This map is currently a public beta in the US and EU regions only. If you want me to publish in a different region then let me know. You can play the map by going to create game with the popular filter selected and search "Blitzkrieg" - It should show up as one of the results.
Gameplay Video:
Old Preview Video:
This map is based on an old map I made in the beta. It is no longer functioning properly but you can check it out here:
Build unit spawners using your main base (you can only build in the starting area). These unit spawners will automatically send units to the enemy.
Train your hero and level up its abilities to defeat stronger enemies.
Heroes are chosen based on your race (Raynor = Terran, Zeratul = Protoss, Kerrigan = Zerg). Heroes each have 4 levelable abilities with unique purposes to deal with all situations plus one non-levelable special ability.
This map supports 1-4 players. Difficulty scales based on the number of players.
You will get vespene gas after getting a certain amount of kills and for finding gas pallets in bonus locations in the map. Use vespene gas to purchase upgrades for your units.
Enemy unit spawners function the same as player unit spawners. Destroy these to limit the enemy's army.
Enemy attack waves will show up at various points in the map. These are large waves of powerful units that are best stopped with your hero.
There are a few bosses throughout the map with powerful attacks and special abilities. They are hard to kill, but give players rewards when they are defeated.
Use checkpoints to minimize travel distance for your hero.
If your hero dies, it will be respawned in 15 seconds with a 100 mineral penalty.
Future Plans
If the map becomes successful enough I'll consider adding more heroes
Changelog
Note: I may leave out some minor changes.
1.03 (February 8, 2011)
General
Summoned units now share experience with heroes
1.02 (February 7, 2011)
General
Added hero indicators
1.01 (February 6, 2011)
Bug Fixes
Fixed player units getting sent to the same side in the Tug of War round in certain cases
1.0 (February 4, 2011)
General
No longer beta
0.60 (February 3, 2011)
General
Changed Hero FFA to King of the Hill
Added a 1000 mineral cap to prevent idle spamming
Added a player statistics board that displays after completing the map
Fixed Hero experience sharing
0.56 (January 26, 2011)
Balance Changes
Added more drop pods during Odin battle
Bug Fixes
Fixed score not changing during Tug of War round
0.54 (January 23, 2011)
General
It is easier for heroes to level up in games with more players
Additional players now increase enemy unit damage by 20% rather than 15%
Difficulty now increases/decreases enemy unit damage by 20% rather than 15%
Balance Changes
Bio Plasmid Discharge ability cost lowered from 100 energy to 75
Psionic Strike ability cost lowered from 75 energy to 50
Kerrigan and Infested Terran move speed increased from 2.5 to 2.75
Infestation movement speed debuff changed from 25% movement speed to 50%
Bug Fixes
Player minimap labels are now hidden when the Hero FFA round starts
0.52 (January 23, 2011)
General
Added Hero FFA bonus round
0.51 (January 21, 2011)
General
Bases now can't be attacked by hero units or abilities during PVP round
Bug Fixes
Fixed gas not always being awarded for earning a certain amount of kills
Fixed units getting teleported to the wrong side during PVP round (for real this time)
0.50 (January 20, 2011)
General
Raynor and Kerrigan now get 2 defense per level rather than 1
Bug Fixes
Fixed disconnecting players not being detected by a trigger
0.48 (January 20, 2011)
General
Changed loading screen from custom to melee
Added difficulty selection (very easy, easy, normal, hard, very hard)
Added Destroy Summoned Unit button for Build Auto-Turret and Spawn Infested Terran abilities
Changed defense attribute to add 0.5 armor per point
Added another checkpoint to shorten travel distance for heroes in the Zerg area
Balance Changes
Lowered Hybrid Reaver's HP from 60000 to 50000
Each hero now only gets 0.5 armor per level (1 defense attribute per level)
Removed damage resistance from Psionic Shield ability
0.47 (January 17, 2011)
General
Uber abilities (Nuclear Strike, Psionic Strike, Bioplasmid Discharge) are now disabled during PVP
