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
Hey Love the game. It is awesome I love the unique skills and the sharing of money and experience it makes for a more co-operative game rather than a fight for cash. One thing though... could you create a harder setting? if it is just a multiplier could you give us the option to set our own? because we are able to beat the game with 3 people on savage with no problem. Thanks
Etravex: If you managed to do it (damage healed/received = exp for healer/tank) you would most definitely be a programming god. I don't expect those features anytime soon, though. But gl hf dd :D
what bug are you referring to? Can you go into detail? thank you
Hopefully you were able to figure out how to fix that bug I contacted you about etravex. Some of the stuff you can do with the bug is just down right mean lol.
Also the overhaul you're doing with a boss every 5 rounds etc looks pretty cool. The game has started to not becoming challenging even on savage lol, so hopefully that is able to make it much more difficult than it has become. You definitely have a good mod for sure.
I'm not one to say that anything is impossible with the Data editor. But allowing leveling based on healing and tanking would be a nightmare to program. Although I would never throw the option out at this point. :)
Ok, now I see what you're saying. Thanks for the clarification. I don't claim to be a programmer, but would there be some way to give points based on each character's main focus? Like for the healer/support, not leveling based entirely on kills, but maybe on damage healed? I suppose I was just fed up about the community largely being against teamwork and directing that at you. For that I apologize. I had a really astounding game when teamwork was great, I have the replay if you're curious.
I understand what you are saying but regardless of how much of a beginner or expert you are, each class in the game is not the same.
I.e. Blaze and Dead Eye can max their damage out at 1100 or so while Salv and Seifer can max their damage out at 560. Also Blaze and Dead Eye have 2 more AOE damage spells. Hence, regardless of how much experience you have Blaze and Dead Eye will get about 8 to 1 kills that Seifer and Salv can get. That is why I incorporated the sharing system and ditched the non sharing system. If the heroes were more alike in DPS then I would absolutely put in an option like you have suggested.
Please keep in mind that it was because of the vast amount of responses I've gotten about including shared money/exp because of how unfair it was for the healer and tank that I changed it. Each team needs to work together and should have the same income for kills and exp for kills as the others.
It would not be fair, for instance, if Salv who needs to heal Seifer to keep the party fighting to feel like he has to neglect his healing modifications and abilities to get damage modifications instead to struggle to get kills to level up.
If you have another idea that would fit this problem I would love to hear it.
Etravex, it's the fact that there is no choice between share or no share. People who want a more difficult game could go share off, and people just getting into the game could go share on. This is my position. There should be a choice, instead of an absolute.
Hello everyone. I will be releasing a major patch for Infested Arena in the next couple of days. I wanted to get some input on some of the changes and maybe even make some suggestions yourself. If they sound good and I can get them balanced in I will surely do it.
I wont be able to fit all of these things in in the next patch. What I am hoping for is getting input about abilities you would like to see, weapon modifications you would like to see and for who. The more ideas the better.
Thank you all
Mapcrafter contact me via PM and we can talk about you putting the map up on your server.
Thank you
Skyhawk I am unsure of your position. You say you are sick of people taking all of the minerals in the beginning which seems to support the mineral/exp sharing system, but then you say that there should be a vote as to whether or not minerals and exp are shared at the beginning which seems to support the lack of sharing exp and minerals.
Currently all experience and money (except for mineral crates) are shared among party members. The reason I modified this from the no sharing system was because healers and tanks were not getting even an 1/8 of the kills the DPS specialists were getting. Even as we speak now the damage output of the DPS specialists is far greater at dispatching enemies. It would be completely unbalanced if I was to allow a vote at the beginning for sharing/not sharing exp and minerals. The same occurrence would take place where the DPS specialists are at max level while the tank and healer are gimped at level 3 with no money for upgrading since they can't kill anything.
The only possible thing I can think of what your talking about is your teammates stealing money crates from you. As it is money crates are completely random drops and they have about 2% chance of dropping off normal mobs and a little higher off the SIUs. Although these crates add a little bit of spending money as a little random bonus, they do not "overpower" anyone who gets them.
I am sick and tired of jackasses taking all of the minerals at the beginning, leaving the other players with nothing. You have fixed nothing with shared exp and money. There should be a vote at the beginning of the game whether or not to use shared money/exp. I got ignored on the forums, so I hope my valid complaint is heard here. I will stop playing this until it is fixed.
