Some fixes/patches/balances (but still same version on frontpage because I'm lazy):
Bosses
Stone zealot
-Red attack weapon speed increased to 2 sec from 4 sec & range increased to 8 from 6, and damage increased to 18 from 15 and it is now reduced by armor.
-Green weapon damage increased to 50 from 35 and made its splash to 2 seperate areas (it deals more damage to the center and less if its not a direct hit). The actual effect of this is that if the hit is more direct it will deal alot more damage and slighty less if you are able to half dodge the attack. Decreased its range a little
-Red repel aura slighty smaller
-Increased damage on stone zealots energy release: big ones now deals 80 from 50 damage, small ones deals 40 from 20 damage. Stone zealot now takes 50 % reduced damage while in slow form before releasing energy. Also stone zealot have been given a strong energy/sec depletion. Reduced energy gained from point of damage to 0.6 from 0.66
-The guardias scaling stats increased but base stats reduced.
Kerrigan
-Reduced Base Life/sec to 6 from 9
-Reduced base armor to 8 from 10
-Reduced range damage to 25 from 30
-Increased Range on range attack by 1 (now 7) and increased attack period by 0.3 (now 1.2)
-Reduced chance of using motherly call and added a spell "neural network" which creates creep tumors at random locations depending on number of heroes on the field (includes decoys)
-Reincreased number of zergling called from motherly call to 35 from 32 *number of active players
-Reduced damage resist while casting motherly call to 45 % from 50 %
Increased how often queen spawns creep tumors (from 8.5 to 7 sec)
Increased nightreavers damage reducing to 40 % from 25 % and its chance to proc to 35 % from 25 % (in second form).
Reduced creep tumors life and reduced their lasting time by much (from 90 secs to 20) Also Reduced their growth rate by alot (the queens creep tumor are better than kerrigans)
Characters
Increased speed on specialist to -5 % from -7.5 %
Medic
-Increased Speed from -10 % to -7.5 %
-Increased life/sec to + 2.5 from 2.25
-Increased Guardian angel damage resist to 6.5 % from 5 % (now max 19.5 %)
Experiment
-Increased Movespeed to 12.5 % from 10 %
-Increased life to 15 % from 10 %
-Added 1 more small robot and increased their slowing effect on hit to 5 % from 4. Also increased their range a little, increased damage to 20 from 15 but reduced attackspeed.
Increased Beautys weapon cooldown to 40 % from 30 %
Crazy now gains 2 % damage resist from bloodbombs and its stated in his tooltip
Increased Heavys basic shield armor to 3 from 2
Active skills
Pistol is now removed from reroll weapon (also fixed so you can get E.M.D which you couldn't before)
Air drone now targets 3 units at the same time but damage is reduced to 35 from 60
Increased overload life/sec when magazine is overloaded to 1 from 0.2
Weapons
Increased E.M.D damage to 150 from 130
Decreased Shredder guns damage to 87 from 92 and corrected tooltip
Decreased Blasting Gun damage to 125 from 140
Fixes
Fixed terranwave to stop spawning after a restart
Fixed immunity showing correct time and now visual model last the duration
Added visual text to see who wants to do a restart after a game
Most likley have fixed medic being green after level up
Should fixed a bug making the game sometimes end up in a semi infitite loop when stone zealot guardians dies
Fixed a serious glitch that made it possible to keep weapon cooldown between restarts
Fixed gateways summoning stalkers
Improved activity bar for gateway
Reworked Mystic shield
-No longer grants extra life
-No longer turns enemies to stone (but they still turn black)
-new tooltip:
+ 20 <c val="008000">Armor</c>
Refreshes all ammo for the hero and 2 Life with each enemy hit. Also make them unable to attack for 2 seconds.
Increased cooldown by 5 sec (to 30 from 25)
Hi!
Me and a friend have played your map over and over again, it's fantastic fun!
Just wondering if the +score gain lvlup is actually what it say it is, or if the tooltip is just misleading (in one of your patches it mentioned it was changed)
If it still is extra score, could i request you to change it? Cause atm its a real bummer to get :p
Btw, is it intended to actually manage the terran lvl? is it possible with just 2 players?
Its great hearing that someone like my map. ;) please do spread the word about it. For the question: I am currently not able to fix anything (away for christmas but will return in just a few days from now) but have some things in mind to fix before starting my work on the final bosses in the terran level (the terran level is currently beatable as you will be killed if you reached the last wave but it is insanely hard right now as I haven't had the time to create the last content). But when I can some level abilities will be changed. As there are 2 current score abilities (one that also grants damage resist) one of them is kinda like you said a bummer (unless you get it as the first ability) and it will be changed. Not changed in reworked but I will add something to balance up the ability and make it affect the hero (just as the other ability). I will also add more active skills and level abilities hopefully (even if there are too many already).
