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
Thank you all for your comments about the map. As you know, it is not a piece of cake to balance every aspect of a game like this. I am working very hard on balancing for each round and making it fun and enjoyable. Because of the great variety in Specialist customization and teammate experience + the amount of difficulty options it's been a long and arduous process. Please be patient I'm doing the best I can and keep up the comments.
First of all i'd like to congratulate Etravex to this really awesome map, aside of some bugs we still experience on the EU server (licker thingy, blaze's jump into invisibility and his "imba-dmg") this mod is really fun to play.
After beating v2.0 or so, on all difficulty levels i'd like to add my thoughts to this.
- Balancing: I'm not sure how much you've implemented on the US server already that we on EU haven't seen yet so i'm gonna leave this aside.
- Difficulty: After surviving the initial waves (like 2 or 3) on Savage, that mode is by far the easiest. Earning $2 per kill instead of $1 like on every other mode, kinda makes the initial loss of HP and Energy neglectable since you can just buy it back to make up for it.
- New Content: (I'd love to checkout all the stuff that got added on US server, but so far i couldn't get my hands on it yet). But here's some of my ideas that i would like to see added (aside of the stuff already mentioned above by Etravex). 1.) The ending is kinda abrupt in my opinion. It starts out nice and flashy with that cargo unit throwing you into the Arena but then .... you kill the last boss and BAM victory! How about adding another, longer lasting Survival Wave where people have to stay alive for 20 - 30mins after killing the last boss. People would have to defend the landing location of the dropship until it comes back. In the meantime, the infested units would get a Power Up like every minute or so ... 2.) The upgrades on weapons are nice and there's plenty choice. But since savage Mode offers the players an insane amount of Money, it is possible (if soloing) to be level 19 after the 5th wave, with 4 atks per cycle, 4 targets, 4 atk speed upgrades etc ... turning the game into a waiting game till it ends no matter what Specialist you pick(Also, from this point onwards skills are completely obsolete ... auto atk will do the job). Maybe ... not sure about this one ... it would be possible to differentiate a little bit further which Specialist can get which upgrades to what level. Seifer ... low damage, maybe splash atk in a straight like (flame thrower kinda thing), slow atk speed, lowering dmg from Infested. Dead Eye ... high damage, few targets, multiple hits, slow atk speed ... high armor penetration. Blaze ... low damage, tons targets, multiple hits (he's got a fking Chain Gun ), fast atk speed. Salv ... low damage, few targets, few hits, lot of utility on his weapons (like slow or add a life drain)
Concerning the bugs mentioned below me. @Hasher22: The invisibility Bug on Blaze's ability gets triggert, when you jump again while he's still got that dmg+ buff on. Just wait till the buff runs out before you jump again and it won't happen. If you happen to trigger it anyways because you got surrounded and had to jump, wait till the buff wears off, jump again => fixed.
Also there's another Bug on Blaze's Jump ability. If you don't max it out but leave it at 3rd stage (the one that's supposed to give +100 dmg), it'll give a Dmg * 1000 bonus instead, resulting in a 6digit dmg.
For EU Server. While we still have Version 2.0 and the Licker Bug caused like 20% - 40% of my games to Bug, i've disabled the Licker spawn on the game: "Infested Arena v2.0 <localized>"
To make up for the missing Lickers, it'll throw more of the other SIU's at you tho :P Also the param/value..... crap is fixed there!
Really really really 2 annoying bugs;
1 - Blaze •Rocket Jump ability. When he jumps, he goes invisible and is UNABLE to use any abilites. This is a known bug and everyone knows it. I love blaze and i use that ability alot. Im gambling to use it or not due to the bug. People say jump again and it will fix it. This is not the case, i jumped 3 times in a row and i still couldnt see myself. Please fix
2 - The puller bug they somehow we get stuck and we have to wait to die. Even when we die we are still stuck. Either get fix this or get rid of that alien alltogether
Great job with the map.
I just have a question to make sure that Dead Eye's extra shot is working. The first upgrade is clearly working, but the 2nd doesn't appear to give him a 3rd shot nor does it update the damage mouseover tooltip.
