I decided I'd post this here, since the map has come a long way since the beginning and I'd like some professional feedback.
"Last Stand Alpha" is currently only on the U.S. realm. (I'm not sure how to upload it to the EU realm)
It is a survival map where players fight off hordes of zerg. However, it differs from other zerg defense maps in that units are not trained. Rather, killing enemies contributes kills to the team, and once the team's kill pool hits the equivalent of 25 kills per player, each team member receives a civilian. (This is to discourage killstealing, while encouraging teamwork.)
Civilians are the primary currency used to make units. Each civilian can morph into a unit (in the case of infantry, for free. In the case of vehicles, for a sum of minerals) or, given a specific upgrade (Zombie vaccine) can be used to create a second civilian (This is not recursive. Both civilians afterward cannot create any more civilians).
Early units include Riflemen, which deal damage to a single unit and can utilize stimpacks and grenades for speed and quick damage. Davids are moderately armored mechs with superior survivability to early infantry and decent all-around damage against everything. Marksmen can deal damage against unarmored targets. RPGs slow enemies down and deal splash damage, making them useful against non-armored for both reasons. Melee Troops can deal damage quickly given enough upgrades and Engineers are used to build structures including AoE Minigun Turrets and Sandbags for protection.
Later on you can use Mechanics to construct Flame Turrets and Mounted Cannons to counter everything with turrets. You may use Ion Gunners to counter biological targets (most enemies) in an area, or use Snipers to pierce enemy armor at the cost of raw damage.
Bunkers also protect your units as well as your base at a steeper price (2 minerals for a sandbag, 50 for a bunker). Awesome Personnel Carriers can not only protect soldiers inside and act as mobile bunkers (when still), but they can morph into flying Blackhawks which transport infantry over cliffs.
As you upgrade to the next tiers, new units are unlocked. There are about 40 or so units that you can use.
Upgrades are located in a tab in each unit's command card. Upgrades are instant and each cost around 100 minerals, but often more (especially in the case of armor).
Minerals themselves are mined from piles of scrap located around the map. These are dropped off at the armory (engineering bay-in the game it looks like supply crates).
There is currently a tier system in place used to unlock units. Tiers are researched at the armory. However, I might do something with the long-term kills statistic in the future to replace the tier system. I'd love to be able to use higher-tier units at the start, and personally I don't think the tiers add much to the game.
Thoughts? I'd like to hear your opinion on the tier system. Is it good? fine? bad?
Pictures are probably coming later. I'm a bit short on time right now.
only real complain is that you are punished too hard for not getting eco going early on you should keep the current incomes system but add a nouns to each kill of the player to make the game easier then it is now. As it stands it is too hard to get going well, to get your eco going along with the defenses
FruitNinjazz you have a great map and its alot of fun is there any way to get past the crazy LAG in wave 28 that locked up all 6 computers? if ther is a way or u got a new version that would be great =D
"only real complain is that you are punished too hard for not getting eco going early on you should keep the current incomes system but add a nouns to each kill of the player to make the game easier then it is now. As it stands it is too hard to get going well, to get your eco going along with the defenses"
Grammar please?
--
Alright, so since this is a forum full of mapmakers (I hope) is it possible to get answers on the following issue?
Basically, at some point in the game (it does NOT happen on a certain wave. Before you say it does, play it more than once) usually past wave 20 or so, some kind of lag starts to occur. This lag eventually causes one player (and this player is the same player between games played by the same party) to show up on the disconnect list. He never disconnects, though. What happens then, is the game freezes up for all players, forcing everyone to ctrl-alt-delete out of the game.
I need help tracking this issue down.
--
Also, new update for the U.S. players. Thermal gunners have a better (in most regards) attack that doesn't kill friendlies as much, and there are a few new units. I recently added an anti-armor mech that's available from the david past tier 2.
Also, I enabled a bounty equivalent to 1 mineral per kill in nightmare mode, up to 2 minerals per kill to all players in softcore mode. I lowered mineral regeneration rates and minerals per scrap pile to compensate for that, however. If this bounty is too low I might increase it to 2 or more per kill in nightmare. I need feedback on this.
I'll also try playing some games with people when possible without building a base, setting up an armory in someone's base just for the zombie vaccine and tier 4 research.
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I decided I'd post this here, since the map has come a long way since the beginning and I'd like some professional feedback.
