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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Still lookin for a EU host :), the aforementioned has a full queue it seems.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    Demo video added!

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    @tigerija: Go

    US, if someone wants to host it on EU hit me up.

    And yea thats called the "BNet sucks hard" glitch.

    Posted in: Project Workplace
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    posted a message on [Survivors vs. Swarm (SvS)] Public Beta Thread

    This is the official beta info & feedback thread for the UMS Survivors vs. Swarm

    What is SvS (Survivors vs. Swarm)?

    SvS is a zombie map unlike anything you may have played on Battle.net before. This zombie map is a competitive 3v3, 4v4, or 5v5 game heavily inspired by the game Left 4 Dead. There are two teams which compete to "survive" the zombie apocalypse the longest. Each team plays as either the Survivors, or the Swarm.

    Meet the Survivors

    The Survivors are tasked with escaping the city alive. They each have up to 4 unique abilities, and working as a team is crucial to winning. Each team will get to play the Survivors one time, and whoever can get the furthest in the map without everyone dying, will win the game.

    Ace Gunner, the Soldier: Ace is a medium range DPS role, armed with a fully automatic gauss rifle and grenades. He has the unique ability to break out of the grip of the swarm, also increasing his movement speed for 5 seconds. His ultimate ability grants nearby allies a double damage buff and an incredible boost to speed for 15 seconds. He is best suited at mowing down lines of zombies, or freeing teammates from the clutches of the Superiors.

    Hawk Infra, the Sniper: Hawk has a knack for detecting and wiping out Superiors. Her firepower is limited however, it does large amounts of damage and can pierce up to 3 targets in a straight line. Her secondary attack launches a wave of psionic energy which gives her the ability to scout, stun enemies, and damage them slightly. Periodically she can sense targets within a long range, and increase her attack range by 100% during that time. This will also reveal buried or hidden targets. Finally, her ultimate spawns clones which explode upon death and also reveals heights. Her role on the team is to keep an eye out for the Superiors on the Swarm team and dispatch them efficiently before they can get within a dangerous reach of the Survivors.

    Dex Noes, the Engineer: Dex carries a fully packed arm-grafted decimator shotgun, and combat drones which can be deployed to perform a number of tasks. His drone ability is different from the rest of his allies' secondary attack. He can deploy combat drones as either an automatic firing turret, a land mine, or an observer which detects and reveals heights in the area it is thrown. Dex can deploy a nullifier field for 3 seconds which reduces all damage taken to 0. His ultimate ability summons his pet mechanical tigre "S.A.B.R.E" which aids him in battle, giving the group a small movement and damage buff while in play. Dex specializes in group support and does reasonably high damage to close-range targets. Also, Dex has much lower HP than the rest of his group, but a protoss plasma shield installed on his armor to protect him. While more fragile, he can serve as a quasi-tank because of his regenerating shield.

    Rush Bulwark, the Guardian: Rush is a Dark Templar, thrown into the Survivor's misfortune by chance. He carries a plasma sabre and can blink "through" enemies, eviscerating most targets instantly. Unlike the rest of the survivors, Rush uses no ammo and has no need for it. However, he is limited to melee range attacks. His third ability is a wide-range stun, and his ultimate will repel all enemies for 15 seconds. His role is, of course, a tank, due to his high hp and regenerating shield. He can take quite a beating for the team, and his job is primarily to disable the Superiors if they jump his teammates. He is immune to the Predator's pounce attack.

    Pyro, the Destroyer: Pyro carries a flamethrower built into his armor, and can fire molotov shells as his secondary attack. His ability to wipe out swarm zombies is unprecedented, as his flame attack can hit a wide area of targets simultaneously, and deals more damage the closer to the source of the flame targets get. His third ability will stop a target cold in its tracks, before the shell bursts and decimates targets all around it. Finally, he has the power to nuke the entire screen clean of enemies in one fell swoop, but this should be used with caution as it hurts teammates as well if they aren't nearby him. Enemies nearby will also be spared, however.

    ---------

    Meet the Swarm

    The Swarm team is primarily the AI controlled zombies which spawn in massive droves all over the map as the Survivors navigate throughout it. However, multiple "Superiors" as they are called, spawn from the remote hatcheries planted by the zerg during their assault. These Superiors possess greater intellect and powers that will make the Survivors run a living hell.

    All Swarm can "Tunnel" to any location in the map, and they can also see the Survivors at all time. In order to tunnel to a location, they must not be near any Survivors where they wish to tunnel -from-, and they cannot tunnel -to- any location that is too close either. Tunneling takes 3 seconds to cast.

