I have been around this forum lurking and looking at projects but this is my first post. I am currently working on a map called "No Mans Land Survival" and is going to release a video as well as the map within a few days (hopefully tomorrow) on EU. The map have been tested alot but isn't perfect and is not fully complete. If any optimizer manage to read this and wanna take a look it would be awesome, also I'm looking for music that can be used for a fast pasted action game. I might also need someone to upload the map unto US servers. Me myself aint that much of a starcraft 2 player and haven't used the editor much in previous games (warcraft 3 etc) but have learned alot in this last half year.
Short description of my project:
Top Down shooter with 4 player coop vs enviroment
Slaughter arena
Bosses
Just to clarify I want to write how you can find my map in Starcraft 2:
Map name: No Mans Land Survival
Author: Mindless
I have created and waited alot but noone wants to join my game. I have little ability to popularityboost maps. This new system is really irritating (comparied from wc3)...
Dude I completely agree with you about that, I really wanted to try out your map yesterday, and I scrolled down about 5 pages of maps, but I couldn't find yours .... Just be patient, I think the map scrolling system will be reworked soon and then I will for sure play your map alot, aswell as many other people I'm sure.
If by any way you can help me finding your map ingame though, I'll make sure I play it with friends and try to make it more popular
Cheers
If you are going through the "create game" way and want to find my map I found that the best way is to simply search for "No Mans Land" and then look for the author "Mindless" (the map name is "No mans land survival" but no matter how you search you will get alot of maps that doesn't seem to belong at all).
If you are going through the "join game" (thou I recommend that one create and then invite the others) you should mark the box "newly created" and then scroll down and click "show more" like 2-3 times and my map should be there somewhere (yesterday I found my map on the 3 "show more"). If you don't mark the newly created box you won't ever find it. I tried to scroll down without it and I reached 20 show more and still didn't find it.
Sadly I think the system won't change for at least a year (blizzard aren't that quick in reworking systems) if they even want to remake it :(.
But thank you for wanting to test out my map. I hope that you find it. I have created and waited for players to join several times and only one time another joined and I started (we played 2 players but the map scales if you play more so it should be adapted for 1-4 players). He then ran around without picking up any weapon and thus died quite fast and then left within seconds. -_-. If you want to I can join the game too but not today as I have alot to do.
If you find and play my map please post your opinion of it here.
I just wanted to post some fixes that have been made to my map after the release. Version 1.2 and 1.3 was released today but have not been tested multiplayer yet. Might execpt a fast update during the day if there is problems.
Version 1.1
Minor fixes such as not being able to shot more than 1 shoot with firecracker
Minor Balances to make the game more dynamic (bosses now deal more damage but have lesser hp)
Version 1.2
Weapons:
Reworked all damages in the game (this allows bosses to take less damage from certain attacks)
Reworked Shredder Gun
-Now deals 125 x2 damage from 200 x1
-chaining effect changed to 2 % movespeed slow from 20 % damage increase and 20 % movespeed slow
-now works on bosses
Reduced energy cost to 2.5 from 5 (double ammo)
Reworked Blasting gun
-Now deals 125 x3 damage from 70 x3
-Increased total splash to double area
Tweaked many weapons damage and target check (hitbox) little
Level abilities:
Reworked Sentry towers
-Now deals 65 damage from 40
-Lasts 8 sec from 7
-Towers can now be pushed in order to prevent heroes from getting stuck
Increased gauss shotgun damage to 60 x4 from 50 x4
Gauss rifle
-Reduced damage done on bosses by 75
-Also reduced the search area of line to 0.4 from 0.5 (have slighty harder to hit targets)
Wave Gun; improved mechanics of Knockback (it also knocks further now)
Reworked Bio-Plasma Shotgun damage to 30 x20 from 70 x12
Level Abilities:
Added a new level ability; Energy Shield, Grants +6 Armor while ammo>0
Increased Blood boil damage from 200 to 250
Increased Sentry damage to 75 from 65
Fixes the pushing of sentries and made them unable to attack friendly targets (which they sometimes did)
Increased Vital Support to 2.5 from 2.2
Increased Atomic Composition Damage resist to 15 % from 10 %
Increased Warm Trail search area to 0.3 from 0.25
Gameplay:
Moded the terrain to match view better
Fixed a serious glitch that made the timer for waves after the first boss unable to spawn correctly
Increased life on bosses by 500 (they really were to easy with all the nerfing)
Decreased minion scaling damage by 0.5 and life of the first & second minions by 0.05
Decreased overall life and shield for minions by 5
Modded UI for integration of active skill
Created possibilites for more weapons and skills
Misc:
Added Active skills; they are picked after the hero have been picked.
-Amnesty - Invurnable but unable to attack and must reload when the buff disappear, cannot use bombs or time devices while buff is on (but they will disappear if taken), lasts 5.5 sec
-Classic Overload - Costs 50 hp (can kill) but grants endless ammo for 6 sec
-Rapid Recovery - Reduces movespeed by 50 % and damage resist by 20 % but regain 100 % hp over 5 sec
-Warp - Teleports caster to target point but serverly cripple movespeed by 80 % for 3 sec afterwards
The newest Patch is up. Fixed some things that could be essential:
Version 1.5
Weapons:
Decreased mine launchers reloading time to 2.3 from 2.4
Blasting Gun
-Increased reloading time to 2.6 from 2.2
-Increased rcooldown time to 1 from 0.8
Gauss Rifle cooldown lowered to 0.7 sec from 1
Gauss Shotgun cooldown lowered to 1 sec from 1.2
D. Bazooka cooldown lowered to 1 sec from 1.1
Firecracker
-Increased secondary damage to 6 from 5
-Increased main damage to 85 from 75 but lowered total damage done to bosses
-Increased Splash fraction
Hellblazer now cripples movespeed on enemies
Shredder now adds 5 % damage to enemies but cap at 10 %
Bio-Plasma Shotgun
-Reduced cooldown to 0.4 sec from 0.5
-Increased Damage to 40 x20 from 30x20
Level Abilities:
Energy shield
-now counter melee and range attacks with 35 points of pure damage
-Reduced armor gain to 5 from 6
Active Skills:
Classic Overload
-Changed damage to be damage over time
-Lowered cost of life to 30 from 50
-Added a lingering buff applied after the duration that increase ammo capacity and life/sec by 0.2 until next reload
-Increased cooldown to 17 from 10
Rapid Recovery
-Increased Damage resist penelty to -25 % from -20 %
-Increased movespeed slow penelty to -60 % from -50 %
-Increased cooldown to 33 from 30
-Corrected the duration (it lasted 1 sec too short)
Warp
-Reduced movespeed slow duration to 2 from 3
-Reduced movespeed slow penelty to -70 % from -80 %
reduced cooldown on Amnesty to 22 sec from 25
Added New Active Skill Repel Aura:
-Costs all ammo when activated and when expired
-Repels all enemies and certain projectiles
-+20 % movespeed
-lasts 7 sec
Gameplay:
Increased pickup area little (on demand)
Bosses:
Nightreaver
-Removed Damage done by space warp (this was a killer :S)
-Changed damage on melee attacks to 10 from 14
-Changed movespeed to 1.9 from 2.05
Kerrigan
-Changed damage on range attack to 4 from 8
-Changed Melee damage to 10 from 17
-Fixed AI pattern to make use of her inhibiting virus ability when below 50 %
-hopefully fixed a bugg where razor swarms damage position changed
-Increased downtime after casting razor swarm to 3 sec from 0.9
-Reduced lasting time for razor swarm by 50 %
Misc:
Updated tooltips
Have fun playing my map and please give response to me by posting here
This is the latest patch and prob the last one in at least a few days. No more plans for more active skills or weapons (though I have Ideas I don't want to spam it). Balance is also something that needs loads of work before new content is added. Anyway:
Version 1.7
Active Abilities:
Rapid Recovery
-Increased Damage resist penelty to -75 % from -25 %
-Increased movespeed slow penelty to -60 % from -50 %
Increased Repel Aura movespeed to +25 % from +20 %
Added Reroll Weapon
-Costs all ammo on activation
-discrads your current weapon and grants a new one
Added RAGE!!1
-Costs 64 life over 4 sec
Creates a extreme explosion when expired (not dying)
lasts 4 sec
Blinds screen for a short duration
Added Lockdown
-Costs 20 life
Freezes the character for 2 sec and then releases a wave that hit all enemies on the map and freeze them for 4 sec
Misc:
Changed the explosion color on bloodbomb to redish
Bosses:
Kerrigan
-Increased Inhibiting virus radius little
-Increased Inhibiting virus duration to 5 from 2.5
As even my friends are discussing the game mechanics and almost everything in my map I will here somewhat write my thought, tips and reasons for why I created this map and why it is currently balanced the way it is. I will begin with the game name and mechanics.
The Name:
In the WW 1 the warfare and technology of weapons allowed for rather large ranged combats. This is why they dug so many trenches. When two nations fought each other they would dig these trenches on both sides and when the battlefield became a trench war the area between the two fighting forces became known as no man’s land http://en.wikipedia.org/wiki/No_man%27s_land. This was an area where nothing but death lurked and that was under no rules. The reason I named my map No Mans Land is because of this. It is nowhere, it is forsaken and it is constant fighting for control.
The story:
My map lacks any refined story because there is no need for one and because the game idea is based on old arcade games with base on score gaining. Simply the story (yea spoiler alert) is that the terrans wants control over the area and send in some, or one, of the best soldiers at their disposal (you). There you will fight the general of the armies of each other faction, zerg and protoss. These generals are the bosses that you encounter. The general is so strong that even most of its own troops fear it. When you have defeated zerg and protoss, the terrans starts to fear you as you have become so strong from all the fighting and thus betrays you. In total this gives 3 different bosses and levels each game if you manage to reach the end (although the last level isn’t implemented yet).
The game Mechanics:
This game is all about score and fast action. The WASD movement does have some laggy input but blizzard is currently working on this and hopefully it will improve the response time when moving. The Idea came from an old game called Crimsonland (you can look it up on youtube or google if you want to see the resembles) but that game lacked one of my favorite components: real multiplayer. So I started out with the idea to make a survivor map for at least 4 players. I published the map when it was more or less ready and the only real new thing since release is the active skills which have been implemented to create a skill depth as mostly everything else is random. The idea of having bosses and waves being random was mainly in order to create replayability and because even if the mobs are random some are and will always be slightly harder than others, forcing the player to adapt depending on the circumstances. Also it creates more dynamic action. Sadly the cons of this are that sometimes the player might find himself in a bind that he cannot success. But this game was meant to be hard, still not unplayable. Even if the game is about gaining score, the players need to work together to survive.
