Hey, just wanted to give you guys an update.
I'm in the process or migrating the parts of the game I've made so far into a different map, and rewriting the triggers.
Look for a SFvP 2.0 in the near future :)
Thanks for your feed back. I revamped the enemy difficulty settings to make the mid and late game more challenging. Also I created different tiers of each unit. Leaders have 4 x the life and shields of normal units and are bigger ( slower ) and deal more damage. Prelates are 10x stronger. Then Praetors... And so on. In other words, Don't count on one shotting the bosses any more.
The base now has sufficient defenses to get you started. All of these changes should be uploaded soon! :)
I want to congratulate you on killing everything and apologize for such an anti-climatic ending.
Truthfully I began this map 40 something days ago and prematurely published it before even having an ending in mind.
I'm working on it whenever I have free time.
I'll implement some closure cut scene or something in the meanwhile.
Thank you for your feed back on my map.
Check back in a week or so, and there'll be some new stuff for you.
Hope to hear from you again.
(10/8/11)
Game is being polished Daily. Upgrades work as they should, flow of the game is good for 3-4 people. Heroes are being added to the Protoss arsenal. A ranking system has been established. Anti-lag measures have been implemented into the source code ( though so far they haven't even been necessary). Even included some placeholder victory and defeat cinimatics.
I'm really excited about this game and want to promote it as much as possible.
(10/30/11)
Haven't had a computer for two weeks :(
Added new Hybrid hero, as well as improved existing hero AI. Removed friendly fire, and increased map size. Upgrade level now displayed at science facility. I'm trying to implement items into the game. Hopefully with some patience it will work soon! Thanks for people's in game feedback. It helps a lot :)
(11/24/11)
Added Persuaded Zerg Option purchase at the data core. Created Protoss Leader and Protoss Prelate as ranks to existing units; making them bigger, and deadlier. Added Supply Depot purchase options. As of now, The starting supply is calculated based on the number of players. Oh yeah, Happy Thanksgivin
New Special Forces Units, New Upgrades, New Map, and most importantly instead of fighting Zerg, this time you are fighting waves of Protoss units who have their own sets of upgrades and abilities.
The sc2 custom map "Special Forces Elite v Protoss" is a new special forces map, created entirely from the ground up. Obviously I am drawing influence from the best parts of Mikelat's special forces map, and Lanzarote's popular special forces mod. In this version up to 10 players can join. You make your unit selection in the game lobby (12 to choose from).
I would like the game to grow as much as possible, so if you have suggestions, you can contact me in game
incubus (character code 332)
or leave a message here in the forum.
Edit (9/29/11) Game has been publicly released (alpha version). Looking for feedback
Edit (11/24/11) Game has been promoted to BETA STATUS!!! - Thanks supporters!
I had a similar idea. 2 bases, 2 "temples", 2 lasers. CTF style, break into opponents "temple", first to bring back opponents artifact wins.
1. The lasers have vision of opponents temple, rest is FOW.
2. Lasers can target opponent's units/structures after 5 mins. (manual control, just like campaign)
3. Laser cannot target opponents laser, or own temple.
4. Laser has shield, but cannot be repaired. When destroyed = game over, possibly has defense system in place.
Right now I am struggling with making the custom units/triggers. I like the blizzard map "Dig Site", and would probably modify that map for 1v1 or 2v2 gameplay.
If you can help me out or have suggestions, plz msg/email me.
0
Hey, just wanted to give you guys an update. I'm in the process or migrating the parts of the game I've made so far into a different map, and rewriting the triggers. Look for a SFvP 2.0 in the near future :)
0
good question... I would also like to know
0
@yukaboy: Go
Thanks for your feed back. I revamped the enemy difficulty settings to make the mid and late game more challenging. Also I created different tiers of each unit. Leaders have 4 x the life and shields of normal units and are bigger ( slower ) and deal more damage. Prelates are 10x stronger. Then Praetors... And so on. In other words, Don't count on one shotting the bosses any more.
The base now has sufficient defenses to get you started. All of these changes should be uploaded soon! :)
0
@wtfmanstupid: Go
Dear frustrated sc2 player!
I want to congratulate you on killing everything and apologize for such an anti-climatic ending. Truthfully I began this map 40 something days ago and prematurely published it before even having an ending in mind.
I'm working on it whenever I have free time. I'll implement some closure cut scene or something in the meanwhile.
Thank you for your feed back on my map. Check back in a week or so, and there'll be some new stuff for you. Hope to hear from you again.
0
(10/8/11) Game is being polished Daily. Upgrades work as they should, flow of the game is good for 3-4 people. Heroes are being added to the Protoss arsenal. A ranking system has been established. Anti-lag measures have been implemented into the source code ( though so far they haven't even been necessary). Even included some placeholder victory and defeat cinimatics.
I'm really excited about this game and want to promote it as much as possible.
(10/30/11) Haven't had a computer for two weeks :( Added new Hybrid hero, as well as improved existing hero AI. Removed friendly fire, and increased map size. Upgrade level now displayed at science facility. I'm trying to implement items into the game. Hopefully with some patience it will work soon! Thanks for people's in game feedback. It helps a lot :)
(11/24/11) Added Persuaded Zerg Option purchase at the data core. Created Protoss Leader and Protoss Prelate as ranks to existing units; making them bigger, and deadlier. Added Supply Depot purchase options. As of now, The starting supply is calculated based on the number of players. Oh yeah, Happy Thanksgivin
0
New Special Forces Units, New Upgrades, New Map, and most importantly instead of fighting Zerg, this time you are fighting waves of Protoss units who have their own sets of upgrades and abilities.
The sc2 custom map "Special Forces Elite v Protoss" is a new special forces map, created entirely from the ground up. Obviously I am drawing influence from the best parts of Mikelat's special forces map, and Lanzarote's popular special forces mod. In this version up to 10 players can join. You make your unit selection in the game lobby (12 to choose from).
I would like the game to grow as much as possible, so if you have suggestions, you can contact me in game incubus (character code 332) or leave a message here in the forum.
Edit (9/29/11) Game has been publicly released (alpha version). Looking for feedback
Edit (11/24/11) Game has been promoted to BETA STATUS!!! - Thanks supporters!
0
Tech Tree - Add 1 (Upgrade) to (Player)
Upgrade = story mode lab tech - automated refinery or story mode lab tech - call down supply depot
Player = the player you want to give this technology
Look at my map "Tech Comp Stomp - Extinction" by incubus
if you have questions the map is unlocked :)
0
@Tsurupettan: Go
I love laser too!
I had a similar idea. 2 bases, 2 "temples", 2 lasers. CTF style, break into opponents "temple", first to bring back opponents artifact wins.
1. The lasers have vision of opponents temple, rest is FOW.
2. Lasers can target opponent's units/structures after 5 mins. (manual control, just like campaign)
3. Laser cannot target opponents laser, or own temple.
4. Laser has shield, but cannot be repaired. When destroyed = game over, possibly has defense system in place.
Right now I am struggling with making the custom units/triggers. I like the blizzard map "Dig Site", and would probably modify that map for 1v1 or 2v2 gameplay.
If you can help me out or have suggestions, plz msg/email me.