If this is intended, I'm not sure that he needs to have a 3rd shot. His damage at the moment seems pretty high.
I just played the newest version and beat it with some friends on savage. To my surprise, it was extremely easy. The income rate is insane, and as Salv, the black hole is unstoppable. Every round I was averaging about 1.5k-2k income, and I just couldn't spend it at all efficiently, I simply funneled my money to my teammates. The late game gets to a point where you just become too powerful. Once dead eye and blaze are fully upgraded, bosses die in almost 30 seconds and with Siefer spending all his money on armor and health upgrades, I never even have to heal him. Don't get me wrong, its a very fun game, but it seems to me that the game gets easier and easier the longer you survive.
I hope in future versions there are more strategy oriented boss fights, and maybe the waves require strategy as well. (The boss fight with the burrowed lurkers and venom spit is the coolest fight, and actually requires a strat. The others don't really seem to be as involved). Keep up the good work though! Its definitely cool.
It seems the level 5 boss is bugged. I've seen two bugs.
First it is possible that he will spawn the 4 Propogators but he will not burrow, so you'll have him and the 4 still active. I've seen this happen twice.
Secondly if you go several rounds of burrowing, sometimes a bunch of red "trigger error" messages or something will scroll on the left side of the screen, and after killing the Propogators he doesn't come back.
Otherwise I love it.
Boneheimer, not sure what server you play on, but the current version (2.26?) should be completely fixed for the Licker Bug. The fact that you called it an infested puller seems to tell me you are playing on an old version. Godakuma, every class has different caps for all modifications including damage and speed. In other words, it is not necessarily fair to allow Salv to be able to pump out the same amount of DPS as Dead Eye AND be able to heal and CC like he can. There has to be some variation.
As for the other comments, thank you. Still working on bug fixes and working on balancing. Please remember that Round 5,15 Bosses were "just" added in yesterday. They have not been fully balanced. And currently planning on reworking boss fights for round 10,20 and adding 25 rounds with a final boss. But these are all future plans and believe it or not your comments DO affect how I modify the map. Lots of plans keep up the comments.
I think its well balanced and fun overall for new and old players. However being a pretty good player at it by now (I've beat every version you've released on savage so far including the latest). However playing on anything other than Savage isnt fun for me anymore. To get 2$ per kill, EVERY player must choose savage, can this be reduced to 2 or 3 people? This allows for 1 person to ruin the game for 3 other people. Maybe Brutal and Savage votes both count towards the extra income bonus? Any improvement to the system for allowing the double income would be much appreciated.
The map is awesome and addicting! Just once you get good, Savage is the only place to play. Trying to find a game where everyone votes for savage is very rare. Just from experience it seems one person always messes it up for everyone else.
-edit- P.S.
I've also experienced the Cliff bug with Blaze. I rocket jumped and it glitched me on top of the spawn point for infested (right side of map). After glitching on top of the spawn point, it then put me into the wall. I had to hotkey my hero and then rocket jump again, to get out of the wall. This is for the latest version (2.26) that claims it was fixed.
you should extend the cap on damage to 1k atleast and the speed to +60%
Sorry if this has been previously mentioned, but are you going to fix the infested puller bug where players are effectively stuck for rounds on end? This is a frequently recurring bug which could probably be fixed relatively quickly. Otherwise an awesome map.
