I have only worked quite shallow on maps and mods to games (in starcraft 2 I have done only one map, but I've done all my things in my map alone, almost anyway) but I agree with you on most of these points. However you seem to underestimate the potential of "casual workers" (most likely in the category you call the rest that really don’t matter), not everything has to neither be perfect nor even that great when release is due. A casual worker or a friend or something like that can bring much to the table even if they lack experience as they can be testers and give critics (VERY important, although listening to critics is an "art", never follow it blindly). However you might not consider a tester or “small task”-doer to be a part of the “team” but finding these people can be a real pain in the ass and just because you have friends who own starcraft 2 it doesn’t mean you have free testers. The popularity system doesn’t really let you test your map either if it’s not a front pager.
Otherwise very good text ;)
In other notes, if you are a terrainer and want some work I would like to hire you for my map ;). PM me if you’re interested or want details on the map.
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)
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
I suggest my map for playing a little ;)
Map name: No mans land survival
Gameplay: WASD or arrowkeys (top down shooter) and mouse, restart function in the game
Players: 1-4
Mode 1: Survival (pick a hero & unique skill, grab a gun and kill minions and bosses for tons of score)
Mode 2: Wave (pick a hero, build buildings and protect your radio antenna (WARNING many players have considered this to be hard but if you played defence maps you should know what to do but it might take a few tries to get you up to speed))
Link: http://forums.sc2mapster.com/resources/project-workplace/13082-map-no-mans-land-survival/#p3
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.
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
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
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.
The new version is here. I just hope that it is bugfree :S This time it aint that pretty sorted but i'll have to do
Version 3.02
Decreased queenling, creep tumor and larva spawn rate on queen (she should now be much easier when playing 4 players)
Decreased boss life increase for each player by 200
Increased Nightreavers final revenge damage to 25 from 20 but also changed type to spell damage
Added a new attack for warpgate: Energy storm. This have 2 different patterns
Increased Maars base damage to 25 from 20
Increased Maars plasma blast damage to 42 from 40 and improved the splash to match better damages the closer to impact, the damage is now also reduced by armor
Increased plasma smg ammo cost (less bullets/magazine)
Added 2 shot to HV Rifle but increased its cooldown
Decreased exp needed for new classes by little
Changed some costs in shops and fixed shop cost for last defensive building
Changed some units and buildings collision size for better performance in wave
Changed how the experience formula was calculated (more exp when less players and less when more players) and more for harder difficulty
Should have fixed wave 10 to spawn correctly (air wave) and some waves are altered
Protoss units now grants credits as they should (in wave)
Added 10 waves and terran units (in wave)
Reduced queenlings on wave 11
Fixed a region that allowed players to stand far off in lava without buring (in survival)
Increased life cost on overload to 30 from 20 and reduced duration to 6 from 8
Mine now spawns 2 mines instead of 1
Increased last towers damage in wave by 50 % and range by 1 but decreased its attackspeed by 50 %
Fixed some graphics, mainly with wave units.
Increased damage on turret and laser turret by 10 and 25
Decreased some credits gain from kills (in Wave) but increased credits gained when waves begins ends
Decreased E.M.D damage to 140 from 150
Decreased Spray gun damage to 115 from 125
Increased exploshot dot damge to 15 from 14 but increased the damage reduced by armor little.
When an end mode a timer start to force player to leave or restart. If the timer reaches its end a new game is started for all remaining players
Added a sound that alarms players when the raido antenna is under attack (in wave)
Added a nametag on all champions, can be hided by pressing V
corrected so that other protoss bosses can spawn (only gateway could spawn)
Sorry for my late respons but I've been very busy irl.
Questions first:
Q: "Just wondering though, does the difficulty of the game affected by the number of active players?"
A: Yes. In fact it heavily affect the difficulty of the game. Playing 4 players increase number of units (and speeds up commands for bosses) as well as making units harder, faster, stronger etc.
Q: (well not a question but...) implement the credit and shop system in survival (modified the text to make it smaller)?
A: Well this is not the point of the survival mode. However other modes (don't know when but...) will be made and some will feature the shop and some not. Also just a note: from the begining the random level power ups was actually not ment to be random. However as survival is very speedy gameplay I couldn't really implement a good way to make people be able to choose (like in the shop) because I didn't want to ruin the fast paced action with pauses or dialogs covering the whole screen.
