New Special Forces Units, New Upgrades, New Map, and most importantly instead of fighting Zerg, this time you are fighting waves of Protoss units who have their own sets of upgrades and abilities.
The sc2 custom map "Special Forces Elite v Protoss" is a new special forces map, created entirely from the ground up. Obviously I am drawing influence from the best parts of Mikelat's special forces map, and Lanzarote's popular special forces mod. In this version up to 10 players can join. You make your unit selection in the game lobby (12 to choose from).
I would like the game to grow as much as possible, so if you have suggestions, you can contact me in game
incubus (character code 332)
or leave a message here in the forum.
Edit (9/29/11) Game has been publicly released (alpha version). Looking for feedback
Edit (11/24/11) Game has been promoted to BETA STATUS!!! - Thanks supporters!
(10/8/11)
Game is being polished Daily. Upgrades work as they should, flow of the game is good for 3-4 people. Heroes are being added to the Protoss arsenal. A ranking system has been established. Anti-lag measures have been implemented into the source code ( though so far they haven't even been necessary). Even included some placeholder victory and defeat cinimatics.
I'm really excited about this game and want to promote it as much as possible.
(10/30/11)
Haven't had a computer for two weeks :(
Added new Hybrid hero, as well as improved existing hero AI. Removed friendly fire, and increased map size. Upgrade level now displayed at science facility. I'm trying to implement items into the game. Hopefully with some patience it will work soon! Thanks for people's in game feedback. It helps a lot :)
(11/24/11)
Added Persuaded Zerg Option purchase at the data core. Created Protoss Leader and Protoss Prelate as ranks to existing units; making them bigger, and deadlier. Added Supply Depot purchase options. As of now, The starting supply is calculated based on the number of players. Oh yeah, Happy Thanksgivin
WTF MAN? We played your map, spent hours retrying cause the science facil kept getting destroyed. Then we finally beat the zeultar boss or whatever it's called then the game didn't finish at all. The game said we only destroyed 7/8 pylons but we scanned the entire map and couldn't find the 8th pylon. WE WANT CLOSURE MAN...
I want to congratulate you on killing everything and apologize for such an anti-climatic ending.
Truthfully I began this map 40 something days ago and prematurely published it before even having an ending in mind.
I'm working on it whenever I have free time.
I'll implement some closure cut scene or something in the meanwhile.
Thank you for your feed back on my map.
Check back in a week or so, and there'll be some new stuff for you.
Hope to hear from you again.
Base needs more or better defenses. Otherwise strip defenses and add more life to the science facility and make the initial waves easier to start with. It's very hard to begin a game. Cant say much else, didn't get a chance to play long because i was destroyed.
Ares also needs to change behaviors when using the rockets.
Siege tanks are pathetically cheap. Ares isnt even close to as powerful as them and they have 6000 in cost compared to less than 3000 for the tanks. I'd suggest upping tank cost a lot and lowering ares cost a lot. Next, the predator is only available to start with and would be better if you could either remove it or add it into the game fully. Next, for starting off the map, since you have so many units that are unbalanced, I'd create a bunch or units that resemble some of the units that you can buy, but are restricted to the start of the map only. They'd be like hero units that are only slightly more or less powerful than the normal units. Then I'd balance them all perfectly out. That way players who havent played it before or picked random, dont get cheap units while experienced players pick more powerful or more expensive units. 1 last thing. The items at the edge of the map. The items that are supposed to be cast are not working. Also, the detector item won't pick up at all. Also, I have to say, the map is really short if you figure it out. But, is lost super fast due to the weak life of the science vessel. I'd suggest making the science vessel a lot tougher by like 18000 life or so. I'd also make enemies get tons harder as the game goes on. I had 0.09 wpn speed and 13000 dmg and 50000 life by the time I got to the end and it was super duper cake. I was on my own... I would suggest making higher tier enemies a lot harder, which would cause players to be more careful. I'd also make a final boss of some kind at the end with 5000000 life or so. It'd also deal like 40000 dmg or so. Also, I'd also make the stone zealots that sneak attack you a lot harder to kill. I 1 shot all of them and it wasn't much of a fight. You could make that into an interesting mid boss fight. That'd make the game really interesting. I think that's all. Good luck.
Thanks for your feed back. I revamped the enemy difficulty settings to make the mid and late game more challenging. Also I created different tiers of each unit. Leaders have 4 x the life and shields of normal units and are bigger ( slower ) and deal more damage. Prelates are 10x stronger. Then Praetors... And so on. In other words, Don't count on one shotting the bosses any more.
The base now has sufficient defenses to get you started. All of these changes should be uploaded soon! :)
Hey, just wanted to give you guys an update.
I'm in the process or migrating the parts of the game I've made so far into a different map, and rewriting the triggers.