And here comes the first patch of the year:
Version 1.14
Bosses & minions
Changed how life scales on bosses (this made bosses have new life values and especially protoss bosses harder) and different bosses now have different maximum life (not by much)
Gateway/warpgate
-Increased Warpgate boss shield/sec to 15 from 5
-Removed warpgates Life/sec
-Decreased Gateway shield/sec delay to 2 from 10 sec
-Reduced Core boost shield/sec to 40 from 60 and decreased it duration to 7.5 from 9 sec
Maar
-Added a very small life/sec
Stone Zealot
-Changed scaling and value on the Guardians, they now gain life/sec and shield/sec for each active player as they gain life and shield (should be harder now)
-Decreased Mini stone zealots life by almost 50 %
Punish Wave now spawns randomly both kind of enemies instead of 1 where one would be better than other.
Level & Active Abilities
Added a bonus feature on score gain, Gains maximum life by each hit taken. renamed to War Stories. Also corrected the exp gained from it (it gave more score than exp). also grants a flat maximum life bonus
Reduced Movespeed from energy shield to 5 % from 10 %
Added level ability: Growing Legs: +5 % movespeed and gain 1 % movespeed and 1 maximum life each 10 sec
Reduced Sentries damage to 70 from 75 and thier damage to bosses by 25
Reduced interval between blood boil to 4 from 4.5 and decreased the missiles movespeed
Decoys now explode upon death, dealing 100 damage in a small radius
Increased Mystic shield duration to 6.5 from 5
Reduced Immunity cooldown to 17 sec from 18 sec
Overload
-Increased duration to 8 from 6
-Increased cooldown to 23 from 20
-Decreased Lifecost to 20 from 30
-Removed life/sec from secondary buff
Lockdown
-Decreased Lifecost to 15 from 20
-Added 10 armor during the selffreeze duration
Rapid Recovery
-Removed - damage resist
-Increased cooldown to 46 sec from 35 sec
-Decresed Movespeed to -75 % from -60 %
-Increased Healing Effect to 125 % from 100 %
Weapons
Decreased Blasting Gun damage to 110 from 125 and reduced damage to bosses by 10
Increased Wavegun Damage to 17 from 16
Increased D.Bazooka direct damage to 175 from 150
Ui and fixes
Added Boss Tracking UI (when activated it will create a trail towards the boss and the hero). This is still experimental. Activated by pressing Q.
Added UI to show current movespeed, armor, damage resist and weapon CD length, displayed in the portrait
Increased creep spread (nerfed too much :/)
Nerfed Terran Wave (mainly the damage all units deal). Terran wave should still be very very hard
Not sure what has happened to the gateway boss, seems impossible to kill now :-/ looks like it fully recharges its shield every time it changes "stand"
Beside from that the changes are good fun, thanks for keeping the work up!
Looking forward to the terran bosses :D
Fixed a bug where the cooldown on active skill and weapon would be lost if the player used any of them during gateways stun
Hellblazer damage is now reduced by very little from armor, this mainly affects its damage to bosses
Gateway/warpgate Fix
-Reverted to the old system of scaling for gateway as new caused serious bug where it would not die and gain full life and shield when morphing
-Increased it's life and shield by a fair sum and made it take more reduced damage (as it is sitting duck)
- Reduced time for casting collapsing star (not how fast it collapses) also it should be able to use more of them now (this is now under testing)
Increased Zerg bosses life by very little and thier armor as well as damage
Increased Maar ability The ends search circle (for each explosion) by 20 % and damage is increased from 50 to 100
This Might be the final post here in this thread for several reasons but the main being that these last patchnotes is probably the last ones. My life is soaked in other things that have a need to be done and with the new popularity system I cannot even find my map, even less play it with anybody. This makes testing hard and devours all hope of my map ever reaching its potential (I would need a large base of testers in order to balance things before I add new content like: new modes (Survival with terrain, Missions, Normal survival), Highscore, new map borders and different terrain and other things I had planned (more weapons, skills and maybe even characters and TERRAN BOSS…).
Also I have tried to get a hold on someone to make a somewhat more professional trailer but failed. Now there are map out on battlenet with their own voice actors and professional teams creating games that I alone simply cannot do. I do not state that I have given up on creating starcraft 2 maps, just that working alone isn’t really that good and every time I’ve tried to recruit friends they have denied.