The terrain and alike:
I have used some of the different landscapes that the editor offered but the reason I chose the current one is because I wanted to create a feeling of loneness in a chaotic environment. Also this terrain type allowed me to create a border that had a feeling to it. Walk into the lava and it burns you. It wouldn’t have been the same with water or space. The only weird thing now is the fact that e minion comes from the lava but can skill burn by the different fire based weapons. The camera was first thought to be real top down but I found that starcraft 2 is very ugly from this perspective. I might add a feature to be able to swap to this camera in the future but I personally won’t play with it activated. Also this might create different difficulty as spells and bosses skills patterns might be harder or easier to discern. I know that the terrain isn’t that beautiful ant that it’s very thoughtless but that is also kind of the point. It gives room for action and the shape being a square makes it harder for unskilled as it’s easy to runt to a corner but then become trapped. Also to mention it: there are very few skills that will affect the terrain but the most obvious is the creep that 2 bosses are able to spawn. This lowers movespeed when running on and the players should focus of destroying the source of this quickly as the retreating creep effect is kind of slow.
The Monsters, Bosses and AI:
The game is divided into certain levels and their waves. For example the zerg and protoss have 1 level and 3 waves. The first wave always have 4 different minions that can be spawn but only 2 of these appears and the process of this is random. The second wave have 6 different minions but again only 2 of these will appear. Wave 3 is the boss stage and this will end the wave 1 and 2’s spawning and spawn one of 3 random bosses (all randomness have equal randomness). This stage is special in a number of ways.
1. The minions the boss summon are considered to be a part of the boss and doesn’t give score or items.
2. The timer that controls the spawning becomes idle meaning you could spend as much time as needed to defeat the boss without having new waves spawning with the exception of a “punish wave” that will spawn 3 min after the boss appeared.
3. The punish wave have 2 different types of units and you will only encounter 1 of these if you haven’t killed the boss within 3 min. For the zerg it can be either infestors or brutalisks. The infestors have range attack and can cast fungal growth which locks movement for a short duration. The brutalisk are big, fast and deals extreme melee damage. For protoss the punish wave will consist of either colossuses, long range and high damage, or high templars, casts feedback which will force a player to reload and have moderate damage. The reason for having a punish wave is simple: to prevent score grinding (as mercenary), to increase difficultly and prevent stalling.
4. The boss wave is the end of the current level and when the boss is killed the next level and its first wave will spawn after a short period of calm. This can also punish the player as all spawns , creeps and summons will remain and might be needed to kill off first.
However as you might have seen if you played the map bosses will not receive random life and size as minions does. The size of a minion represent the different in life in the same type of unit. This means that a large baneling will have more life than a little one. The damage however is consistent and independent from size (even small banelings will hurt).
The scaling and multiplayer:
Every minion and boss in the game has some sort of scaling. The minions mainly gains some sort of increased life, damage and movespeed depending on the number of active players. This means that if someone has died and sits and watches he will still increase the difficulty for the ones that haven’t died. The reason for this is because if you are friends you most likely want to be able to play again and the chances of survival is harder when one dies but not leave, which forces a quicker restart. Even if this also means that the remaining players is able to collect more score the level difference is so small that they still shouldn’t be able to defeat a boss or alike unless they are equally skilled. This might seem like something that is broken but it’s not. This is how I intended it to be but feel free to post your opinion of it as I will gladly listen. The bosses scale different. Their life, damage and movespeed will increase (and shield if they have such) but some of their skills will also be different. The queen will spawn additional 5 queenlings and 1 creep tumor for each active player but not more spine crawlers. The queens’ initial life/sec is also depending on the number of active players. Kerrigan will summon 50xactive players when casting moderly call and nightreaver will create a shadow when creating shadows for each unit alive. Same with the protoss bosses the warp gate will spawn many more collapsing stars and service bots. The types of skills will not change but some of their value might. However, even if the enemies scale them player and its arsenal of abilities and weapons will not. The rate is also exponential meaning that it’s actually harder (but more fun) playing 4 players that 1. Spawningrate of units will decrease depending on numbers of active players as well as attack input for bosses will become more frequent.
The things in the game:
Weapons:
Here I will list the usefulness of each weapon, some hints to why they were created and tips of how to utilize it.
1. HV pistol (high velocity pistol)
This is the starting weapon and has high damage, low cooldown and shortest reload time. This weapon is actually the only weapon that doesn’t reduces by armor and on bosses. The cons and why you will need to swap the weapon is the lack of ammo. However with the reroll weapon you can regain the pistol on boss stages and it will deal significant damage if hitting the boss and not one of its minions.
Boss use: very high single target damage without reduced damage (4 shots will easily deal over 1 k damage). Together with active skill overload it can deals immense damage on a boss (even though this is very hard to achieve).
2. D-8 Mine launcher
This is one of the most powerful weapons in the game with rather big splash and intense damage mixed with low reload and cooldown rate. The only and obvious con is the delay from shooting to actual damage. The basic tip is to shoot at a position in front of your unit and then constanly walk over the mines as they explode, granting you a small safezone from melee units. The ability to make the mines lands at specific points is one of the most useful in the game. It makes it ideally to take out stationary units like creep tumors, spine crawler, the warp and gateway and because of its splash it can save another hero with too many minions hunting him. Another con however is that it’s actually kind of hard to mass score with this weapon as minions can be snatched by others with other weapons before or even while the mines are exploding.
Boss use: very good against queen as it will kill the queenlings with great speed and as it can deliver devastating blows to the stationary units (also makes the weapon a good counter to range units). The weapon is not every effective against Nightreaver and Maar as these can teleport and doesn’t rely on minions.
3. Blasting Gun
The Blasting Gun is a reincarnation of a classic rocket launcher with projectiles exploding on contact. Its large splash makes it a rather basic weapon that is easy to use and amass score with. The weapon is however rather inefficient at dealing direct damage to bosses. The ideal situation is to kill as many small units as possible to be sure of snatching score and items from the other players before the boss and during the bossfight kill off minions to let the others deal with the boss itself.
Boss use: Not very efficient on the bosses directly but very effective on their spawns.
4. Shredder Gun
This is the ultimate scoregainer and one of the best weapon on the bosses. It has low reload and high ammo reserve. It represents the classical “Machine Gun”. Its damage resist debuff is important on bosses and not so much on minions but will not rise to higher than 10 % and will last for a reload. The con of this weapon is the “stuttering” that will lower the movespeed. Each time you fire you must stand still, only for a 1/10 second, and thus it can be difficult moving while shooting. Another perhaps less obvious con is its synergy with the active skill overload. Because of the large clip the endless ammo ability will not be as noticed as with other weapons.
Boss use: Extremely good weapon if you can hit the boss directly. Summoning bosses might be harder because of this. Active skills can however allow this weapon to be emptied directly to the boss. Example is the use of lockdown, warp or repel aura.
5. Gauss Rifle
The gauss rifle is a sniper rifle that will almost every time you fire it kill all the minions in a small line. It has very large damage and pierces everything and depending on the size of units the damage from a single shot can hit more than once. The cons is the extreme damage reduction on bosses (and the fact that most bosses have little hitbox), the very low ammo reserve and the skills needed to hit the things you want to hit (it have rather low accuracy). However combined with active skills like lockdown or classic overload it can become one of the most devastating weapons. The priority should be to focus larger units as they are hit harder (and give more score).
Boss use: Very good weapon for cleaning summons and minions and at the same time hit the boss.
6. Firecracker
The firecracker is the ideal minion damager (not killer as the damage can seem little low). It have very low cooldown and a strong splash attack that also will send out small shrapnels imitating small gauss rifle shots (but with much lower damage). These shrapnel have true damage meaning they will always deal consistent damage. It can thus damage everything on the map within a single clip. The most obvious con is the fact that the low damage can be intercepted and grants the other players a greater chance at snatching your score. This can however be avoided with the classic overload skill that makes you a nasty splasher for at least 6 seconds. It can also snatch others kills by mistake and a skilled player should be able to steal a lot of minion kills from effects like hellblazer or warm trail. It is a very good weapon for killing small enemies but lacks the actual focus like blasting gun have.
Boss use: The basic projectile can be shot at the boss and the small shrapnel can deal with its potential minions and summons. Its obvious use is otherwise to focus minions and make the shrapnel hit the boss.
7. Gauss shotgun
This is a weapon that is remade from Crimsonland by request of one of my friends. It acts like the gauss rifle but have its damage spread out on 4 projectiles. The weapon has a spreading effect meaning it will hit more and in close range it will deal extreme damage. The cons is however that others have rather easy to pick of the minions you leave with little life and it have one of the longest reloading time of all weapons. Combined with classic overload it can be the most effective weapon in the game.
Boss use: just always fire at the boss or cluster of its minions.
8. Bio-plasma shotgun
The basic and more primitive version of the gauss shotgun. It has much ammo and fires 20 projectiles with low damage able to pick off minions with little life and continue to dig into enemies behind. In pure calculations it have the most damage (when trail, cone and pierce effect aren’t optimized). It is like the blasting gun very efficient at amassing score because it seldom leaves units with low life. Also remember that the Shredder Gun fires 2 projectiles at once which mean that the on hit effect can instantly stack to max if both of them hit.
Boss use: Can deal with smaller units like queenlings or directly hit the boss for massive damage.
9. D. Bazooka
The D. bazooka is the most efficient support weapon in the game. It stuns minions as well as set them on fire and the projectile have the same properties as the mine launcher making it explode where you want it to and not on collision. The general use of this weapon is the use of its disable ability. It can by any means save any other hero by locking all the hunting minions to the ground and it can keep the user rather save if used very closely. The cons of this weapon is that most of its damage is the fire debuff that even if have large radius seldom grants the actual kill and thus score. Firing the weapon at the same pack constantly might seem like the only option to gain score but depending on the other weapons this isn’t the case. The weapon should be used either to create a wall that the enemies hunting needs to walk around or to freeze units far behind to let them burn to death outside range of the others weapons. This is one of the weapons that with skills can keep the owner from taking damage.
Boss use: the stuning ability doesn’t work on the bosses themselves but the fire debuff does. It should be used to disables summons (if able) and a good idea might to shoot every 2 or 3 shot directly at the boss to make sure the fire debuff is on at all time.
