave mode too).
It would also be nice with another map or two in Wave mode where you got |Easy| |Medium| |Hard| maps. The current one should be Medium because it got 2 spawn points that does not merge into one except for the end.
A map where two-three lanes merges together would be a lot easier because most people don't know where the enemies comes from so a short (but skip-able with Esc) video tutorial of the map would be awesome.
However, the map is great and I hope that you continue improving it :)
Thank you for your reply and sorry for the late answer but my life have been crazy busy.
Thank you for your feedback. The bug where the ability chosing is left on screen should have been fixed in the patch that I’m releasing in a little bit (later today or tomorrow) that will fix several balances and things.
As for the wave mode I’m very aware of the situation. The problem with wave was that it was released to early (a friend of mine was nagging until I released it) and since my life have been as I’ve stated very busy :P. The plan was from the beginning to make use of several aspects concerning the passive skills every champion have in wave but I’ve been busy trying to balance everything since release and some of the other things I was planning to release (like the darn terran boss, final boss and a new trailer). So currently I have no plan in motion for the passive abilities in wave, some champions are simply better than others :S but I promise, I’m working on it.
Regarding Psi being, he is very very good if you pick abilities like decoy and other highly survivable skills and then pick weapons with little ammo cost like spray gun or E.M.D. but there is a “buff” in store for him ;)
Thank you for your support and please continue supporting my map ;) recommend it to those you think would enjoy some mindless mayhem every now and then.
Promised patch. It have mostly balance changes. I tried to recreate the wave gun to but its so messed up right now for unkown reasons. I might add a new weapon instead but am currently in the process of thinking of one that will be somewhat unique (more or less and still not useless).
Version 3.05
Bosses
Weapons
Wave
General balances
More or less a hotfix to nerf the voidrays that were added but some other news followed beacuse I chose to ignore real life for a moment.
Version 3.06
Wave
General
A hotfix I've been working on the whole day. It also contains a new weapon that is still experimental :P like everything else in the map. Mainly this fix is needed for the showing cash problem in wave.
Version 3.07
A version that I've worked on for almost half a sunday. Anyways, its mainly fixes but some new things too.
Version 3.08
Bosses
Wave
Weapons
General Fixes
Version 3.09 HOTFIX
This weekend a new patch. This content is actually very old. First I was busy as hell a week and then I went cold stone dead with a nasty cold for this week. Now i'm somewhat up and running. Just hopes that there are no serious bugs and shit.
Version 3.10
Wave
General
Hello no one and those that read
i've decided to take up this map again if I get time now after the summer. If you want to show your support or if you have suggestions please post them here. I will not do all that people want me to do but I need some ideas about the direction of his map. Also if you have played it recently (within ½ year or so) and know of bugs then please tell me. I have very limited test sessions and I have hard time trying things multiplayer (as no one wants to test with me...).
Priority things to do:
-Balancing heroes (especially the unlockable ones) for wave and some survival
-New hero selection (that will work for more modes and will cover more heroes and such will be added)
-Map selection (I have plans to make at least 2 maps in total for survival and 2-3 for wave)
-Bosses balances in general (queen is so hard :S and she needs more kinds of abilities or something)
-Team coop mode (where you will have rolles (like medic) and you have a common score etc)
-Something to do if you are dead in wave and survival (planing on addind a respawn in wave)
Lower priority:
-Stone zealot remake (currently he is bad i think)
-Terran boss (no one ever reach there anyway :D)
-New trailer and art (I'm not an artist and I am not a good editor)
Anyway, I hope to bring you some enjoyment in the near future, would be awesome if i could get to 700 hours played again on blizzard custom game.
Well Things took a turn a different way as I've started instead on the rpg or adventure type of this map instead. This means that this map will not get any near future update and as I'm busy and as I've started on a new map I will let this map rest I think, sadly I can't do both and sadly I cant put speed into any project. The new project is not named yet and so far only 2 weapons, some gameplay feature and like 50 % of the ui is done (but I do need a terrainer and someone too write dialogs). It will be quite different from this map and unless blizzard thows WASD movement out there the new map will not feature it. Instead it will still be a top down map but with focus on team, interaction with the enviroment and "horror-like moments" rather than pure onslaught.
The map will prob not be released before christmas so so long for now.
I just got this idea over the night and wanted to realize it before it was to late. So here is the newest version with the new and final mode. It also have some balance changes.
Version 3.11
Bosses
-Queen have less armor (-1), hp regen per player (-1) and spawn less queenlings (+0,1 sec between spawn)
-Reduced stone zealot energy gain from damage
-Reduced Mothership duration from 25 to 17 sec and made it easier to kill
Champions
-Buffed Psionic energy regen but gave him a regen delay of 1.2 sec
-Nerfed Psionics strong mind to 45 % from 25 %
Abilities
-Reduced Decoy lasting lenght to 12 from 20 but decreased cooldown to 31 from 35
-Increased Lockdown self-damage to 20 from 15 and reduced stun to 3.5 from 4.5 but increased armor while stuned to 15 from 10
-New mode Deathmatch
Weapons:
-Reduced damage by SMG by 25
-Reduced Hellblazers damage to bosses by 1
-Increased Firecrackers main damage from 100 to 150 but only 25 more on bosses
-Decreased Bio-plasma shotgun damage by 1 and damage to bosses by 2
Other
-Optimized opening vote
-Changed champion experience values
-Fixed some minor things
Music
There have been some major improvements here. First of all I have removed the tauren elite song as it kinda don't reflect the kind of dark atmosphere that I want.
