Blink Defense
Units
This map was done with the beta editor before the release of SC2 and only kept as a reminder of the idea of this type of game. Currently it has be re-worked and revised through another map Docking Bay 13
Built with a more traditional style of gameplay. If you have ever played TarpitD or HGMAD you will feel right at home with this map. However, we have decided to do away with the old school (legacy) style of dealing with how one acquires heros and/or other units. Instead of bringing X units to a location, you purchase initial units right from a custom UI dialog.
This defense moves away from the mindless build, upgrade and kill. It focuses more on using the right unit for the right situation. There are 3 tiers of units availible for players to choose from. Tier 1 is basically going to be your starter units that hold up well early game and start to loose their luster late game. Tier 2 units are the most usefull as they are equipped with all the abilities and can detect stealth units. Tier 3 units are strictly there to do massive amounts of damage. Using units in the right combination can be a key factor in defeating the map. For example, the hunter-seeker weapon is to slow to catch almost any unit. However, if you use them in conjunction with the hydralisks ensnare ability you can do some crazy damage. Or just pile up on the faster shooting tier 1 marines, blink the units to the rear of the path and let the marines kill the target of the seeker missle to detonate it prematurely.
Upgrading through the tier system requires players to bring a certain number of units to the morphing station. For example, if you load 5 marines into a bunker you get a ghost. 5 ghosts gets you a marauder...etc. While we realize we could have just allowed purchasing through our custom UI dialog, doing it this way allows us to keep units on screen to a minimum as well as increase complexity and difficulty of the game.
Map Features (so far...)
- - 5 Puchasable units
- - 6 Abilities for Tier 2 units
- - 3 unit tiers
- - 15 non-stop action packed levels
- - Computer AI with interesting mechanics
- - Display window that shows info on the next wave
- - Some units have different attacks
- - Ensare Ability (My take on the SC2 version of the classic ability)
- - All units can blink
- - Warp Prisms across the map to allow for even faster travel
Next Patch
- Now a 2 player game where each player controls units and economy
- Computers units no logner die to nukes
- Added a visual FX to any unit under the effects of hamper
- Increased chances of event to 33%
This map is a WiP and is basically done except for balance and adding special features. All input, feedback and ideas are welcome and encouraged. This map is being worked on by a group of individuals (TnT-Productions) with a goal in mind. That being said, the ETA for this map is 5/12/2010.
Currently in Testing/Balancing Stage
Changelog v.2.0
- Damage done by all units increased considerably
- Vikings (tier 2 unit) now have the heal ability
- Zealots health increased to 150, up from 100
- Zealots shield regen increased to 4/sec up from 2/sec
- Reduced number of broodling escorts that spawn after a corruptor dies to 2, down from 10
- Collosus can no longer be attacked by air units
- Increased the health of all Tier 2 and Tier 3 units.
- Nydus Worms are now considered structures.
- Increased the health of Nydus Worms by 2000.
- Increased the damage done by hellions to structures by 500.
- Immortal's Guardian Shield now properly makes units immune to all damage for 1 minute.
- Increased the energy required to use Guardian Shield to 200.
- Reduced the energy regen of Immortals to .8/sec
- Increased the amount of Stalkers needed to make an Immortal by 1.
- Fixed the upgrade key icon to properly show unit tier upgrades.
- Fixed an issue with the Collosus killing itself and allies with splash damage.
- Greatly increased the damage and fire rate of vikings.
- Lowered the health of all the players ground forces.
- Increased the damage of the Ghost Sniper Shot to 10000.
- Increased the energy cost of the Ghosts Sniper shot to 200.
- Nukes will no longer kill enemy units.
Changelog v.1.0
- Finalized the damage done by all units to help streamline the balancing process.
- Special Events now happen randomly each level
- Added a life counter dialog bar
- Created transmission for some of the events
- Added sounds to signify the start of each level
@weawer Localized :p
would be nice to see people uppload both a version with us localisation and one with engb localisation
cant pick a hero plus i get some weird typo bugs
@yourmom2161
I have it set up for 3 players. 1-2 people and 1 computer. I have this idea to let player 1 and 2 share unit control. Not sure how well that works and I still haven't tested it. It might work if you play with people you know but I just concerned about playing with a random person and you end up fighting over control and which units to buy. I am currently aiming to balance it for 1 player so if I do add another player I would basically have to rebalance it. So yeah, that's why more than 1 person can join the game.
