After heavy considerations, I have updated the map with some small balance changes (mostly regarding sudden death) based on everybody's feedback:
v.12a General -Bunkers life from 6,000 to 4,500 hp -Sudden Death from 60 to 50 minutes -Sudden Death now salvages Bunkers instead of only dealing 75% damage to it (Rewards 500 minerals, 500 gas each) -Sudden Death now also disables Air Strike, Recruit Thor, Recruit Marines
For more detail, please refer to the Patch Notes History: HERE
I also want to take this opportunity to thank everybody for testing, and I will continue listening to your comments and feedback! :)
The "Research U-238 Shells" is a must get upgrade. It gives 1 additional range to Marines, providing a huge first-hit advantage, so this should be your first-priority.
Research Combat Shield
The "Research Combat Shield" at the Engineering Bay gives 10 additional life to Marines, increasing the durability of your Marines.
Recruit Medics x4
Trains 2 Medics with the Heal ability, also increases the durability of your Marines. Some players choose to save up minerals to spend on fast Siege Tanks instead.
Mid Game
Recruit Siege Tanks x2
Trains 2 Siege Tanks that provides long range artillery support. This unit is good for both defense and offensive. It is exceptionally good against clumped up units and armored ground units such as Thors. However, unsupported Siege Tanks are very vulnerable to Wraiths or Battlecruisers.
Recruit Ghosts x1
Trains 1 Ghost that have the Lockdown, Cloak and Nuclear Strike abilities. It is very effective against mechanical units with its Lockdown ability. It is only a support unit and should not be massed.
Lockdown: A long range ability that stuns mechanical units for 60 seconds. This is very useful for dealing with Siege Tank lines or Wraiths that attack your unsupported mechanical units.
Cloak: Increases the survivability of Ghosts allowing it to sneak behind enemy lines or use it's Lockdown or Nuclear Strike ability. The Scanner Sweep ability from the Orbital Command can be dealt with cloaked Ghosts, but it costs 25 minerals per scan, so use it wisely.
Nuclear Strike: Cost effective way to deal with clumps of units or to break Siege Tank lines. The slow speed of Thors and Battlecruisers make them an easy prey for Nukes as well. However, Nukes costs 25 vespene gas each. Be careful not to Nuke too often as it eats away your resources from upgrading your other infantry or mechanical units.
Order Mustard Gas
This spell causes all biological units (ally's and enemy's) in the field to 1 remaining life. This spell can effectively diminish a massive-Marine army at your front door, while your Bunkers or mechanical units will finish off the weakened enemy Marines.
Order Air Strike
This spell will send a wave of Banshees or Vikings that will bomb sections of the map, instantly destroying all enemy units in the respective sections. It can cost effectively destroy entire armies or force the enemy to retreat.
Air Strike (Field): This is represented by the Banshee. Explosions will occur on the field, which are the areas between the Bunkers.
Air Strike (Bunker): This is represented by the Viking. Explosions will occur in the region of the Bunkers, which is the area between the flags.
Note: Be careful not to spam Air Strike since it doesn't reward bounty for kills from Air Strike.
Late Game
Recruit Thors x2
Thors have the ability to stomp enemy ground units, instantly killing them. This spell is very effective at pushing back a lane to the enemy's side. It can also attack air units which can serves as a good counter versus Battlecruisers. When facing them, Ghost's Nuclear Strike and Sieged Tanks are effective counters to Thors.
Note: Thors automatically die once it passes the enemy final line of defense.
Order Battlecruiser Bombardment
Battlecruisers have a ground AOE attack, which makes it incredible against waves of Marines. This spell is very effective to push a lane, since it forces the enemy to spend minerals to purchase counters to the Battlecruisers instead.
Battlecruisers have to air-to-air attack so they will be very vulnerable to any air assaults such as Wraiths. Make sure you support your Battlecruisers with anti-air such as Goliaths, Ghosts (which can Lockdown enemy Wraiths or Goliaths), or a Wraith platoon yourself.
Note: Battlecruisers automatically die once it passes the enemy final line of defense.
Overall
Upgrade Infantry Weapons/Armor +1
Marines are constantly spawned, so the team with stronger Marines will always have a passive advantage over the opposing team. Make sure your Infantry Upgrades are not too far behind the enemy's otherwise no matter how well you are currently doing, the enemy Marines will soon push back.
Infantry Weapons +1: Provides 1 additional damage to all your infantry's base damage, allowing your infantry to kill enemy units much faster.
Infantry Armor +1: Provides 1 additional armor to all your infantry units, which increases its durability. Research Combat Shield to further increase your Marine's durability.
Upgrade Mechanical Weapons/Plating +2
Each of these upgrades increases base damage and armor by +2 each (except Battlecruisers and Thors). Although mechanical upgrades are more expensive than infantry upgrades, but these upgrades increases damage or armor by double.
These upgrades are crucial if you plan on using mostly mechanical units, otherwise your vespene gas may be better spent on infantry upgrades instead.
Note: Battlecruisers and Thors only receive +1 per upgrade.