There are now several tracks to listen to but you have to swap between them manually.
-Improved music alot
version 3.12
The music should now propperly loop as it did not apperently
version 3.13 fixed the crashes :s
So the final version was not so final. I just worked alot on the version 4.00. This version took me alot of time to fix :/ and there have been more testing than usual. I do know however that the map The moon have wrong tooltip and this will be fixed in version 4.01. With this version howeer most of my planed things have been done. Even if the hero selection isn't new I simply removed the ordinary heroes for wave and added new heroes there (wave was the main reason for need of a new hero selection and balancing). The only thing that i had planed and want to do now is the terran bosses. These however have not gotten much work on them this time. The models have been selected and some of their skills but I just don't have created them. The main reason being that creating spells and actor data is the most time consuming part and balancing these bosses alone would simply not do. Anyway. enought of the random things. Here are the patch notes and I hope that i can keep up the work so one day the map will be as it was intended to. the road have been long and i fear it aint over yet.
Version 4.00
Deathmatach
- Deathmatch now renamed to boss match
- The free first level in boss match is removed
Wave
- Sentry drone: Have increased ammo and reload speed but decreased movementspeed
- Strategian: Gains more starting credits, is large size and have an arua that repairs towers or grants damage if the towers are at full life
- Prospector: - Maximum health, Gains money over time
- Observer: Have greatly reduced ability cooldown, starts with mech heal and can fly but cannot use weapons of any kind
- Special Ops: No collision with buildings, stealthed and gain bonus gold on kill but have reduced reloading speed and less starting credits
- Bio Failure: Gains credits whenever something near dies
- Hacker: Shorter Shop cooldown but heavily reduced stats
- Double polarity, increases time for friendly units and decrease time for enemy units in a area for a small duration
- Warp bomb, summons a bomb which after several seconds deals damage to an area
- Enrage, grants towers in a raduis attackspeed bonus for a short duration
Income is to easy as when towers don't die the income grants the opperturnity to simply spamm long range towers. Income is a bad solution to gold and thus this have been greatly nerfed rather than increasing the strenght of the enemies. The increase also means that the building will pay off itself in nearly 300 seconds and each wave have an interval of 45 seconds. This should make it more off that "i have some extra cash to spend" rather than the overpowered neccesity
- The repeater deals significant damage to single target units with a low weapon cooldown and have longer range vs air (but less damage on them)
NEW FEATURE: MAP SELECTOR!
The square - This is the original map
The sphere - This is a smaller version of the original without any edges
Deadlock - This map have pools of lava and a small hill
The Abyss - This map have no surrounding lava. It is a smaller map with a pit of fire in the middle which spawn enemies
The moon - A very large map that is supposed to be rather easy
The Ravine - This is a new map that is supposed to be easier with a united front in which the enemies attack from and small corridors to block
The Splitway - This is the original wave map now with a xp increase bonus and the creeps will spawn from both ways the same time
King of the Hill - This is a map in which the enemies will attack from all sides.
Abilities
- Increased cooldown from 12 seconds to 15 seconds
- Mines now deals less damage to armored targets
- Mines now have a maximum time limit of 90 seconds
- Now 3 mines instead of 2
- Reduced damage from 200 to 160
- Fixed a bug that make 250 credits grant 500 credits
- Now grants the delivery fee to the unit of 15 credits on use
- Now disables enemies on arriving to target location
- Increased damage to 30 from 28
- Now targets 4 units instead of 3
- Fixed a bug that granted a free reload everytime overload was used
- Overload now grants infinite ammo for only 1 seconds (from 6)
- reduced self damage to 12 from 30
- reduced cooldown to 15 from 25
Why this change was done: Overload is currently extremly powerful, especially in the Boss Match mode. Combinding this with beauty and a fast weapon with high damage like the E.M.D would simply not give any boss or creeps any chance. this ability is now changed to an instant reload ability and more spammable
- Increased cooldown to 55 from 46 seconds
- No longer grants ammo when struck by enemies
- Grants + 10 % movespeed for each attack by an enemy which lasts until the end of the duration of the shield
- It had for some reason lower duration (5 sec) but it is now fixed
- Decreased duration to 10 from 12
- The tooltip was showing that you would get a reduced reloading time but you did not get it. The tooltip have now been updated and no reload bonus is given.
