https://www.sc2mapster.com/projects/hero-survival-j
^project page has link
Hey guys im the author of the NA arcade game Hero Survival J and at long last i have posted the map to mapster (triggers removed) as well as a txt change log of alot of the chages (NOTE LOG IS NOT COMPLETE). This map contains the terrain for HSJ as well as all custom units, abilies, weapons, etc that i have created over the course of the project, for anyone to look at, learn from, or use in their own projects. (i gave the whole map because i am not skilled enough to post each data asset indevidually). Unfortunately i began the project when i was still reletively new to the editor and it's best practices so some melee units and/or abilities were overridden with my own variations (removed units listed in txt).
I hope this map can be of use to anyone who would like to use my custom, units and abilities for their own project (i only ask you credit me and model maker if applicable)
DISCLAIMER: for you experienced mappers, you may cringe at some of the ways i have done things, and i know, i started this before i knew better but this is purely for you guys to view, use, and learn from. i can offer support if you have any questions
the following spoiler contains a breif overview of some of the added abilities with title and one line description
ABILITY OVERVIEW
NOTE THIS IS NOT 100% COMPLETE NOR DOES IT COVER PASSIVE BEHAVIORS OR ADDED WEAPONS
ADDED ABILITIES (i will use both the in editor name and in game name as appropriate)
Adreniline Rush Self buff, increases attack and movement speed for short duration and heals a small amount of health
Armor Bast Single target damage ability that deals more damage based on enemy armor
Armor Charge temporary self buff that heals and increases armor temporarily
Burrow Charge like regular ultralisk abiliy but shorter range and manually target with an AoE
Call the Swarm spawn cocoons full of zerglings
Call down Automatons Call down a drop pod that deals impact damage and spawns automatons
Call Orbs spawns a combat orb on each nearby enemy
Orb Smash (close up aoe) Deals damage to all nearby enemies
Create Evolved Zerglines autocast ability that spawns evolved zerglings
Create Flare create a flare which is part of b3rm's orbital bombardment ability (see that hero)
Dark Vortex Create a slow moving vortext that slowly travels towards an enemy unit, dealing damage over time to units it moves through. explodes for large aoe when it hits its target
Crate WidowMines Crates a bunch of widowmines at target location (note i compltely changed widowmines and they are now 1-time use)
Drop Pod Creates a zerg drop pod at target location, deals aoe on impact and spawns Units (there are differnt types for differnt spawns)
Etherial Mastery Makes user become invlunerable for a breif time, during this time it may move but not attack
Evolve User Grows in size, and gains massive life and attack damage for a duration
FBC (many abilities) These coordinate to summong a FlagshipBattleCrusier in my game, but it used triggers and therefore no longer works
Sniper (Copy) Exactly like it sounds.
Ghost EMP copy Deals AoE in target area
Ghost EMP copy copy Throws EMP grenade which slows the movement and attack speed of effected units and deals light damage. mech units take much more damage.
Hero Heal autocast, target nearby hero is healed over time.
High Templar PSI storm copy more powerful than regular and is the one used by executor hero
Hybrid Enhancer <X> currently un finished, but is a buff depending on the kind (damage, heal, speed)
Hybrid Gas User is followed by a large AoE cloud of gas that deals damage to units in it over time
Increase Range Users weapon gains extra range for duration
neural parasite now can only be used on heros and is autocast. also taken unit gains significant fire speed
Inspire Passive, nearby friendly units gain +50% attack speed
Marine Stimpack increases attack speed at an energy cost
Marine Stimpack Copy aka fungal sheild user gains a temporary shield. stimpacks 2-4 are the differnt levels of fungal shield
Medivac Heal copy Like medivac heal except it regenerates energy not health
Mind Link Autocast/passive spawns protoss units passively, used with executor hero to spawn armies
mindcontrol Takes over enemy unit for limited duration
Nano Repair Passive, if this unit is below 1/3 health, it will gain bursts of movement speed and regenerate health quickely until it gets back to above 1/3 health
Noxious Gas Creates a cloud of gas that deals damage to nearby bio units over time, cloud follows the user
Off World barrage used in conjuction with flare (see br3m) large aoe that deals damage in three bursts with a 2 second interval
Orb Channel heals user and restores energy over a short duration
Calldown Mule Cop is used for Call the Swarm (see above)
OverCharge Gain +2 armor and regenerate 100hp over 5 seconds
Penetrator Rounds Lowers fire rate but increases damage for 10 seconds
Queen Transfuse changed to healing pulse, heals hp and shields of a friendly unit
Queen Transfuse copy aka Corrosive Acid Single target direct damage that ignores shields
Rapid Fire Temporary Attack speed buff
Rest Become a cocoon that cannot move or attack for 10 seconds to regenerate a significant amount of health
Rush Increases movement speed for short duration
Sentry Gardian Shield copy Deflects damage based on a percentage rather than flat -2 damage
Shadow Merge Cloaks a friendly hero for a duration
Shadow Shield Gain a temporary shield
Shadow Bolt Long Range anti-air single target damage that can hold up to 5 charges
Spawn baneling User spawns banelings at their position that explode after 1 second
Spawn Raven Spawn raven at user position
Spawn Roach Spawns two roaches at user position, these roaches have increased attack speed
Summon energy Bot spawns an energy bot on timed life that restores energy to nearby units
Summon <Unit> spawns that unit at user position. likely on autocast.
