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 think Godakuma's point is that typical players aren't going to want to play the healer, and not being forced into it means that Salv might be the most common specialist left behind. Not that this is necessarily a bad thing, as a good Seifer with good damage dealers will kill bosses extremely quickly, but Salv does make things easier.
Godakuma,
Currently, substituting in one damage specialist for another will not make Salv less useful. There are still only max of 4 players during a match. Putting in additional heroes will allow for a different variety of group composition. For instance, playing a game without a healer means you have a little more fire power, but you lose the healing so you have to play differently etc...) As for armor per level, Seifer is receiving 2 armor every 5 levels while dead eye receives 1 armor on level 5 2 armor on level 10 1 armor on level 15.
just got done with my match died but was a good run still say you should add the tanks cap for waepon something like 35-40 not the current 30 new hero looks good but im starting to see a problem now since you put in a 4th hero that mains in attacking the medic's going to be used less and less now inless teaming and playing but very good work i am getting a glitch on the frist boss where he doesn't leave when he spawns his mini's but that was minor and i seen that the "tanks" armor and the "snipers" armor was lvling at the same rate i could have been playing a outdated ver but it was just them 2 if i may you should change the lvling armor on the tank from +1 evey 5 lvls to evey +1 evey 3 lvls
i think it's a little too easy to stay perma cloaked and do lots of damage with the new specialist. The build me and my friends used was maxing Osmosis first, then attack speed, then more attacks. By round 3, you are perma cloaked and are one shotting mobs. Maybe the scaling of the cloak +dmg needs to be lower or perhaps even removed for a different ability like cleave. Even though the last boss can detect, I soloed by just doing a little damage and running and healing. Was like 1100+200 and then 3 attacks. Also because of the lack of detectors, any team can survive by just having him stay alive, cloaked. I like the specialist but he definitely needs some balancing.
@Craven1138: check my post below yours for tips on Master Zen
that's great i meant to make a post about that but now i dont have to haven't played the new ver yet but ill get to it ty
I have just published a new version which includes a couple of things to help out the specialist side.
Hopefully this will make Easy and Normal Difficulties fill more comfortable let me know.
Hello, just registered to comment on this map.
First of all, let me say it's the BEST custom for SC2 so far. BattleCraft is awesome, hide and seek (doodad hunt?) also kicks ass, but this one I clearly best. Smooth, lot of ideas, cool abilities and stuff.
However after last changes I just can't beat lvl 15 boss and it's getting irratiating as hell. I've just ended another attempt. We played easy diff. we had good teamplay, all maxed armor reduction and got high damage, yet Zen Master pwnd us quickly. This time it was even more frustrating for me, as my hero fell and was killed 3 times in a row, before i could click anything - mirrors just kept killing him (despite 10+armor) instantly after he standed up.
PLEASE, PLEASE nerf lvl 15 boss.
Bost fights suck the second one spawns those eggs too much and you can't kill him for like 30 minutes.. after that everybody leaves the game..
Hi, i played version 2.27 on normal and i just completed the game with a bunch of friends.
Overall this version is a big improvement from 1.31b. However, i feel there is not much threat or danger during rounds without bosses.
If the design of the map is such that the normal rounds are to be farmed and casual, then its working as intended. Still feel a little challenge would be better though.
Boss fights are good at the moment, but needs more effects from the bosses to be great. If you've played world of warcraft, you'd understand that the boss fights are much more fun with more things to take note of and stuff like that.
Lastly, noticed that upgrades dont grey out when they are at the maximum. Minor issue, but it can be easily fixed.
[SPOILER ALERT]
Tips:
Hope this was helpful
The ammunitions purchase at the center building says "Viper: +1 Inner Essence" instead of Fulgore and his ability.
Disarming Shots should either cost less or have multiple upgrade levels. The nerfed version of it is basically worthless and is a waste of money.
Fulgore feels too much like a Deadeye melee clone with fewer upgrades, although he is fun to play. Cloaking feels a little too strong, as you can remain cloaked indefinitely with Osmosis or even just Meditate, though that matters much less with a competent Seifer. A movespeed upgrade would be nice, to replace the range upgrade he can't get.
Yes Alexon you are playing an old version we are up to 2.30 I believe now. Range was one of the things fixed in the updates. Although you always take a chance of spawning 2 Lickers back to back and that's part of the fun when it's all random.
Hi I play infested arena @Europe Realm version 1.3
I noticed, Infestors have a much too large range. Before you even notice them u get pulled and die. In Addition sometimes 2 infestors spawn... which is quite imbalanced because one infestor messes you up already so another one makes it impossible to be rescued or anything.. (2 ppl die, don't use abilities, dont run, and eventually die which needs rescueing)
INTRODUCING: Fulgore the Shadow Walker (New Specialist) Let me know if you experience any bugs with him.
Boss 2, kite it away from the heal things and/or kill them fast and kite it while attacking it. Armour and speed debuffs are your friend. It's not very hard. It's just hard to beat if your team is dumb/will not listen. I regularly vote for brutal difficulty (allies vote fairly randomly) and usually beat the 2nd boss.
Suggestion
The wave 10 boss is currently very difficult, but I have an idea. You could increase the time between roars and make the chrysalis have a timer, thus instead of shooting the boss with heals, when the timer expires it will heal him for a large amount, thus making it where all the specialists must instantly attack it as soon as he drops one down. You could also make it where after he lays the chrysalis he is weakened for a short period, thus making it even more imperative to take down the chrysalis as soon as it drops so they will have more time to damage the boss. And if you wanted to add some spawns in you could have the spawns drop in every time a chrysalis is destroyed.
Overall, still a great map, but the second boss is kind of a cock block right now, even on easy.
-Astraeus of the US Server, it would be east if they are divided.---Thanks for your time.
Riptide, can you elaborate on the bug you experienced as it is the first I've heard of it. I would like to see more detail so I can pinpoint the problem. Thank you
SERIOUS BUG.
The first boss (King Propagator) encounters a glitch in which it doesn't reappear after burrowing and/or doesn't register as dead after killing it. This has happened to a team of 4 twice after we had farmed the spawns (which we discovered is really the only way to get buff enough to beat the second boss, and still haven't beaten the last boss on easy @.@) for about 20 to 30 minutes. The error screen said something about 'bossfunc_die' and 'too many threads'. Really frustrating, makes the map essentially unplayable. We get stuck on an empty screen unable to advance. Love the game, though, but can't really play it til that's fixed.
How the hell do you beat the brute boss. He lays eggs too fast.
idea for a new hero Gabriel Tosh- add Valerian02a -Hero Death Prevention under the Behaviors - Behaviors + remove the perm cloaked, nuke and comsuchtion make mind blast the aoe and make the actor effect of the blast sclae bigger that's all i have for now ill be adding more when i think of it