Destroy All Monsters v1.24b (Battle.net fully functional)
Visit our website and forums:
http://www.theonslaught.org/forums/forum.php
Most recent game play video:
Hopefully with music people won't hate.
Lyrics include:
(STAND YOUR GROUND THIS IS WHAT WE ARE FIGHTING FOR, OUR SPIRIT AND LAWS AND WAYS)
(CRY HAVOC AND SLIP THE DOGS OF WAR, FOR HEAVEN OR HELL)
http://www.youtube.com/watch?v=obb6nis65f4
How to play/game play tips:
Defend the city from monster attack.
Use your dropship to deploy squads.
All city buildings are garrisonable, larger building are generally more durable/can contain more troops.
It's vital to use the city's buildings to aid in your defense, most monsters will kill unprotected units very quickly.
Protect the Capitol building(nexus) from being destroyed.
Infantry are extremely vulnerable out in the open, and work much better while firing from buildings.
Vehicles are vulnerable out in the open, but typically have very high attack values at very long ranges.
Aircraft are typically support units that work best in conjunction with ground forces.
Generally the best strategy involves a defense matrix of many different units with over-lapping fields of fire.
Pay attention to unit attack bonuses and monster attributes. All units you can deploy have tool tips explaining their strengths and special abilities. Monsters have very large health pools and base armor of 3, but take double damage from certain unit types.
Type -zoom to change camera to tactical mode.
(Multiplayer mode ON by default)
Type -solo to activate single player mode
Type -multi to re-activate multiplayer mode
I set the trigger for Godzilla to wait 60 game seconds before attacking the city, so you have a little bit of time to prepare before he starts to wreck everything.
Random mode has been added!
40 different monsters(not including claw and gigantigrub) are assigned to a pool of units.
One of these monsters will attack the city from a random direction.
When that monster is killed, a new random monster will attack from a new random direction.
Defeat 17 super monsters(not including any claws and gigantigrubs) to beat this mode.
Monsters don’t wait as long before attacking in this mode. (only 5 seconds vs normal 20+)
Every game should be unique in random mode, no two games will be the same!
Any comments and questions are welcome, enjoy the map!
Thanks for this map. It is outdated at the moment but there are still some interesting mechanics.
lol you noticed it was corrupted eh? That was a fun version...
The Data editor pack is all I'll post on this website though. It's the game minus triggers and terrain, but contains all the data editor work.
So you know, ppl dont outright steal my map like I've been seeing happen.
I want people to have access to my work, but to just download, and then straight upload to bnet is a no.
The new version map you posted here is corrupted, please re-upload your map.
Took back the name Destroy All Monsters.
Fixed two critcal bugs, one with normal mode, and blink bug.
Visit us online @ theonslaught.org
I hosted a new version that actually works as co-op vs ai and doesnt allow players to choose the monsters. Look for TheOnslaught on battle.net for the ACTUAL WORKING version!
Please use the new version, the problem of Megalisk(godzilla) not being able to move is pretty game breaking.
Yea it's a little anal at the moment, I'll upload the version that is bnet friendly. Removed every occurrence of 'god'.
The interface to play on battle.net is REALLY screwy at the moment, you have to be very careful that you and your friends are all 'terran' players and the the AI takes the 2 slots for 'zerg' and 'protoss'
Other then that, I played a few games online tonight, and its pretty neat!
I can't seem to publish it because of the word "god". Seems blizzard has it as a banned word, and you can';t even have it in the map name. Tried renaming it through the publishing renaming thing, but I guess all of the "god"s in the description and such still prevent it.
It's a little hard to read your broken English, but I'll try and help.
I'm not really sure I understand your problem. If you are playing it through the editor, it should work fine. I just downloaded the latest version and ran it as a test with no problems. You shouldn't be using the 'sc2 launcher' (I don't know what SC2ALLin1 is), use these instructions:
How to install (single player):
Download the map.
(Windows XP) Place the file into
C:\Documents and Settings\Owner\My Documents\StarCraft II Beta\Maps
Launch the map editor (should be located in the directory you installed Sc2 Beta)
Load most recent version of the Godzilla map.