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@Xaroxantu: Go
@CrazyTwigman: Go
After heavy considerations, I have updated the map with some small balance changes (mostly regarding sudden death) based on everybody's feedback:
v.12a
General
-Bunkers life from 6,000 to 4,500 hp-Sudden Death from 60 to 50 minutes
-Sudden Death now salvages Bunkers instead of only dealing 75% damage to it (Rewards 500 minerals, 500 gas each)-Sudden Death now also disables Air Strike, Recruit Thor, Recruit Marines
For more detail, please refer to the Patch Notes History: HERE
I also want to take this opportunity to thank everybody for testing, and I will continue listening to your comments and feedback! :)
0
@CrazyTwigman: Go
There's Sudden Death at around 40 to 60 minutes (I forgot the exactly time), it leaves the bunkers with 25% of their remaining HP.
Many things out-range bunkers, such as Nukes, Siege Tanks, Battlecruisers, etc.
In short, Bunker upgrades help early game, but infantry/mech upgrades is way more important in the long run.
0
Thanks!
Let me know of any suggestions or balance issues you have found! :)
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Game Guide
Early Game
Research U-238 Shells
The "Research U-238 Shells" is a must get upgrade. It gives 1 additional range to Marines, providing a huge first-hit advantage, so this should be your first-priority.
Research Combat Shield
The "Research Combat Shield" at the Engineering Bay gives 10 additional life to Marines, increasing the durability of your Marines.
Recruit Medics x4
Trains 2 Medics with the Heal ability, also increases the durability of your Marines. Some players choose to save up minerals to spend on fast Siege Tanks instead.
Mid Game
Recruit Siege Tanks x2
Trains 2 Siege Tanks that provides long range artillery support. This unit is good for both defense and offensive. It is exceptionally good against clumped up units and armored ground units such as Thors. However, unsupported Siege Tanks are very vulnerable to Wraiths or Battlecruisers.
Recruit Ghosts x1
Trains 1 Ghost that have the Lockdown, Cloak and Nuclear Strike abilities. It is very effective against mechanical units with its Lockdown ability. It is only a support unit and should not be massed. Lockdown: A long range ability that stuns mechanical units for 60 seconds. This is very useful for dealing with Siege Tank lines or Wraiths that attack your unsupported mechanical units. Cloak: Increases the survivability of Ghosts allowing it to sneak behind enemy lines or use it's Lockdown or Nuclear Strike ability. The Scanner Sweep ability from the Orbital Command can be dealt with cloaked Ghosts, but it costs 25 minerals per scan, so use it wisely. Nuclear Strike: Cost effective way to deal with clumps of units or to break Siege Tank lines. The slow speed of Thors and Battlecruisers make them an easy prey for Nukes as well. However, Nukes costs 25 vespene gas each. Be careful not to Nuke too often as it eats away your resources from upgrading your other infantry or mechanical units.
Order Mustard Gas
This spell causes all biological units (ally's and enemy's) in the field to 1 remaining life. This spell can effectively diminish a massive-Marine army at your front door, while your Bunkers or mechanical units will finish off the weakened enemy Marines.
Order Air Strike
This spell will send a wave of Banshees or Vikings that will bomb sections of the map, instantly destroying all enemy units in the respective sections. It can cost effectively destroy entire armies or force the enemy to retreat.
Air Strike (Field): This is represented by the Banshee. Explosions will occur on the field, which are the areas between the Bunkers. Air Strike (Bunker): This is represented by the Viking. Explosions will occur in the region of the Bunkers, which is the area between the flags.
Late Game
Recruit Thors x2
Thors have the ability to stomp enemy ground units, instantly killing them. This spell is very effective at pushing back a lane to the enemy's side. It can also attack air units which can serves as a good counter versus Battlecruisers. When facing them, Ghost's Nuclear Strike and Sieged Tanks are effective counters to Thors.
Order Battlecruiser Bombardment
Battlecruisers have a ground AOE attack, which makes it incredible against waves of Marines. This spell is very effective to push a lane, since it forces the enemy to spend minerals to purchase counters to the Battlecruisers instead. Battlecruisers have to air-to-air attack so they will be very vulnerable to any air assaults such as Wraiths. Make sure you support your Battlecruisers with anti-air such as Goliaths, Ghosts (which can Lockdown enemy Wraiths or Goliaths), or a Wraith platoon yourself.
Overall
Upgrade Infantry Weapons/Armor +1
Marines are constantly spawned, so the team with stronger Marines will always have a passive advantage over the opposing team. Make sure your Infantry Upgrades are not too far behind the enemy's otherwise no matter how well you are currently doing, the enemy Marines will soon push back.
Infantry Weapons +1: Provides 1 additional damage to all your infantry's base damage, allowing your infantry to kill enemy units much faster. Infantry Armor +1: Provides 1 additional armor to all your infantry units, which increases its durability. Research Combat Shield to further increase your Marine's durability.
Upgrade Mechanical Weapons/Plating +2
Each of these upgrades increases base damage and armor by +2 each (except Battlecruisers and Thors). Although mechanical upgrades are more expensive than infantry upgrades, but these upgrades increases damage or armor by double. These upgrades are crucial if you plan on using mostly mechanical units, otherwise your vespene gas may be better spent on infantry upgrades instead.
0
Remake of the classic Starcraft: Broodwar Marine Tug of War
Objectives:
Set Up
Special Spells
Recruits
You and your ally must control both air and ground by intensive micromanagement and creative strategies to outwit your enemies and claim victory.
Ranked Ladder
Available NOW on NA Servers!
Project Webpage: https://sites.google.com/site/marinetugofwar/
Screenshots
Trailer #2: