Infested Arena
Infested Arena
By: Etravex
Summary
You, along with three other companions, are being deployed into the Infested Arena. You will have to work together as a team to make it through each round. You will have to revive your fellow teammates when they become incapacitated. You will have to dispatch hordes of Infested as they relentlessly attack for 3 minutes each round. You will have to gang-up on Special Infested Units (SIU) before they pick you off one-by-one. You will have to spend your money wisely to upgrade your hero to fit each occasion. Good luck
Features
- 4 Player Coop
- 4 Different Specialist Heroes to choose from
- Individualized Specialist ability training with each level up
- Neutral Shop allows further customization of your Specialist and weapon
- 5 Difficulty levels to master which alters your Specialists starting HP/energy and the number of Infested that will attack each wave
- Incorporated "Incapacitated" system for Specialists once they reach 0 Health
- Specialist Hero Level Cap: 20
- Unique and specialized Special Infested Units (SIU) and Bosses.
- Currently 20 Rounds with 2 boss fights at rounds 10 and 20
Defeat: All Specialists are Incapacitated at the same time Victory: Survive through 20 Rounds
Specialists
Salv Abilities Included:
- Flash Heal - Instant Heal on self or ally (can be upgraded to include resurrection)
- Black Hole-AOE damage/crowd control spell
- Rejuvenating Tower-Heal teammates
- Shadow Step-Blink to another location, while leaving behind a shadow of Salv for the Infested to attack and giving a 5 second movement speed buff
Dead Eye Abilities Included:
- Dead Eye's Glaive-Throw a single glaive that splits into several glaives to hit multiple foes
- Thermonuclear Capsule-Damage everything in a single line, everything that is not killed is stunned for 5 seconds
- Phase Shift-Blink to designated position and give Dead Eye a Damage boost for 5 seconds
- Repulsion Tower-This tower emits force that only throws back Infested units
Seifer Abilities Included:
- Drone of Safeguard-Deploy a temporary drone that boosts all ally armor
- Ignition Wave-Start a combustive wave in a designated direction (AOE attack)
- Taunt-Pull Infested away from allies and draw them to attack you
- Psionic Barrier-Surround Seifer in a protective shield that reduces incoming damage and gives a minor health regen
Blaze Abilities Included:
- Napalm Bomb-Launch a devastating Fire explosive (AOE attack)
- Airstrike-Call in an Airstrike that drops missiles to designated target (AOE attack)
- Projectile Protectorate-Deploy a protective shield that brings all incoming enemy projectiles to a halt
- Rocket Jump-Get out of harms way by rocket jumping to another location, also grants Blaze a 5 second attack speed buff
All Skills are fully upgradable as the Specialist levels up
Randomizing the Infested Rounds
On top of your mass hordes of Infested units, I have implemented a random generator during Rounds that deploys Random Special Infested Units at Random Locations, at Random times. In essence, every round is different and every play experience is different.
List of Current Special Infested Units
1. Aberration - Extremely high Health, slow movement speed, high damage, can traverse up and down different elevated platforms
2. Creeper-Sent in to the Arena to cover it in Creep. Creep allows all Infested units 30-100% increase in movement speed and -30% to Specialists
3. Burster-Extremely fast moving suicide unit. If you kill this unit before it hits a specialist no harm is done. If it bursts open on a specialist all surrounding Infested units are put into a frenzy increasing their movement speed, attack speed, and no longer have collision with other infested units (allows units to stack) and the specialists who was hit becomes the primary target of all Frenzied Infested units.
4. Infested Puller-runs into the arena for one purpose... To pull a specialist out. Once the Infested Puller latches onto a specialist the Player loses all control of his Specialist as the Specialist is dragged out of the arena to be attacked by mobs of infested units. Only a fellow specialist killing this unit will release the specialist. (Only available for 2 or more players).
5. Infested Blade-Buffs all surrounding Infested with an attack upgrade. The Infested Blade has extremely high damage and can charge (while avoiding collision with other Infested units) towards specialists.
6. Infestination-A flying suicidal unit that Kamikazees into a specialist. If contact is made the Specialists is rendered unable to move or attack for a 10 second duration.
7. (NEW) Propagator- Spawns several Festerlings every 10 seconds if you allow this unit to burrow in the Arena
8. (NEW) Bulwark- Heavy armor SIU, continually buffs surrounding Infested with stackable armor buffs. Kill fast or the armor will stack quickly.