Infested Terrans are no longer automatically hotkeyed to control group 1
Balance Changes
Increased Raynor's base HP from 200 to 240
Increased Kerrigan's base HP from 250 to 300
Zeratul now only gains 1 armor every 2 levels rather than every level
Increased damage and HP of Auto Turrets and Infested Terrans
Enemy units now constantly spawn during the Hybrid Reaver battle rather than only at certain points in the battle
Bug Fixes
Fixed Zeratul being able to blink up cliffs
Fixed Void Rays attacking other units in the starting area during PVP
0.46 (January 12, 2011)
General
Removed computer from lobby
Removed random barracks in the start area (I was testing something)
0.44 (January 12, 2011)
General
Heroes now gain more experience (it happened during the patch without me changing anything, but it seems more balanced now so I'll leave it like this for now)
Changed kills on leaderboard to score. Score is calculated by number of kills * number of players
Workers are now immune to enemy units
Hero minimap labels are now set based on the player's team color and name
Added Psionic Storm ability to Hybrid Reaver
Balance Changes
Infested Terran health regeneration changed from 1 hp/sec to 2.5 hp/sec
Decreased Siege Tank HP from 160 to 150
Enemy zerg unit buff changed from +50% life and +50% damage to +45 and +60
Odin air attack damage changed from 15 damage to 20 damage
Bug Fixes
Fixed Carrier auto train Interceptors costing minerals
Fixed Toss Grenade ability explosion effect not appearing when at a level greater than 1
Fixed units getting teleported to the wrong side during the PVP bonus round
When a player leaves the game, their units will die (was supposed to do this in the previous version)
0.42 (January 9, 2011)
General
Increased the delay on enabling/updating mass teleporter from 30 seconds to 60 seconds
Removed invulnerability from Interceptors and added auto train Interceptors to Carrier
Added support for up to 4 players
Added 2v2 PVP round
Added minimap labels on heroes
Balance Changes
Increased Stalker HP from 60 to 80
Unit spawn times now increase by 15 seconds per player.
Changed enemy unit buff from +30% damage resistance per player to +10%
Changed player unit debuff from +30% incoming damage taken per player to +15%
Hybrid Reaver's Constricting Slime ability now does 30 bonus damage to armored units
Bug Fixes
Fixed dead units showing level up effect
Fixed player leaves message displaying twice when a player is defeated
0.40 (January 3, 2011)
General
Public beta release
Fun Facts
As of January 22, 2011
This map took about 2.5 months to complete
This map uses full 256x256 (max) terrain
There are 6511 lines of code for triggers
There are 954 modified/added data objects (units, abilities, actors, etc) in this map
Special Thanks
OneTwoSC for his youtube tutorial videos
Various posts on this website that helped me solve problems I had while making this map
All of the people who beta tested this with me
Feedback, suggestions, and bug reports are welcome.
It seems this map is having troubles getting anywhere in the popularity system. Nobody can find it because nobody plays it, and nobody plays it because nobody can find it. I had a lot of fun playing this map with my friends and it would be sad to see my efforts go to waste. As a solution I'm planning on making a gameplay video for this map to attract people's interest in this and hopefully one of the mods will post it on the announcements.
Edit: I could also use some more beta testers. If you wanna help me out then add Panzer.773 (US)
Defense is an attribute that adds 1 armor per attribute point so I don't think having half an attribute point per level would work. I'll consider changing defense to 0.5 armor per attribute point and changing the amount of defense points heroes get per level to balance it out.
Thanks! I'll try to publish this map on EU in the next version. I'm not 100% sure how I can do this, but I'm guessing I would have to use this: http://www.sc2mapster.com/assets/sc2-localizer/
I still can't figure out how to publish this on EU. I tried using the localizer but it just added more regions to the map -> locale list and not the pull down list when you publish maps. Please help!
Yeah, I'm fairly sure after it's localized you need to upload it through an EU editor.