10. Hellblazer
Created as an ultimate weapon it is also the easiest to steal kills from. It fires 3 projectiles that creates fires in its wake and slows enemies depending on how much damage they take. Because of the behaviors curves (like a stale sinus wave) it can deal 3 times its damage in the joints of all projectiles. This is necessary to master on bosses and other tough enemies as it can stop them in their track as well as deal extreme damage. The most obvious con with this weapon is the reload time which is the second longest one of all weapons as well as its cooldown. It should thus be obvious to try and target smaller minions as they die faster and might spawn a free reload item. The other players will always be able to pick of minions in the middle of the blazing inferno so try to make use of stacking effect by firing the shots at somewhat same direction. With the active skill classic overload this weapon will lit the whole screen on fire but remember that the long cooldown actually lower the efficiency of the active skill (you will only maybe 1 or 2 free reloads).
Boss use: queen killer, kills queenlings, spines and creep tumors with ease. Slow against nightreaver, Maar, stone zealot and will blaze kerrigans and gateways summons into oblivion. It will however without skills deal little damage to the actual boss.
11. Wave Gun
One of the hardest weapons to master because of its conelike effect. This is the second best support weapon in the game and is the only one who actually becomes stronger the more active players. This is because of its pushback ability that has a dependency of the targets movespeed (as minions and bosses gains faster movespeed they also become more knocked back by the gun). In very close range it can be hard to hit units but at medium and large distance you will see how easy it is to blow away enemies. The damage is like Hellbalzers damage over time and it is thus quite easy to steal your minions but the ammo reserve allows you to keep firing when others are reloading. By keeping a clean line in front of you it can be somewhat easy to stay alive or dive into a cluster of minions to grab an item.
Boss use: This weapon will blow queenlings off the screen as well as winged zerglings. It is also a good weapon against stationary targets and the use of the weapon is very similar to gauss rifle.
Weapon drops are depending on pickups of other players. When every player have used either reroll weapon or picked a weapon no more will ever spawn. It can thus be a good idea to let someone pick a weapon and let him kill off some minions as it will drop a lot of weapons if you doesn’t have one. This way is the only way to make sure you get that weapon you want except with the active skill reroll weapon.
Items:
These are the drops that will occur after every player has picked a weapon. They are more or less the reason you are able to stay alive in difficult times.
1. Free reload, this is the most basic item and allows players to experience even more mayhem. It will instantly refresh weapon cooldown and grants instant reloading next reload. The biggest mistake is to pick it when you have almost completed a reload cycle as it will just reduce that loading time by a few 1/10 of a second. If picked when ammo is full you will instantly refill ammo instead of starting a reload cycle the next reloading time.
2. Medpack, the basic but not only way to regain lost life. These aren’t as important as the full life you will get when you level up but will help you if you can take them without suffering to much damage or put yourself in a bad situation.
3. Bomb and bloodbomb these are the run and get to items. They will destroy any followers and incoming monster depending on their distance but are almost always a given choise to go for, even if you take some damage. The blood bomb is the most rare item and it have a much larger radius, damage and will grant a very small proportion of the damage dealt as life to the unit that picked it (usually the player regains all of his lost life).
4. Time device. These items are long lasting buffs that will hinder melee and shortranged enemies form ever touching you. And if you need to run through a crowd or cluster of minions they will not be able to hit you if you keep moving. The real effect is a 90 % time slow for all units within the shield (except bosses). This item has very high synergy with many active skills.
5. Shield. The shield is the ultimate (next to blood bomb) pickup. It will grant you total immunity to all kinds of damage for 5 seconds. This even includes damage from active skills and bosses skills. The only thing that will affect you are debuffs like inhibiting virus and alike but as items don’t drop during boss fight its very unlikely you ever will notice this.
Active skills:
Here I will list the active skills and their use. the active skills is unique for each game and is picked just like the characters themselves
1. Classic Overload. This skill should be used when you are reloading as it will instantly let you fire again. The lower the cooldown on a weapon is the more efficient this skill will be. However it also grants additional ammo to every weapon for one reload which can help the more heavy weapons immensely.
2. RAGE!!1. The only active skill that will deal damage. It costs a chunk of life but its explosion is larger than a bloodbombs and can thus kill enough enemies to get medpacks to refill life. This skill is however not a skill to use when in a pinch as the - 50 % damage resist will make you squishy like a little bug. It should be used when the path in front of you is clear so you can use the skill until at least 2-3 seconds without taking damage and then run into clusters of minions. Its efficiency against a boss is very limited as the boss have many ways of dealing devastating damage to you. Life and durability is more important but when fighting bosses but this skill is the ultimate summonkiller.
3. Lockdown. This skill should be used to avoid an obvious real pinch. It actually freezes the bosses as well as minions and can thus be used to abort a boss move. But remember that most bosses’ skills have a channeling or cast time lower than 2 sec and thus the skill must be activated depending on the patterns the boss is currently following if the desired ability is blocked and not a random one. Also some skills cannot be canceled as the effect itself will still linger (moderly call is such an effect).
A quick notion of the offensive skills: All of these skills cost some life to cast. However this life is actually damage that is delivered to you and anything you have at your disposal to avoid damage can. Heavys shield will block up to 15 points of this damage and a shield will block the damage entirely.
4. Rapid recovery. The lifesaving active skill that cannot be used when in a real pinch. Useless you might think but combined with both shield or time device it will grant full life without much danger. Also this is the only way of regaining life during a boss stage except natural and other life/sec abilities.
5. Amnesty. This skill is the pinch saver. If you are about to eat the full strength of a collapsing star or shadow chaos this skill will save you. It can also be used to run through a cluster of minions without taking damage and with timing it can also be useful to pick up items. Just make sure that when the effect runs out you will have time to reload before enemies catch up with you. Even if you are invulnerable you will still be targeted and the minions will still hunt you.
6. Warp. This is a cheaper and more risky kind of lifesaving ability than amnesty. It will teleport you within an instant (but remember that it can be lag) but makes you a target afterwards without ammo and lowered movespeed. This skill has rather low cooldown and can thus be used to pick up items like time device or shields.
7. Repel Aura. This is the most unique skill. It actually repels all enemies and projectiles (more attacks will be of this type later). Shadow Chaos trails will change directions and this skill can easily be used to gather up melee or very short ranged units with a rather low cost in a close distance but without letting them harm you. This is however the side effect of the primary use of this skill which is a speedboost. While the extra speed isn’t as big as the one from overload it lasts longer and doesn’t cost a big chunk of life nor decrease your survivability. This skill on beauty and she can outrun almost everything. It might be the only skill that can save you when you’re on creep.
8. Reroll Weapon. This is a skill done by request. It allows the owner to change weapon every cooldown. This is a skill that makes uses of the different weapons efficiency depending on boss or current levels minions (example if you met the queen and have a shredder you can use this weapon to gain a weapon like hellblazer or wavegun). The only downside is that you cannot choose weapon and that you can get the pistol in very bad situations. If you have this skill I recommend that you use it frequently.
A note to all the skills that cost ammo: Use them when you are reloading. It will not require you to have full ammo, it will just cost you full ammo and if you don’t have any ammo in your magazine the diminishing effect will be next to none.
Finish Notes:
I have had fun and frustration by creating this map. The editor is very limiting in many ways but that only makes it better. Limitations are the best way to make the game interesting as it requires more thought from the creator that way. I will continue to develop my map even if I never see it in the popularity list (the max games played on my map have been 9/hour). This because I want to, because there is more to do and because I want to learn more. I will most likely create another map and depending on circumstances the genre will differ and learning to make skills is perhaps the most important in the editor.
If you managed to read through this I congratulate you. If you played my map it might get you to understand the mechanics better and hopefully given you tips that you already didn’t know. If you haven’t played it yet I recommend you try it out, not because of me but because you will be able to see what the editor can do.
No Mans Land v. 1.7
By mindless
2010-10-17
Been making some changes and had to jump 2 versions at the same time as well as rename the map because of the publishing system... Anyway for the fans:
Version 1.8
Active Skills:
Rage!!1
-Increased Damage resist penelty to -75 % from -50 %
-Reduced Life cost to 40 from 64
Reduced Rapid Recovery Damage resist penelty to -50 % from -75 %
Reduced Lockdown self-freeze duration to 1.6 from 2
Warp
-Reduced Slow to 55 % from 70 %
-Reduced cooldown to 10 sec from 15 sec
Fixed Reroll weapon to grant correct reload time for each weapon
Level Abilities
Warm Trail
-Increased length & duration of trail
-Increased Damage to 8 from 7
Added a speed bonus to energy shield +10 % movespeed
Bosses:
Kerrigan
-Increased Inhibiting virus radius little again
-Increased Inhibiting virus duration to 7 from 5
-Increased Movespeed to 2.3 from 2
-Reduced range on range attack to 4 from 5
-Increased range on melee attack to 1.25 from 1
Nightreaver
-Reduced armor to 18 from 25
-Reduced Movespeed to 1.7 from 1.9
Eternal rage changes (second phase)
-Increased armor to +12 from 0
-Increased timescale bonus to 1.2 from 1.1
-Increased life/sec to 15 from 12 and added a scaling +1*players
-Removed Speed bonus
Queen
-Increased Creep tumors life to 1500 from 50 (more a bugfix)
-Increased Queenlings life to 250 from 175
-Increased spine crawlers damage to 25 from 10
-Increased spine crawlers range to 5 from 4
-Reduced Queens armor to 2 from 10
-Reduced Queens basic life/sec to 0 from 5 (not the scaling one)
-Increased Healing rate from Prey on young to 7 % from 4 %
-Increased life/sec from prey on young to 1.2 from 1 (scaling)
-Increased Movespeed to 0.9 from 0.8
Reduced all bosses max life scaling by 15 % (and shield by 10 %)
Increased rate of commands for all bosses
Minions
Reduced Baneling Movespeed to 0.8 from 0.9
Added armor to infested terrans +5 and reduced movespeed to 1.5 from 1.8
Reduced shield on protoss units by 25
Reduced life on protoss units by 5
Reduced sprint on zealot types by 50 % movespeed and 1 sec duration
Reduced range on imortals to 2 from 2.5
Weapons
Increased Pistol Damage to 300 from 275
shredder Gun
-reduced damage to minions but increased damage done to bosses (to 100 from 125
and to -50 on bosses from -85
-Increased reloadtime to 2.5 from 2.2
Increased damage on bosses with Gauss sniper by 75
Increased Firecracker secondary damage to 8 from 6
Increased damage by gauss shotgun to 67 from 60
Increased Bio-Plasma Shotgun damage to 60 from 40
Increased D. Bazooka direct damage to 135 from 115
Increased Hellblazer damage to 10 from 9
Increased Wavegun damage to 13 from 12 but lowered damage on bosses by 1
Updated tooltips
1.9
Weapons
Shredder Gun
-reduced damage to bosses by 10 (now same as before)
-Increased reloadtime to 3.3 from 2.5
Bio-Plasma Shotgun
-Reduced damage to 52 from 60 and other factors making it less effective on bosses and units with armor
-Reduced number of projectiles to 16 from 20
Increased D. Bazooka projectile speed
Reduced reloadtime on gauss rifle to 2.4 from 2.7
Bosses and characters
Increased zealot difficulty by adding faster regen to main boss when red, green and blue are alive and added some regain to them as well and more chance of using earth shredder
Added a - 10 % Life on mercenary as well as removed score/sec and added faster levels instead
Added a small life/sec bonus to beauty
Increased armor on hybrid to 3 from 2
Active Skills:
Reduced cooldown on Amnesty to 20 sec from 22 sec
Reduced cooldown on Warp to 7 sec from 10 sec
Reduced cooldown on Repel Aura to 22 sec from 26 sec
Reduced cooldown on Lockdown to 40 sec from 45 sec
Added A new ability: Mystic Shield
Cost: All Ammo Capacity
Effect:
+ 50 Armor
- 25 % Movespeed
Turns all enemies that uses melee or ranged attacks on you to inmovable black stone for 5 sec (not bosses)
Lasts 5 sec
Cooldown: 20 sec
Reworked how cooldown on weapons works (changes nothing yet)
Expanded camera view
Added new camera angle to change between by pressing t button (changes the camera to a 2-D top down mode)
Had to rename the map because of stupid bug...
