Destroy All Monsters v1.24b (Battle.net fully functional)
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http://www.theonslaught.org/forums/forum.php
Most recent game play video:
Hopefully with music people won't hate.
Lyrics include:
(STAND YOUR GROUND THIS IS WHAT WE ARE FIGHTING FOR, OUR SPIRIT AND LAWS AND WAYS)
(CRY HAVOC AND SLIP THE DOGS OF WAR, FOR HEAVEN OR HELL)
http://www.youtube.com/watch?v=obb6nis65f4
How to play/game play tips:
Defend the city from monster attack.
Use your dropship to deploy squads.
All city buildings are garrisonable, larger building are generally more durable/can contain more troops.
It's vital to use the city's buildings to aid in your defense, most monsters will kill unprotected units very quickly.
Protect the Capitol building(nexus) from being destroyed.
Infantry are extremely vulnerable out in the open, and work much better while firing from buildings.
Vehicles are vulnerable out in the open, but typically have very high attack values at very long ranges.
Aircraft are typically support units that work best in conjunction with ground forces.
Generally the best strategy involves a defense matrix of many different units with over-lapping fields of fire.
Pay attention to unit attack bonuses and monster attributes. All units you can deploy have tool tips explaining their strengths and special abilities. Monsters have very large health pools and base armor of 3, but take double damage from certain unit types.
Type -zoom to change camera to tactical mode.
(Multiplayer mode ON by default)
Type -solo to activate single player mode
Type -multi to re-activate multiplayer mode
I set the trigger for Godzilla to wait 60 game seconds before attacking the city, so you have a little bit of time to prepare before he starts to wreck everything.
Random mode has been added!
40 different monsters(not including claw and gigantigrub) are assigned to a pool of units.
One of these monsters will attack the city from a random direction.
When that monster is killed, a new random monster will attack from a new random direction.
Defeat 17 super monsters(not including any claws and gigantigrubs) to beat this mode.
Monsters don’t wait as long before attacking in this mode. (only 5 seconds vs normal 20+)
Every game should be unique in random mode, no two games will be the same!
Any comments and questions are welcome, enjoy the map!
I didn't think about that, being able to do it every time you have at least 20 energy. Okay, that definitely is a serious problem I'll address before releasing a new version.
You can get 155 battlecruisers or thors everytime you have 20 energy So you can in a way win without trying >.> the 20 range on battlecruisers makes you able to kill the "monsters" before they reach em
I don't really understand this bug you're talking about... I don't see anything special about where the dropship flies. I did notice that you don't consume energy until you reach your destination, and you can spawn units along the way for free, but once you reach your destination all your energy is depleted.
Considering the nature of the game, I don't really see a problem. You're still limited by the 'cannot queue anymore' so it's not like you can fly around the perimeter of the map for 50 loops spamming troops endlessly. This bug is only really abusive if you use it to spam very expensive units like thors or BC, but just mass thor or mass BC don't really do that well anyways.
Either way, a very odd bug. I'll probably change how the dropship summon ability works (ability only works if dropship is stationary and cannot function while moving) but for now... meh it's not that game breaking.
I found a pretty fun bug while playing this map. Make your dropship go 1 spot anywhere you can. Then shift-click the unit you want until it says the queue is full. Then look where your dropship has flyed. And whoops suprise ;P
I'm not worried about multiplayer because there's no official way to play it yet. I definitely have a plan for it though, and it's actually quite simple.
The map as it is, is 'beatable' by all infantry only, all vehicles only, or all aircraft only, but I think everyone agrees that combined arms is the easiest way to win. Infantry in buildings 'tanking' monsters, while tanks in siege mode blast away while thors stun and aircraft fire away, et cetera.
So
Player 1 has a dropship that only deploys infantry.
Player 2 has a dropship that only deploys vehicles.
Player 3 has a dropship that only deploys aircraft.
If there's only 2 players, then the aircraft dropship would be given to player 2.
They all work together with their different assets to achieve victory. There are some other plans like scoring, gaining rank that you carry from game to game to access upgrades and more units, but those ideas are far off.
Plus sharing control of the city with another player is probably doable... but undoubtedly complex.
(units owned by player 2 move close to building, building ownership changes to player 2)
Plus if I divine up the city, I might as well divide the city into 'lanes' and each lane suffers equal sized attacks like a TD or something.
What's your opinion on my multiplayer plans? I'm really just brainstorming, and I'm more than willing to consider other ideas because at this stage, anything is possible.
You should do this:
2-player coop. Medivac has 1/2 energy and 1/2 regen. Buildings are somehow usable by both players or divided into two sectors. Or maybe one guy has infantry and other guy has specials.
Minor update in response to the feedback.