I recall reading a post by OneTwoSC about some sort of RegEdit trick to convert your editor to EU and back. So it's probably worth looking in to that.
But still, you'll need access to an EU account to actually log in and publish it. As Exaken stated.
Idk wtf Blizzard was thinking when they decided to make it so you can't publish in other regions. I hope they'll fix this by the time the expansion comes out. Anyway, I got one of my friends from EU to publish for me. He was pretty busy so he didn't get a chance to look at the published version in EU so let me know if there's any problems or text errors.
It all works now. Couldn't find anything wrong with it.
Incidentally, the first time I played I appear to have chosen "Very hard" difficulty. Seeing as I couldn't see what any of the dialogs said. lol
I thought it seemed kinda difficult.
Good to hear. I'll probably be releasing v1.0 soon since the map seems pretty balanced and complete. There's a few minor bugs I'm aware of but they shouldn't take that long to fix.
I need a little help and some feedback on my map. First, what do you guys think of Hero FFA? Do you think I should add some kinda objective like King of the Hill with control points and remove lives? From my experience, players just run away when they're about to die and that makes the round really long and annoying.
Also, does anyone know how to use veterancy share experience properly? In a single player game my hero gets to level 30 pretty easily but with 4 players it only goes up to low 20s. I have the share radius on 24, share fraction on 1, and share filters on all player and ally units.
I would like to say I really enjoy your map. Ever since seeing the concept on here I was pretty pumped to try it. I've played through it multiple times and the concept is fantastic. As far as feedback goes, I really liked both of the PvP endings, I think it could use a little more work into something of like a score board in the transitions? Like when the main map is completed maybe bring up a dialog overlay of who did the best points wise or miscellaneous facts such as who had the: Most kills, Most minerals spent, Most gas spent, Most units spawned, Most kills with hero, etc.
I really liked the hero FFA but I agree with your idea on some sort of objective, whether king of the hill, or modes such as a 2v2 or a halo reminiscent Juggernot type game. But as far as a straight forward FFA deathmatch goes I say keep the lives for sure, people will run away when getting close to dieing with or without lives unfortunately :/
But overall I think it is a great map with an awesome concept and is very well put together and stable especially for the stage it is in. The terrain all looks great and the AI bases and units are very nicely balanced and well placed. Also the difficulty setting really keeps players coming back for multiple playthroughs. All in all great map for sure :)
Thanks for the feedback. My current plans for the next version are adding a score board during the transition into PVP, adding King of the Hill to the Hero FFA, and setting the mineral cap to 1000 to prevent players from doing this (check the minerals and the time played):
I think all I need to do after this is fix the Hero share experience which I still need help on and this map should be ready for v1.0. I'm also looking for someone who can publish this on the Korean server so any help would be appreciated.
Edit: I got someone to publish for me on the Korean server
I think I'm done adding all of the features to this map. I'll only be doing balance changes and bug fixes now since I want to start working on other things. Feedback is still welcome, I really want to know what you guys think.
Hmm I had a serious bug with PvP. In fact, when we finished the solo objectives, we were only 2 left.
When we chose Tug of war mode, everything went crazy : we were in opposite team, but both units spawned at the same lane (bottom).
So it was kind of a mess and while my units spawned next to the other player nexus, the other player's units were ordered to attack my nexus.
Apart from that, my comments would be that we have very few choices to make in the game. The hero in the battlefield thing is nice, but we should definitively be able to choose from many heroes, and be able to see them better in the battlefield.
Why have two types of ressources at all if you can convert it freely ? I didn't get that choice of using both minerals and gas.
Thanks for letting me know about the PvP bug, I think I fixed it now. It turns out it only happens when player 1 isn't playing which never happened to me.
I agree that adding more heroes would definitely add a lot more variety and replayability to the map. The thing is I want to wait until blizzard releases their DotA map so I have more hero models, abilities, and effects to work with. Also like I said before I want to work on other things for a bit before I start doing a lot of work in the galaxy editor again.
