You're about to be overrun, the sky is darkened by the zerg. Your last hope is a yet unfueled colony ship.
Protect the nearby refineries to gather fuel
Protect the ship until the Hyperion arrives
Select 2 out of 8 heros
Each hero has 3 abilities and 12 talents
Clear settlements from infestation
Fight thousands of zerg
== Summary: ==
In Hobrow's Zerg Defence 2 you take control of two heros, and so do your up to 13 allies. Your goal is to escape the zerg infested planet that you ventured to in Hobrow's Zerg Defence 1 to kill a brood queen. However that task isn't that easy. Your only chance is a yet unfueled colony ship that is being fueled by vespene gas which is gathered by six nearby refineries. While you gather the gas needed, you also have to wait for the arrival of the Hyperion, which you called using a nearby communication array. Aside from the colony ship, refineries that you need to protect; you can try to clear nearby settlements of off zerg infestation, venture to an abandoned mine and gather minerals to support your team, protect the communication array to ensure an arrive on schedule; or try to defend the refinery island which contains about half the refineries in that area.
For those who don't understand the joke, you apparently havent been on vent or the stream during Map Night!
If you want to try this map, join us on Map Night today, sc2mapster chat channel.
Well since you made a thread I might as well tell what I didnt like in it.
feels the same all the way. Even though some creeps are different we just stand in the same place just trying to survive
Im not big fan of 2 heroes, but I guess it what makes the game a bit more unique...I also feel like you need to pick certain hero combos that work well together.
I also felt like I get the new skills super slowly...maybe I just didnt kill stuff fast enough or something?
Generally what I always liked about hero defence maps is Custom spells, killing stuff and getting really powerful hero...I dont really find these things in this game. Like I think you could improve both visuals and functionality of hero spells.
Well its just my opinion. The game does look polished...and hopefully you disabled the horrible horrible intro...
You haven't played this for a month or so :-P How do I know? Because the intro is gone since 3 (maybe 4) weeks.
Apart from that I think that I pretty much improved everything you mentioned. However most maps that require you to defend X require you to stay at X otherwise it's not really a defence isn't it? For the 2 hero thing: Yes, I know that quite alot of people won't like it and maybe that's the point why I have never seen something like that before. Which was the point of it: doing something new.
Here's some gameplay from last EU map night including brand new 1.4.0 errors that surprisingly didn't break anything.
Thanks again to Exaken to cut that for me :D
== Features: ==
You're about to be overrun, the sky is darkened by the zerg. Your last hope is a yet unfueled colony ship.
== Summary: ==
In Hobrow's Zerg Defence 2 you take control of two heros, and so do your up to 13 allies. Your goal is to escape the zerg infested planet that you ventured to in Hobrow's Zerg Defence 1 to kill a brood queen. However that task isn't that easy. Your only chance is a yet unfueled colony ship that is being fueled by vespene gas which is gathered by six nearby refineries. While you gather the gas needed, you also have to wait for the arrival of the Hyperion, which you called using a nearby communication array. Aside from the colony ship, refineries that you need to protect; you can try to clear nearby settlements of off zerg infestation, venture to an abandoned mine and gather minerals to support your team, protect the communication array to ensure an arrive on schedule; or try to defend the refinery island which contains about half the refineries in that area.
== Video: ==
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Watch live video from SC2Mapster Map Nights on Justin.tv
AWKWARD ZEALOT FTW!
For those who don't understand the joke, you apparently havent been on vent or the stream during Map Night!
If you want to try this map, join us on Map Night today, sc2mapster chat channel.
I find it pretty fun and really well made :)
Well since you made a thread I might as well tell what I didnt like in it.
Generally what I always liked about hero defence maps is Custom spells, killing stuff and getting really powerful hero...I dont really find these things in this game. Like I think you could improve both visuals and functionality of hero spells.
Well its just my opinion. The game does look polished...and hopefully you disabled the horrible horrible intro...
@zenx1: Go
You haven't played this for a month or so :-P How do I know? Because the intro is gone since 3 (maybe 4) weeks.
Apart from that I think that I pretty much improved everything you mentioned. However most maps that require you to defend X require you to stay at X otherwise it's not really a defence isn't it? For the 2 hero thing: Yes, I know that quite alot of people won't like it and maybe that's the point why I have never seen something like that before. Which was the point of it: doing something new.
Here's some gameplay from last EU map night including brand new 1.4.0 errors that surprisingly didn't break anything.
Thanks again to Exaken to cut that for me :D
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Watch live video from SC2Mapster Map Nights on Justin.tv
Nice map you got there =) i like it! Played it with 4 friends but it's kind a impossible for that few persons. But we nearly made it.
The medic and the zealot seem to be the worst heros.
Would be nice to have even a weak attack with the medic... and in the late game medics just run out of energy way too fast.
And firebats seem a little bit overpowered compaired to the other heros. Firestorm is freaking awesome!
Ghost seems okay so far but the first upgrades aren't really statisfieing. Snipe becomes very important in the mid and lategame =) what seems good.
Marine is okay i guess.