Soon, we will find out! I'm working on Starcraft 2 version of the classic Can You Stop 1 Unit team defense game.
The style is a mix of tower defense and unit-based defense. You can build defense towers, and upgrade them in several ways, as well as building unit production buildings. The units are meant for mobility, to chase the one unit, or to cast spells that buildings do not. Your SCVs collect 5 minerals per gather. They move at a speed of 2, I believe...SCVs cost 10 minerals. You start with 2. You also start with 20 minerals.
A few examples of buildings, for the only current available race [Terran, good vs. mostly Biological and mostly Armoured units] are:
Marine Bunker [Costs 20 minerals, does 5 base damage. +50% damage to Biological and Armoured units]
Upgrades include: Increase Marine Amount, thus emulating a "stacking" ability, which adds +5 damage to the building........and makes it slightly darker blue :3. Can be used until there are 8 marines in the building. Costs 15 minerals.
Increase Marine Weaponry, which increases overall damage by 3, for all marines in the bunker. Can be upgraded 10 times. Costs 15 minerals.
Concussive Turret [Costs 100 minerals, does 30 base damage, fires slowly. Slows the unit, and the amount of damage and slow time can be upgraded by upgrading the turret. Upgrades cost 25, 35, 45, 55, 75. The last level has an ability to shoot a stun shot, freezing the one unit in place. This must be manually activated, and aimed at the ground, and not the unit. You cannot target the unit with this ability, so make sure you time it right.
Here's a few screenshots...if they look cut off, right click and go to View Image and what-not:
The base...
The first two buildings, in level 1 formation, as well as a fancy map border...
On the left we have an example of a lone Concussion Turret, and then Marine Bunkers building up from level 1 to 8, and then an example of what an average Concussion-Marine Bunker "fortress" may look like. Building so close allows you to cram many buildings in to one spot, allowing you to hit the unit with certain accuracy, as sometimes hitting them with 2 towers at once is necessary.
And lastly, a divider of bases. Just a little fancy dandy way of showing who's space is who's =]. Some ideas courtesy of Eiviyn
Now, I have a question. Are there any aspects of the original that you would like to see implemented in this one, or ideas for towers, spells, or units?
Sorry that I don't have anything constructive to add, but in my opinion the terrain needs a huge amount of work. Blank maps look unpolished. You could at the very least terrain the borders of the map and the areas between the bases.
"90%" ;). Borders = 5%. The places in between the bases = 5%. Not that much work needs to be done. But to please you, I'll do it now! But it will still look fairly plain, in honour of the original.
That's a Char tileset? You could drop the cliff level down around the bases, then add spires coming up from the lowered cliff faces. As for the cliff edges themselves, I like the zerg spires with the spire ribs around the edges coupled with some char crystals dotted in and around each spire. The char foliage is pretty dull in my opinion so I wouldn't personally use much of that.
Can You Stop 1 Unit?
Soon, we will find out! I'm working on Starcraft 2 version of the classic Can You Stop 1 Unit team defense game.
The style is a mix of tower defense and unit-based defense. You can build defense towers, and upgrade them in several ways, as well as building unit production buildings. The units are meant for mobility, to chase the one unit, or to cast spells that buildings do not. Your SCVs collect 5 minerals per gather. They move at a speed of 2, I believe...SCVs cost 10 minerals. You start with 2. You also start with 20 minerals.
A few examples of buildings, for the only current available race [Terran, good vs. mostly Biological and mostly Armoured units] are:
PROGRESS: Triggers: 5% Enemy Units: 0% Buildings: 15% Defending Units: 5% Terrain: 75% Idea: 80% Overall Mean Percentage Done: 30%
Here's a few screenshots...if they look cut off, right click and go to View Image and what-not:
The base...
The first two buildings, in level 1 formation, as well as a fancy map border...
On the left we have an example of a lone Concussion Turret, and then Marine Bunkers building up from level 1 to 8, and then an example of what an average Concussion-Marine Bunker "fortress" may look like. Building so close allows you to cram many buildings in to one spot, allowing you to hit the unit with certain accuracy, as sometimes hitting them with 2 towers at once is necessary.
And lastly, a divider of bases. Just a little fancy dandy way of showing who's space is who's =]. Some ideas courtesy of Eiviyn
Now, I have a question. Are there any aspects of the original that you would like to see implemented in this one, or ideas for towers, spells, or units?
Really?
Sorry that I don't have anything constructive to add, but in my opinion the terrain needs a huge amount of work. Blank maps look unpolished. You could at the very least terrain the borders of the map and the areas between the bases.
@Eiviyn: Go
"90%" ;). Borders = 5%. The places in between the bases = 5%. Not that much work needs to be done. But to please you, I'll do it now! But it will still look fairly plain, in honour of the original.
But...do you have any ideas for the edges?
That's a Char tileset? You could drop the cliff level down around the bases, then add spires coming up from the lowered cliff faces. As for the cliff edges themselves, I like the zerg spires with the spire ribs around the edges coupled with some char crystals dotted in and around each spire. The char foliage is pretty dull in my opinion so I wouldn't personally use much of that.
In short; cliffs and spikes!
@Eiviyn: Go
I've got pretty much exactly what you've said going on so far :P. But for the edge of the map, though?
UPDATE: New screenshots!