I can agree with you about the resources too but I rarely ever use the minerals to gas or gas to minerals buttons. I think I might remove those buttons and leave it as using minerals to choose between buildings and using gas to choose between upgrades so there's a bit more decision making involved.
As for next version I'll try to make heroes more distinguishable in large battles and remove those minerals and gas buttons if you guys think I should.
Rollback Post to RevisionRollBack
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This map is currently a public beta in the US and EU regions only. If you want me to publish in a different region then let me know. You can play the map by going to create game with the popular filter selected and search "Blitzkrieg" - It should show up as one of the results.
Gameplay Video:
Old Preview Video:
This map is based on an old map I made in the beta. It is no longer functioning properly but you can check it out here:
http://www.sc2mapster.com/maps/deimos-valley/
Gameplay/Features
Future Plans
Changelog
Note: I may leave out some minor changes.
1.03 (February 8, 2011)
General
1.02 (February 7, 2011)
General
1.01 (February 6, 2011)
Bug Fixes
1.0 (February 4, 2011)
General
0.60 (February 3, 2011)
General
0.56 (January 26, 2011)
Balance Changes
Bug Fixes
0.54 (January 23, 2011)
General
Balance Changes
Bug Fixes
0.52 (January 23, 2011)
General
0.51 (January 21, 2011)
General
Bug Fixes
0.50 (January 20, 2011)
General
Bug Fixes
0.48 (January 20, 2011)
General
Balance Changes
0.47 (January 17, 2011)
General
Balance Changes
Bug Fixes
0.46 (January 12, 2011)
General
0.44 (January 12, 2011)
General
Balance Changes
Bug Fixes
0.42 (January 9, 2011)
General
Balance Changes
Bug Fixes
0.40 (January 3, 2011)
General
Fun Facts
As of January 22, 2011
Special Thanks
Feedback, suggestions, and bug reports are welcome.
It seems this map is having troubles getting anywhere in the popularity system. Nobody can find it because nobody plays it, and nobody plays it because nobody can find it. I had a lot of fun playing this map with my friends and it would be sad to see my efforts go to waste. As a solution I'm planning on making a gameplay video for this map to attract people's interest in this and hopefully one of the mods will post it on the announcements.
Edit: I could also use some more beta testers. If you wanna help me out then add Panzer.773 (US)
I would love to try this map out, but I'm on EU. Also,
How about 0.5 armor every level?
This map seems great! I'd love to try it. Except I am also on EU.
@Exaken: Go
Defense is an attribute that adds 1 armor per attribute point so I don't think having half an attribute point per level would work. I'll consider changing defense to 0.5 armor per attribute point and changing the amount of defense points heroes get per level to balance it out.
@Pyrios: Go
Thanks! I'll try to publish this map on EU in the next version. I'm not 100% sure how I can do this, but I'm guessing I would have to use this: http://www.sc2mapster.com/assets/sc2-localizer/
I still can't figure out how to publish this on EU. I tried using the localizer but it just added more regions to the map -> locale list and not the pull down list when you publish maps. Please help!
I don't think you can publish maps to other regions. You will need someone with a EU account to publish it there.
Yeah, I'm fairly sure after it's localized you need to upload it through an EU editor. I recall reading a post by OneTwoSC about some sort of RegEdit trick to convert your editor to EU and back. So it's probably worth looking in to that.
But still, you'll need access to an EU account to actually log in and publish it. As Exaken stated.
Idk wtf Blizzard was thinking when they decided to make it so you can't publish in other regions. I hope they'll fix this by the time the expansion comes out. Anyway, I got one of my friends from EU to publish for me. He was pretty busy so he didn't get a chance to look at the published version in EU so let me know if there's any problems or text errors.
This map's amazing! Really enjoyable.
Though all the text reads as the "Param/value..." strings. I guess that's a localization thing.
Also a minor note, Razor Swarm has the same hotkey as Consumption. I kept trying to consume the enemies. lol
@Pyrios: Go
Alright, I'll try to fix the localization and get my friend to upload it again. I think the hotkeys got messed due to localization errors as well.