-Corrected the name in the title :S No man's land
New version out with alot of changes and public this time (last time I publiced as private :S). Anyway, for the noones:
Version 1.10
Bosses & minions
Increased all the gateways summons life, shield and damage aspects
Added armor to all minions (increased difficulty)
Space Warps singularity should now consume projectiles
Increased Nightreavers life/sec when in second form
Queen
-Added spawning larva behaivor to make the queen spawn alot of larvas when current life is below a certain number
-Added some "Phermones" abilities on the queen which will make larvas morph into different units. casting another Phermone of the same type strenghten that type of unit
-Slowed creep growth by creep tumors by 50%
Kerrigan
-Changed her pattern some and increased the chance of casting moderly call also her sub-ability deep tunneling should work better now (she is now much tougher than before)
-Changed her range attack to become dodgeable. This means that it can miss and be repeled. Because of this its damage is doubled to 8 from 4 and it now have splash. Also increased the range and lowered cooldown.
Maar
- Changed its range attack to become dodgeable. This means that it can miss and be repeled. Because of this its damage is doubled to 20 from 10. Also increased the range and lowered cooldown and now fires 3 projectiles instead of 1.
All kinds of stuns and slows should now lasts 20 % shorter on bosses
Added 1 damage on most enemies attacks
Active skills
Increased damage reduction on rapid recovery to - 60 % from - 50 %
Mysitc Shield
-Removed movespeed reduction
-Removed cost
-Increased stone duration to 5.5 from 5
Increased duration on lockdown stun to 4.5 from 4
Weapons
Decreased Damage done on bosses with hellblazer by 2
Shredder Gun
-Decreased damage to 90 from 100
-Reworked shreddering to shredd armor instead of increasing damage, shredds 1 % each round but stack upp to 20 times from each Shredder Gun
Bio-Plasma shotgun
-Increased Damage to 55 from 52
-Increased missile life to 3 sec from 1 sec (longer reach)
Increased firecracker secondary damage to 10 from 8
Added a visual effect on waveguns path of damage (now sends a distortionwave across the battlefield)
Levels & characters
Reworked all the characters to add a unique passive to all of them
Specialist
-Added special field training
-Better effects from levels (makes level also affect weapon cd and reload time)
Heavy
-Added Special prototype S-305
-Grants 33 shield armor when life drops below 25 %
Medic
-Added special "Gaurdian angel"
-Gain 3 % damage resist for each 25 % of life lost (total of 9 % when below 25 %)
Beauty
-Added special "The Best of the Best"
- -1 sec cd on active abilities
- -30 % cd on weapon
- -0.3 sec reload time
Mercenary
-removed speed bonus
-Mercenary have 2 passive specials:
-Contract killer - faster levels (same as before)
-Grim reaper (infinite ammo when life is below 10 %)
Hybrid
-Decreased enemy movespeed bonus from bio aura to 2.5 % from 7.5 %
-Increased enemy attackspeed reduction to - 20 % from - 15 %
Cool guy
-+5 % life
-Increased armor from mad rush to 4 from 2
-Increased movespeed from mad rush to 75 % from 50 %
Added a very small life regen on Hybrid and Heavy
Added level bonus Expanded Magazines: + 50 % Ammo Capacity
Misc
Added a UI tip when encountering bosses to explain what to do and not to do (only little hints)
Added a semirare legendary mob with 20 times the life of a normal unit but approx 50 % slower movespeed. This mob grants alot of score when killed.
updated tooltips and added more color to the text in the UI
Finally ITS here: Version 1.10. Many new awsome things have been done and the map is once again up for public play (as it seems it was down :s for some period). Anyway alot of changes and heres the patch notes:
Version 1.10
Bosses
Nightreaver
-Decreased base hp regen in secondary form by 8 life/sec
-Now have a 25 % chance to reduce any damage when in second form by 25 %
-Vortex should now kill projectiles and structures (and not deal damage to nightreaver when he is inside the event horizon of the vortex)
Kerrigan
-Increased base armor to 17 from 13
-Now takes 50 % less damage when casting motherly Call
-Reduced Inhibiting viruses duration but increased it range little and slowing effect
-Increased range attack damage to 25 and melee to 15 (and melee attackspeed is increased but range reduced)
-Reduced Spawned zerglings by 5*each player
Queen
-Removed life/sec on creep tumors but added 5 armor, also removed 500 maximum life
-Decreased Hp on Queenlings by 100 but added 5 armor and small life/sec
-Added 2 Armor on Spine Crawlers and small life/sec
-Improved buffs from phermones
Added bullet Hell to Stone Zealot, every point of damage on the boss will give it 1 energy and when the zealots energy reaches 1000 it will after a short delay release a storm of bullets (8 bullets splitting into 8 each) the first bullets are bigger and will deal 50 damage each while the smaller deal 20 damage each
slightly slower command input for AI
All bosses are now immune to Hellblazers slow
Decreased Damage done by Hellblazer to bosses by 1
Added scoredrops when a boss dies
Minions
Dark Templar are now stealthed
Made the legendary mob more rare and it is now removed when the boss is coming, if it is removed it can spawn again (not same unit but another legendary minion & not if you killed it during its phase out time)
Photon cannon should now fire a dodgeable missile
Mothership attack changed and should now be dodgable.
Characters, Active skills & level Abilites
Added 2 extra shield regen on heavy when its passive is active passive and fixed it so its actually works now
Decreased Beautys life/sec to 0.4 from 0.6 extra
Increased Medics life/sec to 1.75 from 1.5
Changed how warm trail damage works (now is sligthly reduced by armor)
Increased Warp Cooldown to 10 from 7
Improved Guardian angel damage reduce to 4 % each level
Reduced Armor Gain on energy shield to 3 from 5 but increased damage to 50 from 35 (but it is now reduced by armor)
Added a new defensive active skill: deploy air drone: creates 1 airborne drone that will fire on all hostilities for 12 sec , cd 35 sec, deals 60 damage each hit
Added a new supportive active Skill: Decoy: Creates 3 wandering decoys which have same chance of being attacked as all other heroes. Can pick up items. Lasts 20 sec or until death.
Added A new Defensive active skill: Immunity: Makes the Hero immune to all disables and damage from non-melee scources for 1.5 sec. 12 sec cooldown
Added 15 % movespeed bonus on amnesty
Corrected tooltips saying beauty gets reduced reloadtime because of passive (which she didn't)
Added 5 % movespeed on hybrid but removed 5 % hp, also changed some stats in in weaken aura
Removed the cons on mercenary but changed his passives little
Changed quick reload to abnormal experience, it nows also reduce weapon cooldown by 20 %
Added a new hero class: Experiment: +10 % life, +10 movespeed, +1 armor, large size, slow levels, Passive: assamble robots: The experiment spawns up to 5 small defensive robots to protect itself.
Added a new hero class: crazy:- 0.3 sec reloading time, + 50 % Weapon Cooldown Passive: Item-Obsessive disorder: All items (execpt bonus score) grants a small permanent bonus
Added Random (you get a random character and active skill)
Weapon
Bio-Plasma Shotgun
-Increased damage to 70 from 55
-Decreased cooldown to 0.2 sec from 0.4 sec
-Increased spread
-Decreased reload time to 2.5 sec from 2.7 sec
-Added an infinite stackable debuff on each hit that deals 1 damage/sec for 5 sec
-Decreased its total damage against bosses
Blasting Gun
-Increased damage to 140 from 125 and splashing effect
-Decreased cooldown to 0.7 sec from 1 sec
Shredder Gun
-Increased reload time to 3.5 sec from 3.2 sec
-Improved its total damage against bosses
Added a new weapon: E.M.D, splits on hit to hit up to 4 more units. very low cd and 10 ammo units (normal heroes)
Reworked pistol, 170 damage but double ammo
Increased shockwave rifle damage by 2
Notable Graphic changes
Changed how the phases of picking hero and active skills looks (and works in the editor)
Changed some icons (e.i for expanded magazine to become unique), active skills color and selection screen
Added visual Effect for the 3 stages of gaurdian angel on medic
Should have fixed the different size of hero crusor on mercenary
Improved Space warps graphics noteably
Improved some ammos icons so they now shows correct ammo remaning
Some Buff effect no longer rotate when you turn around (mainly shields of all kind)
Fixed much graphic
Improved much graphics (tried at least)
Corrected some tooltips and text
Fixed some sounds
Improved some sounds (tried at least)
Prob much more changes that I can't remember
Anyway ;) enjoy and if you happen to play it please give som feedback here...