Hit 'test document' or 'control f9'
Enjoy!
Excuse me, it looks like you all guys are able to try this map.. i m using SC2ALLin1 and i cant manage to make this map working.. all is ok but nothing hapend :s no creeps etc .. it s about the AI i supose how can i do to play this? do you choose 1 computer player ? 3 ? have to use something else than SC2ALLin1 ? (sc2 launcher)
hope you can help
V1.26a
Multiplayer support!!!(should be fully functional, currently untested)
Monster attacks of all kinds should not affect invulnerable units
BC triple period, triple damage, half total energy, increased cost per shot to 4.5
(Unit is basically the same, but fires less to cause less video lag)
Double missile turret damage, double period
(Unit is basically the same, but fires less to cause less video lag)
Fixed bug where zerglings, claw grips, and gigantigrubs can be selected for boss bar (in random mode)
Building death time reduce to 60 to allow rebuilding on terrain after 60 seconds
Dropship can no longer create vehicles or air units
Mammoth added; mammoth can create vehicles, can also create thor crews
ATC added; ATC can create air units, can call in air strikes that damage and stun monsters
Dropship, Mammoth transport, ATC can build missile turrets(low cost, high damage, low health, low monster attack priority)
Dropship can build bunkers(basically a medium building)
Rebalanced starting energy levels as well as reinforcement energy levels
Increased all monster’s health by roughly 10,000
Added hotkeys for all abilities
Increase bomber cost
Reduced bomber damage and range
Cleaned up victory trigger
Changed commands for zooming and panning
Type -zoom to change camera to tactical mode.
Type -zoom2 to change camera to stragetic mode.
Type -dropship to pan camera to the dropship.
Type -mammoth to pan camera to the mammoth transport.
Type -atc to pan camera to the ATC.
Leaderboard is online!
Tracks how many player units, player buildings, and computer monsters are killed!
Added fry guy, lashlayer, war machine, megamek, slugadon, bane, saucer
Added detection to saucer
Expanded random mode to end after 12 kills.
Reconfigured boss bar triggers for multiple bosses on random modes
Add option for double monsters on random and endless mode
Yup Thor buildings. They're a lot more useful in random mode if the same lane keeps getting attacked over and over. Eventually I want to add actual buildings that players can place (probably limited to a 'barricade' type, bunkers, and missile turrets) but in the mean time they can mess around with instant-mobile-building-Thor!
Normal mode is perfect for trial and error. You get to see each monster once and they attack down predictable lanes. The real game, I think, is in random mode. You have no idea which monster is attacking from where. Sometimes it's too easy and sometimes it's brutally hard, but it's definitely random every time. :P
In regards to your suggestions. Random is done, it's a whole new mode and a much more interesting and engaging game, once you learn the basics from normal mode.
As for predetermining the type of armor going to attack...
I sort of have this in random mode. The monster spawns when the countdown starts, so you can fly your dropship or other units out to scout the monster before it attacks. Of course, if you use your dropship, you can't use it to deploy troops in the city at the same time. In multiplayer, you can have 1 person use their dropship to scout the incoming monster while the other players prepare.
I don't like the idea of the preview coming in the form of minions though. The break time between attacks should be purely for setting up a new defensive position, not dealing with annoying weak monsters.
These annoying weak preview monsters cause 2 problems:
They attack somewhere you have no troops, in which you can see what their armor type is, but they pile up and actually become a sizeable threat if ignore for too long.
OR
They attack where your defenses are already set up, in which case they are dying so fast you don't have time to click one of them to see what armor attributes it even has.
About the dropship energy. I agree, somewhat. I once had a Roachasaurs down to 250 life. Three digits, but I ran out of units. I'd wait for 4 energy, get marauders, put them in a building, and he'd kill it fairly quickly. All the while his life is regenerating at an enormous rate. I don't like the idea of an energy 'well'. People would just sit on it and create units there. I think something should address this though. I'll probably add a one time emergency use ability to 'inject' the dropship with... maybe 50 energy, which is only usable if your energy is below 10.
If you've lost all your troops, and then again after the 50 energy boost, well. Game over, you lost. There can't be infinite recoveries or I might as well give the player infinite energy to start.
