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 just had a great idea you should make a abilty for all the players to be able to combind into 1 masive hero unit the ss_TerraTron to fight boss if they wanted to and a great boss would be diablo just up his scale it still looks good you would have to edit him but ya
I'm not sure if this is the correct place to post this... but I'm too lazy to read through everything to see if it is. Suggestions:
1: Boss spawns are abuseable because they never stop and can be farmed indefinitely (unless there's something in the maps I don't know about because I haven't farmed for an hour?).
My suggestion is to make the mobs scale up in strength (perhaps speed + dmg + health) over time in such a way that people who play the boss normally won't notice the diff. unless it's taking them forever, but people can only farm each wave for like 2 minutes before they're at serious risk of wiping. While better groups with good organization can farm for longer.
2: Spawns on every boss. I just quit a game where we were fighting the second boss for at least 20 minutes and essentially got stuck because a: my allies weren't pulling him from the healing things well enough, 2: someone didn't get armour debuff, 3: not enough raw damage. If every boss spawns adds, then this gives players something they can do to earn a bit of cash to get that oh so desperately needed upgrade.
3: Perhaps, if there's enough space, add in a function to record text info that can be pasted it in later games. The idea behind this is that I, or anyone, could write out a short tutorial for their random allies saying how to win the game, thus saving us agonizing minutes typing it all out again every time. If you're interested, I could attempt to write this out myself if you don't want to. I can be reached at generousparasite using g mail.
In the latest version, the bosses are just too tough. They're still killable but it takes so long that after a while it gets too boring. Their HP and armor should be lowered a lot.
Also in the previous versions the drone ability was great
you know, when it attacked. Now it's pretty much useless; there're better powers to spend points. I'd suggest to return it to the aggressive version.Other than these, great map. Kudos for a job well done.
just played it after you ve updated it ... the boss on round 10 unkillable ... we did it on easy (other three picked it) you can t do eno damage with the ammount of stuff to even take of the shield n the new heal things pretty much instantly heal him to full health and the heal things are way to tough take the full 40secs to even kill one n focus on kiteing it away from them other than that i still love the game xD
Oh, something I just noticed on 2.28 (USEast) - the specialist descriptions are somewhat out of date; Seifer's description, for example, still talks about masking scent rather than attracting attention. Also noticed the nerf to disarming shot, but didn't see what RavenMagus describes with Psionic Shield due to liberal usage of rejuvenating towers.
As for the boss fights being too easy, and the level five boss in particular requiring festerling rewards - perhaps have regular infested (or even SIUs) start showing up during the boss fights at various stages? (For example, while the level 5 boss is burrowed, or while the level 10 one has a chrysalis out)
Just got through another game as salv (US east) and i noticed osmosis doesnt seem to give the correct amount of energy. tooltip says 3 per but it only gives 1 per shot.
@Etravex can copy Triggers? for my map??? just spwn and some other things (PM me if you like) ??????
I just played a game as Seifer (on US) where several of my upgrades seemed bugged. Psionic Regeneration gave HP during only the base duration of psionic shield, and didn't include any improved duration from the other Psionic Shield upgrade. In addition, the Disarming Shot weapon upgrade, instead of its usual -10 damage debuff (-2 per shot stacking 5 times), it only gave a whopping -1.5 attack (0.5 per shot, stacking only 3 times).
I still get error messages spamming on the level 5 boss but I haven't seen him not come back after the propagators die. I also haven't seen him stay active when the propagators spawn like he used to. I had seen each happen 3 or 4 times using v2.26
I'll pay better attention to the exact error message next time...
v2.27 US east coast
Oh forgot i know one way to cause the licker tentacle bug. Was playing a game as salv and a licker grabbed one of my allies. I flash healed the ally and the licker broke his hold but the tentacle stayed.
I think it has something to do with the way blizzard codes the move and not the game itself.
US server. East coast i think.
For now on: PLEASE tell me what server you are playing on if you are reporting bugs. Several servers have different versions. We are trying to get this figured out, but it will make it easier on me to tell me what server you are playing on and then report your bug.
Thank you
Played about 5 games and found 2 bugs in the map.. (i like it tho)
1st: A licker pulled me right before the round ended and when the nova blast went off and the licker disapeared the tongue stayed and i was still pulled (stayed like that for like 3-4 minutes) unable to do anything
2nd: On the third game i think.. i'm not entierly sure how but i think cuz 2 of the players picked the same hero at once and it gives 2 Tychus to 1 guy (5 heros) in total and the whole game fucked up.. in each kill it said $0 $0 $0 there was no kills displayed in the table on the right..
