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
Blaze rocket jump is bugged, after jump sometimes this char is invisible and cant do anything when mobs hiting him, need to jump few times in diferent locations to fix it. I <3 this map!
Hey, i have played your game for quite a while now and i have to say its my favorite map on SC2. I can't wait for more rounds to come out so my friends and i can start beating it again. Also, great job on Fulgore, my fav specialist. Keep up the good work :D
Hi!
Had a lot of fun playing this and you even had me looking into the editor to make something similar ... I gave up after 3 user-made tutorials that left me quite puzzled. Anyway, most of what I had in mind wouldn't fit unless you are willing to balance it all over again ... But here is a specialist I had in mind:
The Mechanic Relies on spawning turrets with various purposes, costs a lot of energy but his first ability (the one using ammos) allows him to reset their timer. Might also work for Dead-Eye's and Salv's turrets. No teleport but can drive a flame-less hellion for some times allowing him to get out of danger unless he's already surrounded (better be careful). No weapon, more upgrades than usual for his abilities instead meaning you'll never get all of his turrets at max efficiency for late game. Some possible turrets: - Long range, single target DPS: Like Dead-Eye, but ofc not as efficient. Leveling the ability up helps its damages and timer. Ability upgrades can extend its range, improve its speed and criticals. - Short range, multi target DPS: Like Blaze, but again not as efficient. As the previous one, leveling it up gives better damages and timer. Ability upgrades allows it to fire faster, further and to add some side effect like damages over time or movement reduction, whatever. - Healing turret: Of course not the same as Salv"s, rather something that has to be activated for a one shot heal at close range. But still an alternative to Salv's abilities. - Some kind of defensive drone, an alternative to Seifer's tanking build. HPs and some taunt. Maybe some added armor to the close team mates. At any rate, no more than 3 towers and I feel this one wouldn't fit as well as the 3 others mentioned above. - Any other idea that'd help for the lack of a key character. I mean, Fulgore is a nice addition, but if I get a team together to beat the higher difficulties I'd rather have the 4 basic ones, each with a clearly defined role within the team. This mechanic is a Jack-In-The-Box, his turrets can't be as good as a well developed character but he can have several of them, stress one of the team' strong point (should it be AOE DPS, single target DPS, healing or whatever) or/and fix a lack of ... you name it. Again, not as efficient as Salv/Seifer/Blaze/Dead-Eye (not very familiar with Fulgore's purpose) but can be seen as an alternative to those (as hybrid).
I probably will suggest more of the ideas that went thru my mind while thinking of a "new" Infested Arena, but that's it for now. I'm sorry btw, my English isn't very good as I'm a (right now drunk) french guy.
Now to another topic ... @Moringa: Unless I'm missing something, before 2.4 Dead-Eye and Salv had a multi-target upgrade priced at 1k that could be upgraded twice. Now it costs 1.5k and can be upgraded only once, for both. In those 2 cases tho, calling it multi-target sounds wrong, should be multi-hits ... As I do believe (at least for Salv) that it allows to hit bosses several times (unlike Blaze/Seifer's upgrade).
Blaze has the strongest non-grenade consuming AEO (Airstrike). Blaze has the cheapest upgrade (500 for multi-target, compared to siefer's 750, dead eye's 750 multi-attack, salv's 1500 multi-attack if I'm not mistaken).
That is why for instance it is ideally to feed Blaze as many crates at the start as possible because he can get upgrades sooner than everyone else. He's be killing more targets faster than anyone else in the game. It's like siefer from 2.27.
Income and exp is shared. I dont know what version your playing, it's certainly not v2.4
Even if blaze kills 100000 aliens and you kill 10. Everyone will be on the same level and minerals. The only thing that might throw you off is the 100 mineral drops. Players will run for it and hog all the mineral drops therefor getting upgrades earlier in the game.
@hasher22, have you ever played Dead Eye? He's great at killing a single target but falls way behind on total kills. Therefore his income suffers and doesn't get nearly as many upgrades as Blaze or Seifer in mid and endgame. With the imbalanced income, Dead Eye falls further behind the longer the series goes. Sure his single target remains strong because his upgrades are tailored for it. But take the game to 100 waves and not even his single target can match Blaze or Seifers.
Why not share the income if this is truly co-op? That would at least keep everyone at the same level of upgrades and they can focus on their roles instead of trying to score as many trash kills as possible.
Blaze main role is dps (correct me if im wrong) but its like saying salv is too op with heals. Blaze doesnt need a nerf.
Dead eye is fine.
@ refrain, i think it's the other way around. Blaze is too strong. Dead Eye is fine.
Dead Eye is seriously too weak. After playing Dead Eye several times and having a lot of difficulty killing anything, I tried Blaze out. Monsters just drop like nothing to his multi-shot ability. Either Dead Eye needs a serious boost to his bullet upgrade so he can actually kill something mid and late game or Blaze needs a nerf.
Enjoying this map very much! However, please fix the auto launch from game lobby. As it is right now, game starts automatically when 4 players join. It is next to impossible to arrange anything. For example, friend and I want to play total Savage difficulty and with auto launch it is next to impossible to get 4 players to all select savage difficulty (and to know how to play while at it).