I have currently worked alot with wave for a long time and before I added it there was just survival :/. But anyway. Wave is more of a relaxed version of survival in many ways. I'm sorry to hear that you think the wave is to hard right now but I and others are able to complete it without to much of a hassle. The thing is that wave is very strategic and needs all players to know what they are doing in order to be able to get somewhere in number of waves. Walling off correctly and building towers safe as well as using buffing defensive structures are vital. Using Mech heal (a cheap buyable skill) is a very good strategy early game if you find that walls are dying. Also walls must be placed directly in the enemy path as they will only attack things directly reachable while they walk towards the antenna. Sometimes sacrifacing some buildings must be done to. I am working on adding 10 extra waves in order to make it harder longer and more fun (will be released very soon). If you want to I can play with you sometimes if you are online to show you how its done (hopefully :P). Add character code 705 (that is enough I think?) and my ingame name is Mindless. Hopefully I'll be able to play at least sometimes during weekends.
Regarding the survival mode: The gateway boss is really a joker (as is the protoss boss Maar and zerg boss Nightreaver). Sometimes he can manage to bring down the whole team in just few seconds as well as summon enough units to make sure you go down with him if he dies. However I do consider him being the easiest one of the protoss bosses, mainly because he is the only one standing still and everything he does have long start up time. Hellblazers as well as other splash weapons can make him very easy. But he have 2 modes and if you have a lot och splash weapons it will not help you if he enters the warp gate mode as then he is turned from a summoner to a caster. A collapsing star will kill anything that it touches in an instant and its rays upon collaps can kill people from afar (if you haven't seen the star or if you don't know how to avoid the rays). I've seen one star taking out all four players ;). Anyway. The gateway is getting a new skill in warp mode next release. Also all bosses, especially the zerg bosses and the queen will now be a little easier to kill. I consider the queen to be one of the strongest bosses in release 3,01. As I'm alone and testing takes very long time and I'm currently swamped in real life balanceing takes very long time.
Concerning the weapons and abilities: I'm currently in a drawback. One weapon stoped function properly after 1.3 starcraft 2 release and I haven't got it working the same again. Also I have already maxed out the number of abilites (which the weapons and active skills are) which is a problem. So that is currently on halt. The no drop weapon is intended ;). Just replay if you want different weapon ;). Most of my focus now is to make stone zealot a more dynamic and fun boss as well as adding the final terran boss. The terran boss just never gets done -_-.
Running and shooting and killing is just something that should make everyones heart warm and make you able to sleep at night ;)
Okay... So I planned to not continue doing this map and yet now I just released a new patch that includes hell of alot thing. Many things (in the trigger editor) had to be redone from scratch. I'll let the patch notes speak for themselves. In other news I'm currently working on a new trailer for the map and next patch will hopefully include the long awaited terran final boss.
Version 3.1
reduced Nightreavers final revenge cast life tolerance to 6 % from 10 %
Wave Gun have been temporary removed
Fixed some problems with the UI when people died in wave
Updated some tooltips
Removed cooldown restriction in shop 3 & 4 (you can now buy weapon while a buildings is on dropdown)
Fixed a bug where Hacked Delivery could be abused
Fixed the beacon bug
Fixed correct removal of warm trail model
Fixed several other issues
Shop in wave:
Changed alot of prices, mostly reduced
Version 3.0
Bosses & minions
Queen
-Added a new summoning spines ability (she now have 2), this new one will spawn a spine cralwer at the position of all players and decoys. Low chance of casting
-The queen will now cast more prey on young when she have low hp
-Increased Spine crawlers hp regen by tripple and added 75 life
Nightreaver now have an ability called final revenge that is constantly casted when he have 10 % life left
Bosses now grant more score when encountered according to loop
Added visual effect to spine crawler and boss unburrows
Added the hardened shield skill on motherships and increased its armor to 15 from 5
All bosses have had thier life and life/sec reduced a little in order to be more easy to defeat while playing alone
All bosses have thier push priority above champions now
Decreased first zerg wave units Life by 10 to reduce the occurance of enemies having very little hp left from a single pistol shot while playing one player. This makes the begining easier but also reduces the overall experience and score points early game.
New content & changes
Added highscore (between maps and personal best)
Added Experience (a stat that increase depending on how good you play and increase between plays). This stat will now control which champions, skills etc you can chose. This score is determined by kills, highscore and bosskills.