Thus I have decided to end this project because if I ever continue I will most likely start a new project or work within the "No Mans Land" compilation which no one here ever heard about (this map was a project in order to learn the editor and the first in a series that would be "one Action game", "one RPG game" and "one Tower defense"). But I will leave this map to anyone willing to continue develop this one. However I will wait some time before putting it for public display and dissection on mapster. Also I will fix major problems encountered if I find any or if someone comment on them
Anyway:
Version 1.15 Final Version
Fixed some colors changing because it was created with different but blizzard fixed the color not working and I had to remove colors that didn’t work and as I adapted everything to that (more is like before 1.2 release which changed alot of colors)
Reduced armor bonus on bosses for each player added
Fixed game not ending correctly if all players walk into the fire and die before the ui is finished loading
the game is now endless and will restart if you manage to survive the terran wave but with harder enemies.
Increased time between waves by 5 sec (between every new kinds of enemies, there are 3 waves each level (between bosses))
Should have fixed so that you cannot lose cooldown on active skill or weapon if it doesn't trigger its effect while being sucked into the singularity by nightreaver (the signularity is a kind of minidisable)
Updated some tooltips
Bosses
Gateway
-Added timed life on service bots
-Decreased Mothership range but increased its movespeed and duration
-Increased duration on defensive clusters to 25 from 20 sec towers but decreased their life & shield from 1500 to 600
Queen
-Increased spine crawlers duration to 20 from 17 but decreased their life to 325 from 600 and gave it a massive life/sec
-Decreased the queens movespeed to 0.5 from 0.9 but increased its movespeed multiplyer on creep to 2 from 1.7
-Reduced Attackrange by 0.5
Increased Creep tumors by queen duration to 30 sec from 20 and by Kerrigan to 20 from 12 sec
Weapons
Changed Name on mine launcher to Cluster Charges
Increased Gauss shotgun damage to 75 from 67 and decreased its damage reduction by armor
Increased Shredder damage to 90 from 87
Corrected point related weapons (D.Bazooka and now Cluster Charges) to have correct range (as far as possible) as before you could only fire closer to your unit
Okay... So I planned to not continue doing this map and yet now I just released a new patch that includes hell of alot thing. Many things (in the trigger editor) had to be redone from scratch. I'll let the patch notes speak for themselves. In other news I'm currently working on a new trailer for the map and next patch will hopefully include the long awaited terran final boss.
Version 3.1
reduced Nightreavers final revenge cast life tolerance to 6 % from 10 %
Wave Gun have been temporary removed
Fixed some problems with the UI when people died in wave
Updated some tooltips
Removed cooldown restriction in shop 3 & 4 (you can now buy weapon while a buildings is on dropdown)
Fixed a bug where Hacked Delivery could be abused
Fixed the beacon bug
Fixed correct removal of warm trail model
Fixed several other issues
Shop in wave:
Changed alot of prices, mostly reduced
Version 3.0
Bosses & minions
Queen
-Added a new summoning spines ability (she now have 2), this new one will spawn a spine cralwer at the position of all players and decoys. Low chance of casting
-The queen will now cast more prey on young when she have low hp
-Increased Spine crawlers hp regen by tripple and added 75 life
Nightreaver now have an ability called final revenge that is constantly casted when he have 10 % life left
Bosses now grant more score when encountered according to loop
Added visual effect to spine crawler and boss unburrows
Added the hardened shield skill on motherships and increased its armor to 15 from 5
All bosses have had thier life and life/sec reduced a little in order to be more easy to defeat while playing alone
All bosses have thier push priority above champions now
Decreased first zerg wave units Life by 10 to reduce the occurance of enemies having very little hp left from a single pistol shot while playing one player. This makes the begining easier but also reduces the overall experience and score points early game.
New content & changes
Added highscore (between maps and personal best)
Added Experience (a stat that increase depending on how good you play and increase between plays). This stat will now control which champions, skills etc you can chose. This score is determined by kills, highscore and bosskills.
New terraintextures and some doodads to make the game more dynamic and less boring
New scorescreen in the end
Updated UI graphics
5 new champions (1 only survival)
4 new weapons (2 Wave only and 2 survival only)
Added new mode WAVE:
-This mode is simlar to the old one except that this is a protect the queen/defend the lich king or as i call it defend the building map. The enemies arrive at the left or bot of the screen and moves to destroy anything in their path. The players work together to try and stop the invasion by using the skills and weapons from before which now is bought in a automatic shop, along with buildings such as walls, towers and others. The goal is to defend the Radio antenna for 20 waves.
