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.
i wanna play in latin servers, can i upload him. i send u a mp
-Edit- Published on EU as "Art of Defence Classic" -/Edit- Renamed to Art of Defence Classic
I found a small issue when trying to publish the map: The name "Art of Defence" is already in use. I think its http://www.sc2mapster.com/maps/sc2-aod/ that is using it. I could upload it as "Art of Defence" (2spaces) but that will probably be annoying. I was thinking of renaming it to "Art of Defence Classic". What do you guys think?
Yep, more time between waves would be good, gotta give people a small chance of winning right :-)
Wave spawning is done with AI waves (smarter), it seems to use some spells but not all (not Storm). Still have to add more waves.
Currently: Rewriting the spawn system to allow more customization. Also thinking of throwing in a few waves with campaign units.
When I said heroes, I don't mean necessarily that the game should be hero based, but rather that everyone should be allowed to pick a hero at the start of the game, and be able to level up that hero as the game progresses, and use them to defeat difficult boss (enemy hero) units/waves.
Sorry about the lack of updates, i haven't bought the game yet so i have no direct access to the editor anymore. The reason i haven't bought it is that i feel the BNet interface is fail for custom games, while the game itself is awesome. I'll order it now.
Now about the map itself, i don't think heroes is a good idea as shamstar1 pointed out. However we could have a mode chooser at the start for Normal or Extra Mode(with heroes?) etc. Also lowering amount of units each wave and instead giving a hp buff to every enemy unit. Maybe a difficulty chooser aswell.
-Edit- Game ordered, expect new version soon.
JerryTS: You shure this is the right map you are dicussing? I have no memory of "Battle mode" or a new money system.
@nliu, adding heroes would be an interesting idea, but what I love about this map is that from a players build & tech perspective it is just the same as a regular SC2 game which makes it ideal to test and improve your skills and then apply that to other games you play (e.g. ladder) - adding heroes or other tweaks means that would no longer be possible.
I've seen far too many maps that have been ruined by over-the-top mods and ever-increasing craziness of upgrades to figure out. In summary, I think it's the simplicity of this game and it's commonality with regular play which makes it so good.
I love this map, it's a shame that it isn't being worked on any more. Can I get your permission to add heroes, etc.?
Can we have this published on the EU servers since I can't play it anymore!
Love this map - is this map still being worked on since the last update was a while ago?
Thanks!
I don't know if you check here anymore but the map isn't really fun anymore. There are a lot of problems. I really liked the older versions of this map. The newer versions are just more and more difficult and confusing. I'll list a few problem I see.
There is not enough time to rebuild between rounds. Fast unit build helps but slow building build time means that people going defensive structures are at a disadvantage. By the time a round is completely destroyed the next wave is already on its way.
The new money system is unpredictable and makes the game more rigid. Instead of getting a bonus for killing units you have to rely on killing units. If you kill more than the rest of your team you take resources away from them and make it harder for them to play. Can't people just receive a set amount of minerals/gas every few seconds.
The terrain causes people to only guard their own base. Teamwork is lost.
Battle mode is just odd. I don't get a sense of competition. When my team wins it feels like a waste because all that work building up defense and it rarely gets tested. It doesn't feel like each side is competing with each other. So when you win it feels like the game has ended for no reason.
Maybe to urge people to play cooperatively you can put a couple extra strong buildings in the center that the computers focus on and destroy THEN start going after the players buildings.
This map has the potential to be really great. It was a blast to play during the first few versions but I think the map has lost its focus. I want to see this map fun to play and popular again. I'd hate to see all the work go into it go to waste.
Well i personally find tanks very usefull as they often kill enemies before they even reach the base. For reapers you simply need to have a small force standing on the edge where they come.
Hi thanks for a map of great fun it's me and 2 friends play it and we make it through but we get stone cold beaten at the reaper level,
with their charger they go through buildings to fast and they jump up on the cliffs makes it even harder.
so please
Either Remove Building attack for the reapers or make them unable to jump up cliffs
also feels kinda bad that siege tank is out of the question on this kind of map with it's friendly fire can that be fixed?
I want to Emphasize again Thank you for a really good map I have really fun playing it just the right difficulty
(except for the reaper level! :)
For personal use ONLY (no publishing): Open the map in the editor, go to triggers and the debug section. Add debug triggers as you see fit. write "-debug" as player 1 to enable them.
O btw i have plans for removing the bunker of last wave tanks to lower lag (increase in autoturret dmg to compensate). Also lowering amount of units each wave and instead giving a hp buff to every enemy unit.
Hi Exuvo, is there a way to play this solo with cheats? Thinking of loading it with SC2AllinI loader but the mineral and gas cheat dont work as you have to play with the mapsettings.
I have a few tests coming up next week so i won't be able to work on the map.
How are you even supposed to kill "Irritations"? I tried this map with 2 players, that's (2 x 1000 x how-ever-many-armor-an-irritation-has) hp worth of damage. Now way you can kill them before the immortals show up. I like the difficulty and challenge of this map until that point, but those guys make it impossible.
Thanks for the comments! Ill work on giving hatchery 3 larva and a elapsed time field. Having double waves show correctly will take a bit more work tho, as ill need to rewrite my spawn system for that to work (easy but takes time). Will work on it this weekend.
hum, hatchery shoult have 3 larva at the beginning, 0 just sucks; then what is this double wave spawning about? Oo i mean i thought yay 20 ultralisks but no, together with um 30hydras and like 50 cracklings; and the banshee with vikings... and you should add a timer showing the time u survived till now and yeah thats it for the moment