New terraintextures and some doodads to make the game more dynamic and less boring
New scorescreen in the end
Updated UI graphics
5 new champions (1 only survival)
4 new weapons (2 Wave only and 2 survival only)
Added new mode WAVE:
-This mode is simlar to the old one except that this is a protect the queen/defend the lich king or as i call it defend the building map. The enemies arrive at the left or bot of the screen and moves to destroy anything in their path. The players work together to try and stop the invasion by using the skills and weapons from before which now is bought in a automatic shop, along with buildings such as walls, towers and others. The goal is to defend the Radio antenna for 20 waves.
Balances
Decreased growing legs speedbuff to 2.5 % from 5 %, corrected the gain (gained to much before) and lowered the cap to 25 from 50. Increased life gain to match old end value
Increased small robot attack on experiment to 25 from 20. They spawn every 2 sec instead of 3 but can now die from any splash effect and enemies (but they are not prio and cannot act as tank-tanks)
Increased splash radius of cluster charges by alot actually and damage by 20 on main explosion and 10 on small, still you need to be able to handle it.
Increased projectile speed on many weapons
Increased Wave Gun damage to 20 from 17
Increased E.M.D reload time to 3.5 from 3.1
Removed armorbonuses from levels (this was a very small bonus)
Amnesty now grants a 35 % bonus movespeed from 15 % and 19 sec cooldown from 20 sec and don't cost ammo after duration.
Immunity now grants +10 life/sec insetad of 5 but have 1 sec increased cooldown
Reduced Airdrones attackspeed and damage a little also increased its cooldown
General Fixes
Added a system to check if the ammo you have is to little to be able to shot. This fixes an issue where you had to manually reload.
Fixed several issues with drops and score gain when enemies died. Also Some event errors when special mobs died, like bosses etc.
Fixed some issues with bloodbomb and bomb not preforming as they should nor given the correct score and some event log texts for killing enemies.
Changed some graphics
Updated some texts and tooltips
Clarified some tooltips
Fixed the tower gliding or walking chasing after enemies
Floating text Damage is now only shown to the player dealing the damage and not every player, taken damage is only viewed on your champion to you
This Might be the final post here in this thread for several reasons but the main being that these last patchnotes is probably the last ones. My life is soaked in other things that have a need to be done and with the new popularity system I cannot even find my map, even less play it with anybody. This makes testing hard and devours all hope of my map ever reaching its potential (I would need a large base of testers in order to balance things before I add new content like: new modes (Survival with terrain, Missions, Normal survival), Highscore, new map borders and different terrain and other things I had planned (more weapons, skills and maybe even characters and TERRAN BOSS…).
Also I have tried to get a hold on someone to make a somewhat more professional trailer but failed. Now there are map out on battlenet with their own voice actors and professional teams creating games that I alone simply cannot do. I do not state that I have given up on creating starcraft 2 maps, just that working alone isn’t really that good and every time I’ve tried to recruit friends they have denied.
Thus I have decided to end this project because if I ever continue I will most likely start a new project or work within the "No Mans Land" compilation which no one here ever heard about (this map was a project in order to learn the editor and the first in a series that would be "one Action game", "one RPG game" and "one Tower defense"). But I will leave this map to anyone willing to continue develop this one. However I will wait some time before putting it for public display and dissection on mapster. Also I will fix major problems encountered if I find any or if someone comment on them
Anyway:
Version 1.15 Final Version
Fixed some colors changing because it was created with different but blizzard fixed the color not working and I had to remove colors that didn’t work and as I adapted everything to that (more is like before 1.2 release which changed alot of colors)
Reduced armor bonus on bosses for each player added
Fixed game not ending correctly if all players walk into the fire and die before the ui is finished loading
the game is now endless and will restart if you manage to survive the terran wave but with harder enemies.
