Art of Defence Classic
A remake of the original starcraft "Art of defence" map. The point of the map is to survive all the attacking waves. The original was difficult and i am aiming for the same difficulty. It is fully playable but needs a bit of balancing. Amount of enemies scales with the amount of players. Upgrades normaly having 3 levels now have 127 levels.
Video here provided by Myelini!
Please come with suggestions on what waves need to be balanced.
Published on:
- EU - exuvo ([email protected])
- US - Publisher needed
- Other - Publisher needed
- Latin servers? - YeyenKo ([email protected])
-ToDo- (paused due to working on Cruiser Command)
- Add about menu (links here etc)
- More levels
Changelog is at map download section.
Just beat this on my first try. Terran is the race of choice. For the first few rounds, just blocking the entrance with a couple of Planetary Fortresses will suffice. During that, get up a large amount of Orbital Commands, which will allow you to spawn insane amounts of mules, so you can send all your SCVs to gather gas. Now, get up lots of starports (you could also go for marines or Thors or whatever) and start building vikings and banshees, and also get up 10+ armories. Constantly upgrade Weapons and Shields in all of your Armories and youre Banshees and Vikings will soon be unbeatable.
been trying to play this solo a bunch... ive gotten up to wave 15 as protoss and terran but after that it is pretty much a rapefest. if anyone would like to try this on Bnet my info is (metiC.vectors -this is also in my account info if you cant remember). i agree that creep should spawn immediately for hatcheries, it would make the first few levels much easier. also i agree with Repressed in that the fog should be removed since it would be nice to be able to see everything from the get go, gives us that extra few seconds to prepare.
p.s. everyone should be able to easily get up the immortal level atleast when you are soloing as terran and protoss, the early melee waves are easy to cheese with a choke + worker block off.
Thanks for the vid myelini, really helps me see how the param/value stuff looks. I have some time right now so ill continue working on upgrades.
-Edit- Woo update that should fix problems! Hopefully the tank reduce will suffice for lag issues. With upgrades working protoss should be able to block a bit better now. Also more videos are greatly appreciated so that i can see what needs balancing.
-Edit2- Lame fixed spelling on the poll and lost the votes for that choice..
I recorded a video of my friends and I playing this map so I wanted to share it to people who haven't downloaded it and wanted a preview.
The video can be found .
Upgrades don't work beyond level 2 as stated in the changelog so that was sort of a bummer although we had four players testing out the map. After a few trials, we decided to go all Terran and block the choke with Planetary Fortresses and tanks on the choke.
Nothing much else to say except exuvo could probably use this and make any changes he/she might want to implement for balance issues or fixes.
Victory with every race. Terran and protoss are fairly easy, zerg have issues. Early on sunken spam works with some roaches thrown in, but later your only viable option is to mass brood lords/corruptors. Problem is that units can still shoot air units over a cliff. I couldn't actually beat the last wave as zerg due to the sight issue; turrets/ghosts were able to kill about 30 brood lords before I killed even half the forces. Only won because time expired before I was wiped.
A few things I noticed: 1. Level 3 upgrades don't work for any race 2. Zerg need to start with their hatchery creep already spread; it makes the first wave more difficult than necessary because you have to wait for creep before you even build a spawning pool. 3. Last wave is very very laggy 4. The last wave drops turrets/bunkers all over your fog of war because they're considered buildings (probably contributes to the lag). Most likely fixable if you just give people 100% sight; not much reason for fog of war in the first place. 5. Most waves probably need detection of some sort or protoss can do some dark templar cheese.
Eh solo zerg is possible. To get past first few waves is to get multiple queens to heal your spine crawlers, need roaches out for zealots, suicide roaches one by one for baneling wave, have mutas out for immortals, yada yada. Fun game =D
nicely done but my PC has problems with the last wave, we played Terran and Protoss and those 400+ tanks were just too much.. we had like 5 fps but in the end we won. :)
i cant wall in cuz im zerg i got to BCs as tarran and i had no air so i got killed
Zerg is almost impossible if your alone, not much i can do about that. I will look into the upgrade problem. Also sid696 you need to wall of your base if you are to survive anything.
I played your map and won, but i have massive experience with defence maps in RTS, though i'm no pro scene player. Played zerg first, got steamrolled (cant really get defence or enough zerglings to survive the first wave in time, though zergs my weakest race). Played protoss and managed to just make enough cannons in time for the zerglings, and was fairly easy from thereon out, even managed to survive your badass tanks with turrets and bunkers strapped to the top of them, that was awesome lol, they broke into my base after my sentries ran out of forcefield energy and demolished me almost, but i managed to kill them before they killed me lol.
Good map, some things i noticed:
Although you can keep clicking upgrade on the upgrade buildings (at least for toss) the units stats dont visibly change, nor does the upgrades go "lv4, 5, 6" ect so i stopped upgrading once at 3 when i noticed it wasn't going up from there
i managed to hold off the air waves easily since i figured they might not go to the choke, so i had defence set up around the edges waiting for them
I don't know how balanced this is for zerg, but for terran its probably perfect, toss might be a bit too easy and zerg.. probably too hard lol, not sure how you'd get a balance unless you race restrict the player, but of course this only matters 1v1
Haven't been able to test multiplayer the new patch 11 for US might've broke the custom MP trick =/
This map was way to hard i was getting my fist few troops out and the lings steam rolled me. plz make it less lings on fist wave. all tho i like the map. o can you make it so we can chose our race
Actualy thats a feature :D to make air waves (and reapers) more challenging. The overseers and the void rays go to the center before attacking the mains. Also thanks for trying the map! Localisation should only affect the text saying what unit type the spawning wave is (the unit name itself should show up fine).
Air units do not path to the choke point before attacking the mains, may be an issue of localization though (I'm on enUS)