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    posted a message on Blitzkrieg Assault

    @Elmateo123: Go

    The final boss has a consumption ability similar to Kerrigan's except it's a lot stronger and he can use it on your units.

    @aceman118: Go

    Ohh, I forgot to add something to allow summoned units share experience when I changed how shared experience works. Thanks for bringing that to my attention, I'll fix it soon.

    I've been considering buffing Raynor's plasma gun for a while now. Personally I use it a lot since it has a really short cool down and is pretty good for killing stronger units like siege tanks and thors. I'll probably increase the damage a bit in a future update.

    Check out the polls for my map: http://www.sc2mapster.com/maps/blitzkrieg-assault/

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    @Yaos01: Go

    Thanks for letting me know about the PvP bug, I think I fixed it now. It turns out it only happens when player 1 isn't playing which never happened to me.

    I agree that adding more heroes would definitely add a lot more variety and replayability to the map. The thing is I want to wait until blizzard releases their DotA map so I have more hero models, abilities, and effects to work with. Also like I said before I want to work on other things for a bit before I start doing a lot of work in the galaxy editor again.

    I can agree with you about the resources too but I rarely ever use the minerals to gas or gas to minerals buttons. I think I might remove those buttons and leave it as using minerals to choose between buildings and using gas to choose between upgrades so there's a bit more decision making involved.

    As for next version I'll try to make heroes more distinguishable in large battles and remove those minerals and gas buttons if you guys think I should.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault
    1.0 Released

    I think I'm done adding all of the features to this map. I'll only be doing balance changes and bug fixes now since I want to start working on other things. Feedback is still welcome, I really want to know what you guys think.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    Thanks for the feedback. My current plans for the next version are adding a score board during the transition into PVP, adding King of the Hill to the Hero FFA, and setting the mineral cap to 1000 to prevent players from doing this (check the minerals and the time played):

    Too many ghosts

    I think all I need to do after this is fix the Hero share experience which I still need help on and this map should be ready for v1.0. I'm also looking for someone who can publish this on the Korean server so any help would be appreciated.

    Edit: I got someone to publish for me on the Korean server

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    I need a little help and some feedback on my map. First, what do you guys think of Hero FFA? Do you think I should add some kinda objective like King of the Hill with control points and remove lives? From my experience, players just run away when they're about to die and that makes the round really long and annoying.

    Also, does anyone know how to use veterancy share experience properly? In a single player game my hero gets to level 30 pretty easily but with 4 players it only goes up to low 20s. I have the share radius on 24, share fraction on 1, and share filters on all player and ally units.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    @Pyrios: Go

    Good to hear. I'll probably be releasing v1.0 soon since the map seems pretty balanced and complete. There's a few minor bugs I'm aware of but they shouldn't take that long to fix.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    @Pyrios: Go

    Alright, I'll try to fix the localization and get my friend to upload it again. I think the hotkeys got messed due to localization errors as well.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    Idk wtf Blizzard was thinking when they decided to make it so you can't publish in other regions. I hope they'll fix this by the time the expansion comes out. Anyway, I got one of my friends from EU to publish for me. He was pretty busy so he didn't get a chance to look at the published version in EU so let me know if there's any problems or text errors.

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    I still can't figure out how to publish this on EU. I tried using the localizer but it just added more regions to the map -> locale list and not the pull down list when you publish maps. Please help!

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    @Exaken: Go

    Defense is an attribute that adds 1 armor per attribute point so I don't think having half an attribute point per level would work. I'll consider changing defense to 0.5 armor per attribute point and changing the amount of defense points heroes get per level to balance it out.

    @Pyrios: Go

    Thanks! I'll try to publish this map on EU in the next version. I'm not 100% sure how I can do this, but I'm guessing I would have to use this: http://www.sc2mapster.com/assets/sc2-localizer/

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault
    Embed Removed: https://www.youtube.com/v/lHSH7nSu5lg?fs=1
    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault

    It seems this map is having troubles getting anywhere in the popularity system. Nobody can find it because nobody plays it, and nobody plays it because nobody can find it. I had a lot of fun playing this map with my friends and it would be sad to see my efforts go to waste. As a solution I'm planning on making a gameplay video for this map to attract people's interest in this and hopefully one of the mods will post it on the announcements.