Increased time between waves by 5 sec (between every new kinds of enemies, there are 3 waves each level (between bosses))
Should have fixed so that you cannot lose cooldown on active skill or weapon if it doesn't trigger its effect while being sucked into the singularity by nightreaver (the signularity is a kind of minidisable)
Updated some tooltips
Bosses
Gateway
-Added timed life on service bots
-Decreased Mothership range but increased its movespeed and duration
-Increased duration on defensive clusters to 25 from 20 sec towers but decreased their life & shield from 1500 to 600
Queen
-Increased spine crawlers duration to 20 from 17 but decreased their life to 325 from 600 and gave it a massive life/sec
-Decreased the queens movespeed to 0.5 from 0.9 but increased its movespeed multiplyer on creep to 2 from 1.7
-Reduced Attackrange by 0.5
Increased Creep tumors by queen duration to 30 sec from 20 and by Kerrigan to 20 from 12 sec
Weapons
Changed Name on mine launcher to Cluster Charges
Increased Gauss shotgun damage to 75 from 67 and decreased its damage reduction by armor
Increased Shredder damage to 90 from 87
Corrected point related weapons (D.Bazooka and now Cluster Charges) to have correct range (as far as possible) as before you could only fire closer to your unit
0
I have only worked quite shallow on maps and mods to games (in starcraft 2 I have done only one map, but I've done all my things in my map alone, almost anyway) but I agree with you on most of these points. However you seem to underestimate the potential of "casual workers" (most likely in the category you call the rest that really don’t matter), not everything has to neither be perfect nor even that great when release is due. A casual worker or a friend or something like that can bring much to the table even if they lack experience as they can be testers and give critics (VERY important, although listening to critics is an "art", never follow it blindly). However you might not consider a tester or “small task”-doer to be a part of the “team” but finding these people can be a real pain in the ass and just because you have friends who own starcraft 2 it doesn’t mean you have free testers. The popularity system doesn’t really let you test your map either if it’s not a front pager.
Otherwise very good text ;)
In other notes, if you are a terrainer and want some work I would like to hire you for my map ;). PM me if you’re interested or want details on the map.
0
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
0
Version 3.09 HOTFIX
0
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
0
Hello
I suggest my map for playing a little ;)
Map name: No mans land survival
Gameplay: WASD or arrowkeys (top down shooter) and mouse, restart function in the game
Players: 1-4
Mode 1: Survival (pick a hero & unique skill, grab a gun and kill minions and bosses for tons of score)
Mode 2: Wave (pick a hero, build buildings and protect your radio antenna (WARNING many players have considered this to be hard but if you played defence maps you should know what to do but it might take a few tries to get you up to speed))
Link:
http://forums.sc2mapster.com/resources/project-workplace/13082-map-no-mans-land-survival/#p3
0
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
0
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
0
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
0
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.
0
Some things were still not function properly. So much for beta testing :P -_-
Version 3.04
0
HOTFIX
Version 3.03 (mostly wave fixes)
0
The new version is here. I just hope that it is bugfree :S This time it aint that pretty sorted but i'll have to do
Version 3.02
0
@Shad0wsEdge: Go
Sorry for my late respons but I've been very busy irl.
Questions first:
Q: "Just wondering though, does the difficulty of the game affected by the number of active players?"
A: Yes. In fact it heavily affect the difficulty of the game. Playing 4 players increase number of units (and speeds up commands for bosses) as well as making units harder, faster, stronger etc.
Q: (well not a question but...) implement the credit and shop system in survival (modified the text to make it smaller)?
A: Well this is not the point of the survival mode. However other modes (don't know when but...) will be made and some will feature the shop and some not. Also just a note: from the begining the random level power ups was actually not ment to be random. However as survival is very speedy gameplay I couldn't really implement a good way to make people be able to choose (like in the shop) because I didn't want to ruin the fast paced action with pauses or dialogs covering the whole screen.
I have currently worked alot with wave for a long time and before I added it there was just survival :/. But anyway. Wave is more of a relaxed version of survival in many ways. I'm sorry to hear that you think the wave is to hard right now but I and others are able to complete it without to much of a hassle. The thing is that wave is very strategic and needs all players to know what they are doing in order to be able to get somewhere in number of waves. Walling off correctly and building towers safe as well as using buffing defensive structures are vital. Using Mech heal (a cheap buyable skill) is a very good strategy early game if you find that walls are dying. Also walls must be placed directly in the enemy path as they will only attack things directly reachable while they walk towards the antenna. Sometimes sacrifacing some buildings must be done to. I am working on adding 10 extra waves in order to make it harder longer and more fun (will be released very soon). If you want to I can play with you sometimes if you are online to show you how its done (hopefully :P). Add character code 705 (that is enough I think?) and my ingame name is Mindless. Hopefully I'll be able to play at least sometimes during weekends.
Regarding the survival mode: The gateway boss is really a joker (as is the protoss boss Maar and zerg boss Nightreaver). Sometimes he can manage to bring down the whole team in just few seconds as well as summon enough units to make sure you go down with him if he dies. However I do consider him being the easiest one of the protoss bosses, mainly because he is the only one standing still and everything he does have long start up time. Hellblazers as well as other splash weapons can make him very easy. But he have 2 modes and if you have a lot och splash weapons it will not help you if he enters the warp gate mode as then he is turned from a summoner to a caster. A collapsing star will kill anything that it touches in an instant and its rays upon collaps can kill people from afar (if you haven't seen the star or if you don't know how to avoid the rays). I've seen one star taking out all four players ;). Anyway. The gateway is getting a new skill in warp mode next release. Also all bosses, especially the zerg bosses and the queen will now be a little easier to kill. I consider the queen to be one of the strongest bosses in release 3,01. As I'm alone and testing takes very long time and I'm currently swamped in real life balanceing takes very long time.
Concerning the weapons and abilities: I'm currently in a drawback. One weapon stoped function properly after 1.3 starcraft 2 release and I haven't got it working the same again. Also I have already maxed out the number of abilites (which the weapons and active skills are) which is a problem. So that is currently on halt. The no drop weapon is intended ;). Just replay if you want different weapon ;). Most of my focus now is to make stone zealot a more dynamic and fun boss as well as adding the final terran boss. The terran boss just never gets done -_-.
Running and shooting and killing is just something that should make everyones heart warm and make you able to sleep at night ;)
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Okay... So I planned to not continue doing this map and yet now I just released a new patch that includes hell of alot thing. Many things (in the trigger editor) had to be redone from scratch. I'll let the patch notes speak for themselves. In other news I'm currently working on a new trailer for the map and next patch will hopefully include the long awaited terran final boss.
Version 3.1
Shop in wave:
Version 3.0
Bosses & minions
-Added a new summoning spines ability (she now have 2), this new one will spawn a spine cralwer at the position of all players and decoys. Low chance of casting
-The queen will now cast more prey on young when she have low hp
-Increased Spine crawlers hp regen by tripple and added 75 life
New content & changes
-This mode is simlar to the old one except that this is a protect the queen/defend the lich king or as i call it defend the building map. The enemies arrive at the left or bot of the screen and moves to destroy anything in their path. The players work together to try and stop the invasion by using the skills and weapons from before which now is bought in a automatic shop, along with buildings such as walls, towers and others. The goal is to defend the Radio antenna for 20 waves.
Balances
General Fixes
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This Might be the final post here in this thread for several reasons but the main being that these last patchnotes is probably the last ones. My life is soaked in other things that have a need to be done and with the new popularity system I cannot even find my map, even less play it with anybody. This makes testing hard and devours all hope of my map ever reaching its potential (I would need a large base of testers in order to balance things before I add new content like: new modes (Survival with terrain, Missions, Normal survival), Highscore, new map borders and different terrain and other things I had planned (more weapons, skills and maybe even characters and TERRAN BOSS…).
Also I have tried to get a hold on someone to make a somewhat more professional trailer but failed. Now there are map out on battlenet with their own voice actors and professional teams creating games that I alone simply cannot do. I do not state that I have given up on creating starcraft 2 maps, just that working alone isn’t really that good and every time I’ve tried to recruit friends they have denied.
Thus I have decided to end this project because if I ever continue I will most likely start a new project or work within the "No Mans Land" compilation which no one here ever heard about (this map was a project in order to learn the editor and the first in a series that would be "one Action game", "one RPG game" and "one Tower defense"). But I will leave this map to anyone willing to continue develop this one. However I will wait some time before putting it for public display and dissection on mapster. Also I will fix major problems encountered if I find any or if someone comment on them
Anyway:
Version 1.15 Final Version
Bosses
-Added timed life on service bots
-Decreased Mothership range but increased its movespeed and duration
-Increased duration on defensive clusters to 25 from 20 sec towers but decreased their life & shield from 1500 to 600
-Increased spine crawlers duration to 20 from 17 but decreased their life to 325 from 600 and gave it a massive life/sec
-Decreased the queens movespeed to 0.5 from 0.9 but increased its movespeed multiplyer on creep to 2 from 1.7
-Reduced Attackrange by 0.5
Weapons