Stranded on Krydon is a 4-player coop survival map. You are a survivor; a simple SCV. On the way to a colony on a distant planet, your transport ship was attacked by Zerg and crashed on the planet of Krydon.
Krydon housed a large Terran colony in the past; now, it's swarming with Zerg. You can still find remains of this colony and you'll definitely need to use them to stay alive. You'll need to find supplies, resources and other buildings in order to build up a proper defense against the constant waves of Zerg attacks.
Your goal is to be rescued. You'll need to find enough materials to build Rescue Beacons in order to send out a distress call. Just hope that the Zerg don't intercept your message first...
-
Everything in this map (except for the terrain) is generated procedurally. Enemies, resources, doodads, etc, are created when you start the map, so you can't always rely on the same strategy - you'll need to improvise every time you play.
-
This map is available on the US servers, and you can play with 1 to 4 players. It's possible to beat the map when playing by yourself, but it's easier with more players.
Basic tips:
-As a survivor, your gun is your best friend. Use your shoot skill to defend yourself.
-Explore the map. You'll need to find minerals, vespene gas, supplies and more to build up a base.
-The Zerg come out at night. When night falls, run back to your base and try to stay alive.
Advanced tips:
-If your survivor reaches 0 hp, you'll be incapacitated. While incapacitated, you can't move and you'll die after 60 seconds unless someone heals or repairs you.
-Most buildings can be salvaged for 75% of their resource cost. When you've mined out an area, don't be afraid to salvage your buildings and move somewhere else.
-Areas far away from your starting point hold more resources, but they also house more Zerg.
Go try it, then come back and give me some feedback!
- The time between waves [ Easy = 15 minutes | Normal = 10 minutes | Hard = 10 minutes ]
- The health and strength of zerg units [ Easy = 50% hp and damage of zerg units | Normal = 100% | Hard = 125% ]
- Resources gained [ Easy = 12 | Normal = 10 | Hard = 8 ]
A inventory for picking up tools can be a useful addition to the game:
- Magnetic Claw - Allows the SCV to grab a item that is out of range, range of 5, uses 40 energy.
- Battery Pack - Increases the SCV's max energy by 20. Stacks with other batteries in the inventory.
- Energized Reactor - Increases the speed of the SCV by 1. Does not stack. Costs 4 energy per second to use.
- Emergency Kit - Automatically Revives the SCV when downed, grants 3 seconds of invulnerability, and repairs the SCV to 25% health. Rare.
- Reinforced Drill - Allows the SCV to gather 5 additional minerals, grants +5 melee damage on light units. Can't Stack
- Reinforced Plating - Gives the SCV a armor buff of 3, increases health by 25. Can't Stack
The catch is that a SCV can only hold 4 items. A downed SCV that dies will drop the items around it.
Magnetic Claw and Energized Reactor will give the SCV a ability to use. The rest are passive.
Barriers are very obsolete when you can't get better variants of them, it might be a good idea to be able to upgrade them to "Spiked" barriers that deals damage to melee attacking enemies, and has a slightly higher health and armor.
Vehicles are required in this game, I noticed that whilst the Terran colony was immensely powerful, the lack of technology can be confusing.
I think the missile salvo needs a range boost, and change it's function so you can "target" one area for it to fire in, so when the zergs walks into it, it'll fire fast aoe damage in that area, should use a small amount of energy for each rocket.
This means you change it from seeker missile to some sort of rocket barrage.
It IS an artillery, so make it's range conditional but useful... Like it can only fire at a direction you assign it to, and only when the fog of war is lifted for that area...
Or, you could just increase the max range by 3, and add a minimum range of 4... I don't see it being used often other than spamming it to kill off a ton of zergs.
We might need a few new bonus structures for barricading, maybe a gate or something in the lines of a supply depot that goes down every time a unit walks nearby, or manually controlled?
It would be nice if barriers can be built on slopes...
Nagnazul, I love the map! I especially like how you made it random each game. The missile salvo inspired me to make a unit like that that can launch seeker missiles. However, how did you do it? I tried everything, fiddling with the actors and effects, and the seeker missile doesn't appear. The damage doesn't even occur AND the energy it requires isn't even used. Could you help me out?
Add more objectives into the game, and extend the waves longer so it makes more sense for it to feel like "actual days" has gone by.
Like, have 3 waves of tier 1 zergs, then a boss wave of tier 1 zergs.
Then tier 2 zergs kicks in.
This expands the time of the game and the difficulty so the mid game ultras comes by much later.
This maybe alter the game so players have to explore even more often, because you can simply find the right spot and barricade and build the right things, and win within 30 minutes.
Add more objectives into the game, and extend the waves longer so it makes more sense for it to feel like "actual days" has gone by.
Like, have 3 waves of tier 1 zergs, then a boss wave of tier 1 zergs.
Then tier 2 zergs kicks in.
This expands the time of the game and the difficulty so the mid game ultras comes by much later.
This maybe alter the game so players have to explore even more often, because you can simply find the right spot and barricade and build the right things, and win within 30 minutes.
So 30 minutes is not a good length of game for you? How long would you like the game to last, ideally?
Well I feel that the game is rather short, for a survival game.
Players who has beaten this always go "you guys, stop what your doing, follow my lead, and gimme all your stuff to build a drop ship".
That kind of breaks the fun of surviving in a constantly changing environment.
Making the pace slower, to a good long time would be handy, but maybe players can win at their own pace too...
Hmm...
Is is possible for players to win early, but for those who stay behind, to continue? That kind of thing.
Maybe involve a story or special content that will appear if you survive for 30 minutes, if you escape early, you miss out on the new stuff.
Because most players just "wants to win" rather than play or experience something.
Maybe you got to change the dropship building to actual pieces?
Like you have to find parts to make the ship, and you basically transport them from places to places using a transport vehicle. Bring em in one place, and the construction begins.
Standard - Default gamemode
Survival - Help will never arrive, last as long as possible! (beacons and ships are disabled, but the refund for salvaging becomes 100%)
Extermination - Your goal is to exterminate the zerg from this planet, find and destroy the overmind (which is heavily defended). (This mode allows you to use beacons to call in mercenaries instead, at a cost) (waves are always the same type, until you caused enough destruction for new enemies to spawn).
To add to the new version of stranded on kydon:
- Noticed there's objectives now, but they don't do much other than giving tips...
- Difficulty modes...
Objectives should give you a point for each one that's completed, and you can redeem these points to customize your SCV... Or Upgrade turrets?
By doing this, you make your map re-playable, so players will continue to try to unlock things.
Maybe you can use banks to save data, so players can do loadouts?
How this would work:
Having experienced players with good stuff from the beginning of the game isn't good, so...
Make it so with the points you gain, you can use them to unlock "skills" on a custom skill tree for your SCV.
Then while playing in game, you can upgrade and customize your SCV via "skill" tree, but only if you spend Minerals and Gas to get them.
Example:
Each upgrade costs 10 points to unlock on the tree, depending on how well you managed to get them.
HP+ (Increases hitpoints by 10/15/25) (Costs 75m 25g to upgrade, increases by 25m each time)
EN+ (Increases energy by 10/15/25) (Costs 75m 25g to upgrade, increases by 25m each time)
Atk+ (Increases melee damage by 5) (Costs 100m 50g to upgrade)
Shot+ (Increases shooting damage by 5) (Costs 100m 50g to upgrade)
Def+ (Increases armor by 3) (Costs 150m to upgrade)
For example, to get all 3 HP+ unlocked, you need 30 points.
Once they are unlocked, they can be upgraded in any game session.