One suggestion i have based on the difficulty you give increased armor and weapon levels. for example if 3 people pick easy and one picks normal have the infested armor and dmg levels increase by 1 level. if 3 people pick hard and one picks savage have it increase 10. the level of armor and damage increase would vary per infested type. As an upgrade example make it so that for instance Melee infested get 1 armor and 2 attack per level. ranged get 2 armor and 1 attack per level. the SIU would get varying amount of stats. Bulwarks would get 3 armor 1 attack, abombs get 1 armor 5 attack etc.
Also the final boss does need some reworking as its too easy right now. Two major things i would suggest is to firstly double the amount of hp and shields it has. The thing as it is goes down way too quickly and its not even a challenge like that. Secondly i recommend making the mutas stronger to give people a reason not to get near the eggs. As they are Blaze and Deadeye just waste them even if someone doesn't move through the whole thing.
Good thinking Skivverus. One problem with removing income from festerlings is the Round 5 Boss fight. A lot of groups are finding this encounter difficult and without the extra money and experience are stuck since they can't upgrade enough to contend with the Boss.
I'm also on the same thought as you when coming to balancing. I want Hard, Brutal, and Savage difficulties to require an intensive amount of teamwork to progress. I want SIU's t be high priority targets in every circumstance.
So, what it sounds like is Savage difficulty is actually the easiest due to the doubled income; the simplest solution to this is therefore to remove said doubled income - income's already higher, I think, due to the extra infested that show up to die via damage skills (haven't exactly done rigorous testing on this; if it's only SIUs that show up in increased numbers, then this hypothesis is wrong).
BlackZHawk's suggestion about giving armor to regular infested on higher difficulties is an interesting one. Perhaps try one armor per round per difficulty multiplier?
Another change to consider - removing income from the festerlings that propagators spawn. At present, festerlings are weaker than regular infested - though granted they're faster - and therefore are almost free cash for Blaze and Seifer in particular, meaning it's actually not an advantage under most circumstances to kill propagators quickly now.
Me and a couple other guys went in and played Savage, at first we were like oh man this is going to be pretty intense.
After a little while of playing we were hoping the boss maybe hard... the first boss we killed in record time, pretty much it went down hill from their and we ended killing the final boss in like under a minute... the character I was playing had 55 armor or so, so I took 1 damage from the final boss with each hit.
Pretty much we came to the conclusion that EASY was harder than SAVAGE.
Suggestions -decrease cash you get from monsters -give enemy some armor -possibly more attack for monsters -faster speed, and almost ling like speed on creep -armor upgrade cost more maybe?
it didn't feel that big of team oriented, maybe I am wrong and we were just a beast team. But after about the 2nd boss we figured we could've won.
Also my character took on 2 darkblades 1 bukakra (or however you say it) and about 100 things shooting at me, and I lived cause of the damage aura thing that heals... pretty much my character was invincible at that point.
Other wise I love the game and hope it to be more challenging in the future
can copy Triggers? for my map??? just spwn and some other things (PM me if you like)
you should hide maxed upgrades to avoid ppl keeping on trying to lvl them up after they have been maxed
and i had a question are there caps on the aoe damage upgrade?
I know you have been saying you need ideas for new units (or at least that you were going to add them) so i came up with one myself to throw at you.
Name: Kobalt (Skin: Tosh)
Type: Stealth Specialist
HP: Between Salv and Deadeye
MP: Again Between Salv and Deadeye
Upgrades: +attack type. Gets more of the debuff type upgrades than range and speed. Special upgrades 400: Causes enemy to explode for half of Kobalts attack on death max chance 50.0. Radius .75. 750: Changes units control to player for 2 seconds max chance 12.5.
Abilites: Attack 1: Energy Type: HIT Round. Kobalt uses a special High Intensity Tracer to increase the damage of his next attack. Increases next attack by 50-400. Can be upgraded to 1150-1500. 20-15 cooldown.
Attack 2: Ammo type: D3 charge. Kobalt throws a d3 charge on the ground which explodes for 100-600 damage after 3 seconds. 25-20 second CD. Radius .5-5 Can be increased in damage to 3700-4200 and radius to 1.5-6.
Defence: Energy Type: Cloak. Kobalt activiates his cloaking device hiding him from sight for 5 seconds while increasing his attack by 50-200 for five seconds. 25-20 second CD. can increase length of damage buff but not cloak.
Group: Energy Type: Dampener Field. Kobalt activates an energy dampener that scrambles the infesteds brainwaves causeing them to attack 30% slower for a time. 60-30 second CD. Radius 10 Lasts 20 seconds. Can increase the Radius from 10 to up to 15 (5 upgrades)
Feel free to change anything and give me any feedback.
The boss on round 15 is near impossible if someone leaves; the shield regen is simply too high. The only way we were putting in any damage at all was through spells, and that incredibly annoying considering that the boss did not spawn any units or otherwise drop any energy pickups. Please nerf his shield and spawn some units. Nearly ten minutes into the round and we barely lowered his health halfway.