As for co-op, I'm changing the triggers to reflect a multiplayer game, but I won't release a co-op version until Blizz releases their official multiplayer patch. As soon as that happens, I'm pretty much ready to release a version with full multiplayer support (although it will need testing).
Pretty tired tonight, I'll respond to your new comments tomorrow. In the meantime:
V1.25a
Changed load screen text
Thors slowly self repair after existing combat for a period of time
Reduced thor price
Increased size of region where empress is allowed to create minions
The western river has dried up
Empress can now spawn either a claw grip or gigantigrub when she dies. (random mode only, normal mode still only spawns gigantigrub)
Added special victory actions to several player units.
Fixed typos in triggers
Changed a few triggers in preparation for co-op mode(not ready)
Random mode has been added!!!
8 different monsters(not including claw and gigantigrub) are assigned to a pool of units.
One of these monsters will attack the city from a random direction.
When that monster is killed, a new random monster will attack from a new random direction.
Defeat 10 super monsters(not including any claws and gigantigrubs) to beat this mode.
Monsters don’t wait as long before attacking in this mode. (only 30 seconds vs normal 60+)
Every game should be unique in random mode, no two games will be the same! You might see 10 Godzillas all attack the same lane every single time. And if you do, you should probably play the lottery or go to Vegas!
Endless mode has been added!!!
Endless mode works like random mode… except you can never win. You just see how many monsters you can kill before you are overrun.
Changes sound sweet. Thor buildings :O
I actually had some more feedback too, but I didn't want to overwhelm.
I played it a couple of times, and I felt that for the first couple of monsters, trial & error is really important. When I first played, I had no idea which infantry to get because I didn't know what type of monster was going to attack me. So I just got whatever and when he showed up, I saw "Oh biological - I'll get some zealots." But then I had already burned my energy, and he blew me away because I had a bunch of ghosts and couldn't do enough damage. I lost but then I knew to get zealots next time around. I then lost on the 2nd monster because I got the wrong type of infantry again. (but then learned which one and therefore passed the second monster my 3rd attempt)
So I have two suggestions in regards to that, one to make it harder and one to make it easier:
A) I think it'd be cool if the monster order were randomized; that'd prevent players from just memorizing what unit to get when.
B) at the same time, it's pretty essential to have the right type of infantry so players would need some way of pre-determining the armor type of the attacking beast. Many ways to do this... one that comes to mind is create a couple weak waves of a certain monster (the big beastie's offspring, if you will) which'll have the same armor attributes of the bigger monster. So mutalisks for biological - hover - light, for example. Or to be really mean, you could have several different types of monsters, each one giving a hint as to the beastie's multiple armor types.
My comment about the medivac energy being low was mostly that if my units get killed and I was low on energy, I really had almost nothing to do except sit there and watch my energy bar refill. I just think that if there were some way to speed it up, maybe like an "energy well" near the nexus that doubles its energy regen, some of the frustration of losing would be ameliorated. Not to mention it'd provide additional strategic depth.
Lookin' forward to co-op
Cheers!,
Xen.
@Xenrathre
Now that is some excellent feedback.
Your first point. I completely agree, and I know exactly where your infantry was running into the load problem. (the area with lots of mansions attached to a house and a garage)
I was going to increase the load range for all buildings at an increasing rate depending on size, but I decided to just make it a flat range across the board. It might look a little funny infantry being able to load into small buildings from so far away, but there's good reason.
I warned you to keep track of your medivac! Still, if you overwrite your control group you could run into trouble.
Shift+D will now pan your camera to the dropship.
Thors... I totally see what you mean about them. Without them it's tough. With them and stun spam, they are extremely overpowered. Since that's the case, I've removed thor stun... however I've redesigned the thor's purpose entirely.
Hit points increased to 1250
Base armor increase to 3
Damage reduced to 20
Can now load infantry like a bunker, infantry inside a thor will fire normally
Basically thors are now mobile buildings!