    The Predator: Predators can leap great distances and are very agile/deadly if ignored. With one fell swoop, a Predator can pounce its victim and rip them to shreds fairly quickly. Once their victim is on the ground, there is no escape until the Predator is disabled or killed. Ace can break himself out of a pounce if his Hardened Resolve ability is not on cooldown.

    The Strangler: Stranglers are a sneaky strain of the swarm which fire a tendril over a great distance at their victims. Once hooked, the victim is disabled and pulled slowly towards the Strangler. The Survivors can "Shove" their teammates out of the grasp of a Strangler, if they cannot immediately kill it. However, a well placed pull can completely devastate the positioning of the Survivor team.

    The Swarmer: Swarmers belch a putrid bile on their victims, coating them with a scent that attracts zerglings to attack. It also blinds and slows the victim, however, the more targets hit by the bile, the more zerglings that attack. Also, when the Swarmer dies, it explodes, covering any nearby victims with the same bile, and causing the same effect. Their job, unlike the previous two Superiors is to slow the Survivors down as much as possible. They die fairly quickly, so positioning to surprise the Survivors is essential, as they are also pretty slow.

    The Lurker: Lurkers are the most sturdy of the Superiors, with a large health pool, they can burrow underground, waiting for victims to pass over them. As they pass, they stealthily reach out from underground, gripping the ankles of their victims, holding them rooted to the ground until detected and killed. As they hold on, their hp slowly drains, but like the Swarmer, their job is primarily to aid the minor swarm and slow down the Survivors, or lock them in place long enough for a strategical ambush.

    The Behemoth: The mother strain of the Swarm. These bad motherfuckers are gigantic, will wreak plenty of havoc on the Survivors if allowed to get too close. The Behemoth throws rocks, cars, even other Swarm at the Survivors. In addition to throwing things, the Behemoth can cause massive damage and stun all targets it gets into melee range with. Mutations of this caliber require time to develop, as only one can be spawned every 15 minutes, so strategic use of the Behemoth is crucial to stopping the Survivors.

    -------

    So what's so special about this zombie map over others?

    A mix of MOBA-style play, and "real-time" aiming come into play here. All attacks require some kind of aim to hit their targets, this isn't a typical zombie UMS where you A-move, and go afk while your characters tear up the zombie hordes. Both teams must time and aim their attacks accurately to do the most damage.

    Using a targetting line to guide your attacks, you can attack targets in different ways based on the weapons of the Survivor that you pick. For instance, Ace's machinegun attacks in a straight line, dealing quick light damage to everything in front of him. Meanwhile, Dex's shotgun does scatter damage each time he fires, doing more damage to targets that are in close range.

    In addition to having to aim attacks, each weapon has a limited magazine of ammo. Picking up ammo and conserving it is crucial to survival, as there is very limited amounts scattered about the map. To circumvent this, every Survivor has the ability to "Shove" enemies, a very weak melee attack that pushes any targets nearby away from them. While this uses no ammo, and can be efficient when used as a group, it also is slower than mowing zombies down (obviously), and will have very little effect on most Superiors other than stopping a disable. Additionally, you can "Shove" an ally to break them out of the Strangler's choke ability.

    ------

    So it's Left 4 Dead Multiplayer, on Starcraft?

    Basically. If you know how to play L4D, this is the closest mod on BattleNet to it!

    How do you determine who wins?

    Each team takes turns playing the Survivors, and the Swarm. After 2 rounds, whichever team got the Survivors the furthest in the map, with the most health, and the least incapacitations, wins. Scoring is based on the above factors, so sticking together will make or break your performance rating.

    When the Survivor team is either wiped, or makes it to the end, the round ends and you switch teams. So the Swarm must do a good job at wiping the Survivors as efficiently as possible to make their run as the Survivors easier in order to win.

    Replayability: Why play this more than once?

    Well, basically each game pre-determines where zombies will spawn, or where ammo/medkits will spawn at random. Every game will have the same number of ammo packs and medkits, but they will always be in different locations.

    So what if one team gets luckier than the other?

    There is no "luck" involved. The spawns are determined at the beginning of the game, so they will always spawn in the same locations for both teams, but the spawn points are randomly generated so each game will not play the same. Also, the Swarm team are a factor in each game, so a competitive factor is included which will make each game a new experience.

    HOW DO I FIND YOUR MAP?

    If you can't find it on the first 5-6 pages of the BNet List (I know, it sucks -_-), click "Show NEW ONLY" and check the first 3-4 pages. I'll be hosting games periodically in hopes of bumping some popularity.

    Don't forget to report bugs on this thread or contact me in-game to set up a game @ Mephs.303

    Enjoy!