Note: Some of these infested units do not spawn until later rounds and all are set to randomly spawn at different times, different locations.
Unique Boss Battles
Incredibly powerful boss units that don't just have high health and damage. Rather, they have abilities that make the Specialists have to strategize to take them down.
Newly Implemented unique and individual specialists weapon modifications that enhance each specialist class.
Currently working on:
- More Rounds
- More Bosses (and rework on current bosses)
- Higher Level Cap
- New Abilities and weapon and ability modifications
The second boss really need some kind of nerf, either on its armor or its hp and shield because it takes too long to kill and it becomes really tedious. Also when killed it sometimes bugs so that it have about 500-1k hp left and no more wave will spawn.
the Zen boss is imba.. it spawns 15 copyes that 40 dmg per shot (2,3 shots) that ontop of all chase you -.- can you count how much dmg does that do ? i get incapacitated with everything on max upg before i even get up from the ground..
OK found version 2.37 on EU server. Unfortunately it's very, very low and 2.27 is 2nd most popular. But i managed to make 3-player party and game is much better now. I didn't get to play Zeratul, but he seems cool. Too bad one jerk picked Savage difficulty and we didn't even make it to third boss.
As for farming issue - for me it's flaw. Game should be balanced so there's no need to farm in order to win. I'll even say more - maybe it would be better if broodlings in first boss battle gave 0 money.
Generally boss levels are cool but just bit too long. After some time killing eggs, gets boring.
I'll had something for the boss with the crystal eggs : remove the eggs destroyed model after sometime, because we had tons of destroyed eggs laying the floor and messed it up.
Third boss is still spawning way too often with the mirror images if you lack Seifer.
Diarden, I have been considering this aspect of farming for awhile now. I have recently implemented timed lives on the spawned propagators. Instead of 4 Propagators spawning there will now be 6 with a 50 second life. Festerlings have been restructured to move quicker and avoid collision with other units.
Hopefully, in other rounds Propagators will become a higher priority to kill, due to the movement restrictions Festerlings will now create for the Specialists.
This should also allow teams who want to farm a small amount of time to farm, but not be able to sit there and become to powerful
Etravex,
My latest experience was a bad one. Now, I know tweaking the triggers and the boss fights is a pain in the ass, but is there a way you can make the spawning phase of boss 1 (round 5) a timed event?
Dont get me wrong, I would love to farm til im blue in the face (I was duoing with a guy, and we racked enough minerals for me to get 18 armor, 1,000 damage and all my upgrades on the melee guy) all within a short span of time. Stand in the middle and letting hundreds of little shits swarm while you mop them up and upgrade to your hearts content. When boss 2 came, I didnt have a chance to test everything out because he died in less than 25 seconds.
I guess, for a suggestion... Can boss 1 be tweaked so when he splits, those splits are only out for a certain amount of time... say they have a timer on them... or, while they're out, he's still around spiking folks and doing his poison blast? The fight is not difficult in the slightest, so I wouldn't see that as an issue.
For those of you Not on NA Server I have no control over the publishing of the latest version of my map. I have several individuals publishing for me on various other servers. Right now the most current version of Infested Arena is 2.37. If you aren't playing this version than you will experience many bugs (which have already been fixed in the latest version) such as blaze falling through the floor and the licker perma pull bug.
Keep looking for the lastest version on your server. Again, it's version 2.37. This is the one you want to play for several bug fixes and balancing adjustments.
As time goes on the publishers will publish the latest version give it some time.
Thank you
Etravex,
I will try another round right now of Arena. I will have the group focus on the eggs on boss 2 and see how fast we can take it down. Thank you for the quick responses.
Anyone who is publishing maps for me on various servers please download the most current version as a serious fix for the first boss has been implemented, as well as, and armor bug with the remaining bosses.
Thank you
Diarden,
Thank you for your comments. I have placed a fix for the First boss. As for the Round 10 boss comments. I had a problem with the boss armor upgrade which is now fixed. I haven't changed anything else for that boss encounter because as long as your team has some good dps the eggs can actually drop within about 3-5 seconds. If your team is not rounded for DPS I would suggest pulling the boss away from the chrysalis so that he doesn't receive healing.
FIRST BOSS HP FIXED
To make a few observations these last few runs...