Balances
Decreased growing legs speedbuff to 2.5 % from 5 %, corrected the gain (gained to much before) and lowered the cap to 25 from 50. Increased life gain to match old end value
Increased small robot attack on experiment to 25 from 20. They spawn every 2 sec instead of 3 but can now die from any splash effect and enemies (but they are not prio and cannot act as tank-tanks)
Increased splash radius of cluster charges by alot actually and damage by 20 on main explosion and 10 on small, still you need to be able to handle it.
Increased projectile speed on many weapons
Increased Wave Gun damage to 20 from 17
Increased E.M.D reload time to 3.5 from 3.1
Removed armorbonuses from levels (this was a very small bonus)
Amnesty now grants a 35 % bonus movespeed from 15 % and 19 sec cooldown from 20 sec and don't cost ammo after duration.
Immunity now grants +10 life/sec insetad of 5 but have 1 sec increased cooldown
Reduced Airdrones attackspeed and damage a little also increased its cooldown
General Fixes
Added a system to check if the ammo you have is to little to be able to shot. This fixes an issue where you had to manually reload.
Fixed several issues with drops and score gain when enemies died. Also Some event errors when special mobs died, like bosses etc.
Fixed some issues with bloodbomb and bomb not preforming as they should nor given the correct score and some event log texts for killing enemies.
Changed some graphics
Updated some texts and tooltips
Clarified some tooltips
Fixed the tower gliding or walking chasing after enemies
Floating text Damage is now only shown to the player dealing the damage and not every player, taken damage is only viewed on your champion to you
I just played this map two times. For the first time, all of us chose wave and we pretty much got defeated on the first wave =3 Restarting, we managed to get to around wave 3 before dying. The enemies somehow get to the command center a little too fast and deal a little too much damage. Also, only the perdition turret could actually stand up to their attacks, but it's extremely costly. Waves also seem to just keep on coming, especially when they start attacking from the south and come in at both directions without any space to breathe.
Joining another room sometime after that, we tried wave again, lost badly again and players left. But there was another player left and we went on to try survival mode. Surprisingly, it was awesomely fun. Somehow running around in circles with a gun that destroys so many enemies just brings us delight. We replayed survival about 7 times with only 2 players and even got to the point of defeating 2 bosses.
For the bosses, the Queen boss seems impeccably hard, especially when she starts spamming spine crawlers and those white thingies that chase after us. We only managed to get to one protoss boss, which was the Gateway boss. At that time, it was just me left and I still managed to destroy it. It was a whole lot easier than I imagined it to be ( It was harder with all the Zerg bosses. ).
Just wondering though, does the difficulty of the game affected by the number of active players?
All in all, the survival is great fun, but the wave bit is way too hard. If I may suggest, try ditching the whole wave part and focus only on survival. From there, implement the credit and shop system as well as adding maps of different layouts for different difficulties ( eg triangular map which makes it harder, for easier difficulties make enemies spawn from several ( not all ) of the ledges. ).
It'd be awesome to see more guns as well as more abilities ( And making some abilities unique to characters. Eg Medic able to heal others & self, make rapid recovery for medic have less cooldown etc ). I'd also like it if we were able to change guns instead of sticking with one for the whole game without needing the reroll weapon ability. Maybe just let the enemies keep dropping guns but at a reduced rate ( Maybe just slightly lower than item drop rates ). That should keep the action going.
edit : I just confused myself with solo, survival and waves. I think that survival & waves are the correct one. Brief description just to make sure others can understand :
Survival = Square map where enemies climb on ledges and your only job is to survive.
Waves = Base defense map where you have credits and can buy stuff from shops.
Sorry for my late respons but I've been very busy irl.
Questions first:
Q: "Just wondering though, does the difficulty of the game affected by the number of active players?"
A: Yes. In fact it heavily affect the difficulty of the game. Playing 4 players increase number of units (and speeds up commands for bosses) as well as making units harder, faster, stronger etc.
Q: (well not a question but...) implement the credit and shop system in survival (modified the text to make it smaller)?
A: Well this is not the point of the survival mode. However other modes (don't know when but...) will be made and some will feature the shop and some not. Also just a note: from the begining the random level power ups was actually not ment to be random. However as survival is very speedy gameplay I couldn't really implement a good way to make people be able to choose (like in the shop) because I didn't want to ruin the fast paced action with pauses or dialogs covering the whole screen.