- No longer aborts bosses actions. It will still push them but they can use skills and hit back
Level Abilities
- Changed the requirement to <30 % life from <75 life
- Reduced the life cap to 85 from 100
- Changed movespeed bonus to flat and changed the value to 0,2
- Added a small life/sec 0.4
- Increased the direct movespeed to 5 % from 2.5 %
- Reduced the cap to 20 from 25 (this reduces the life gained) by 10
- Increased the time to 11 sec from 10
- It now grows like it is stated (previous it grew less but more frequently but still equal to the stated tooltip)
Weapons
- Now fires 3 shots instead of 1 in a small spread
- Also apply a slow on target
- Changed damage accordingly but should now deal a lot more damage in total
- Increased reload time to 3.7 from 3.1
- Increased weapon cooldown to 0.5 from 0.6
- Lowered damage to bosses
- Lowered poison duration to 3 from 4 seconds but increased damage of poison to 2.2 instead of 2
- Increased cooldown to 0.7 from 0.5
- Decreased main explode damage to 90 from 120 and its damage to bosses by 10 more
- Decreased small explosion to 50 from 60 and its damage to bosses by 10 more
- Lowered damage to bosses
- Reduced damage to 85 from 90 and decreased the damage to bosses a lot
- Increased reload time to 5.5 from 4.2 seconds
- Decreased armor penelty
- Decreased damage to bosses
- Now the projectile have trail damage leaving a trail which deals 15*3 damage over 0,5 seconds in its wake
- Reduced damage by 120 from 140 + its damage to bosses by 20 more
- Changed the particle effect little to make it less hysterical
- Increased weapon cooldown to 0.7 from 0.5
- Reduced weapon cooldown to 0.7 from 1.1
- Reduced damage to bosses by 40
- Reduced splash radius a little
- Reduced damage to 140 from 150 on main hit and its damage to bosses by 25 more
- Reduced line damage from Trail to 7 from 10 and its damage to bosses by 4 more
- Greatly reduced damage to bosses
- Deals same damage as damage stated to bosses now (no extra damage)
Heroes
- Changed Grim reaper life limit to 15 % from 25 %
- Added a slowing debuff on attackers when special is up, also now returns damage
- Increased armor from 1 to 2
- Nerfed special ability (now only dodges 10 % of the enemy attacks and take 80 % from spell damage)
- Reduced Weapon cooldown per level
- Regulated his increase from level beacuse of level fix
- Reduced armor to 1 from 2
- added a -5 % movespeed con
- Reduced life/sec to 0,75 from 1
- Increased movespeedbonus from juggernaut to 17.5 % from 15 %
Bosses
- Reduced armor gain in second phase from 12 to 6 armor and life/regen reduced to 5 from 10
- The blue flame now has a shorter lingering effect (as it could be argued that the flame was out but damage was dealt anyway)
- Fixed his broken space warp vortex
- Reduced life/sec gain in second form to 0,5 from 2 per player
- Reduced life/sec gain in first form to 1 per player from 2
- Had some strange hidden mini movespeed bonus. It is now removed
- The Warp ability now always targets random player
- Nightreaver have been given a new spell: Time Prison
- Creates a large area of extremly slowed time. Any hero entering this space cannot fire or use spells and is more or less dead if targeted
- It will slow all projectiles expect gauss projectiles
- Nightreaver will only use this spell when his energy bar is full (it is now shown as the in game unit energy bar) and it costs all energy
- Reduced Life regen to 1 from 5 per player
- Decreased the creep tumor spawn rate to 10 from 9 seconds and decreased the tumors life to 700 from 1000 and thier life time reduced to 17 sec from 30
- Increased spawn time for creep tumors to 18 from 10 seconds
- Increased spawn time on larvae to 4 fom 2 seconds
- Reduced Spine crawler duration time to 12 from 20 seconds
- Reduced number of zerglings from motherly call to 28 from 31 per player
- The Inhibiting virus shuld now refresh and thus work as intended and not fuck up the Ui (which could go below 0 seconds)
- Reduced damage resist when casting motherly call to 35 % from 45 %
- Kerrigans zerglings have timed life now 15 seconds
- Kerrigan now speaks a little less than before
- Kerrigan now have a new ability: Blood Rain
- When Kerrigan makes an action and have full energy bar she will also summon a droppod of doom from the skies with no effort.
- The pod will land in 2.5 seconds and deal damage and will apply a stacking movespeed slowing debuff on a champion if it stays in the pods crater which lasts for 5 seconds
- Reduced overall armor by 7 and shield armor by 4
- reduced armor and shield armor gained per player to 1 from 3
- Reduced life and shield on mini zealots by 50 each
- Reduced energy release projectile damage by 10 and it now deals less damage depending on armor
- Increased energy needed to release energy projectiles to 4000 from 1000
- Changed how the zealot is healed now in % instead of flat hp and increasing % as more player are active
- Increased damage on earth shredder to 100 from 45 but it is slightly reduced by armor
- Reduced the chance of him casting "The end"
- Reduced base The end damage to 50 from 100
General
Bugs
@vincentgraymore: Go
This map is so much more awsome now that it is in version 4, i have tested it quite abit this map its so fun to try and get that last boss down or try and get an economy in wave so you can survive. Awesome map, looking forward to next projects from Vincent (cough nothing hinted here <.<)