Look for a SFvP 2.0 in the near future :)
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New Special Forces Units, New Upgrades, New Map, and most importantly instead of fighting Zerg, this time you are fighting waves of Protoss units who have their own sets of upgrades and abilities.
The sc2 custom map "Special Forces Elite v Protoss" is a new special forces map, created entirely from the ground up. Obviously I am drawing influence from the best parts of Mikelat's special forces map, and Lanzarote's popular special forces mod. In this version up to 10 players can join. You make your unit selection in the game lobby (12 to choose from).
I would like the game to grow as much as possible, so if you have suggestions, you can contact me in game incubus (character code 332) or leave a message here in the forum.
Edit (9/29/11) Game has been publicly released (alpha version). Looking for feedback
Edit (11/24/11) Game has been promoted to BETA STATUS!!! - Thanks supporters!
(10/8/11) Game is being polished Daily. Upgrades work as they should, flow of the game is good for 3-4 people. Heroes are being added to the Protoss arsenal. A ranking system has been established. Anti-lag measures have been implemented into the source code ( though so far they haven't even been necessary). Even included some placeholder victory and defeat cinimatics.
I'm really excited about this game and want to promote it as much as possible.
(10/30/11) Haven't had a computer for two weeks :( Added new Hybrid hero, as well as improved existing hero AI. Removed friendly fire, and increased map size. Upgrade level now displayed at science facility. I'm trying to implement items into the game. Hopefully with some patience it will work soon! Thanks for people's in game feedback. It helps a lot :)
(11/24/11) Added Persuaded Zerg Option purchase at the data core. Created Protoss Leader and Protoss Prelate as ranks to existing units; making them bigger, and deadlier. Added Supply Depot purchase options. As of now, The starting supply is calculated based on the number of players. Oh yeah, Happy Thanksgivin
@Iqminustwo: Go
Sound's good! cant wait!
@Iqminustwo: Go
WTF MAN? We played your map, spent hours retrying cause the science facil kept getting destroyed. Then we finally beat the zeultar boss or whatever it's called then the game didn't finish at all. The game said we only destroyed 7/8 pylons but we scanned the entire map and couldn't find the 8th pylon. WE WANT CLOSURE MAN...
@wtfmanstupid: Go
Dear frustrated sc2 player!
I want to congratulate you on killing everything and apologize for such an anti-climatic ending. Truthfully I began this map 40 something days ago and prematurely published it before even having an ending in mind.
I'm working on it whenever I have free time. I'll implement some closure cut scene or something in the meanwhile.
Thank you for your feed back on my map. Check back in a week or so, and there'll be some new stuff for you. Hope to hear from you again.
Seems like theres a new one every week, there are over a dozen now, Ill try it, but yeah... there good, But theres pretty much the same.
More thoughts...
Siege tanks are pathetically cheap. Ares isnt even close to as powerful as them and they have 6000 in cost compared to less than 3000 for the tanks. I'd suggest upping tank cost a lot and lowering ares cost a lot. Next, the predator is only available to start with and would be better if you could either remove it or add it into the game fully. Next, for starting off the map, since you have so many units that are unbalanced, I'd create a bunch or units that resemble some of the units that you can buy, but are restricted to the start of the map only. They'd be like hero units that are only slightly more or less powerful than the normal units. Then I'd balance them all perfectly out. That way players who havent played it before or picked random, dont get cheap units while experienced players pick more powerful or more expensive units. 1 last thing. The items at the edge of the map. The items that are supposed to be cast are not working. Also, the detector item won't pick up at all. Also, I have to say, the map is really short if you figure it out. But, is lost super fast due to the weak life of the science vessel. I'd suggest making the science vessel a lot tougher by like 18000 life or so. I'd also make enemies get tons harder as the game goes on. I had 0.09 wpn speed and 13000 dmg and 50000 life by the time I got to the end and it was super duper cake. I was on my own... I would suggest making higher tier enemies a lot harder, which would cause players to be more careful. I'd also make a final boss of some kind at the end with 5000000 life or so. It'd also deal like 40000 dmg or so. Also, I'd also make the stone zealots that sneak attack you a lot harder to kill. I 1 shot all of them and it wasn't much of a fight. You could make that into an interesting mid boss fight. That'd make the game really interesting. I think that's all. Good luck.
@yukaboy: Go
Thanks for your feed back. I revamped the enemy difficulty settings to make the mid and late game more challenging. Also I created different tiers of each unit. Leaders have 4 x the life and shields of normal units and are bigger ( slower ) and deal more damage. Prelates are 10x stronger. Then Praetors... And so on. In other words, Don't count on one shotting the bosses any more.
The base now has sufficient defenses to get you started. All of these changes should be uploaded soon! :)
Hey, just wanted to give you guys an update. I'm in the process or migrating the parts of the game I've made so far into a different map, and rewriting the triggers. Look for a SFvP 2.0 in the near future :)