And the manditory patch for fixing the patch. Version 1.11:
Weapons
Increased Pistol Damage to 185 from 170
Increased WaveGun damage to 16 from 15 and its damage to shielded units
E.M.D
-Increased damage to 115 from 95 and its damage to shielded units
-Added A short paralyzeing buff on target
Increased bio-plasma shotgun cooldown to 0.3 from 0.2
Character
Increased Life/sec on medic to 2.25 extra from 1.75, Also increased Gaurdian angel damage reduce to 5 % from 4 % (total of 15 % when below 25 % life)
Should have fixed experiments robots AI at least a little
Bosses & minions
Reduced numbers of servicebots the gateway summons by 2*players
Reduced base Armor on all bosses but increased scaling
Increased queen base life/sec by very very little
Increased Kerrigans attack damage on ranged attack to 30 from 25
Made an effect to push back heroes when the boss dies to avoid them of getting all bonus directly after the boss dies (more of a chance for everyone now)
Increased time until punish wave comes by 10*player sec
Should have fixed so that the punishwave is removed when defeating a boss
Reduced all minions life by 5 and shield by 10
A legendary mob can now appear between bosses (total of 2/game can be encounterd now)
Game mechanic fixes
Changed how the picking system works fundamentally. It should now be less errors when picking heroes and a player should now be able to leave during picking selection
Fixed a bug that prevented you from picking random hero in multiplayer
Fixed a graphical bug on stone zealot making his aura enormous
Fixed name on the sidebar
Changed the map loading screen to custom (you can no longer see others loading)
Queen
-reduced time on spine crawlers
-Increased spawntime between creep tumors
-Added a timed life to the creep tumors but it is long
-Added a timed life to the larva
-Reduced how quick the creep spreads
Reduced all bosses armor very little
Added a timed life to mini stone zealot
Reduced Kerrigan zergspawning in motherly call by 3*player
Characters
Fixed mad rush on cool guy to give - 50 ammo units from having gained 50 % (this created
errors and now the tooltip is correct, as it should be)
Active Abilities
Increased air drone life time to 17 from 12
Mystic Shield
-now grants full ammo from each hit taken that activates its effect
-Reduced armor gain to 20 from 50 (now some bosses will still be able to hit hard with
basic attacks)
-Grants increased max hp by 100
Immunity reworked to "Makes the hero unable to die, be snared or disabled for 4 sec." cd
23 sec, No cost
Weapons
Increased dot damage from bio-plasma shotgun but not on bosses
Fixed portrait again -_-
Restart function is back but it still doesnt work perfect
This is supposed to be the last patch before I add Terran wave (final wave) and before the restart function will work perfectly (this is a dream but its far from perfect at the moment). Thus it will be last patch for a while for the execption of hotfixes. I haven't been able to try out the changes multiplayer yet and thus some fixes might be soon.
Version 1.12
Stone Zealot
-Mini zealots are no longer classified as a boss
-Decreased Mini zealots life and shield to 350 from 500, removed life/sec and shield/sec and lowered timed life to 17 from 20 sec
-Stone Zealot boss and its minions (not mini) are now completly immune to slowing effects (hellblazer, E.M.D etc)
-Stone zealot now gains 0.66 energy from each hit and not 1
-Added a explosion effect on death on green, red and blue zealot
-Reduced base armor to 13 from 15 increased its shield armor to 17 from 15
-Green minion have been given a dodgeable melee attack with splash instead of range lockon beam. It now have faster movespeed and deals 35 dmage on hit. It also gets a passive 50% speedboost every 15 seconds for 3.5 sec.
-Red minion now have single line of shadow chaos lookalike as normal attack. It deals 15 damage sec inside the trail. It also have a permanent repel aura that repels only hero units.
-Blue minion is unmodified (it still have long range attack)
-Stone Zealot boss now uses green and red weapons himself
Changed Nightreaver path for some projectiles of the alternative shadow chaos spells
Added a very small splash on mothership summoned from Gateway
Maar
-Added a small armor to shield, +5 shield armor from 0
-Reduced time until shield regen kicks in to 4 from 6.5
-Changed movespeed from 2 to 1.7
Characters and active skills
Increased number of small robots for the experiment to 7 from 5
Should again have fixed the smallrobots ai
Crazy gains 4 % from 5 % less cooldown from free reload
Crazy gains 3 from 4 life from medikit
Crazy now starts with 60 % increased cooldown
Changed icon on blod boil as it was the same as rage
Immunity now heals 5 life/sec during its activation
Weapons
E.M.D
-Shorten the paralyzeing buff to 0.25 sec from 0.5
-Increased its damage to minions by 5 but reduced damage to boss by 15
Gauss rifle
-Decreased Cooldown to 0.6 from 0.7 sec
-Decreased reload time to 2.4 from 2.6
-Increased Aoe hitbox a little (back to 0.5)
Increased Blasting Gun cooldown from 0.7 to 0.9 sec
D.Bazooka
-Increased direct damage to 150 from 135
-Increased burn damage to 10 from 8
-Increased its reloading time to 2.8 from 2.6
Shreddergun
-Increased damage to 92x2 from 90x2
-Increased reloading time to 3.7 from 3.5
Doubled the projectiles of bioplasma shotgun but reduced its damage to little less than half, also reduced the dot effect to half
Fixed the + life on random (it didn't give any bonus before)
Increased Score drop for killing boss and legendary mob
Fixed some wrongs
New UI for temporary buffs (shield and time)
All cooldowns have been reworked to match the game ticks (and thus have exact times) and this means that all cooldown have been rebalanced as they now were faster than before. Although most of the cooldown have been keept the same (meaning that many skills is now improved). This also affects reload time. Each reload time have been increased 0.3 sec (but the cooldown fix should have reduced the reload time by 25 %)
Reduced life gained from mystic shield to 75 from 100
Reduced cooldown on immunity to 18 sec from 23
Reduced reroll weapon cooldown to 15 from 20 sec
Reduced Reload time for wavegun to 3.1 sec from 3.2
Removed any cooldown on shreddergun (it now have 0 cooldown)
Increased Pistol damage to 200 from 185
All normal minions have now a maximum range of 3 for range weapons.
Terran Wave Have been added
Increased beauty passive to reduce active skills by 2.5 sec from 1 sec
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello Everybody
I have been around this forum lurking and looking at projects but this is my first post. I am currently working on a map called "No Mans Land Survival" and is going to release a video as well as the map within a few days (hopefully tomorrow) on EU. The map have been tested alot but isn't perfect and is not fully complete. If any optimizer manage to read this and wanna take a look it would be awesome, also I'm looking for music that can be used for a fast pasted action game. I might also need someone to upload the map unto US servers. Me myself aint that much of a starcraft 2 player and haven't used the editor much in previous games (warcraft 3 etc) but have learned alot in this last half year.
Short description of my project: Top Down shooter with 4 player coop vs enviroment Slaughter arena Bosses
The preview/trailer I'm currently working on will show what I have created. For a countdown on my realease http://www.bored.com/makecountdowns/show.php?id=222103.
This is my Map. I manage to do a small preview (a full trailer might come next week).
<object style="height: 390px; width: 640px"><param name="movie" value="http://www.youtube.com/v/hJoY3-2SIj4?version=3"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://www.youtube.com/v/hJoY3-2SIj4?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></object>
The map is up on EU servers if you want to try it. Good luck and have fun. If you see any serious glitch or bug please post here or send me a PM.
@vincentgraymore:
i have played this map and its awesome
Terrain looks like from Diablo II, that part before Diablo. Where is Hephisto. :D River lake.
Just to clarify I want to write how you can find my map in Starcraft 2:
Map name: No Mans Land Survival
Author: Mindless
I have created and waited alot but noone wants to join my game. I have little ability to popularityboost maps. This new system is really irritating (comparied from wc3)...
Dude I completely agree with you about that, I really wanted to try out your map yesterday, and I scrolled down about 5 pages of maps, but I couldn't find yours .... Just be patient, I think the map scrolling system will be reworked soon and then I will for sure play your map alot, aswell as many other people I'm sure. If by any way you can help me finding your map ingame though, I'll make sure I play it with friends and try to make it more popular Cheers
@Rqsb: Go
If you are going through the "create game" way and want to find my map I found that the best way is to simply search for "No Mans Land" and then look for the author "Mindless" (the map name is "No mans land survival" but no matter how you search you will get alot of maps that doesn't seem to belong at all).
If you are going through the "join game" (thou I recommend that one create and then invite the others) you should mark the box "newly created" and then scroll down and click "show more" like 2-3 times and my map should be there somewhere (yesterday I found my map on the 3 "show more"). If you don't mark the newly created box you won't ever find it. I tried to scroll down without it and I reached 20 show more and still didn't find it.
Sadly I think the system won't change for at least a year (blizzard aren't that quick in reworking systems) if they even want to remake it :(.
But thank you for wanting to test out my map. I hope that you find it. I have created and waited for players to join several times and only one time another joined and I started (we played 2 players but the map scales if you play more so it should be adapted for 1-4 players). He then ran around without picking up any weapon and thus died quite fast and then left within seconds. -_-. If you want to I can join the game too but not today as I have alot to do.
If you find and play my map please post your opinion of it here.
I just wanted to post some fixes that have been made to my map after the release. Version 1.2 and 1.3 was released today but have not been tested multiplayer yet. Might execpt a fast update during the day if there is problems.
Version 1.1
Minor fixes such as not being able to shot more than 1 shoot with firecracker
Minor Balances to make the game more dynamic (bosses now deal more damage but have lesser hp)
Version 1.2
Weapons:
-Now deals 125 x2 damage from 200 x1
-chaining effect changed to 2 % movespeed slow from 20 % damage increase and 20 % movespeed slow
-now works on bosses
Reduced energy cost to 2.5 from 5 (double ammo)
-Now deals 125 x3 damage from 70 x3
-Increased total splash to double area
Level abilities:
-Now deals 65 damage from 40
-Lasts 8 sec from 7
-Towers can now be pushed in order to prevent heroes from getting stuck
-still adds 20 % score
-Added 10 % damage resists
-Added Visual effect (halo effect)
Enemies:
Misc:
Version 1.3
I just updated my map with needed changes.