    -

    Screens & Videos

    The parking lot leading to the park

    A Little Help? Dex holds off a wave of zombies as a rogue radio broadcast directs the Survivors to safety

    Aiming System Real-time aiming requires you to direct your fire. LOS and friendly fire apply. Dex's main attack is a scatter-fire shotgun.

    Abilities Dex, the Engineer protects his pet "cat" S.A.B.R.E. with the Nullifier field. Of course, these have longer cooldowns than the rest of his abilities.

    Cover Your Back Strategic use of the landscape is crucial to survival. Dex is pinned up in the corner of the statue pedestal. Zombies deal double damage if they hit your back, so always keep your back to the wall when overwhelmed. You can also see the aiming line as he readies a powerful blast from his shotgun.

    Meet The Survivors Five unique roles to choose from. Each character has their own primary and secondary ammo based attacks, and 2 more cooldown abilities which support the group or inflict massive hurt on the swarm.

    Videos

    Embed Removed: https://www.youtube.com/v/NNPt00IyezE?fs=1
    Posted in: Project Workplace
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    posted a message on Need Testers> New Competitive Survival map

    I can get a video goin I guess, next test I'll fraps =P

    If the avatar matters that much I'll change it.

    Posted in: Project Workplace
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    posted a message on Need Testers> New Competitive Survival map

    @EternalWraith: Go

    Really? why would my avatar have anything to do with the quality of my map?

    Posted in: Project Workplace
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    posted a message on Need Testers> New Competitive Survival map

    Testing is going pretty well, made a ton of improvements so far. Running another 5v5 test tonight around 7pm PST!

    Posted in: Project Workplace
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    posted a message on Getting map played

    @tm8six: Go

    Until they improve the custom games system you just have to deal with the hard knock method.

    Posted in: General Chat
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    posted a message on Need Testers> New Competitive Survival map

    I'm finally at the early stages of publishing my first custom map, "Infection", a competitive multiplayer survival map based heavily on the gameplay of Left 4 Dead's multiplayer mode.

    This is a project I've been working on since SC2's release and would like to run some alpha stage tests on what is complete so far (as far as testing unit abilities, team composition, etc.)

    Basically the map is a 5v5 mode where you either play on the team of the Survivors, or the Swarm. The Survivors are stuck in the middle of a completely infested city and must make their way to safety without dying. Meanwhile, the swarm team does everything in their power to stop the survivors from making it.

    When the survivors make it to the end, or all 5 die, teams switch sides and play through the map a 2nd time. Score at the end is based on who makes it the furthest with the most survivors intact. This won't be easy though, as the swarm have abilities which disable or slow the survivors down, and if the survivors dont stick together, they're as good as dead.

    The map implements a new method of "aiming" where you actually use LOS and aiming to attack the other team, or zombies on the map. Basically when you use a main attack, you can aim it and fire in the direction you specify. For characters that have an automatic fire mode, you can shift-right click to change their facing on the fly. Controls and gameplay are heavily MOBA-style based, with some changes, namely the aiming system, but otherwise controls function very much like a typical top-down RTS game.

    Its fairly hard to describe everything all at once but I need at least 9 people to help test the map and the gameplay as it develops furthur. Its nearing completion, and most of the gruntwork is done and nearly ready for publishing. Some things include balance testing, stress testing, and some other factors I want to check out before continuing with the rest of the terrain in the map.

    If anyone would like to give this a go, it will def be worth your time! :)

    For those of you who were fans of, or played Left 4 Dead, this will probably be the closest thing to it you can find on SC2 right now.

    I'll be running some tests tonight and slots are first come, first serve. To join in the testing add me @ Mephs.303

    Posted in: Project Workplace
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    posted a message on any way to go over 524288.0

    @Vitkar: Go

    Why in gods name would you ever need to give anything 600,000 hp

    Posted in: Miscellaneous Development
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    posted a message on Can't select Unit

    @Fropper: Go

    I am curious as to this as well

    Posted in: Data
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    posted a message on [Data] Throwing another unit at a target point

    I've got this ability that picks up the nearest friendly unit and hurls it at a location. So far everything's working but the ammo acquiring phase. Basically I have a search area effect that looks for a friendly unit within range of the thrower. It then uses an Issue Order on that unit to use an ability that all units have which is basically a Launch Missile effect. Problem is, it doesn't seem to be issuing the order to the friendly target.

    Is there a better way to go about this? It doesn't seem like there is a way to specify the "target" of the Search effect to be the "Ammo Unit" for a generic launch missile effect.

    Posted in: Data
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    posted a message on So, Who played/plays WoW?

    yea beat the game like three times and got bored doing it over and over again.

    Posted in: Off-Topic
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    posted a message on A Warning To Mapmakers

    while (true) create threaded function(); kekekekekekekekekekeke

    Posted in: Miscellaneous Development
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