Summon Zealot Escort passively spawns zealot escorts. can have up to two out at a time.
supply wall detector user becomes a detector
temp cloak 1&2 user us passively cloacked but once every 30 seconds becomes visible for short duration
Upset User gains attack speed at the presence of a nearby armored unit
Zealous shield Gives nearby heros a shield that lasts about 10 seconds
Baneling Toss throws banelings to target location where they explode after a second
Summon BioPhage (located inside of barracks train) summons a biophage
Sawn Guardian Drone (barracks train) summons a combative drone with good hp and is very strong while on creep
Ghost EMP / Explosive Spores Aoe that deals more damage depending on how densely packed the targets are in the blast area
Warp in cloaking field generator (probe build) summons an immortal pylon on timed life that cloaks nearby units
Psi Cannon (yamato cannon copy) after a charge up, sends a huge bolt that does large aoe damage centered on a target unit and deals extra damage to enemy armor
Summon Shadow Clone (gateway train) summons a shadow clone
Summon Super Orb summons a superorb at caster position
Highlights:
a myriad of new custom units and variations on existing units
11 fully fledged heros each with a set of four to five multi-level abilities as well as a set passive abiliy
a ton custom made abilities, behaviors, weapons, and effects
Drop pods that deal impact damage and spawn units (not an effect but an actual droppod unit)
my pathetic terrain skills
a bunch of modified abilies or abilites with problematically similar names. (like if i base all my effect-instants off of a copy of stimpack and leave them as stimpack copy x)
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Picking up an initiative by Mozared and JayborinoPlays, I will be hosting a project every month for the community to focus it's attention and feedback towards (Thread found here: https://www.sc2mapster.com/forums/player-zone/map-review/131020-monthly-community-project-testing-continued/#posts). Anyone interested in having their project hosted should PM me, do not inquire here.
Wrath of the Tal-Darim (Mission 5 of the Noir Automata Campaign)
By EDHRIANO
Project Page: (The entire campaign) https://www.sc2mapster.com/projects/noir-automata
Direct Links: None, must be downloaded.
Download links:
Mission Launcher: https://www.sc2mapster.com/projects/noir-automata/files/2422202
Mod: https://www.sc2mapster.com/projects/noir-automata/files/2393114
Map: https://www.sc2mapster.com/projects/noir-automata/files/2418829
Battle.net: None
Game Type: Single Player Campaign
Game Info
Set 2 years after the final event of Legacy of the Void.
The three race now living peacefully.
But it all change when the Purifiers reprogram the Spear of Adun and attack the protoss capital, killing all the Twilight Council members and declare war on all living intelligent being.
The three race turn to Heirarch Artanis to stop the Purifiers. But when the world need him the most Heirarch Artanis vanish.
The survivors of the war join together under the Alliance Command Council [ACC] and fight back the purifiers one battle field at a time.
Feedback
Leave feedback for the project here. Negative feedback is welcome, as well as positive feedback. Refrain from flaming. Attempt to offer solutions to problems you find. You know, good feedback -The goal of this thread.
0.984375
A video of my project which is based around heroes and talents and such. This is all triggered though, and does not use the talent system and such that was recently added to the editor.