I have currently worked alot with wave for a long time and before I added it there was just survival :/. But anyway. Wave is more of a relaxed version of survival in many ways. I'm sorry to hear that you think the wave is to hard right now but I and others are able to complete it without to much of a hassle. The thing is that wave is very strategic and needs all players to know what they are doing in order to be able to get somewhere in number of waves. Walling off correctly and building towers safe as well as using buffing defensive structures are vital. Using Mech heal (a cheap buyable skill) is a very good strategy early game if you find that walls are dying. Also walls must be placed directly in the enemy path as they will only attack things directly reachable while they walk towards the antenna. Sometimes sacrifacing some buildings must be done to. I am working on adding 10 extra waves in order to make it harder longer and more fun (will be released very soon). If you want to I can play with you sometimes if you are online to show you how its done (hopefully :P). Add character code 705 (that is enough I think?) and my ingame name is Mindless. Hopefully I'll be able to play at least sometimes during weekends.
Regarding the survival mode: The gateway boss is really a joker (as is the protoss boss Maar and zerg boss Nightreaver). Sometimes he can manage to bring down the whole team in just few seconds as well as summon enough units to make sure you go down with him if he dies. However I do consider him being the easiest one of the protoss bosses, mainly because he is the only one standing still and everything he does have long start up time. Hellblazers as well as other splash weapons can make him very easy. But he have 2 modes and if you have a lot och splash weapons it will not help you if he enters the warp gate mode as then he is turned from a summoner to a caster. A collapsing star will kill anything that it touches in an instant and its rays upon collaps can kill people from afar (if you haven't seen the star or if you don't know how to avoid the rays). I've seen one star taking out all four players ;). Anyway. The gateway is getting a new skill in warp mode next release. Also all bosses, especially the zerg bosses and the queen will now be a little easier to kill. I consider the queen to be one of the strongest bosses in release 3,01. As I'm alone and testing takes very long time and I'm currently swamped in real life balanceing takes very long time.
Concerning the weapons and abilities: I'm currently in a drawback. One weapon stoped function properly after 1.3 starcraft 2 release and I haven't got it working the same again. Also I have already maxed out the number of abilites (which the weapons and active skills are) which is a problem. So that is currently on halt. The no drop weapon is intended ;). Just replay if you want different weapon ;). Most of my focus now is to make stone zealot a more dynamic and fun boss as well as adding the final terran boss. The terran boss just never gets done -_-.
Running and shooting and killing is just something that should make everyones heart warm and make you able to sleep at night ;)
The new version is here. I just hope that it is bugfree :S This time it aint that pretty sorted but i'll have to do
Version 3.02
Decreased queenling, creep tumor and larva spawn rate on queen (she should now be much easier when playing 4 players)
Decreased boss life increase for each player by 200
Increased Nightreavers final revenge damage to 25 from 20 but also changed type to spell damage
Added a new attack for warpgate: Energy storm. This have 2 different patterns
Increased Maars base damage to 25 from 20
Increased Maars plasma blast damage to 42 from 40 and improved the splash to match better damages the closer to impact, the damage is now also reduced by armor
Increased plasma smg ammo cost (less bullets/magazine)
Added 2 shot to HV Rifle but increased its cooldown
Decreased exp needed for new classes by little
Changed some costs in shops and fixed shop cost for last defensive building
Changed some units and buildings collision size for better performance in wave
Changed how the experience formula was calculated (more exp when less players and less when more players) and more for harder difficulty
Should have fixed wave 10 to spawn correctly (air wave) and some waves are altered
Protoss units now grants credits as they should (in wave)
Added 10 waves and terran units (in wave)
Reduced queenlings on wave 11
Fixed a region that allowed players to stand far off in lava without buring (in survival)
Increased life cost on overload to 30 from 20 and reduced duration to 6 from 8
Mine now spawns 2 mines instead of 1
Increased last towers damage in wave by 50 % and range by 1 but decreased its attackspeed by 50 %
Fixed some graphics, mainly with wave units.
Increased damage on turret and laser turret by 10 and 25
Decreased some credits gain from kills (in Wave) but increased credits gained when waves begins ends
Decreased E.M.D damage to 140 from 150
Decreased Spray gun damage to 115 from 125
Increased exploshot dot damge to 15 from 14 but increased the damage reduced by armor little.
When an end mode a timer start to force player to leave or restart. If the timer reaches its end a new game is started for all remaining players
Added a sound that alarms players when the raido antenna is under attack (in wave)
Added a nametag on all champions, can be hided by pressing V
corrected so that other protoss bosses can spawn (only gateway could spawn)
Some fixes/patches/balances (but still same version on frontpage because I'm lazy):
Bosses
-Red attack weapon speed increased to 2 sec from 4 sec & range increased to 8 from 6, and damage increased to 18 from 15 and it is now reduced by armor.