It all works now. Couldn't find anything wrong with it.
Incidentally, the first time I played I appear to have chosen "Very hard" difficulty. Seeing as I couldn't see what any of the dialogs said. lol I thought it seemed kinda difficult.
@Pyrios: Go
Good to hear. I'll probably be releasing v1.0 soon since the map seems pretty balanced and complete. There's a few minor bugs I'm aware of but they shouldn't take that long to fix.
I need a little help and some feedback on my map. First, what do you guys think of Hero FFA? Do you think I should add some kinda objective like King of the Hill with control points and remove lives? From my experience, players just run away when they're about to die and that makes the round really long and annoying.
Also, does anyone know how to use veterancy share experience properly? In a single player game my hero gets to level 30 pretty easily but with 4 players it only goes up to low 20s. I have the share radius on 24, share fraction on 1, and share filters on all player and ally units.
I would like to say I really enjoy your map. Ever since seeing the concept on here I was pretty pumped to try it. I've played through it multiple times and the concept is fantastic. As far as feedback goes, I really liked both of the PvP endings, I think it could use a little more work into something of like a score board in the transitions? Like when the main map is completed maybe bring up a dialog overlay of who did the best points wise or miscellaneous facts such as who had the: Most kills, Most minerals spent, Most gas spent, Most units spawned, Most kills with hero, etc.
I really liked the hero FFA but I agree with your idea on some sort of objective, whether king of the hill, or modes such as a 2v2 or a halo reminiscent Juggernot type game. But as far as a straight forward FFA deathmatch goes I say keep the lives for sure, people will run away when getting close to dieing with or without lives unfortunately :/
But overall I think it is a great map with an awesome concept and is very well put together and stable especially for the stage it is in. The terrain all looks great and the AI bases and units are very nicely balanced and well placed. Also the difficulty setting really keeps players coming back for multiple playthroughs. All in all great map for sure :)
Thanks for the feedback. My current plans for the next version are adding a score board during the transition into PVP, adding King of the Hill to the Hero FFA, and setting the mineral cap to 1000 to prevent players from doing this (check the minerals and the time played):
I think all I need to do after this is fix the Hero share experience which I still need help on and this map should be ready for v1.0. I'm also looking for someone who can publish this on the Korean server so any help would be appreciated.
Edit: I got someone to publish for me on the Korean server
1.0 Released
I think I'm done adding all of the features to this map. I'll only be doing balance changes and bug fixes now since I want to start working on other things. Feedback is still welcome, I really want to know what you guys think.
Hmm I had a serious bug with PvP. In fact, when we finished the solo objectives, we were only 2 left. When we chose Tug of war mode, everything went crazy : we were in opposite team, but both units spawned at the same lane (bottom). So it was kind of a mess and while my units spawned next to the other player nexus, the other player's units were ordered to attack my nexus.
Apart from that, my comments would be that we have very few choices to make in the game. The hero in the battlefield thing is nice, but we should definitively be able to choose from many heroes, and be able to see them better in the battlefield.
Why have two types of ressources at all if you can convert it freely ? I didn't get that choice of using both minerals and gas.
Good map thought
@Yaos01: Go
Thanks for letting me know about the PvP bug, I think I fixed it now. It turns out it only happens when player 1 isn't playing which never happened to me.
I agree that adding more heroes would definitely add a lot more variety and replayability to the map. The thing is I want to wait until blizzard releases their DotA map so I have more hero models, abilities, and effects to work with. Also like I said before I want to work on other things for a bit before I start doing a lot of work in the galaxy editor again.
I can agree with you about the resources too but I rarely ever use the minerals to gas or gas to minerals buttons. I think I might remove those buttons and leave it as using minerals to choose between buildings and using gas to choose between upgrades so there's a bit more decision making involved.
As for next version I'll try to make heroes more distinguishable in large battles and remove those minerals and gas buttons if you guys think I should.