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
Seifer is weak and underpowered because he lost his ability to tank in any difficulty outside of easy. As opposed to blaze, who can simply rocket jump around and destroy waves of enemies in seconds. Whoever decided to nerf Seifer's only worthwhile ability made a mistake.
First of all, thank you for making this great map. I really like this map. However, I have few comments might make this map more enjoyable.
First, a lot of new players don't konw that the neutral shop can upgrade armor, HP, and energy. post some reminders after first few round might help new player easier to play this map.
Second, the Broodmother could have different armor in different difficulty. in easy difficulty, it is nearly impossible to have 620 full weapon damage upgrade for even just a single person, which make this map so difficult to beat the broodmother with 750 armor. No one likes to play a map that is unbeatable even in easy difficulty. accaully, this map would much more easier be beaten in high level difficulty because more money can gain. However, not that many people like to go high difficulty ( I alway pick savage level because I can gain 2 mineral per kill).
Third, heros could share experience in certain radius so level gap between heros can become smaller. Lots of player quit the game because their level cannot catch up.
fourth, Seifer have a very difficulty time to draw enemy's attention. maybe change Disguised Scent into some kind of area attractivity ability would help him better in tanking.
Hopefully these comments can help this map more enjoyable. once again, thank you for making this wonderfull map.
Don't know if this is the right place for this, but I needed to speak to the creator of this map.
First and foremost, excellent job. I played this map all last night. Five times, I got to the broodmother. However, I never was able to defeat her. I figured today, I'd get on that.
I play as Seifer. I didn't trust anyone else to tank. So I took the role that absorbs more damage and I was more than willing to sacrifice kills. (to make it past the first boss, Seifer's shield is a necessity. You can't just AOE spam through everything. And this gives Seifer the least amount of kills for the entire team.)
Today, I read the patch notes. That Seifer's shield no longer heals him. And that the damage reduction has been reduced. Why oh why did this happen?
Even with both of those, I was unable to take down the Broodmother. But I felt that our team had a chance. And that if we kept at it, it was doable.
Now, its a struggle to make it to level 6. Furthest I've been in any game since this patch is the first boss. Most of the time, the team is dead @ level 3.
The damage reduction and heal were what made Seifer an excellent tank. And made a team strategy doable. Now, even though I have my shield up to tank, the Medic cannot heal me fast enough in the downtime between shields. A tanks job is to absorb damage so that the others don't have to, but now it's turned Seifer into a matyr. He will litterattly have to die for his teammates.
Also, you added 2 new special units. They are awesome. However, the lurker one does incredible damage with the broodlings.
Seifer's mask-scent has no effect on the broodlings. And the shield with lowered reduction / no HP regen does nothing to help you against them.
In short, you increased the DPS from the monsters in this game, making it incredibly harder than it was before. When it was enjoyable to play.
And you've stripped the team of its Tank.
In the latter levels, when Seifer falls, its all over.
I eagerly await your next patch, and I hope you give this some consideration.
MegaManRocks #668 on Battle.net
Also, sometimes when using Blaze's rocket jump he would fall into the ground and be disabled but still vulnerable to enemy attacks for a few seconds before regaining control. You can rocket jump out of the ground but I find if you don't try to jump to a higher elevation you will just fall back into the ground.
This might because of the length extension upgrades for rocket jump's bonus damage or because I targeted an edge of a plateau.
I found a huge bug with Blaze and his Rocket Jump ability on the 3rd level. Instead of the +100 it does +(x100). Other then that the game is very solid and i enjoy playing it. Thanks.
I find that the last boss is really annoying to deal with with him producing too many nydus wurms especially the fact that we have to deal with addition to the numerous eggs each nydus wurm produces are two ultralisks that have a large amount of health.
Now, before the change to Seifer's psionic shield this would have been no problem. He could just tank it solo in a four man group but with the removal of the health regeneration Seifer has to rely on either huge amount of armor and dancing around to get the +25 health items or Salv's health totem.
I would to see a change to either decreasing the frequency which nydus wurms spawn, lowering the egg's health, lowering the two ultralisks' health or maybe tie nydus wurm spawn to the Broodmother's shield. Say, everytime it spawns a nydus wurm it loses 0.5 - 1.0% of its shield.
Zero - Just did a test with "Black Hole" (Salv's Vortex ability) and it is working at all levels as intended. The damage output matches the description. The damage done by Black Hole is initial and not persistent. I know that can be confusing as the Vortex graphic onscreen continues to suck targets in. In other words, wherever you place your cursor and click the damage will instantly effect those targets (who are in cursor). The Suck in ability continues on after the damage has already been dealt. Another thing, Infested continue to upgrade each and every round so even with Black Hole at max level eventually it will not kill things instantly (you will have to upgrade the damage via the ability modifications tab on your specialist command card).
There is a bug I noticed playing as the healer.
The healers vortex (AOE dmg ability) STOPS dealing damage @ level 5... Making it super frustrating and hard to do dmg.
Just wanted to let u know.
When I created the game my focus was not to create classes that required other classes to stay alive (In case of disconnects). My intent was to have 4 very powerful heroes that were not stuck to build according to their class design. So I made all 4 heroes very powerful with minor group support abilities to still encourage team play.
The primary focus of each hero is to kill units for money and experience. I would encourage all players starting out to focus on spending their money and upgrade points on damage upgrades of some sort.
At this point the healer will have plenty of money and experience later on for making an even better healer class. Especially, since the beginning rounds are kind of like a warm-up phase.
I played a long round last night (80 minutes) where my team got to Round 20. However our Medic was still level 4 at this point since he never bothered to tech attacking skills and weapons so he could concentrate on healing stuff. He was a perfectly good player, seems silly he was stuck on such a low level since he decided to play as a purely support character. Anyway to set it up so the Medic gets XP through using his healing?
Great game by the way, super fun
Had fun playing the map... took me 3 tries to beat and DAMN did it take a while! 111 minutes to be exact. :P People drop from the game a lot, leaving the remaining player(s) to control the specialists (not your problem, it just sucked).
Overall I liked it! I'd like to see some more heroes and less blink/jump abilities though. :P Also Seifer tanking WINS! XD lol Had maxed all weapon upgrades, psi-shield lvl 4, and +15 armor at the end.
Thanks for your work; I'll be looking for updates.
Hey Etravex! I really enjoyed your game and wanted to offer you my help to improve and expand it. Let me know if I can help. Thanks!
There is actually an equation that is compiled each and every Round to calculate the maximum number of enemy Infested on the board at any given time. Which includes many variables, one being a variable that is checked each round that has to deal with the amount of active players. So the less people playing the smaller the maximum spawn amount. Cheers
Looks great. The loading screen is good but the picture-quality is pretty bad. Mby you should add so that if you'r playing alone it comes alot less units. (Ive only tried it alone but it seems like that.) That's all I can think of now.