The central theme of the game is to use the city to bolster your defensive positions. For pointers on killing monsters without air and without thors stun, see this video(which also has a stun kill, which is now outdated):
And that comment about completing the map with air units only was on a older version of the map. Some of the new monsters are designed to destroy air units specifcally, so only air is pretty much impossible now.
As for the medivac running out of energy... hmm it's not that bad, every monster you kill nets you a energy boost and she does regen over time. Just fall back on that key idea of using buildings to the utmost. You really need the huge HP that buildings provide to 'tank' monsters. Of course, there are some monsters who are specifically excel at destroying buildings as well....
In regards to multiplayer, I agree with you on player controlled monsters. However that would be an entirely different sort of game, based on very specific objectives. Monster players will have to fight a timer, preventing too much stalling/hit and run regen, for example.
In terms of co-op, I respectfully disagree. My end goal for this map is to have different people with different assets working together to achieve a common goal. I dunno about you, but I think trying to micro infantry in buildings, moving tanks into position and sieging them, and having an air force attack at just the right time(when a monster is busy killing something else) for banshees to hit and run before their very short cloak runs out, that is too much micro for one person to handle. But for 3 people working together? That would be wicked sick to see if they are well coordinated in their efforts.
Also, when sc2 hits release, there are going to be a TON of new unit graphics that are going to come out (firebat, that hover tank, wraiths, reavers, and that's just off the top of my head)
I want to add all those units to the game, but that's just way too much to pile all into a single dropship, even if I divine it into sub groups, I think that's just an information overload for a new person to soak in when first playing the game.
Splitting those assets among three people allows me to create more assets for the players, as well as giving each player diverse forces to play with. And hey, it adds replay. (Last game I was the infantry commander, next game you be infantry commander and I'll be tank commander.)
I definitely will keep your mind the ability to load into allied units/structures. The new thor design would be even more awesome!
Interesting fun map. I have some feedback for ya:
-Probably the most annoying thing for me was some pathing issues where my infantry would have to run around a huge distance in order to enter the bunker/building because they could only enter from one direction (even though they were standing right next to it from the other direction). I would advise changing the Range value for load/unload ability to something non-zero; I believe that would fix it.
-I often lost my medvac because I accidentally overwrote its control group. You should include some way to select, e.g. a dialog button that, when pressed, causes the player to select the medvac.
-Without thor stuns I found this impossible. With thor stuns I found it totally easy, I stunlocked every monster. That was the only strategy that worked and the only strategy, once found, that I needed. You say, in a previous comment, that its beatable with only air, but I don't see how. At one point I was battling a hover monster and he killed all of my vikings in a single shot. Which brings me to my next point...
-If a player's medvac runs out of energy, they literally have nothing to do. It's quite frustrating, especially when any units that I do create get immediately killed (or their building immediately killed and they themselves soon after). It seemed to me that the map was either impossible or too easy.
For multiplayer, I definitely would NOT want to play against human controlled monsters; I just can't imagine that being very fun for the monster, and I can foresee a lot of really annoying stall tactics. I would much prefer to work together to control against computer monsters though I don't agree with the proposed idea of each person would get infantry, vehicle, or air -- why not let each have all three? Letting bunkers load up allies is pretty easy...
New version, biggest new feature is the addition of 7 new super monsters. Enjoy and leave feedback! By the way I haven't downloaded patch 12 yet, so if you have patch 12 and the game works (or doesn't work) let me know.
V1.24 changelog
Modified some monster health bars to be more visible
Added ultraling, empress, ufo, bad year blimp, mech-taran, desecrator, and grub monsters
Changed roachasaurus to ground movement
Double energy cost for infantry
Double amount of units deployed per use for infantry
Fixed the shift exploit that created free units(You can blame MikaelHepp for that lol)
Fixed some tooltips and unit names
Banshee redesign
Start with 0 energy
Max energy capped to 50
Ranged increased, damage increase to 30
Added stealth detection to several monsters (Mecha-Tarantuan, Godzilla, Bad Year Blimp)
Glad to help^^
The problem with spawning free units has been fixed. The new version(along with other updates) will be out shortly. That's what I get for using a trigger based ability instead of just using the data editor. :P
Thanks for letting me know, I never woulda even thought of that.