Version 1.4
Weapons:
-Reduced damage done on bosses by 75
-Also reduced the search area of line to 0.4 from 0.5 (have slighty harder to hit targets)
Level Abilities:
Gameplay:
Misc:
-Amnesty - Invurnable but unable to attack and must reload when the buff disappear, cannot use bombs or time devices while buff is on (but they will disappear if taken), lasts 5.5 sec
-Classic Overload - Costs 50 hp (can kill) but grants endless ammo for 6 sec
-Rapid Recovery - Reduces movespeed by 50 % and damage resist by 20 % but regain 100 % hp over 5 sec
-Warp - Teleports caster to target point but serverly cripple movespeed by 80 % for 3 sec afterwards
The newest Patch is up. Fixed some things that could be essential:
Version 1.5
Weapons:
-Increased reloading time to 2.6 from 2.2
-Increased rcooldown time to 1 from 0.8
-Increased secondary damage to 6 from 5
-Increased main damage to 85 from 75 but lowered total damage done to bosses
-Increased Splash fraction
-Reduced cooldown to 0.4 sec from 0.5
-Increased Damage to 40 x20 from 30x20
Level Abilities:
-now counter melee and range attacks with 35 points of pure damage
-Reduced armor gain to 5 from 6
Active Skills:
-Changed damage to be damage over time
-Lowered cost of life to 30 from 50
-Added a lingering buff applied after the duration that increase ammo capacity and life/sec by 0.2 until next reload
-Increased cooldown to 17 from 10
-Increased Damage resist penelty to -25 % from -20 %
-Increased movespeed slow penelty to -60 % from -50 %
-Increased cooldown to 33 from 30
-Corrected the duration (it lasted 1 sec too short)
-Reduced movespeed slow duration to 2 from 3
-Reduced movespeed slow penelty to -70 % from -80 %
-Costs all ammo when activated and when expired
-Repels all enemies and certain projectiles
-+20 % movespeed
-lasts 7 sec
Gameplay:
Bosses:
-Removed Damage done by space warp (this was a killer :S)
-Changed damage on melee attacks to 10 from 14
-Changed movespeed to 1.9 from 2.05
-Changed damage on range attack to 4 from 8
-Changed Melee damage to 10 from 17
-Fixed AI pattern to make use of her inhibiting virus ability when below 50 %
-hopefully fixed a bugg where razor swarms damage position changed
-Increased downtime after casting razor swarm to 3 sec from 0.9
-Reduced lasting time for razor swarm by 50 %
Misc:
Have fun playing my map and please give response to me by posting here
HOTFIX:
Version 1.6
Weapon:
-Increased damage to 9 from 8
-Decreased crippling rate
-Decreased reload time from 3.4 to 3.1
This is the latest patch and prob the last one in at least a few days. No more plans for more active skills or weapons (though I have Ideas I don't want to spam it). Balance is also something that needs loads of work before new content is added. Anyway:
Version 1.7
Active Abilities:
-Increased Damage resist penelty to -75 % from -25 %
-Increased movespeed slow penelty to -60 % from -50 %
-Costs all ammo on activation
-discrads your current weapon and grants a new one
-Costs 64 life over 4 sec
Creates a extreme explosion when expired (not dying)
lasts 4 sec
Blinds screen for a short duration
-Costs 20 life
Freezes the character for 2 sec and then releases a wave that hit all enemies on the map and freeze them for 4 sec
Misc:
Bosses:
-Increased Inhibiting virus radius little
-Increased Inhibiting virus duration to 5 from 2.5
As even my friends are discussing the game mechanics and almost everything in my map I will here somewhat write my thought, tips and reasons for why I created this map and why it is currently balanced the way it is. I will begin with the game name and mechanics.
The Name:
In the WW 1 the warfare and technology of weapons allowed for rather large ranged combats. This is why they dug so many trenches. When two nations fought each other they would dig these trenches on both sides and when the battlefield became a trench war the area between the two fighting forces became known as no man’s land http://en.wikipedia.org/wiki/No_man%27s_land. This was an area where nothing but death lurked and that was under no rules. The reason I named my map No Mans Land is because of this. It is nowhere, it is forsaken and it is constant fighting for control.
The story:
My map lacks any refined story because there is no need for one and because the game idea is based on old arcade games with base on score gaining. Simply the story (yea spoiler alert) is that the terrans wants control over the area and send in some, or one, of the best soldiers at their disposal (you). There you will fight the general of the armies of each other faction, zerg and protoss. These generals are the bosses that you encounter. The general is so strong that even most of its own troops fear it. When you have defeated zerg and protoss, the terrans starts to fear you as you have become so strong from all the fighting and thus betrays you. In total this gives 3 different bosses and levels each game if you manage to reach the end (although the last level isn’t implemented yet).
The game Mechanics:
This game is all about score and fast action. The WASD movement does have some laggy input but blizzard is currently working on this and hopefully it will improve the response time when moving. The Idea came from an old game called Crimsonland (you can look it up on youtube or google if you want to see the resembles) but that game lacked one of my favorite components: real multiplayer. So I started out with the idea to make a survivor map for at least 4 players. I published the map when it was more or less ready and the only real new thing since release is the active skills which have been implemented to create a skill depth as mostly everything else is random. The idea of having bosses and waves being random was mainly in order to create replayability and because even if the mobs are random some are and will always be slightly harder than others, forcing the player to adapt depending on the circumstances. Also it creates more dynamic action. Sadly the cons of this are that sometimes the player might find himself in a bind that he cannot success. But this game was meant to be hard, still not unplayable. Even if the game is about gaining score, the players need to work together to survive.
The terrain and alike:
I have used some of the different landscapes that the editor offered but the reason I chose the current one is because I wanted to create a feeling of loneness in a chaotic environment. Also this terrain type allowed me to create a border that had a feeling to it. Walk into the lava and it burns you. It wouldn’t have been the same with water or space. The only weird thing now is the fact that e minion comes from the lava but can skill burn by the different fire based weapons. The camera was first thought to be real top down but I found that starcraft 2 is very ugly from this perspective. I might add a feature to be able to swap to this camera in the future but I personally won’t play with it activated. Also this might create different difficulty as spells and bosses skills patterns might be harder or easier to discern. I know that the terrain isn’t that beautiful ant that it’s very thoughtless but that is also kind of the point. It gives room for action and the shape being a square makes it harder for unskilled as it’s easy to runt to a corner but then become trapped. Also to mention it: there are very few skills that will affect the terrain but the most obvious is the creep that 2 bosses are able to spawn. This lowers movespeed when running on and the players should focus of destroying the source of this quickly as the retreating creep effect is kind of slow.
The Monsters, Bosses and AI:
The game is divided into certain levels and their waves. For example the zerg and protoss have 1 level and 3 waves. The first wave always have 4 different minions that can be spawn but only 2 of these appears and the process of this is random. The second wave have 6 different minions but again only 2 of these will appear. Wave 3 is the boss stage and this will end the wave 1 and 2’s spawning and spawn one of 3 random bosses (all randomness have equal randomness). This stage is special in a number of ways.
1. The minions the boss summon are considered to be a part of the boss and doesn’t give score or items.
2. The timer that controls the spawning becomes idle meaning you could spend as much time as needed to defeat the boss without having new waves spawning with the exception of a “punish wave” that will spawn 3 min after the boss appeared.
3. The punish wave have 2 different types of units and you will only encounter 1 of these if you haven’t killed the boss within 3 min. For the zerg it can be either infestors or brutalisks. The infestors have range attack and can cast fungal growth which locks movement for a short duration. The brutalisk are big, fast and deals extreme melee damage. For protoss the punish wave will consist of either colossuses, long range and high damage, or high templars, casts feedback which will force a player to reload and have moderate damage. The reason for having a punish wave is simple: to prevent score grinding (as mercenary), to increase difficultly and prevent stalling.
4. The boss wave is the end of the current level and when the boss is killed the next level and its first wave will spawn after a short period of calm. This can also punish the player as all spawns , creeps and summons will remain and might be needed to kill off first.
However as you might have seen if you played the map bosses will not receive random life and size as minions does. The size of a minion represent the different in life in the same type of unit. This means that a large baneling will have more life than a little one. The damage however is consistent and independent from size (even small banelings will hurt).
The scaling and multiplayer:
Every minion and boss in the game has some sort of scaling. The minions mainly gains some sort of increased life, damage and movespeed depending on the number of active players. This means that if someone has died and sits and watches he will still increase the difficulty for the ones that haven’t died. The reason for this is because if you are friends you most likely want to be able to play again and the chances of survival is harder when one dies but not leave, which forces a quicker restart. Even if this also means that the remaining players is able to collect more score the level difference is so small that they still shouldn’t be able to defeat a boss or alike unless they are equally skilled. This might seem like something that is broken but it’s not. This is how I intended it to be but feel free to post your opinion of it as I will gladly listen. The bosses scale different. Their life, damage and movespeed will increase (and shield if they have such) but some of their skills will also be different. The queen will spawn additional 5 queenlings and 1 creep tumor for each active player but not more spine crawlers. The queens’ initial life/sec is also depending on the number of active players. Kerrigan will summon 50xactive players when casting moderly call and nightreaver will create a shadow when creating shadows for each unit alive. Same with the protoss bosses the warp gate will spawn many more collapsing stars and service bots. The types of skills will not change but some of their value might. However, even if the enemies scale them player and its arsenal of abilities and weapons will not. The rate is also exponential meaning that it’s actually harder (but more fun) playing 4 players that 1. Spawningrate of units will decrease depending on numbers of active players as well as attack input for bosses will become more frequent.
The things in the game:
Weapons:
Here I will list the usefulness of each weapon, some hints to why they were created and tips of how to utilize it.
1. HV pistol (high velocity pistol)
This is the starting weapon and has high damage, low cooldown and shortest reload time. This weapon is actually the only weapon that doesn’t reduces by armor and on bosses. The cons and why you will need to swap the weapon is the lack of ammo. However with the reroll weapon you can regain the pistol on boss stages and it will deal significant damage if hitting the boss and not one of its minions.
Boss use: very high single target damage without reduced damage (4 shots will easily deal over 1 k damage). Together with active skill overload it can deals immense damage on a boss (even though this is very hard to achieve).
2. D-8 Mine launcher
This is one of the most powerful weapons in the game with rather big splash and intense damage mixed with low reload and cooldown rate. The only and obvious con is the delay from shooting to actual damage. The basic tip is to shoot at a position in front of your unit and then constanly walk over the mines as they explode, granting you a small safezone from melee units. The ability to make the mines lands at specific points is one of the most useful in the game. It makes it ideally to take out stationary units like creep tumors, spine crawler, the warp and gateway and because of its splash it can save another hero with too many minions hunting him. Another con however is that it’s actually kind of hard to mass score with this weapon as minions can be snatched by others with other weapons before or even while the mines are exploding.
Boss use: very good against queen as it will kill the queenlings with great speed and as it can deliver devastating blows to the stationary units (also makes the weapon a good counter to range units). The weapon is not every effective against Nightreaver and Maar as these can teleport and doesn’t rely on minions.
3. Blasting Gun
The Blasting Gun is a reincarnation of a classic rocket launcher with projectiles exploding on contact. Its large splash makes it a rather basic weapon that is easy to use and amass score with. The weapon is however rather inefficient at dealing direct damage to bosses. The ideal situation is to kill as many small units as possible to be sure of snatching score and items from the other players before the boss and during the bossfight kill off minions to let the others deal with the boss itself.