Also, all tier 2 units can detect stealth. In the next release I am lowering the cost of scvs and missle turrets to 1. I will also be trying to add info/tips that periodically pop up from time to time. The turrets will do 0 damage so I might just use a different unit all together (sentry tower most likely).
Thanks for the feedback!
Tried playing with a friend, wouldn't work though. He was set to the enemy player and had control of all the spawning units. Otherwise pretty fun to play alone, died to observers because the only detection I could figure out was missile turrets that cost 100 minerals.
i have a screenshot and replay of some glitch with broodling right after i took this i was attacked by 100's of them:) Im running it on a Athlon 7750 at 3.0 ghz 4 g ram MSI 9800gt geforce
@BrogMan
Thanks! Yummy feedback.
Ah, I forgot about making the bunkers invincible.
The tooltips aren't all correct. The upgrade key says "5 units = x"...its all off by 1. So bring 4 instead of 5.
About the broodlings, at first I only had a few spawning but decided to push the editor and see just how many units I could get on the screen without having issues. So when they die by either the player or at the end of the path, 10 per will spawn. I plan to set that number down to 2. I am pretty sure when they come in groups there are 7 coming every 2 seconds for 30 seconds. Right now thats 1050 broodlings. 0.o Needless to say, on my end, the map can make it to about the level right after that (even if I don't kill anything) before it starts chugging. Also, I plan on making units that are close to the immortal when it has guardian shield active immune to damage (like the tooltip says).....so I may just keep it at 10. But I dunno, there really isn't enough time to react in that sort of way for all units one might have across the map.
Also, the slow movement is an ability from the Battlecruisers. If you look at the info dialog on the level before it shows you the name of the ability and what it does. It's called Hamper and it puts your movement speed to .2 but it only effects units that attack a battlecruiser. Since its the next to last level, I left it active. I think it is great cause it forces you to use blink/mass recall for at least 1 level if the overseers get by. I plan on reseting the speed of units back to normal after 2 or so levels of being effected by hamper. I should put some kind of visual effect on all units while hamper is active.
Thanks again for the feedback!
First off, wow man, best SC2 Defense game I've played yet. So much fun and very original. I really like the unit upgrade system. I feel the difficulty is good when you find the right unit combos but I have found a few bugs/issues:
Most of the issues are with the corruptor level, the ones that fire the broodlings/create them when they die. I primarily use Dark templars and even though the Corruptors can't see them they still fire/release the broodlings but since they have nothing to attack they just hang there in midair until you move a non-cloaked unit underneath them. Then all of the broods fall at the same time causing some lag issues. Also, if you have any units waiting outside the bunkers or in the bunkers the broods will run up to them and destroy the bunkers which I assume you didn't intend to happen because then you have no way of combining units. Easy fix for that would be just make the bunkers invincible.
Also, i personally feel the broodlings are a little overwhelming, that's the only level I have serious trouble with, and by that I mean the only way I can beat it is to only have Dark Templars because any unit that I have that isn't cloaked almost instantly dies. One suggestion i have would be take away the damage they deal when they land and only have them deal damage with their actual claw attack.
Another bug I ran into was that for some reason, some of my units would become ridiculously slow, almost immobile. I noticed that 2 of my DT's that were slow had way more kills than my other ones but that could just be a coincidence. This slow effect lasted until the end of the game.
Last thing is that the unit combinations tooltip is wrong for some units. I can't remember each one and I wasn't able to get to the tier 3 unit for each one so I couldn't test to see if every one was right but the ones I did notice was the 5 vikings= 1 immortal and 5 immortals= 1 thor. In reality 5 vikings= 1 thor and 5 immortals=1 collosus.
Keep up the good work! I look forward to the future progressions!
EDIT: Oh, also I can't see the complete Next Wave window. All I can see is the unit portrait and "NEXT" above it, the rest is cut off on the right side of my screen.
REally hard and scv,s cost 30 mins not 20
Thank You Cant wait to try it I love DEFENSE
@zeroughnek
Just posted a beta.
when will you have an alpha
@tyrindor
Thanks for pointing out the typo!
Why do half the people that play Starcraft spell shields as "sheilds"?
Looks great.