The easiest way to do "talents" and such, is with upgrades. Heroes, abilities, talents, stats, ect, are all managed by triggers, and a little bit of data. Really not a hard system to build; just time consuming to fill in the blanks with game content.
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Sadly, without a partner who actually know about melee balance, This is not a project I can do. Having never played, I cannot create good waves, counters, ect. I can stack a wall of siege tanks and missile turrets, that is about it. I can create my concept, and anything unique needed, but I'd be painting with half the colors of the rainbow.
If anyone finishes their primary project and is interested in this concept, let me know. I assume it would only take a few weeks to finish. I am not interested in any winnings; just to make something unique.
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I think with the slow decline of trievas map, he became more critical of other maps. The realization of how dumb the average arcade player is, he attempts to embody that perspective.
Anyway, I work outta town but am home on weekends. If you make a list of things you'd like help with, I'll try to help you get them done so that by the end of the month, you can get some reviews on the updated project.
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For the attack ability; you could make a persistent, so the attack fires 7 times; but checks each time to make sure the target is still alive; and that the SCV has enough energy to make the attack. It would be exactly the same as it is now; except rather thank clicking 6 times to kill an overlord, you would click once, and it would fire until you were out of energy or the overlord was dead.
Other than that, im not positive what each of your responses are to ><
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I have been leaving r0binicus thoughts and such via sc2 chat; but will post some feedback here for others to read. A lot of my opinions are shared by Treiva.
The loading screen means nothing to me; but you cannot expect someone to read all of it. Keep that in mind with text on a loading screen. The game is paused on the start. You could far more easily fade into an introduction cinematic, of the lander crashing. Panning over some zerg infested terrain, showing a lander crash, "other survivors" get eaten by zerg at night; then day breaks and the players jump out of the ship. Using only a few short transmissions, and some cinematics, you can tell the entire story and concept of the game in less than 20 seconds.
You start out with a builder, and there are some minerals. so, I mine minerals. That is what intuitivity tells me to do. But I cannot spend the minerals on anything. I assume SCV's are weak, so I am afraid to run around and find mineral packs and scraps. I NEED scraps to build turrets. I think you could create a scrap and mineral cluster for each player, that only they can pick up, and that is visible to them on start. You need to show players that exploring is important, and that your SCV can take some hits.
The first night falls, and any new player is still mining minerals (the mission objective told me to). They are left to defend with their lazer beam; which works, but is pretty angering, and can induce panic. Even worse if you built walls, and auto repair is enabled; so you are wasting your minerals repairing walls you wasted minerals building.
After playing with R0binicus, I see how "imbalanced" parts of the game quickly become. Being told "don't build those, because this is much better", by the guy in charge of making sure stuff is well balanced so new players aren't getting the shaft, is a little upsetting. The difference between getting a dozen mules the first night, and not finding a factors because you are a noob; is an income factor of 10. It is absolutely insane the minerals they give you; to the point that you cannot lose. As a new player, playing tree times, I went as far as I felt safe in every direction with my SCV, and never found the factory. The "You must do this" part of it, is to uplift it, and bring it to your base; NOT defend it where it is. Once in the air, it cannot be killed anyway. Same goes for building a bunch of bases to lift off scout the map at the start. One of those things that alters the game by such an exponential amount, and new players have absolutely no clue about.
The game has many ways to win, which I think is awesome. Especially since the end starts to drag; I think it leaves plenty of time to accomplish those goals. You need to make those goals more intuitive though. Again, through short cut scenes and transmissions, you can show players how to win in those other ways. You can have a transmission from a drop ship in orbit; have launch a "location beacon" into the earth at a point, and advise the players that if they build more of them; the dropship can safely land and save them. This goes for all of the various win conditions. There is a lot you can do with 15-20 second cutscenes, during an hour long game, to make the game far more intuitive for players; opposed to reading all of the text; or being left clueless.
After talking with r0binicus, I can get his viewpoint of the game, and it is a place a lot of developers end up. He loves the game, and is insanely good at it, putting him too close to the action to see clearly. This is why he made an extremely difficult version of the game for himself and his buddy. There is a lot of really good content and options here; it is just presented poorly to new people; and some balance issues that can severely hinder a new player.