Possible other upgrades:
- Protoss Shields (Requires Protoss Tech) (Costs 75m 75g to give your SCV 25 shields) (Shield 1/s regen out of battle for 5 seconds)
- Protoss Psicutter (Requires Protoss Tech) (Costs 150m 100g) (Increases attack speed by 25% and damage by 10) (Gathering Speed +50%)
- Zerg Regeneration (Requires ?Zerg? Tech) (Cost 100m 100g) (Allows health to regenerate outside of battle) (1hp/s when out of battle for 5 seconds, not incap)
- Engine Upgrade (Costs 150m) (Increases speed of scv by 20% [+0.2])
- Emergency Power (Costs 200m 100g) (Enables self repair out of incapitation by spending 2 supply)
As a bonus, these points can also be used to unlock upgrades for the current structures... It basically works in the same idea, but you can pay extra to upgrade barricades, normal turrets, perdition turrets, missile turrets, siege tanks, and more.
Structures can only be upgraded once, and cost a small fee. Salvaging will give 75% of the new structure's value back.
Barrier -> Spiked Barrier (deals 5 damage to attackers and +50hp) (cost 10 minerals and 10 gas)
Sentry Gun Turrets -> Dual Sentry Gun Turrets (shoots 2 shots at once and +50hp) (cost 40 minerals to upgrade)
Missile Turrets -> Salvo Missile Turrets (Shoots ground to air AoE missiles every few shots [Campaign upgrade] and +50hp) (cost 20 minerals 20 gas to upgrade)
I love the dynamic nature of this map, each time is new and challenging.
My personal goal for "winning" the map is, rather than be rescued, to try to exterminate all of the zerg from the map.
I've set up a perpetual base layout that will survive infinite Kerrigan waves, thus needing only time to slowly harvest and eliminate zerg outposts.
My opinion: being rescued is boring, trying to survive against a linear increasing difficulty over time, in a randomly generated map, is a lot more fun.
My only real complaint is a lack of anti air options (ravens? all i can think of) to deal with broodlords, and the fact that Kerrigan is stupidly strong and takes reduced damage from attacks (like 20 damage from a 150 damage photon cannon shot).
Stranded on Krydon is a 4-player coop survival map. You are a survivor; a simple SCV. On the way to a colony on a distant planet, your transport ship was attacked by Zerg and crashed on the planet of Krydon.
Krydon housed a large Terran colony in the past; now, it's swarming with Zerg. You can still find remains of this colony and you'll definitely need to use them to stay alive. You'll need to find supplies, resources and other buildings in order to build up a proper defense against the constant waves of Zerg attacks.
Your goal is to be rescued. You'll need to find enough materials to build Rescue Beacons in order to send out a distress call. Just hope that the Zerg don't intercept your message first...
-Everything in this map (except for the terrain) is generated procedurally. Enemies, resources, doodads, etc, are created when you start the map, so you can't always rely on the same strategy - you'll need to improvise every time you play.
-This map is available on the US servers, and you can play with 1 to 4 players. It's possible to beat the map when playing by yourself, but it's easier with more players.
Basic tips:
-As a survivor, your gun is your best friend. Use your shoot skill to defend yourself. -Explore the map. You'll need to find minerals, vespene gas, supplies and more to build up a base. -The Zerg come out at night. When night falls, run back to your base and try to stay alive.
Advanced tips:
-If your survivor reaches 0 hp, you'll be incapacitated. While incapacitated, you can't move and you'll die after 60 seconds unless someone heals or repairs you. -Most buildings can be salvaged for 75% of their resource cost. When you've mined out an area, don't be afraid to salvage your buildings and move somewhere else. -Areas far away from your starting point hold more resources, but they also house more Zerg.
Go try it, then come back and give me some feedback!
Have fun!
@nagnazul: Go
Anyone try this?
@nagnazul: Go
Could we get some pictures/videos perhaps?. You know, it helps build incentive for people to try the map out.
@EternalWraith: Go
I'll try to get some.
It seems pretty popular now (currently on page 1) so go try it out!
Fun map! I love destroying Ultras.
