The Zerg Rush

Details

  • Filename
    Zerg_Rush_V4.SC2Map
  • Uploaded by
  • Uploaded
    Apr 26, 2010
  • Size
    188.36 KB
  • Downloads
    554
  • MD5
    c26d53ebf5a3ea130e14dedfd0d4c7e9

Changelog

Version 0.4

Revamped shooting mechanics. Only units in front of you will be hit. Mutalisks will now spawn from spires. Fortunately the Terrans have beefed up their air defenses, and Ghosts may join in on the killing aswell. Jumping has been enabled due to popular demand, hit right click to jump. Manual reloading has been enabled, press R to do this. Those looking for some risks can now kill the Nydus Worms dispensing units. This will stop units from spawning at that worm, but those units will instead respawn and attack from the center. However, they will not spawn Banelings or Ultralisks (depending on which worm you killed). The center worms do not apply to this.

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Version 0.3

A Battlecruiser and Medivacs will now come right before the timer ends. Just for some realism. Zerg buildings have been added to the southern part of the map, in preparation for multiplayer.

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Version 0.2

Zerg will now spawn banelings and ultralisks every 2 and 3 minutes, respectively. Thor size increased, armor increased from 1 to 3, health increased from 400 to 750. By popular demand, Ghost's attack range is now about 50% larger.

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Version 0.1

Zerg now spawn slightly faster. Shooting is much more responsive. Camera is zoomed out a bit. Health reduced from 750 to 500.

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Zerg now spawn slightly faster.

What's to Come:

If map publishing is enabled during the beta, will be balanced for 4-player mode. Mutalisks will definitely be coming if this happens, as ghosts can hit air(their attack range will likely be made even bigger for this), and those missile turrets need to have a purpose. Will also add a slot for a fifth player to take direct control of the zerg.