"Last Stand Alpha" is currently only on the U.S. realm. (I'm not sure how to upload it to the EU realm)
It is a survival map where players fight off hordes of zerg. However, it differs from other zerg defense maps in that units are not trained. Rather, killing enemies contributes kills to the team, and once the team's kill pool hits the equivalent of 25 kills per player, each team member receives a civilian. (This is to discourage killstealing, while encouraging teamwork.)
Civilians are the primary currency used to make units. Each civilian can morph into a unit (in the case of infantry, for free. In the case of vehicles, for a sum of minerals) or, given a specific upgrade (Zombie vaccine) can be used to create a second civilian (This is not recursive. Both civilians afterward cannot create any more civilians).
Early units include Riflemen, which deal damage to a single unit and can utilize stimpacks and grenades for speed and quick damage. Davids are moderately armored mechs with superior survivability to early infantry and decent all-around damage against everything. Marksmen can deal damage against unarmored targets. RPGs slow enemies down and deal splash damage, making them useful against non-armored for both reasons. Melee Troops can deal damage quickly given enough upgrades and Engineers are used to build structures including AoE Minigun Turrets and Sandbags for protection.
Later on you can use Mechanics to construct Flame Turrets and Mounted Cannons to counter everything with turrets. You may use Ion Gunners to counter biological targets (most enemies) in an area, or use Snipers to pierce enemy armor at the cost of raw damage.
Bunkers also protect your units as well as your base at a steeper price (2 minerals for a sandbag, 50 for a bunker). Awesome Personnel Carriers can not only protect soldiers inside and act as mobile bunkers (when still), but they can morph into flying Blackhawks which transport infantry over cliffs.
As you upgrade to the next tiers, new units are unlocked. There are about 40 or so units that you can use.
Upgrades are located in a tab in each unit's command card. Upgrades are instant and each cost around 100 minerals, but often more (especially in the case of armor). Minerals themselves are mined from piles of scrap located around the map. These are dropped off at the armory (engineering bay-in the game it looks like supply crates).
There is currently a tier system in place used to unlock units. Tiers are researched at the armory. However, I might do something with the long-term kills statistic in the future to replace the tier system. I'd love to be able to use higher-tier units at the start, and personally I don't think the tiers add much to the game.
Thoughts? I'd like to hear your opinion on the tier system. Is it good? fine? bad?
Pictures are probably coming later. I'm a bit short on time right now.
@FruitNinjazz: Go
You need an EU account to upload to EU (or have the EU license on your current battle.net account).
You then change your realm settings in your galaxy editor to upload it.
Would it be appropriate to bump this? I'm continuing to update it. I can't figure out though, how to get access to the EU realm.
only real complain is that you are punished too hard for not getting eco going early on you should keep the current incomes system but add a nouns to each kill of the player to make the game easier then it is now. As it stands it is too hard to get going well, to get your eco going along with the defenses
you have to buy a 2nd copy of the game from the EU.battle.net store.
FruitNinjazz you have a great map and its alot of fun is there any way to get past the crazy LAG in wave 28 that locked up all 6 computers? if ther is a way or u got a new version that would be great =D
"only real complain is that you are punished too hard for not getting eco going early on you should keep the current incomes system but add a nouns to each kill of the player to make the game easier then it is now. As it stands it is too hard to get going well, to get your eco going along with the defenses"
Grammar please?
--Alright, so since this is a forum full of mapmakers (I hope) is it possible to get answers on the following issue?
Basically, at some point in the game (it does NOT happen on a certain wave. Before you say it does, play it more than once) usually past wave 20 or so, some kind of lag starts to occur. This lag eventually causes one player (and this player is the same player between games played by the same party) to show up on the disconnect list. He never disconnects, though. What happens then, is the game freezes up for all players, forcing everyone to ctrl-alt-delete out of the game.
I need help tracking this issue down.
--Also, new update for the U.S. players. Thermal gunners have a better (in most regards) attack that doesn't kill friendlies as much, and there are a few new units. I recently added an anti-armor mech that's available from the david past tier 2.
Also, I enabled a bounty equivalent to 1 mineral per kill in nightmare mode, up to 2 minerals per kill to all players in softcore mode. I lowered mineral regeneration rates and minerals per scrap pile to compensate for that, however. If this bounty is too low I might increase it to 2 or more per kill in nightmare. I need feedback on this.
I'll also try playing some games with people when possible without building a base, setting up an armory in someone's base just for the zombie vaccine and tier 4 research.