Also the lag, someone here might know a bit more. running the 32 bit version of the game, there isn't lag in the game. it is playing x64 that the lag is bad. The last time I played though, the lag wasn't as bad as it was my first few times. There was a clear frame drop, but not a horrible lag spike that would have me considering alt+f4.
Final verdict:
A very good map that has pretty bad presentation. I love the variety in ways to win; but dislike how "mandatory" some things are if you are playing above normal. I think there is a lot of work that can be done to better explain the story and how to play the game; which would result in a better player return rate.
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Thank you for pointing out that I was very clear in getting my point across. I am sure there are some people a little slower than you who may not have picked up on it.
Reading the 3 pages of "rules" set forth, I do not believe there are even a dozen possible variations of map that can fit within those insanely strict guidelines. In my opinion, it goes against everything that RTC is; and comes off more as an application to blizzard. "Look, I can make something exactly like the 50 other things just like this that blizzard has made."
I am against it. I am so against it, that I would like to make a map the fits the criteria just enough that they have to test it; and show that just about anything can be better than playing 50 do-overs of the same mission.
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I see there are other thread where people are looking for a partner; and for this very rare occurrence, I am looking to be a partner. I phrase it like this because I do not play ladder, or campaign, or co-op. I have very few ideas or goals towards a final product. I honestly don't even know what a "co-op commander" game is like. The extent of my knowledge of that you need to spread out your marines so banelings dont kill them all. I learned that while testing last months "monthly testing thread" game.
What I bring to the table:
I am very good with triggers. I can create pretty good dialogs. I am good at data, making custom abilities and upgrades and such. Pretty much anything RPG related (using the built-in AI is something I have never looked at, but I can learn it fast; or just create my own AI for everything in the game, I have one of the few working hero AI systems in sc2).
the style of game I am looking for:
One where my abilities in the editor can shine. Depth, layers of customization. I want the game experience to have true options, bringing a player back to play it again and again. I don't know the main game storyline; but I want to have a unique twist on it. Something refreshing. An M. Night Shyamalan plot-twist.
The partner I am looking for:
As I consider myself a 9/10 in triggers and an 8/10 in data, I am looking for someone who is equally skilled at story-writing, terraining, and has experience with actors. Eye candy. Also a huge plus if you have any notion of how triggers work; so I can set up systems, and you can fill in simple blanks (like transmissions, texts, icons, things related to story telling).
**Edit**
I feel it is important to note, that my interest is not in strictly following the guidelines put forth by Blizzard; but to make the best game of all the entries; win or lose. Anyone who is only looking at dollar signs, I am not the dood your looking for.
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How did the lag improvements turn out in online games? Does it still spike?
2
Picking up an initiative by Mozared and JayborinoPlays, I will be hosting a project every month for the community to focus it's attention and feedback towards (Thread found here: https://www.sc2mapster.com/forums/player-zone/map-review/131020-monthly-community-project-testing-continued/#posts). Anyone interested in having their project hosted should PM me, do not inquire here.
Stranded on Krydon
By R0binicus
Project Page: https://www.sc2mapster.com/projects/stranded-krydon-renewed
EXTREME (Hard) version: https://www.sc2mapster.com/projects/stranded-krydon-renewed-extreme
Direct Links:
battlenet:://starcraft/map/1/273307
EXTREME:
battlenet:://starcraft/map/1/279741
Battle.net: B-net search is broken for many games, this may be one of them; otherwise, search by name.
Game Type: 1-4 Player Campaign Survival (Should play with 4)
Known Issues
Lag is an issue; slower game speeds reduce lag. You can type a game speed (slow, fast, faster) during the game, to change the game speed (Default speed is slow).
45 minute mark, lag is evident.
In multiplayer games, a player leaving can cause a server split/lag overload, causing games to crash.
Game Info
A continuation/remastered version of Stranded on Krydon, by Nagnazul; with more attention paid to aesthetics.
"You and 0-3 other SCV survivors have crash landed on Krydon, a stunning jungle planet, that was once home to a Terran colony, but is now a hostile world, totally infested and overrun by the Zerg. You must explore, gather resources, find abandoned structures, build defenses and survive Zerg night attack waves. Then chose your fate: escape, summon rescue, or last til the end."
Feedback
Leave feedback for the project here. Negative feedback is welcome, as well as positive feedback. Refrain from flaming. Attempt to offer solutions to problems you find. You know, good feedback -The goal of this thread.