Turret Wars v1.50

Details

  • Filename
    Turret_Wars_v1.50.SC2Map
  • Uploaded by
  • Uploaded
    May 15, 2011
  • Size
    546.78 KB
  • Downloads
    1,320
  • MD5
    b5b78c84b9cdfdf1f90681eb84b8ef4d

Changelog

Version 1.50

Took a long break from Starcraft, but I'm back!

I've updated the map's looks to be (hopefully) a little less boring.

Changed the code for how units spawn, hopefully this clears out any issues of lag that was occurring in the previous versions.

Tweaked the wave's spawn times.

I'm honestly not sure if there were any other changes, I started the changes way back in August, then took my break and finished them up just recently.

More balancing will definitely be in the works, if you have any suggestions or comments, please let me know!

Version 1.48

Increased difficulty of waves, they seemed too easy and would draw out the game.

Lowered costs of SCV abilities and utility upgrades.

Version 1.47

  • Lowered costs of SCV abilities.*
  • Added some bonus abilities to be used by the SCV:*

Create Ravens Create Vortex Warp in Sentry Train Ghost

  • Sentry can now attack Ghosts.*
  • Added mines!*

Proximity Mine - Lay mine down on the ground and when an enemy wave unit gets near, the mine will automatically detonate for 500 damage. Remote Mine - Lay mine down on the ground and choose when to detonate it. There's an individual trigger for each remote mine, or you can detonate all mines owned by you from the SCV.

Version 1.46

Lowered Photon Cannon damage to be more in line with other towers.

Fixed bugs where the waves would stop moving along the track and just go back to the beginning.

Increased the number of starting units in the waves to give more players a chance to get into the action!

Lowered how fast speed was increased periodically.

Lowered how much health was increased periodically.

Version 1.44

Toned back the wave difficulty a bit. Hopefully this will let the sides have more available funds to interact more.

Version 1.43

Shortened time between the different levels and decrease the time that health/speed gets incremented, starting game should be a little more fast paced now.

Version 1.42

MANY overhauls, redid a lot of the code to run more smoothly and hopefully reduce that lag problem. Changed all wave's health and speed and tweaked how fast health and speed upgrade on their own. Added upgrades to utility towers. Created a new hierarchy for the different types of towers, see project description for details.

Version 1.2

Added two new units to the waves:

  • Medivacs - They heal waves.
  • Warp Prism (Phasing Mode) - Slow moving, randomly casts a Psionic Storm and all towers/units in the area are disabled for the duration of the effect.

Three new 'utility' towers:

  • Flame Tower - Casts a stream of flame that damages and slows all enemies in the stream.
  • Void Ray Tower - Casts a beam of energy on a single target, the longer the beam is charged the more damage the targeted unit takes.
  • Spire - Creates a buff around the Spire increasing all damage done by towers and units by 100%

Multiple balance changes to account for new units.

Version 1.1

Reduced all costs and balanced damages to put all abilities in reach of everyone in a full game. Still more balancing and testing will be need though.

Version 1.09.4

I think I fixed all the lobby issues, teams should be able to be picked as normal.

Version 1.09.2

Fixed various minor bugs, and tweaked some minor things. No gameplay changes.

Version 1.09

Fixed team setups. Before, if there wasn't a full game, people could all wind up on the same team, regardless of where they were slotted in the lobby. This is a SC2 bug with the lobby. To counteract it, teams are automatically split, unfortunately this is regardless of where they are slotted in the lobby, but I think this change is for the greater good.

Version 1.08

Fixed what I can of the lobby issues.

Verison 1.07

More more more bug fixes!

Version 1.061

Fixed Sentry issue.

  • Should* have everything fixed that got messed up from the patch.
    • Version 1.06: Add Bonus units!!

Three types of bonus units have been created, they appear at random times in random places on the map. To get the bonus, you must move your SCV to the bonus unit before the unit dies (approx 30 sec). Each unit type has 4 different bonuses to give:

Zergling:

  • Creates bonus Sentry. Sentry can create a mobile Chrono Shield that slows all waves inside the shield to .1. The Sentry will destroy itself 10 seconds after casting Chrono Shield.
  • Player gains (random number between 1 and 50) minerals.
  • Players team each gains (random number between 1 and 25) minerals.
  • Lower Ally Health/Speed
    • Interceptor
  • Creates bonus Ghost. Ghost is spawned in enemy area. It can attack enemy units/towers, but only gets 3 shots. 1 shot will kill basic units/towers, 3 shots will kill advanced units/towers.
  • Creates a Vortex at the enemy base. The Vortex is at the beginning of the enemy base, sucks all the enemy waves into it and unleashes them on your enemy all at once.
  • Steal (random number between 1 and 25) minerals from each enemy player and give them to each ally player.
  • Add enemy health.
    • Observer
  • Create Nydus Canal. Creates a Nydus Network in your area (randomly placed) and creates a Nydus Worm in the enemies area (randomly placed). When your waves reach your Nydus Network they will be transported to the Worm's location. Lasts 10 seconds.
  • Create a Blackout. Creates a Fog of War of the entire map for your enemies. Your only unit that can see is the SCV. There is a light switch that will get pinged on your enemies minimap. Take the SCV to the switch to regain vision.
  • Create Enemy Ravens. Creates 5 Ravens in your enemy's waves. Once the Raven is killed, it reduces the killing unit/tower's damage 90% for 10 seconds.
  • Jackpot! Takes 25 minerals from all players and pools them into a jackpot. Type -roll within 20 seconds to roll a number between 0 and 100, highest roller gets it all!

v1.05 More balance changes!

Broke waves down into 3 categories:

Light Armored (Medium) Massive (Heavy)

All Terran units/towers do normal damage to Armored, but less to Light and Massive All Protoss units/towers do normal damage to Light, but less to Armored and Massive All Zerg units/towers do normal damage to Massive, but less to Light and Armored

The advanced units and towers have less of a damage reduction.

New command: -stuck

Type this in chat if your SCV becomes stuck or unusable and a new SCV will be created for you.

Known Issues: Not 100% if it still lags near end game due to the map or if it was players I was playing with. Playing by myself I found no lag, so more investigating to come. *7/28 update, I think the lag is more due to players (or maybe low end PCs), I've had smooth full games before.*

Some more balancing will probably need done.

Mine cost/damage will need tweaked.