-Green weapon damage increased to 50 from 35 and made its splash to 2 seperate areas (it deals more damage to the center and less if its not a direct hit). The actual effect of this is that if the hit is more direct it will deal alot more damage and slighty less if you are able to half dodge the attack. Decreased its range a little
-Red repel aura slighty smaller
-Increased damage on stone zealots energy release: big ones now deals 80 from 50 damage, small ones deals 40 from 20 damage. Stone zealot now takes 50 % reduced damage while in slow form before releasing energy. Also stone zealot have been given a strong energy/sec depletion. Reduced energy gained from point of damage to 0.6 from 0.66
-The guardias scaling stats increased but base stats reduced.
-Reduced Base Life/sec to 6 from 9
-Reduced base armor to 8 from 10
-Reduced range damage to 25 from 30
-Increased Range on range attack by 1 (now 7) and increased attack period by 0.3 (now 1.2)
-Reduced chance of using motherly call and added a spell "neural network" which creates creep tumors at random locations depending on number of heroes on the field (includes decoys)
-Reincreased number of zergling called from motherly call to 35 from 32 *number of active players
-Reduced damage resist while casting motherly call to 45 % from 50 %
Characters
-Increased Speed from -10 % to -7.5 %
-Increased life/sec to + 2.5 from 2.25
-Increased Guardian angel damage resist to 6.5 % from 5 % (now max 19.5 %)
-Increased Movespeed to 12.5 % from 10 %
-Increased life to 15 % from 10 %
-Added 1 more small robot and increased their slowing effect on hit to 5 % from 4. Also increased their range a little, increased damage to 20 from 15 but reduced attackspeed.
Active skills
Weapons
Fixes
HOTFIX:
Also some small notes:
I guess this is big enough to be version 1.13:
Now I'm really out of things to do before terran bosses (if i don't suddenly want to rebalance some shit)
wait - so its a map made for ais and no man players?
HOTFIX
forgot to set wave to 1
to djimii11:
?
Mini hotfix (but not a very important one):
HOTFIX:
-No longer grants extra life
-No longer turns enemies to stone (but they still turn black)
-new tooltip:
+ 20 <c val="008000">Armor</c>
Refreshes all ammo for the hero and 2 Life with each enemy hit. Also make them unable to attack for 2 seconds.
Increased cooldown by 5 sec (to 30 from 25)
Hi! Me and a friend have played your map over and over again, it's fantastic fun!
Just wondering if the +score gain lvlup is actually what it say it is, or if the tooltip is just misleading (in one of your patches it mentioned it was changed) If it still is extra score, could i request you to change it? Cause atm its a real bummer to get :p
Btw, is it intended to actually manage the terran lvl? is it possible with just 2 players?
Again, its a great map, and very well made!
@rbotnevik: Go
Yo rbotnevik
Its great hearing that someone like my map. ;) please do spread the word about it. For the question: I am currently not able to fix anything (away for christmas but will return in just a few days from now) but have some things in mind to fix before starting my work on the final bosses in the terran level (the terran level is currently beatable as you will be killed if you reached the last wave but it is insanely hard right now as I haven't had the time to create the last content). But when I can some level abilities will be changed. As there are 2 current score abilities (one that also grants damage resist) one of them is kinda like you said a bummer (unless you get it as the first ability) and it will be changed. Not changed in reworked but I will add something to balance up the ability and make it affect the hero (just as the other ability). I will also add more active skills and level abilities hopefully (even if there are too many already).
And here comes the first patch of the year:
Version 1.14
Bosses & minions
-Increased Warpgate boss shield/sec to 15 from 5
-Removed warpgates Life/sec
-Decreased Gateway shield/sec delay to 2 from 10 sec
-Reduced Core boost shield/sec to 40 from 60 and decreased it duration to 7.5 from 9 sec
-Added a very small life/sec
-Changed scaling and value on the Guardians, they now gain life/sec and shield/sec for each active player as they gain life and shield (should be harder now)
-Decreased Mini stone zealots life by almost 50 %
Level & Active Abilities
-Increased duration to 8 from 6
-Increased cooldown to 23 from 20
-Decreased Lifecost to 20 from 30
-Removed life/sec from secondary buff
-Decreased Lifecost to 15 from 20
-Added 10 armor during the selffreeze duration
-Removed - damage resist
-Increased cooldown to 46 sec from 35 sec
-Decresed Movespeed to -75 % from -60 %
-Increased Healing Effect to 125 % from 100 %
Weapons
Ui and fixes
Expect hotfixes
@vincentgraymore: Go
Not sure what has happened to the gateway boss, seems impossible to kill now :-/ looks like it fully recharges its shield every time it changes "stand"
Beside from that the changes are good fun, thanks for keeping the work up! Looking forward to the terran bosses :D
@rbotnevik: Go
Yes I noticed that and I'm currently looking into that, which is why I haven't released a hotfix with other stuff yet :/ .
