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
I play your map a lot and I think I have a decent idea for a new Specialist. The picture I see in my head for this new Specialist is basically a spellcaster like Salv with the High Templar character model and some sort of energy attack for a weapon and one offensive ability, two support abilities and an evasion ability. His support abilities instead of doing something like healing or increasing armor would increase the damage output of the abilities and the weapons of nearby by specialists or the abilities would increase nearby Specialists energy efficiency or a combination of both. As for his evasion skill I have come up with one that would work like the Disguise Scent ability (meaning the effect would be applied like Disguise Scent) of the old Seifer but it would have a very unique group of individual effects rolled up into one. Basically the skill would allow nearby specialist to run very quickly through hordes of infested that would normally block their paths while taking reduced damage with the catch being that the skill's effect lasts only like 5 seconds and would remove itself if you attacked or used an ability. It would have the after-effect of meditate on the nearby Specialists, meaning it would make them not attack after they come under the effects of the ability so that the player controlling them could actually exploit the short window they have to escape instead of having the unit AI "waste" the effect by automatically attacking. The higher levels of the effect would not increase duration or cooldown but they would increase the damage resistance and running speed buffs. -His support abilities are things I haven't really thought about in detail, but I know it in my heart that the Specialist would not be complete without his offensive ability being Psi Storm (not an exact copy of course). -For the high charge limit unique weapon modification it could be another copy of Osmosis or Osmosis that gives 1 or 2 energy to nearby players and himself and his low charge limit unique weapon modfication could make it so that within 5 seconds of having the weapon mods effect "happen" to a target, said target will take 2x or 1.5x damage from the next damage dealing ability that hits them. Its up to you what you want the new Specialist to be or whether you're going to make a new Specialist in the first place but I hope that you make him and maybe some of my ideas could be incorporated into him.
Hi, just adding re Blaze's jump bug: I was Blaze and it happened to me. I can't tell you a lot about the pattern for sure. I can tell you this: it never occurred before I upgraded his jump buff thing. That might be coincidence as I did upgrade it fairly early. It can happen multiple times in a row (sometimes four or five times). It can happen anywhere on the map. It can occur at any stage, as far as I can tell.
Anyway, great mod!
ok i play all this week end on a old version :] sorry but the map stay great :]
Hello just to report a bug Yesterday we fight against the boss lvl 20 and when we win , we won but his life up to 8675 in the life bar but the unit disappear and impossible to continue the fight. otherwise this mod is great !!!! <3 <3
Also why does the new hero have a speed debuff weapon upgrade? The usefulness of that weapon mod just goes to close to null if it is on a melee char unless the tank on your team spams Taunt or you use the Cloak all the time.
I somehow was defeated while I was at full health as new hero while cloaked. It may have been the fact that somehow one of my healers shadow forms got incapacitated, I mean it disappeared like it always does but it had died prematurely and said Incapacitated where it had died, or maybe is was the fact I was cloaked like someone else had claimed on this thread.
Why does Salv's Flash Heal stuns the healee?
Also, a Kerrigan hero would be nice. Give her abilities that is infested theme.
Great map! Played it for like ten hours.
One thing though: I think you should give the new hero the laboratory zealot model from the secret mission. Seems to be more fitting.
And I hope that there will be soon a Tosh/Nova specialist. My two favourite characters. :)
Oh one more thing, unless I'm mistaken, Salv's flash heal on the new hero removes the new hero from cloak. Is there a way to keep that from happening?
*BUG REPORT* Let me just start off by saying this is the greatest SC2 map i have played. Now on the the bug, I was playing as Fulgore and killing things cloaked my team died while i was CLOAKED and at FULL HEALTH and we lost the game. Pretty sure this was not intended... anyways hope u find a fix soon :) GG and good day.
EPIC MAP. played it for like 5 hours straight =D
Thank you for reporting Blaze's Jump bug. I am trying to get the issue resolved. However, without enough sufficient information (as to patterns of the bug, when it might occur, where it might occur, etc...) I will be unable to fix it until I know what the problem is.
Any additional information as to any patterns you might see would be truly helpful resolving this bug.
Thank you
I'm sure the version I'm playing is not the latest (No Zeratul :() but anyway I'll mention this point:
Today on the first boss the guys won't attack the lurkers, they just stood there killing broodlings and farming money till the game became too easy.
It pisses me off, that new version of arena is so low on list, that everyone playes old bugged version without Zeratul. :(
Infested Arena 2.40;
Blaze has the rocket jump bug again. I posted a screen shot. Just played 2.40 just then.
I added two screenshots; Both with bug + new specialist
http://img215.imageshack.us/img215/9936/screenshot2010091119114.jpg
http://img62.imageshack.us/img62/696/screenshot2010091119121.jpg
Blaze's Jump is still broken by the way. Had a 4/10 chance of bugging out on me in a game earlier.
In v2.41,
I think Blaze should have time extensions for Projectile Protectorate just like Dead Eye with his Repulsion Tower.
oi forgot to add this in my post but i think you should add a very small splash to the new unit the dt when he get's mobed he just sit's there killing one after another (inless he use's a ab)
well i guess ill put my 2 cent's in here too then have shared but not shared like
the player that pick's up the crate will get 75 and the rest of his team would get 25 that make's eveyone happy... excluding you i guess just saying idk what your trigger's look like but im guessing the trigger for this one would go like this
event triggering unit moves over min crate
action 1 triggering unit gains 75 mins
action 2 rest of team gains 25 (dont know how this one would look and i dont feel like looking thu triggers for it lol)
As of right now I have no plans on making the 100 mineral crates shared. If a lot more people show your same concern then I will implement the sharing of mineral crates.
The reason I feel any reserve for not sharing mineral crates is because, as the rounds progress, those who are keeping an open eye out for crates and sacrificing the valuable time to walk across the Arena to grab them (instead of meditating) deserve to be rewarded in some fashion as compared to those who are not walking around getting them. Secondly, it mixes up the group composition to some degree and also adds a level of strategy. For instance, a well organized group going for Savage difficulty might decide to allow so and so get the crates to boost a particular modification to help the team out in a certain way. I've already heard of much strategy concerning this from others; i.e. giving dead eye the crates to get Mark of the Dead, critical shot, and some damage boost so that the boss can drop faster. Right now tweeking the drop rate of mineral crates took a very significant amount of balancing to perfect. If you are in a team where people are only concerned for themselves than its probably on an easy difficulty level and people are only concerned for themselves. Which in time will change when people start to analyze how to get through on a certain difficulty.
Right now, although I hear your concern, I would upset a lot of people if I made crates sharable and believe it or not I would have to balance a lot more than just the crate spawns. I would have to modify many things like boss stats etc...
If you are playing in a PUG then I suggest communicating amongst your teammates concerning crates etc... A lot of people who are experienced will actually agree with allowing so-and-so get the crates for a team advantage.
Finally and most importantly, keep in mind that mobs do not spawn according to numbers each round. There is a maximum amount of Infested units allowed on the board at any given time (which is calculated by many factors of difficulty and hero level etc...) but some groups will kill 500 Infested the first round and some other groups will kill 900-1500 infested units the first round. everytime a unit dies a new one spawns. So it's most advantageous to kill as many as possible as you will receive more money for your team in the long run. I don't want to give to much away but I will say this: giving crates to Blaze for instance is very good for the team overall because early on he can kill the most the fastest which will yield more money returns for everyone. Once you start seeing it from this perspective you will realize the significance of not sharing the crates.