Please make the mod launch when host decides!
Well, if I wouldn't upgrade osmosis I would quickley run out of energy just by using this shadow move (don't know its correct name). I normally don't use other skills very often.
But OK, I must admit I don't have much experience in this map. I've played it only a few times, and not even with every hero... So i will just be quiet and let you experienced people make the suggestions ;-)
Also to comment on the proposition which has been suggested more than once on this forum that Kerrigan should be the next specialist, I think that anything Zerg shouldn't be a specialist or an ally or anything, end of story. If Kerrigan is going to be in Infested Arena at all it should be as the like Round 30 boss or something.
To respond to Shulcare, my beef with the skill is that is uses up so much energy that one of the unique weapon upgrades (one that doesn't work all of the time if I might add) for Fulgore basically is there for anyone that uses the cloak and that's it. You don't need the extra energy gained by Osmosis for any other skill unless you didn't invest skill points and minerals into individual abilities, by which I'm saying that you diversified to much with your abilities too early and you just use all of your skills a whole bunch. In the end I just felt that there was an unofficial standard for all of the energy costs of all of the abilities in the game which was broken by the Cloak's huge energy cost.
OK, with a good team I was able to come to the end on Hard difficulty. But then, fighting the Brood Mother, we suddenly lost although at least 2 people were still alive. Bug?? I can send you the replay if you want to see it.
I also noticed that the other heroes can also be very strong, so my estimation of the "imbaness" of Fulgore was incorrect. Sorry about that.
@SirNameLess: I think, Fulgore's cloak mode is nearly too strong. When you have upgraded Osmosis 2 times, it will only need about 2 energy/second (when your attack speed is high enough). So you are nearly invulnerable and do LOTS of damage for quite a while. Do you really think that is too cost uneffective?
At first: Great map, it's really fun to play.
I finally finished this map on easy, with 4 players and without Salv. And that only because Fulgore is VERY strong. I have the impression, the one that plays Fulgore will always get at least twice the minerals than every other player. Sometimes I even don't know how to spend all that money :-) (And still it's very hard even on easy imo...)
So, my suggestions: Make Fulgore a slight bit weaker. I don't know how exactly, but again, I think he is too strong. (But it's cool to play as him, of course ;-) )
It would be nice if there was the amount of damage (or other number data) in the description of your abilities, calculated on the actual ability level and the amount of upgrades spent for it. So you can see in one glance what and how much exactly your skill deals dmg / heals / etc.
Maybe add a small description on the upgrades, telling you how often you can buy them.
Spartan, I have announced towards the beginning of this project that I will be implementing new specialists. This remains my plan as I will be adding more. However, I will not be increasing the player amount just because I add a new Specialist.
My plan is to make it so that it's balanced enough that if, as a team, sacrifice choosing Salv then you will have enough Damage, support, etc... that more than makes up for healing.
So far like Eviltenchi said it's very possible in it's current build to do this without a tank or a healer.
Thank you
making it 5 players would be silly sparten. Once you are better at the map you will realize you can easily beat it with only 2 heroes on all hard. It's all about if your teammates are good or not and if you build the character the right way.
i have 1 complaint with the game and that is that there r 5 hero guys and theres only 4 players. u should make the number of players to 5 so its evened out because i have been playing games with people and they have almost always chosen the damage guys and no one would pick seifer or salv.
You should add kerrigan/the queen of blades as the next specialist :D
Here is a list of things I think are simple improvements that seem relatively easy and really won't effect the gameplay:
Make it so that when the Broodmother dies the instant it runs out of health the camera moves to the dying Broodmother and stays there for the duration of the death sequence and then you get the victory pop-up.
Make the tooltips for the damage debuff, movement speed debuff and armor debuff weapon modifications (the tooltips for the mods when you look at them in the weapon mod submenu is what I'm talking about) accurately represent the actual behaviors of the effects of the mods.
Make Fulgore's model just a little bit smaller.
Make Fulgore's icon on the mini-map the size of the other Specialist's icons because right now the other Specialists icon on the map are tiny squares but Fulgore's is practically a single pixel wide.
And here is my list of potential changes that definitely will change the balance of the game in some way and just gonna let you know in advance that I talk most about Fulgore, especially his Cloak ability because personally I think that the fact that technically his Cloak cost more energy per second of activity than any other ability in the game especially when compared to the higher levels of other abilities is very disappointing but I digress:
Decrease the energy cost of Fulgore's cloak or add an ability upgrade that decreases its energy cost or make the ability act like all the other abilities, by which I mean make it cost energy to activate the ability but not to maintain the effect and give the effect a duration to which the it is subject to.
Make the attack debuff weapon modification stack more than 3 times.
Give the Armor Drone increased range or range that increases with the level of the ability.
If you don't decrease the energy cost of Fulgore's cloak or give players the ability to do so, make the energy absorption weapon mod (Osmosis) give you just a little bit more energy or perhaps switch the Osmosis skill with the Critical Strike skill and make Osmosis the low-cost, high charge limit unique skill and Critical Strike the high-cost, low charge limit unique skill.
Replace the speed debuff modification for Fulgore's sword with something more useful if you don't decrease the energy cost of Cloak.