It needs a difficulty mode, that affects:
- The time between waves [ Easy = 15 minutes | Normal = 10 minutes | Hard = 10 minutes ]
- The health and strength of zerg units [ Easy = 50% hp and damage of zerg units | Normal = 100% | Hard = 125% ]
- Resources gained [ Easy = 12 | Normal = 10 | Hard = 8 ]
A inventory for picking up tools can be a useful addition to the game:
- Magnetic Claw - Allows the SCV to grab a item that is out of range, range of 5, uses 40 energy.
- Battery Pack - Increases the SCV's max energy by 20. Stacks with other batteries in the inventory.
- Energized Reactor - Increases the speed of the SCV by 1. Does not stack. Costs 4 energy per second to use.
- Emergency Kit - Automatically Revives the SCV when downed, grants 3 seconds of invulnerability, and repairs the SCV to 25% health. Rare.
- Reinforced Drill - Allows the SCV to gather 5 additional minerals, grants +5 melee damage on light units. Can't Stack
- Reinforced Plating - Gives the SCV a armor buff of 3, increases health by 25. Can't Stack
The catch is that a SCV can only hold 4 items. A downed SCV that dies will drop the items around it.
Magnetic Claw and Energized Reactor will give the SCV a ability to use. The rest are passive.
Barriers are very obsolete when you can't get better variants of them, it might be a good idea to be able to upgrade them to "Spiked" barriers that deals damage to melee attacking enemies, and has a slightly higher health and armor.
Vehicles are required in this game, I noticed that whilst the Terran colony was immensely powerful, the lack of technology can be confusing.
I think the missile salvo needs a range boost, and change it's function so you can "target" one area for it to fire in, so when the zergs walks into it, it'll fire fast aoe damage in that area, should use a small amount of energy for each rocket.
This means you change it from seeker missile to some sort of rocket barrage.
It IS an artillery, so make it's range conditional but useful... Like it can only fire at a direction you assign it to, and only when the fog of war is lifted for that area...
Or, you could just increase the max range by 3, and add a minimum range of 4... I don't see it being used often other than spamming it to kill off a ton of zergs.
We might need a few new bonus structures for barricading, maybe a gate or something in the lines of a supply depot that goes down every time a unit walks nearby, or manually controlled?
It would be nice if barriers can be built on slopes...
Nagnazul, I love the map! I especially like how you made it random each game. The missile salvo inspired me to make a unit like that that can launch seeker missiles. However, how did you do it? I tried everything, fiddling with the actors and effects, and the seeker missile doesn't appear. The damage doesn't even occur AND the energy it requires isn't even used. Could you help me out?
Very soon!
@nagnazul: Go
How soon? I want to try :(
How about...before the end of the week?
I've just released a new version and sent it to my contacts, so it should be published on the other realms today!
Go try out the new version! Changelog can be found here: http://www.strandedonkrydon.com/
Add more objectives into the game, and extend the waves longer so it makes more sense for it to feel like "actual days" has gone by.
Like, have 3 waves of tier 1 zergs, then a boss wave of tier 1 zergs.
Then tier 2 zergs kicks in.
This expands the time of the game and the difficulty so the mid game ultras comes by much later.
This maybe alter the game so players have to explore even more often, because you can simply find the right spot and barricade and build the right things, and win within 30 minutes.
So 30 minutes is not a good length of game for you? How long would you like the game to last, ideally?
Thanks for the feedback!
@nagnazul:
Well I feel that the game is rather short, for a survival game.
Players who has beaten this always go "you guys, stop what your doing, follow my lead, and gimme all your stuff to build a drop ship".
That kind of breaks the fun of surviving in a constantly changing environment.
Making the pace slower, to a good long time would be handy, but maybe players can win at their own pace too...
Hmm...
Is is possible for players to win early, but for those who stay behind, to continue? That kind of thing.
Maybe involve a story or special content that will appear if you survive for 30 minutes, if you escape early, you miss out on the new stuff.
Because most players just "wants to win" rather than play or experience something.
Maybe you got to change the dropship building to actual pieces?
Like you have to find parts to make the ship, and you basically transport them from places to places using a transport vehicle. Bring em in one place, and the construction begins.
That kind of idea.