HOTFIX:
-Reverted to the old system of scaling for gateway as new caused serious bug where it would not die and gain full life and shield when morphing
-Increased it's life and shield by a fair sum and made it take more reduced damage (as it is sitting duck)
- Reduced time for casting collapsing star (not how fast it collapses) also it should be able to use more of them now (this is now under testing)
This Might be the final post here in this thread for several reasons but the main being that these last patchnotes is probably the last ones. My life is soaked in other things that have a need to be done and with the new popularity system I cannot even find my map, even less play it with anybody. This makes testing hard and devours all hope of my map ever reaching its potential (I would need a large base of testers in order to balance things before I add new content like: new modes (Survival with terrain, Missions, Normal survival), Highscore, new map borders and different terrain and other things I had planned (more weapons, skills and maybe even characters and TERRAN BOSS…).
Also I have tried to get a hold on someone to make a somewhat more professional trailer but failed. Now there are map out on battlenet with their own voice actors and professional teams creating games that I alone simply cannot do. I do not state that I have given up on creating starcraft 2 maps, just that working alone isn’t really that good and every time I’ve tried to recruit friends they have denied.
Thus I have decided to end this project because if I ever continue I will most likely start a new project or work within the "No Mans Land" compilation which no one here ever heard about (this map was a project in order to learn the editor and the first in a series that would be "one Action game", "one RPG game" and "one Tower defense"). But I will leave this map to anyone willing to continue develop this one. However I will wait some time before putting it for public display and dissection on mapster. Also I will fix major problems encountered if I find any or if someone comment on them
Anyway:
Version 1.15 Final Version
Bosses
-Added timed life on service bots
-Decreased Mothership range but increased its movespeed and duration
-Increased duration on defensive clusters to 25 from 20 sec towers but decreased their life & shield from 1500 to 600
-Increased spine crawlers duration to 20 from 17 but decreased their life to 325 from 600 and gave it a massive life/sec
-Decreased the queens movespeed to 0.5 from 0.9 but increased its movespeed multiplyer on creep to 2 from 1.7
-Reduced Attackrange by 0.5
Weapons
Okay... So I planned to not continue doing this map and yet now I just released a new patch that includes hell of alot thing. Many things (in the trigger editor) had to be redone from scratch. I'll let the patch notes speak for themselves. In other news I'm currently working on a new trailer for the map and next patch will hopefully include the long awaited terran final boss.
Version 3.1
Shop in wave:
Version 3.0
Bosses & minions
-Added a new summoning spines ability (she now have 2), this new one will spawn a spine cralwer at the position of all players and decoys. Low chance of casting
-The queen will now cast more prey on young when she have low hp
-Increased Spine crawlers hp regen by tripple and added 75 life
New content & changes
-This mode is simlar to the old one except that this is a protect the queen/defend the lich king or as i call it defend the building map. The enemies arrive at the left or bot of the screen and moves to destroy anything in their path. The players work together to try and stop the invasion by using the skills and weapons from before which now is bought in a automatic shop, along with buildings such as walls, towers and others. The goal is to defend the Radio antenna for 20 waves.
Balances
General Fixes
I just played this map two times. For the first time, all of us chose wave and we pretty much got defeated on the first wave =3 Restarting, we managed to get to around wave 3 before dying. The enemies somehow get to the command center a little too fast and deal a little too much damage. Also, only the perdition turret could actually stand up to their attacks, but it's extremely costly. Waves also seem to just keep on coming, especially when they start attacking from the south and come in at both directions without any space to breathe.
Joining another room sometime after that, we tried wave again, lost badly again and players left. But there was another player left and we went on to try survival mode. Surprisingly, it was awesomely fun. Somehow running around in circles with a gun that destroys so many enemies just brings us delight. We replayed survival about 7 times with only 2 players and even got to the point of defeating 2 bosses.
For the bosses, the Queen boss seems impeccably hard, especially when she starts spamming spine crawlers and those white thingies that chase after us. We only managed to get to one protoss boss, which was the Gateway boss. At that time, it was just me left and I still managed to destroy it. It was a whole lot easier than I imagined it to be ( It was harder with all the Zerg bosses. ).
Just wondering though, does the difficulty of the game affected by the number of active players?