    Edit: I could also use some more beta testers. If you wanna help me out then add Panzer.773 (US)

    Posted in: Project Workplace
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    posted a message on Blitzkrieg Assault
    This map is currently a public beta in the US and EU regions only. If you want me to publish in a different region then let me know. You can play the map by going to create game with the popular filter selected and search "Blitzkrieg" - It should show up as one of the results.
    Gameplay Video:
    Embed Removed: https://www.youtube.com/v/lHSH7nSu5lg?fs=1
    Old Preview Video:
    Embed Removed: https://www.youtube.com/v/PblB1lRha30?fs=1
    This map is based on an old map I made in the beta. It is no longer functioning properly but you can check it out here:

    http://www.sc2mapster.com/maps/deimos-valley/

    Gameplay/Features

    • Build unit spawners using your main base (you can only build in the starting area). These unit spawners will automatically send units to the enemy.
    • Train your hero and level up its abilities to defeat stronger enemies.
    • Heroes are chosen based on your race (Raynor = Terran, Zeratul = Protoss, Kerrigan = Zerg). Heroes each have 4 levelable abilities with unique purposes to deal with all situations plus one non-levelable special ability.
    • This map supports 1-4 players. Difficulty scales based on the number of players.
    • You will get vespene gas after getting a certain amount of kills and for finding gas pallets in bonus locations in the map. Use vespene gas to purchase upgrades for your units.
    • Enemy unit spawners function the same as player unit spawners. Destroy these to limit the enemy's army.
    • Enemy attack waves will show up at various points in the map. These are large waves of powerful units that are best stopped with your hero.
    • There are a few bosses throughout the map with powerful attacks and special abilities. They are hard to kill, but give players rewards when they are defeated.
    • Use checkpoints to minimize travel distance for your hero.
    • If your hero dies, it will be respawned in 15 seconds with a 100 mineral penalty.

    Future Plans

    • If the map becomes successful enough I'll consider adding more heroes

    Changelog

    Note: I may leave out some minor changes.

    1.03 (February 8, 2011)

    General
    • Summoned units now share experience with heroes

    1.02 (February 7, 2011)

    General
    • Added hero indicators

    1.01 (February 6, 2011)

    Bug Fixes
    • Fixed player units getting sent to the same side in the Tug of War round in certain cases

    1.0 (February 4, 2011)

    General
    • No longer beta

    0.60 (February 3, 2011)

    General
    • Changed Hero FFA to King of the Hill
    • Added a 1000 mineral cap to prevent idle spamming
    • Added a player statistics board that displays after completing the map
    • Fixed Hero experience sharing

    0.56 (January 26, 2011)

    Balance Changes
    • Added more drop pods during Odin battle
    Bug Fixes
    • Fixed score not changing during Tug of War round

    0.54 (January 23, 2011)

    General
    • It is easier for heroes to level up in games with more players
    • Additional players now increase enemy unit damage by 20% rather than 15%
    • Difficulty now increases/decreases enemy unit damage by 20% rather than 15%
    Balance Changes
    • Bio Plasmid Discharge ability cost lowered from 100 energy to 75
    • Psionic Strike ability cost lowered from 75 energy to 50
    • Kerrigan and Infested Terran move speed increased from 2.5 to 2.75
    • Infestation movement speed debuff changed from 25% movement speed to 50%
    Bug Fixes
    • Player minimap labels are now hidden when the Hero FFA round starts

    0.52 (January 23, 2011)

    General
    • Added Hero FFA bonus round

    0.51 (January 21, 2011)

    General
    • Bases now can't be attacked by hero units or abilities during PVP round
    Bug Fixes
    • Fixed gas not always being awarded for earning a certain amount of kills
    • Fixed units getting teleported to the wrong side during PVP round (for real this time)

    0.50 (January 20, 2011)

    General
    • Raynor and Kerrigan now get 2 defense per level rather than 1
    Bug Fixes
    • Fixed disconnecting players not being detected by a trigger

    0.48 (January 20, 2011)

    General
    • Changed loading screen from custom to melee
    • Added difficulty selection (very easy, easy, normal, hard, very hard)
    • Added Destroy Summoned Unit button for Build Auto-Turret and Spawn Infested Terran abilities
    • Changed defense attribute to add 0.5 armor per point
    • Added another checkpoint to shorten travel distance for heroes in the Zerg area
    Balance Changes
    • Lowered Hybrid Reaver's HP from 60000 to 50000
    • Each hero now only gets 0.5 armor per level (1 defense attribute per level)
    • Removed damage resistance from Psionic Shield ability