Offer possible modes:
Standard - Default gamemode
Survival - Help will never arrive, last as long as possible! (beacons and ships are disabled, but the refund for salvaging becomes 100%)
Extermination - Your goal is to exterminate the zerg from this planet, find and destroy the overmind (which is heavily defended). (This mode allows you to use beacons to call in mercenaries instead, at a cost) (waves are always the same type, until you caused enough destruction for new enemies to spawn).
To add to the new version of stranded on kydon:
- Noticed there's objectives now, but they don't do much other than giving tips...
- Difficulty modes...
Objectives should give you a point for each one that's completed, and you can redeem these points to customize your SCV... Or Upgrade turrets?
By doing this, you make your map re-playable, so players will continue to try to unlock things.
Maybe you can use banks to save data, so players can do loadouts?
How this would work:
Having experienced players with good stuff from the beginning of the game isn't good, so...
Make it so with the points you gain, you can use them to unlock "skills" on a custom skill tree for your SCV.
Then while playing in game, you can upgrade and customize your SCV via "skill" tree, but only if you spend Minerals and Gas to get them.
Example:
Each upgrade costs 10 points to unlock on the tree, depending on how well you managed to get them.
HP+ (Increases hitpoints by 10/15/25) (Costs 75m 25g to upgrade, increases by 25m each time)
EN+ (Increases energy by 10/15/25) (Costs 75m 25g to upgrade, increases by 25m each time)
Atk+ (Increases melee damage by 5) (Costs 100m 50g to upgrade)
Shot+ (Increases shooting damage by 5) (Costs 100m 50g to upgrade)
Def+ (Increases armor by 3) (Costs 150m to upgrade)
For example, to get all 3 HP+ unlocked, you need 30 points. Once they are unlocked, they can be upgraded in any game session.
Possible other upgrades:
- Protoss Shields (Requires Protoss Tech) (Costs 75m 75g to give your SCV 25 shields) (Shield 1/s regen out of battle for 5 seconds)
- Protoss Psicutter (Requires Protoss Tech) (Costs 150m 100g) (Increases attack speed by 25% and damage by 10) (Gathering Speed +50%)
- Zerg Regeneration (Requires ?Zerg? Tech) (Cost 100m 100g) (Allows health to regenerate outside of battle) (1hp/s when out of battle for 5 seconds, not incap)
- Engine Upgrade (Costs 150m) (Increases speed of scv by 20% [+0.2])
- Emergency Power (Costs 200m 100g) (Enables self repair out of incapitation by spending 2 supply)
As a bonus, these points can also be used to unlock upgrades for the current structures... It basically works in the same idea, but you can pay extra to upgrade barricades, normal turrets, perdition turrets, missile turrets, siege tanks, and more.
Structures can only be upgraded once, and cost a small fee. Salvaging will give 75% of the new structure's value back.
Barrier -> Spiked Barrier (deals 5 damage to attackers and +50hp) (cost 10 minerals and 10 gas)
Sentry Gun Turrets -> Dual Sentry Gun Turrets (shoots 2 shots at once and +50hp) (cost 40 minerals to upgrade)
Missile Turrets -> Salvo Missile Turrets (Shoots ground to air AoE missiles every few shots [Campaign upgrade] and +50hp) (cost 20 minerals 20 gas to upgrade)
All structure upgrades includes +1 armor.
etc...
-Btw, no one ever built a Betha Cannon before?
I love the dynamic nature of this map, each time is new and challenging.
My personal goal for "winning" the map is, rather than be rescued, to try to exterminate all of the zerg from the map.
I've set up a perpetual base layout that will survive infinite Kerrigan waves, thus needing only time to slowly harvest and eliminate zerg outposts.
My opinion: being rescued is boring, trying to survive against a linear increasing difficulty over time, in a randomly generated map, is a lot more fun.
My only real complaint is a lack of anti air options (ravens? all i can think of) to deal with broodlords, and the fact that Kerrigan is stupidly strong and takes reduced damage from attacks (like 20 damage from a 150 damage photon cannon shot).