Boss use: Not very efficient on the bosses directly but very effective on their spawns.
4. Shredder Gun
This is the ultimate scoregainer and one of the best weapon on the bosses. It has low reload and high ammo reserve. It represents the classical “Machine Gun”. Its damage resist debuff is important on bosses and not so much on minions but will not rise to higher than 10 % and will last for a reload. The con of this weapon is the “stuttering” that will lower the movespeed. Each time you fire you must stand still, only for a 1/10 second, and thus it can be difficult moving while shooting. Another perhaps less obvious con is its synergy with the active skill overload. Because of the large clip the endless ammo ability will not be as noticed as with other weapons.
Boss use: Extremely good weapon if you can hit the boss directly. Summoning bosses might be harder because of this. Active skills can however allow this weapon to be emptied directly to the boss. Example is the use of lockdown, warp or repel aura.
5. Gauss Rifle
The gauss rifle is a sniper rifle that will almost every time you fire it kill all the minions in a small line. It has very large damage and pierces everything and depending on the size of units the damage from a single shot can hit more than once. The cons is the extreme damage reduction on bosses (and the fact that most bosses have little hitbox), the very low ammo reserve and the skills needed to hit the things you want to hit (it have rather low accuracy). However combined with active skills like lockdown or classic overload it can become one of the most devastating weapons. The priority should be to focus larger units as they are hit harder (and give more score).
Boss use: Very good weapon for cleaning summons and minions and at the same time hit the boss.
6. Firecracker
The firecracker is the ideal minion damager (not killer as the damage can seem little low). It have very low cooldown and a strong splash attack that also will send out small shrapnels imitating small gauss rifle shots (but with much lower damage). These shrapnel have true damage meaning they will always deal consistent damage. It can thus damage everything on the map within a single clip. The most obvious con is the fact that the low damage can be intercepted and grants the other players a greater chance at snatching your score. This can however be avoided with the classic overload skill that makes you a nasty splasher for at least 6 seconds. It can also snatch others kills by mistake and a skilled player should be able to steal a lot of minion kills from effects like hellblazer or warm trail. It is a very good weapon for killing small enemies but lacks the actual focus like blasting gun have.
Boss use: The basic projectile can be shot at the boss and the small shrapnel can deal with its potential minions and summons. Its obvious use is otherwise to focus minions and make the shrapnel hit the boss.
7. Gauss shotgun
This is a weapon that is remade from Crimsonland by request of one of my friends. It acts like the gauss rifle but have its damage spread out on 4 projectiles. The weapon has a spreading effect meaning it will hit more and in close range it will deal extreme damage. The cons is however that others have rather easy to pick of the minions you leave with little life and it have one of the longest reloading time of all weapons. Combined with classic overload it can be the most effective weapon in the game.
Boss use: just always fire at the boss or cluster of its minions.
8. Bio-plasma shotgun
The basic and more primitive version of the gauss shotgun. It has much ammo and fires 20 projectiles with low damage able to pick off minions with little life and continue to dig into enemies behind. In pure calculations it have the most damage (when trail, cone and pierce effect aren’t optimized). It is like the blasting gun very efficient at amassing score because it seldom leaves units with low life. Also remember that the Shredder Gun fires 2 projectiles at once which mean that the on hit effect can instantly stack to max if both of them hit.
Boss use: Can deal with smaller units like queenlings or directly hit the boss for massive damage.
9. D. Bazooka
The D. bazooka is the most efficient support weapon in the game. It stuns minions as well as set them on fire and the projectile have the same properties as the mine launcher making it explode where you want it to and not on collision. The general use of this weapon is the use of its disable ability. It can by any means save any other hero by locking all the hunting minions to the ground and it can keep the user rather save if used very closely. The cons of this weapon is that most of its damage is the fire debuff that even if have large radius seldom grants the actual kill and thus score. Firing the weapon at the same pack constantly might seem like the only option to gain score but depending on the other weapons this isn’t the case. The weapon should be used either to create a wall that the enemies hunting needs to walk around or to freeze units far behind to let them burn to death outside range of the others weapons. This is one of the weapons that with skills can keep the owner from taking damage.
Boss use: the stuning ability doesn’t work on the bosses themselves but the fire debuff does. It should be used to disables summons (if able) and a good idea might to shoot every 2 or 3 shot directly at the boss to make sure the fire debuff is on at all time.
10. Hellblazer
Created as an ultimate weapon it is also the easiest to steal kills from. It fires 3 projectiles that creates fires in its wake and slows enemies depending on how much damage they take. Because of the behaviors curves (like a stale sinus wave) it can deal 3 times its damage in the joints of all projectiles. This is necessary to master on bosses and other tough enemies as it can stop them in their track as well as deal extreme damage. The most obvious con with this weapon is the reload time which is the second longest one of all weapons as well as its cooldown. It should thus be obvious to try and target smaller minions as they die faster and might spawn a free reload item. The other players will always be able to pick of minions in the middle of the blazing inferno so try to make use of stacking effect by firing the shots at somewhat same direction. With the active skill classic overload this weapon will lit the whole screen on fire but remember that the long cooldown actually lower the efficiency of the active skill (you will only maybe 1 or 2 free reloads).
Boss use: queen killer, kills queenlings, spines and creep tumors with ease. Slow against nightreaver, Maar, stone zealot and will blaze kerrigans and gateways summons into oblivion. It will however without skills deal little damage to the actual boss.
11. Wave Gun
One of the hardest weapons to master because of its conelike effect. This is the second best support weapon in the game and is the only one who actually becomes stronger the more active players. This is because of its pushback ability that has a dependency of the targets movespeed (as minions and bosses gains faster movespeed they also become more knocked back by the gun). In very close range it can be hard to hit units but at medium and large distance you will see how easy it is to blow away enemies. The damage is like Hellbalzers damage over time and it is thus quite easy to steal your minions but the ammo reserve allows you to keep firing when others are reloading. By keeping a clean line in front of you it can be somewhat easy to stay alive or dive into a cluster of minions to grab an item.
Boss use: This weapon will blow queenlings off the screen as well as winged zerglings. It is also a good weapon against stationary targets and the use of the weapon is very similar to gauss rifle.
Weapon drops are depending on pickups of other players. When every player have used either reroll weapon or picked a weapon no more will ever spawn. It can thus be a good idea to let someone pick a weapon and let him kill off some minions as it will drop a lot of weapons if you doesn’t have one. This way is the only way to make sure you get that weapon you want except with the active skill reroll weapon.
Items:
These are the drops that will occur after every player has picked a weapon. They are more or less the reason you are able to stay alive in difficult times.
1. Free reload, this is the most basic item and allows players to experience even more mayhem. It will instantly refresh weapon cooldown and grants instant reloading next reload. The biggest mistake is to pick it when you have almost completed a reload cycle as it will just reduce that loading time by a few 1/10 of a second. If picked when ammo is full you will instantly refill ammo instead of starting a reload cycle the next reloading time.
2. Medpack, the basic but not only way to regain lost life. These aren’t as important as the full life you will get when you level up but will help you if you can take them without suffering to much damage or put yourself in a bad situation.
3. Bomb and bloodbomb these are the run and get to items. They will destroy any followers and incoming monster depending on their distance but are almost always a given choise to go for, even if you take some damage. The blood bomb is the most rare item and it have a much larger radius, damage and will grant a very small proportion of the damage dealt as life to the unit that picked it (usually the player regains all of his lost life).
4. Time device. These items are long lasting buffs that will hinder melee and shortranged enemies form ever touching you. And if you need to run through a crowd or cluster of minions they will not be able to hit you if you keep moving. The real effect is a 90 % time slow for all units within the shield (except bosses). This item has very high synergy with many active skills.
5. Shield. The shield is the ultimate (next to blood bomb) pickup. It will grant you total immunity to all kinds of damage for 5 seconds. This even includes damage from active skills and bosses skills. The only thing that will affect you are debuffs like inhibiting virus and alike but as items don’t drop during boss fight its very unlikely you ever will notice this.
Active skills:
Here I will list the active skills and their use. the active skills is unique for each game and is picked just like the characters themselves
1. Classic Overload. This skill should be used when you are reloading as it will instantly let you fire again. The lower the cooldown on a weapon is the more efficient this skill will be. However it also grants additional ammo to every weapon for one reload which can help the more heavy weapons immensely.
2. RAGE!!1. The only active skill that will deal damage. It costs a chunk of life but its explosion is larger than a bloodbombs and can thus kill enough enemies to get medpacks to refill life. This skill is however not a skill to use when in a pinch as the - 50 % damage resist will make you squishy like a little bug. It should be used when the path in front of you is clear so you can use the skill until at least 2-3 seconds without taking damage and then run into clusters of minions. Its efficiency against a boss is very limited as the boss have many ways of dealing devastating damage to you. Life and durability is more important but when fighting bosses but this skill is the ultimate summonkiller.
3. Lockdown. This skill should be used to avoid an obvious real pinch. It actually freezes the bosses as well as minions and can thus be used to abort a boss move. But remember that most bosses’ skills have a channeling or cast time lower than 2 sec and thus the skill must be activated depending on the patterns the boss is currently following if the desired ability is blocked and not a random one. Also some skills cannot be canceled as the effect itself will still linger (moderly call is such an effect).
A quick notion of the offensive skills: All of these skills cost some life to cast. However this life is actually damage that is delivered to you and anything you have at your disposal to avoid damage can. Heavys shield will block up to 15 points of this damage and a shield will block the damage entirely.
4. Rapid recovery. The lifesaving active skill that cannot be used when in a real pinch. Useless you might think but combined with both shield or time device it will grant full life without much danger. Also this is the only way of regaining life during a boss stage except natural and other life/sec abilities.
5. Amnesty. This skill is the pinch saver. If you are about to eat the full strength of a collapsing star or shadow chaos this skill will save you. It can also be used to run through a cluster of minions without taking damage and with timing it can also be useful to pick up items. Just make sure that when the effect runs out you will have time to reload before enemies catch up with you. Even if you are invulnerable you will still be targeted and the minions will still hunt you.
6. Warp. This is a cheaper and more risky kind of lifesaving ability than amnesty. It will teleport you within an instant (but remember that it can be lag) but makes you a target afterwards without ammo and lowered movespeed. This skill has rather low cooldown and can thus be used to pick up items like time device or shields.