    0.47 (January 17, 2011)

    General
    • Uber abilities (Nuclear Strike, Psionic Strike, Bioplasmid Discharge) are now disabled during PVP
    • Infested Terrans are no longer automatically hotkeyed to control group 1
    Balance Changes
    • Increased Raynor's base HP from 200 to 240
    • Increased Kerrigan's base HP from 250 to 300
    • Zeratul now only gains 1 armor every 2 levels rather than every level
    • Increased damage and HP of Auto Turrets and Infested Terrans
    • Enemy units now constantly spawn during the Hybrid Reaver battle rather than only at certain points in the battle
    Bug Fixes
    • Fixed Zeratul being able to blink up cliffs
    • Fixed Void Rays attacking other units in the starting area during PVP

    0.46 (January 12, 2011)

    General
    • Removed computer from lobby
    • Removed random barracks in the start area (I was testing something)

    0.44 (January 12, 2011)

    General
    • Heroes now gain more experience (it happened during the patch without me changing anything, but it seems more balanced now so I'll leave it like this for now)
    • Changed kills on leaderboard to score. Score is calculated by number of kills * number of players
    • Workers are now immune to enemy units
    • Hero minimap labels are now set based on the player's team color and name
    • Added Psionic Storm ability to Hybrid Reaver
    Balance Changes
    • Infested Terran health regeneration changed from 1 hp/sec to 2.5 hp/sec
    • Decreased Siege Tank HP from 160 to 150
    • Enemy zerg unit buff changed from +50% life and +50% damage to +45 and +60
    • Odin air attack damage changed from 15 damage to 20 damage
    Bug Fixes
    • Fixed Carrier auto train Interceptors costing minerals
    • Fixed Toss Grenade ability explosion effect not appearing when at a level greater than 1
    • Fixed units getting teleported to the wrong side during the PVP bonus round
    • When a player leaves the game, their units will die (was supposed to do this in the previous version)

    0.42 (January 9, 2011)

    General
    • Increased the delay on enabling/updating mass teleporter from 30 seconds to 60 seconds
    • Removed invulnerability from Interceptors and added auto train Interceptors to Carrier
    • Added support for up to 4 players
    • Added 2v2 PVP round
    • Added minimap labels on heroes
    Balance Changes
    • Increased Stalker HP from 60 to 80
    • Unit spawn times now increase by 15 seconds per player.
    • Changed enemy unit buff from +30% damage resistance per player to +10%
    • Changed player unit debuff from +30% incoming damage taken per player to +15%
    • Hybrid Reaver's Constricting Slime ability now does 30 bonus damage to armored units
    Bug Fixes
    • Fixed dead units showing level up effect
    • Fixed player leaves message displaying twice when a player is defeated

    0.40 (January 3, 2011)

    General
    • Public beta release

    Fun Facts

    As of January 22, 2011

    • This map took about 2.5 months to complete
    • This map uses full 256x256 (max) terrain
    • There are 6511 lines of code for triggers
    • There are 954 modified/added data objects (units, abilities, actors, etc) in this map

    Special Thanks

    • OneTwoSC for his youtube tutorial videos
    • Various posts on this website that helped me solve problems I had while making this map
    • All of the people who beta tested this with me
    Feedback, suggestions, and bug reports are welcome.
    Posted in: Project Workplace
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    posted a message on Burrow Resetting Hero's HP
    Quote from Blizzard:

    • Attribute and Veterancy behaviors now normalize vitals when new levels are applied.

    Original Post: http://us.battle.net/sc2/en/forum/topic/1213111662

    I wonder if that fixes the problem. For anyone else having this problem, I hope the new patch helps you when it comes out. Anyway, I decided to use something other than burrow or cloak for my hero and it's a lot more fun to use. :)

    Posted in: Miscellaneous Development
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    posted a message on Burrow Resetting Hero's HP

    @Jinxxx123: Go

    Alright, I might just use cloak instead of burrow. It won't look as good and I'm gonna need to do a lot of modifications through behaviors.

    Posted in: Miscellaneous Development
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