Well here is my idea for weapons:
Dead Eye (Jimmy): Should fire slower than the rest, having a big rifle and all, but have a damage bonus to armored or preferably massive (making jimmy be a boss hunter or atlaest high damage against bosses). So maybe his upgrades could be more like this: -25% discount on Damage upgrades, +50% more damage upgrades. +2 more "+attack" upgrades, -2 split attack upgrades. -100% attack speed buffs, but gains a new upgrade to have a % chance to do another shot quicker (25% to attack 50% faster maybe cost low amount of energy). along those lines :P
Blaze (Tychus): Should fire faster but do less damage, possibly bonus against light (light = infested melee and shooting guys, infestors, banelings, and scourges). upgrades should reflect this abit more, discount on attack speed, couple more split attacks but less +attacks, stuff like that.
Salv (forgot his name): Should be fairy fast damage, bonus against Psionic units (Blades and Infestors), can have an upgrade to have a stun to stun units (no massive, or maybe just no bosses), normal split attacks and +attacks. Attacks should focus less on damage and more spreading debuffs maybe.
Seifer (swann): should definetly have anti-armor attacks (armored = aborations, all bosses, nydus worms, etc), at a slowish rate (but faster than jimmy), and have upgrades for damage and such. should be pretty middleground in terms of upgrades, but not sure 100% what-to-what :P
Thats my basic ideas anyway, not hugely developed obviously but just a rough draft I poked out in about 2 mins ;x
Etravex, this game has came leaps and bounds since we last spoke. I throughtly enjoy playing this map now.
I'm glad you decided to give Seifer back his health regen, even as an add-on upgrade. Its more than worth the price.
The drone giving +armor, having a +armor addon and time addon is sick. Much, much more useful than the orginal drone.
Taunt has its uses. Its clearly not early game, and it doesn't help movment like the other 3 characters, but it does help Seifer tank better when push comes to shove.
Small suggestion about Seifer: The shield no longer increases the damage he puts out. He won't be killing the most spawns by far, he usually always has the lowest amount of kills and relies a lot on picking up minerals.
Upon reading the other posts (spefically Wallweasels), the idea of different weapon upgrades for each player may fix the no-damage increase from the shield.
As it stands, he has more than enough damage reduction. Something so that he can kill spawns a little bit easier (2-3 shots) would go a long way, as most Seifer players aren't getting his AOE attack immediately. Its always been the last thing I upgrade when I play him, probably will stay that way. If there was a way for Seifer to do slightly more damage, I'd be more than fine if he was stripped of his AOE in favor of something else.
Again, your doing an amazing job. And this map has come a very, very long way. I'll let you get back to it while I go play a few more matches.
I dont think everything is too expensive. I finished up the game on normal with blaze with Max damage, speed, targets, attacks, and range. I had one of each other upgrade, slow, armor pen, and max damage reduction. I had about 10 or so armor upgrades and 400 HP. The medic left after wave 15, but the 3 of us left were able to basically just sit in front of the Brood Mother, tank her with the armor drone going and kill it in about 2 minutes.
Thank you for your comment Wallweasels. The upgrade for Blazes radius increase has already been fixed. As for the other options, I like your idea for diversifying the class weapon upgrades. Something I will consider in the coming weeks.
Personally the pricing for skill addons are very high. Things like Tychus' +.5 radius increase is pathetically small. You would be WAY better off doing +100 damage. As .5 does stack up nicely, but takes 4 upgrades to increase radius by 50%, whilst +400 damage for the samecost almost is 100% bonus damage from Grenades 400 base.
Personally each classes weapon should be different as well as their upgrade options. Maybe Tychus has more upgrades for split attacks (its a minigun after all), and less +attack upgrades, blah blah blah. The skills alone do not make the map diverse enough, honestly. :(
I want to meet some fellows that want to try to beat this game at the highest difficulty I'm a good healer and tank. add me up bnet account is [email protected] I've beaten this at normal but I want an ultimate challenge
Please make this map 10-20% brighter over all, it's just way too dark. I know you want to go for the day/night lighting change between waves, but it just gets annoyingly dark and tiring on the eyes, especially for a map that takes about an hour to play.