Boost claw monster acceleration and attack
Reduced wait time between monster attacks
Decrease tank/siege damage
Decrease thor start energy/dmg
Increase thor stun weapon range
Building burn time reduced to 1k
@Archangel
I never encountered the problem where a drone monster's attack trigger failed to move him toward the city and just left him standing outside the city doing nothing. Maybe the long time between attacks/his super slow acceleration caused it?
If anyone else notices this problem in the newest version, please be specific about which drone and where.
My next goals for this map are to add a few more monsters, give them more interesting abilities than just their 'attack' (throwing buildings anyone?) and to randomize the monster waves.
If anyone has suggestions or wants to help out, please let me know.
Thanks for your feedback, keep it coming and enjoy the map!
Beat the latest version. Definitely harder than the old version, but claw-grip is pretty much useless. I just had cruisers run around while tanks blew him up.
If there was an extra godzilla I'd lose so badly. I had like only a couple supply depos left in complement to my capitol.
played the new version- pretty fun- however after I killed that Claw guy(IE gaint drone) nothing else spawned and his health bar remained- he was very dead- I saw him explode but nothing happened afterwards. kill zilla with tanks+thors+maruders. kill rochy with tanks+thors+maruders+zelots. kill claw with marrines+ghosts+marauders(I droped troops around him as he would turn to kill something- had him souronded most of the time and slowly killed him) I saw claw outside the city and just fought him there flying around him.
Funny you should try that, the newest monster is an anti-kite strat monster.
I also reduced the range of vikings, so it should be harder for them to kite and stay alive.
Did that work for all waves though? I mean it's not just Godzilla.
Brand new version is up, please leave feedback and bug reports!
I'm starting to balance the map for 3 players, so right now it could be too hard/too hectic for a single person to handle. This is intentional, so I'm just giving anyone who tries it out a heads up about the difficulty.
Just wanted to let you know I beat the game easily using Viking and banshee.
massed banshee and hid them until i had a lot while using 1 squad of viking to endlessly kite godzilla back and forth until i had full energy on banshees then just cloaked and killed the boss.
Glad to hear you like it!
I've had a busy weekend, but had some time to work on updates. Here's a small preview of what's in store(it's not ready for upload yet though sorry)
1.2 Changelog
Reduced monster hp
Reduced monster regen
Reduced building capacity of all sizes
Reduced unit damage
Reduced squad size from 10 to 5
Added monster types and bonus damage attributes to player units
Added tooltips
Rebalanced all player units
Vehicles and Aircraft are now far more useful and have specific roles.
Added Mech
Added Grenadier
Removed raven
Added Claw Monster
Added UFO mothership
Omg, almost beat wave 3. Roach was down and godzilla was down to like 1/10 HP before I went down.
Gahhh so hard yet so addicting. Moar updates!
Epic epic map!
Roachasaurus was a bit too much though D:
I had a feeling people would be using Thor stuns that way, but I don't think it's an issue. The idea of the game was to use the city itself to create your defensive positions, and I don't have a problem with the game being impossible if you never use the city to your advantage.
Sure you can blow all your energy on Thor spam and kill Godzilla once, but then you won't have any forces that can beat Roachasaurus, or the last wave. I designed Roach to do all the things Godzilla can't. He can fight off huge swarms of units, but has problems with hardened structures while Godzilla is a good building clearing monster, but fails to swarm attacks.
If you 'bait' roach into a part of the city with lots of Huge class structures and man them with tons of infantry, he'll go down for sure though even with his huge regen.
I haven't truly begun balancing vehicles and air units yet, one of the main things they need is serious weapon range boosts. I'll probably have player 1 control infantry of all kinds, player 2 control all vehicles, and player 3 control all air forces. For the moment infantry spam in structures is pretty much the winning strat, but against the final wave, a few thors using their stun at the right time really works wonders.
just fly out of the city at the beginning and spawn as many thors as you can and then wait for godzilla.. after a short while your thors will reach 100 energy, activate WMDs (the super cannon) and its toast but the roach seems imbalanced... regeneration is way too high.
now, godzilla kill?
Really fun! I sucked though I will have to play again later and I think I could win.
If anyone is curious I found out why invulnerable units were taking damage and godzilla could fry infantry inside a building:
Field Roach - Needle Spines (Damage)
Search Filters Excluded: Hidden, Invulnerable
For Godzilla's atomic breath, the "search filters" under his weapon/effects was completely empty. With the addition of 'hidden' and 'invulnerable' his attacks wouldn't hurt units inside buildings nor the dropship anymore. I agree it is a very cool affect though, so he only has the invul flag.
only one question, how the crap did u get godzilla to kill units in a building at the same time as the building? this is a totally awesome effect XD