Having played this a number of times in "PUGs" (as FireBox has put it), I've a few comments: 1. Excellent game. Keep at it. 2. Having both experience and income from boss waves may be excessive, but it does help under-par teams catch up (say, if no one's got the requisite damage or armor piercing to actually hurt the boss). Perhaps disable experience gain for these, without disabling income? 3. The level 15 boss is drastically harder than the previous two: I haven't beaten it since it was introduced (though on the other hand, PUGs only and only two days' playing it so far); this is primarily due to the mirror images: their ranged attacks' tendency to ignore the projectile protectorate skill, their relatively high health and low numbers making the AoE damage skills (especially Black Hole, which nevertheless is used against these by unsuspecting medics) next to useless, the fact that they have ranged attacks making the repulsion tower much less effective - all these mean pickup teams which have otherwise been getting by quite well for the previous fourteen levels hit a brick wall and die on the third boss. Assuming this isn't what you want with said boss, I've a few possible suggestions (not mutually exclusive): a.) Reduce the range and/or damage on the mirror images. All but one of the specialists rely on kiting to mitigate damage intake, and this is impossible without a significant range advantage on the part of the specialists. b.) Make the minions on the level 10 boss more difficult to kill - as it stands, you only need one person using one damage skill (usually Black Hole) every twenty seconds, and the boss becomes somewhat boring, leading to reduced expectations for the next one (mentality: "we've killed two no problem so far, how hard could it be?). c.) Perhaps some scaling of boss fights with difficulty multiplier? 4. In said PUGs, when a player leaves before choosing a difficulty level or specialist, the game does not detect this and start without them, forcing everyone else to then leave and try again. Minor issue, but it does show up occasionally.
I want to revisit the comment about lvl 15 boss. I think there is a definite danger in devising new bosses with a view to comments made about earlier versions. This particular boss seems to me to have been added at a level that is surely inferior to lvl 20 boss (much easier to handle). There is a potentially unwanted added penalty for less experienced platers. I teamed up with 3 people that, although not top notch, still had to find their way through skill progression. The result for lvl 15 boss is that, if you miss once, you're dead. The number of copies increases at a rate at which you cannot recover from error. This seems to me to be an unduly penalty at that level.
Ok so Comments about the new version... i love the fact that there are more bosses, but the game is 100x easier. I play with my friends so we have better coordination than random hook up groups, but i think i have some solutions that could help put the challenge back in for those who want it.
1) the lvl 5 and 10 bosses produce units until they die and we have been able to kite and not kill those bosses and farm for resources. This effectively makes it so you could if you wanted get max level and upgrades at the first boss wave... kinda broken, but if you eliminate the money/exp gained by those units... or just make them not give money that would be effective enough to fix it. maybe make that an option at the start or incorporate it in savage so PUG ( pick up groups ) wont get screwed on difficulty.
2) the ability to buy god knows how much life and armor from the center is rigged. As a tank being able to get 1000+ life, and permanent 20+ armor I will never die. I am not to concerned about the + life as I am the armor perhaps the cooldown/restock rate should be longer so we cant horde them
3) I find savage a lot easier than all the other choices simply because we get 2$ per kill... effectively doubling our money and we still kill just as much because we upgrade our boom spells and upgrading weapon dmg is pretty much unless unless you are farming and u dont care.
I am sorry for massing a long list of Improvements I dont mean to come off as attacking you or the game. I find this to be the best custom game out there and I'm just trying to help.
I agree with the level 15th boss being a bit too hard hitting, especially if the person playing as Seifer does not get shield extension with health regen.
Putting money back was a good move. If you think money would've made heroes too strong, just balance it out with stronger units. Also, it may make sense to balance the upgrades. Better upgrades should cost more, but stronger units should be rewarded with more.
The lvl 15 boss was too strong, methinks.
Good map, definitely fun. One of the most successful efforts on Bnet as of now. Keep up the good work!
Thanks.
Maybe you could try something like model swapping for their Incap state? I'm not sure if that can be done or what you would change them to temporarily though.
Yes each additional 12.5% upgrade will increase the likely hood of that skill triggering by 12.5%. Some can be maxed out at 50% while others at 25%.
I am looking into making new specialists and more rounds. The only difficulty that I'm running into at this point is the Incapacitated animations. These 4 models come standard with them. Other models do not have these animations built in. Regardless, I am looking into it.
More hero's and more rounds
Question, since it wasn't really clarified by the tooltips:
For Deadeye's new weapon upgrade, I forget what it's called, the one where it gives him a 12.5% chance for a crit; you can buy additional levels in this, does this increase the chance by an additional 12.5% a level? This question applies to just about anyones new weapon upgrade that is % based.
If it does, then adding that to the description would be good, if it doesn't than only make it so you can buy 1 upgrade.
Great map and updates so far, though. Keep up the good work!
Would it be possible to swap the hero models for others? Like Kerrigan, Spectre, and etc?