Unit Defence 1.3

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    UnitDefence1.3.SC2Map
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    May 12, 2010
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Changelog

Set pylon price to 5, and canon price to 7 (I think, if I found the right variables, even though they were named "repair resources")

Changed name of player designations, so that the first 3 are now named neutrals 1-3, rather than player, as that could be misleading. (Or was there a purpose behind it?)

Fixed a few obvious mistakes in the changeling spawning procedure, and balanced it to spawn 2 changelings at a time.

Added feature to spawn "superchangeling" every 250 kills. Since no superchangeling is currently set up though, the feature is temporarily set up to spawn motherships. If you're in the mood to try your luck at modifying triggers after you've made the superchangeling unit, here's how: Open trigger module (F6), expand the folder named "changeling spawning", find and select the trigger named "Kill Counter P3", in the main window of the trigger - third line from the bottom - you'll see a line reading "Unit - Create 1 Mothership for player ...", click anywhere on the line. In the very bottom of the window the same text will apear with blue underlined links for any variable that can be changed. Click on "mothership", and instead select your newly created superchangeling. This will have to be done for all Triggers (not the variables) withing the "Changeling Spawning" folder, "Kill Counter P3" all the way through "Kill Counter P11". For now the spawn location of these motherships/superchangelings is slightly south of the spawn for regular changelings, on the point named 250KillMark. Feel free to move it around to where you see fit when you design the beacons/units they can be switched for.

Havent touched anything with upgrades yet, cause I've no idea how to and don't find time to research it atm.

No idea why the beacons are sometimes disappearing so haven't done anything about that yet either.

No idea what you meant by "Group spawner (# of players => # of players - 1)", could you try to explain abit more thoroughly? For now I just prepared it so that it will become possible to start wave by moving a changeling onto a beacon, but it's not in use yet, just thought it could be a great feature for when testing to not rely on timers or anything like that. As for the waves, I suggest when you create the units you'd like to have in each wave you name them something along the lines of "Wave 1 - Slow Zergling", "Wave 2 - Overlord", "Wave 3 - Armored baneling" etc. It will make it alot easier for later if I find time to create some wave triggers after you've prepared which units you'd like to see in each wave. And then just worry about the balancing even later on.

Due to not making waves spawn yet I haven't bothered about the pathing either, but I'm sure it can't be that big of a deal :p

Still need changes:

Trigger waves spawning automatically. Create or modify a unit to use as a "superchangeling" at 250 kills. Get spawning units working. Fix upgrades for building to upgrade up to 250 times. Slowly increasing mins by 1 after upgrade. (so lvl 1 = 1 min/ lvl 2 = 2 mins/ ect) up to 10 mins for lvl 10, then just keep at 10 mins for all levels above 10. Fix beacons disappearing due to changeling selecting area. Ensure pathing is working (start attacking if blocked) Balance Probably lots more