1. Blaze is broken again. He will get stuck in the floor when attempting to jump, and will take 3-4 more jumps to finally get out of the floor. This is pretty hazardous to his health, seeing as how he will not react for a good 5-10 seconds while under the floor, thus being prone to attacks.
2. Boss one having 100 hp is a bit cheap. One shot and its dead. Its a glorified first round mob that drops 3-4 mineral crates, and has no epic quality.
3. Boss 2 is too overpowered, seeing as how boss 1 does not give the party enough minerals to beef themselves up to the new quality. A few things to note...
- The health regen on the eggs is too high. With a full party, we've noticed that by the time we kill one egg, there's a few seconds of opportunity before another egg spawns.
- Because of the above, there are no more minerals/health packs/energy packs/gernades spawning during the fight. Should the fight last longer than a short amount of time, the healer can no longer use healing beacons, the tank cannot use armor beacons... etc. The longer the fight lasts, the harder it is.
- Also, the boss itself has 20k hp. While an egg is up, if the entire group focus's on it, they can kill the egg in 30-40 seconds. That being said, the boss can easily regen 3-4k hp in that amount of time. If the group decides to split their focus, the boss will only regen 1-2k... with a 10-20 second window to continue dpsing. This calls for a very long fight, and the above will happen.
- The easiest way we found to fight the boss was get him pinned in a corner, and have the new melee unit invis and hold him in place. This gave the group enough time to dps while the boss freaked out trying to pull itself from the hole. That being said, this should be looked at as it should not be the case.
Some suggestions for boss 2.
- Make him see invisible, making the melee unit need to strategize better, and not allowing the group to bug the boss out.
- Lower the hp of the boss by half, but increase its movement speed making a kiting frenzy useless. This makes the group needing a tank, possibly someone who knows how to play Siefer.
- Slightly lower the regeneration effect of the eggs, or their hp.
This is just my observations and perception. I do like the lengths and strides you have made to improve on the game, and the boss fights are unique. If my post is taken well, I will continue to offer my observations and suggestions.
[US Server, vers 2.36, Normal difficulty] The first boss at level 5 spawned with 100 HP. Of course, such a fast boss fight meant no money from farming broodlings, which is pretty much necessary to have enough damage for the level 10 boss.
Sorry bout my last comment, our server didnt seem to be playing V2.27. Licker and Blaze jump ability fixed! YAY!
anyways i love the new version its great. Shared exp and Money.
Bug: though with the first boss i noticed this too when its time for the burrow phase, the boss is still up.
Suggestion: The minerals that drop from the mobs does NOT share with other players. The +100 minerals. There are greedy players out there and will teleport and grab all the dropped minerals they can find without sharing. Can you please make the dropped minerals +100 share aswell please.
HI just want to report a bug with the first boss where if you hit him with the Blaze's Airstrike or Dead Eye's Thermonuclear Capsule (not entirely sure which one) just before he burrows, he won't burrow and ends up attacking us while the four Propagators spawn the little guys. Happened twice and it looked like the Airstrike was doing it but can't be too sure.
Also, there seems to be a huge jump from the mob's difficulty in round 14 to 16, is that correct?
Also, I think Seifer has been nerfed too much. He only has one damaging ability (everything else is defensive). This makes making money and not being overwhelmed at the start too difficult for him especially at higher difficulties.
Hello, This is most likely the wrong place to report bugs, but during the first boss encounter, 1 hit killed the boss. I have programming experience and it felt like once you implemented the variable boss difficulty based on the difficulty parameter, the bosses began acting wierd on different difficulties. Also, possibly related, the second boss had an abnormal amount of armor. My team of 3 people including myself were composed of Siefer, Salv, and Blaze. Blaze and Siefer had 400dmg, Salv with 200. The boss would regen normally, but since the armor was so high, he remained at the same health (within a few hundred).
Thanks.
one other thing, when the infestor grabs you, sometimes it will do so on the sides of the map where you cannot enter, you get kicked out and do not have the range to kill.
Is there going to be a quick fix for Blaze when he uses his "jump" ability he goes invisible and is unable to move or attack.
Also a quick fix on that fiend where it would grab you with its tentacle but when it dies you cannot move or do anything unless you die and someone has to revive u manually.
Thanks
it was on map Infested Arena 1.31 version
Have you upgraded your map on EU servers? I just played, it was version 2.27 and well lvl 15 boss didn't seem any less easier :( it's getting less and less fun.