7. Repel Aura. This is the most unique skill. It actually repels all enemies and projectiles (more attacks will be of this type later). Shadow Chaos trails will change directions and this skill can easily be used to gather up melee or very short ranged units with a rather low cost in a close distance but without letting them harm you. This is however the side effect of the primary use of this skill which is a speedboost. While the extra speed isn’t as big as the one from overload it lasts longer and doesn’t cost a big chunk of life nor decrease your survivability. This skill on beauty and she can outrun almost everything. It might be the only skill that can save you when you’re on creep.
8. Reroll Weapon. This is a skill done by request. It allows the owner to change weapon every cooldown. This is a skill that makes uses of the different weapons efficiency depending on boss or current levels minions (example if you met the queen and have a shredder you can use this weapon to gain a weapon like hellblazer or wavegun). The only downside is that you cannot choose weapon and that you can get the pistol in very bad situations. If you have this skill I recommend that you use it frequently.
A note to all the skills that cost ammo: Use them when you are reloading. It will not require you to have full ammo, it will just cost you full ammo and if you don’t have any ammo in your magazine the diminishing effect will be next to none.
Finish Notes:
I have had fun and frustration by creating this map. The editor is very limiting in many ways but that only makes it better. Limitations are the best way to make the game interesting as it requires more thought from the creator that way. I will continue to develop my map even if I never see it in the popularity list (the max games played on my map have been 9/hour). This because I want to, because there is more to do and because I want to learn more. I will most likely create another map and depending on circumstances the genre will differ and learning to make skills is perhaps the most important in the editor.
If you managed to read through this I congratulate you. If you played my map it might get you to understand the mechanics better and hopefully given you tips that you already didn’t know. If you haven’t played it yet I recommend you try it out, not because of me but because you will be able to see what the editor can do.
No Mans Land v. 1.7
By mindless
2010-10-17
Been making some changes and had to jump 2 versions at the same time as well as rename the map because of the publishing system... Anyway for the fans:
Version 1.8
Active Skills:
-Increased Damage resist penelty to -75 % from -50 %
-Reduced Life cost to 40 from 64
-Reduced Slow to 55 % from 70 %
-Reduced cooldown to 10 sec from 15 sec
Level Abilities
-Increased length & duration of trail
-Increased Damage to 8 from 7
Bosses:
-Increased Inhibiting virus radius little again
-Increased Inhibiting virus duration to 7 from 5
-Increased Movespeed to 2.3 from 2
-Reduced range on range attack to 4 from 5
-Increased range on melee attack to 1.25 from 1
-Reduced armor to 18 from 25
-Reduced Movespeed to 1.7 from 1.9
-Increased armor to +12 from 0
-Increased timescale bonus to 1.2 from 1.1
-Increased life/sec to 15 from 12 and added a scaling +1*players
-Removed Speed bonus
-Increased Creep tumors life to 1500 from 50 (more a bugfix)
-Increased Queenlings life to 250 from 175
-Increased spine crawlers damage to 25 from 10
-Increased spine crawlers range to 5 from 4
-Reduced Queens armor to 2 from 10
-Reduced Queens basic life/sec to 0 from 5 (not the scaling one)
-Increased Healing rate from Prey on young to 7 % from 4 %
-Increased life/sec from prey on young to 1.2 from 1 (scaling)
-Increased Movespeed to 0.9 from 0.8
Minions
Weapons
-reduced damage to minions but increased damage done to bosses (to 100 from 125
and to -50 on bosses from -85
-Increased reloadtime to 2.5 from 2.2
1.9
Weapons
-reduced damage to bosses by 10 (now same as before)
-Increased reloadtime to 3.3 from 2.5
-Reduced damage to 52 from 60 and other factors making it less effective on bosses and units with armor
-Reduced number of projectiles to 16 from 20
Bosses and characters
Active Skills:
Cost: All Ammo Capacity
Effect:
+ 50 Armor
- 25 % Movespeed
Turns all enemies that uses melee or ranged attacks on you to inmovable black stone for 5 sec (not bosses)
Lasts 5 sec
Cooldown: 20 sec
-Corrected the name in the title :S No man's land
New version out with alot of changes and public this time (last time I publiced as private :S). Anyway, for the noones:
Version 1.10
Bosses & minions
-Added spawning larva behaivor to make the queen spawn alot of larvas when current life is below a certain number
-Added some "Phermones" abilities on the queen which will make larvas morph into different units. casting another Phermone of the same type strenghten that type of unit
-Slowed creep growth by creep tumors by 50%
-Changed her pattern some and increased the chance of casting moderly call also her sub-ability deep tunneling should work better now (she is now much tougher than before)
-Changed her range attack to become dodgeable. This means that it can miss and be repeled. Because of this its damage is doubled to 8 from 4 and it now have splash. Also increased the range and lowered cooldown.
- Changed its range attack to become dodgeable. This means that it can miss and be repeled. Because of this its damage is doubled to 20 from 10. Also increased the range and lowered cooldown and now fires 3 projectiles instead of 1.
Active skills
-Removed movespeed reduction
-Removed cost
-Increased stone duration to 5.5 from 5
Weapons
-Decreased damage to 90 from 100
-Reworked shreddering to shredd armor instead of increasing damage, shredds 1 % each round but stack upp to 20 times from each Shredder Gun
-Increased Damage to 55 from 52
-Increased missile life to 3 sec from 1 sec (longer reach)
Levels & characters
-Added special field training
-Better effects from levels (makes level also affect weapon cd and reload time)
-Added Special prototype S-305
-Grants 33 shield armor when life drops below 25 %
-Added special "Gaurdian angel"
-Gain 3 % damage resist for each 25 % of life lost (total of 9 % when below 25 %)
-Added special "The Best of the Best"
- -1 sec cd on active abilities
- -30 % cd on weapon
- -0.3 sec reload time
-removed speed bonus
-Mercenary have 2 passive specials:
-Contract killer - faster levels (same as before)
-Grim reaper (infinite ammo when life is below 10 %)
-Decreased enemy movespeed bonus from bio aura to 2.5 % from 7.5 %
-Increased enemy attackspeed reduction to - 20 % from - 15 %
-+5 % life
-Increased armor from mad rush to 4 from 2
-Increased movespeed from mad rush to 75 % from 50 %
Misc
Finally ITS here: Version 1.10. Many new awsome things have been done and the map is once again up for public play (as it seems it was down :s for some period). Anyway alot of changes and heres the patch notes:
Version 1.10
Bosses
-Decreased base hp regen in secondary form by 8 life/sec
-Now have a 25 % chance to reduce any damage when in second form by 25 %
-Vortex should now kill projectiles and structures (and not deal damage to nightreaver when he is inside the event horizon of the vortex)
-Increased base armor to 17 from 13
-Now takes 50 % less damage when casting motherly Call
-Reduced Inhibiting viruses duration but increased it range little and slowing effect
-Increased range attack damage to 25 and melee to 15 (and melee attackspeed is increased but range reduced)
-Reduced Spawned zerglings by 5*each player
-Removed life/sec on creep tumors but added 5 armor, also removed 500 maximum life
-Decreased Hp on Queenlings by 100 but added 5 armor and small life/sec
-Added 2 Armor on Spine Crawlers and small life/sec
-Improved buffs from phermones
Minions
Characters, Active skills & level Abilites
Weapon
-Increased damage to 70 from 55
-Decreased cooldown to 0.2 sec from 0.4 sec
-Increased spread
-Decreased reload time to 2.5 sec from 2.7 sec
-Added an infinite stackable debuff on each hit that deals 1 damage/sec for 5 sec
-Decreased its total damage against bosses
-Increased damage to 140 from 125 and splashing effect
-Decreased cooldown to 0.7 sec from 1 sec
-Increased reload time to 3.5 sec from 3.2 sec
-Improved its total damage against bosses
Notable Graphic changes
Anyway ;) enjoy and if you happen to play it please give som feedback here...
And the manditory patch for fixing the patch. Version 1.11:
Weapons
-Increased damage to 115 from 95 and its damage to shielded units
-Added A short paralyzeing buff on target
Character
Bosses & minions
Game mechanic fixes
Another quick patch to make things better
Version 1.11b
Bosses
-reduced time on spine crawlers
-Increased spawntime between creep tumors
-Added a timed life to the creep tumors but it is long
-Added a timed life to the larva
-Reduced how quick the creep spreads
Characters
errors and now the tooltip is correct, as it should be)
Active Abilities
-now grants full ammo from each hit taken that activates its effect
-Reduced armor gain to 20 from 50 (now some bosses will still be able to hit hard with
basic attacks)
-Grants increased max hp by 100
23 sec, No cost
Weapons
This is supposed to be the last patch before I add Terran wave (final wave) and before the restart function will work perfectly (this is a dream but its far from perfect at the moment). Thus it will be last patch for a while for the execption of hotfixes. I haven't been able to try out the changes multiplayer yet and thus some fixes might be soon.
Version 1.12
-Mini zealots are no longer classified as a boss
-Decreased Mini zealots life and shield to 350 from 500, removed life/sec and shield/sec and lowered timed life to 17 from 20 sec
-Stone Zealot boss and its minions (not mini) are now completly immune to slowing effects (hellblazer, E.M.D etc)
-Stone zealot now gains 0.66 energy from each hit and not 1
-Added a explosion effect on death on green, red and blue zealot
-Reduced base armor to 13 from 15 increased its shield armor to 17 from 15
-Green minion have been given a dodgeable melee attack with splash instead of range lockon beam. It now have faster movespeed and deals 35 dmage on hit. It also gets a passive 50% speedboost every 15 seconds for 3.5 sec.
-Red minion now have single line of shadow chaos lookalike as normal attack. It deals 15 damage sec inside the trail. It also have a permanent repel aura that repels only hero units.
-Blue minion is unmodified (it still have long range attack)
-Stone Zealot boss now uses green and red weapons himself
-Added a small armor to shield, +5 shield armor from 0
-Reduced time until shield regen kicks in to 4 from 6.5
-Changed movespeed from 2 to 1.7
Characters and active skills
Weapons
-Shorten the paralyzeing buff to 0.25 sec from 0.5
-Increased its damage to minions by 5 but reduced damage to boss by 15
-Decreased Cooldown to 0.6 from 0.7 sec
-Decreased reload time to 2.4 from 2.6
-Increased Aoe hitbox a little (back to 0.5)
-Increased direct damage to 150 from 135
-Increased burn damage to 10 from 8
-Increased its reloading time to 2.8 from 2.6
-Increased damage to 92x2 from 90x2
-Increased reloading time to 3.7 from 3.5
Some fixes/patches (still same version :P):