All in all, the survival is great fun, but the wave bit is way too hard. If I may suggest, try ditching the whole wave part and focus only on survival. From there, implement the credit and shop system as well as adding maps of different layouts for different difficulties ( eg triangular map which makes it harder, for easier difficulties make enemies spawn from several ( not all ) of the ledges. ).
It'd be awesome to see more guns as well as more abilities ( And making some abilities unique to characters. Eg Medic able to heal others & self, make rapid recovery for medic have less cooldown etc ). I'd also like it if we were able to change guns instead of sticking with one for the whole game without needing the reroll weapon ability. Maybe just let the enemies keep dropping guns but at a reduced rate ( Maybe just slightly lower than item drop rates ). That should keep the action going.
edit : I just confused myself with solo, survival and waves. I think that survival & waves are the correct one. Brief description just to make sure others can understand :
Survival = Square map where enemies climb on ledges and your only job is to survive.
Waves = Base defense map where you have credits and can buy stuff from shops.
tl;dr
Wave = Too evil
Survival = Extreme fun
@Shad0wsEdge: Go
Sorry for my late respons but I've been very busy irl.
Questions first:
Q: "Just wondering though, does the difficulty of the game affected by the number of active players?"
A: Yes. In fact it heavily affect the difficulty of the game. Playing 4 players increase number of units (and speeds up commands for bosses) as well as making units harder, faster, stronger etc.
Q: (well not a question but...) implement the credit and shop system in survival (modified the text to make it smaller)?
A: Well this is not the point of the survival mode. However other modes (don't know when but...) will be made and some will feature the shop and some not. Also just a note: from the begining the random level power ups was actually not ment to be random. However as survival is very speedy gameplay I couldn't really implement a good way to make people be able to choose (like in the shop) because I didn't want to ruin the fast paced action with pauses or dialogs covering the whole screen.
I have currently worked alot with wave for a long time and before I added it there was just survival :/. But anyway. Wave is more of a relaxed version of survival in many ways. I'm sorry to hear that you think the wave is to hard right now but I and others are able to complete it without to much of a hassle. The thing is that wave is very strategic and needs all players to know what they are doing in order to be able to get somewhere in number of waves. Walling off correctly and building towers safe as well as using buffing defensive structures are vital. Using Mech heal (a cheap buyable skill) is a very good strategy early game if you find that walls are dying. Also walls must be placed directly in the enemy path as they will only attack things directly reachable while they walk towards the antenna. Sometimes sacrifacing some buildings must be done to. I am working on adding 10 extra waves in order to make it harder longer and more fun (will be released very soon). If you want to I can play with you sometimes if you are online to show you how its done (hopefully :P). Add character code 705 (that is enough I think?) and my ingame name is Mindless. Hopefully I'll be able to play at least sometimes during weekends.
Regarding the survival mode: The gateway boss is really a joker (as is the protoss boss Maar and zerg boss Nightreaver). Sometimes he can manage to bring down the whole team in just few seconds as well as summon enough units to make sure you go down with him if he dies. However I do consider him being the easiest one of the protoss bosses, mainly because he is the only one standing still and everything he does have long start up time. Hellblazers as well as other splash weapons can make him very easy. But he have 2 modes and if you have a lot och splash weapons it will not help you if he enters the warp gate mode as then he is turned from a summoner to a caster. A collapsing star will kill anything that it touches in an instant and its rays upon collaps can kill people from afar (if you haven't seen the star or if you don't know how to avoid the rays). I've seen one star taking out all four players ;). Anyway. The gateway is getting a new skill in warp mode next release. Also all bosses, especially the zerg bosses and the queen will now be a little easier to kill. I consider the queen to be one of the strongest bosses in release 3,01. As I'm alone and testing takes very long time and I'm currently swamped in real life balanceing takes very long time.
Concerning the weapons and abilities: I'm currently in a drawback. One weapon stoped function properly after 1.3 starcraft 2 release and I haven't got it working the same again. Also I have already maxed out the number of abilites (which the weapons and active skills are) which is a problem. So that is currently on halt. The no drop weapon is intended ;). Just replay if you want different weapon ;). Most of my focus now is to make stone zealot a more dynamic and fun boss as well as adding the final terran boss. The terran boss just never gets done -_-.
Running and shooting and killing is just something that should make everyones heart warm and make you able to sleep at night ;)
The new version is here. I just hope that it is bugfree :S This time it aint that pretty sorted but i'll have to do
Version 3.02
HOTFIX
Version 3.03 (mostly wave fixes)
Some things were still not function properly. So much for beta testing :P -_-
Version 3.04