Lunar Special Forces Beta v6
Details
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FilenameLunar_Special_Forces_v6.SC2Map
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Uploaded by
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UploadedJun 27, 2010
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Size1.69 MB
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Downloads336
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MD5ad14adf50dd7de0fbbf34930e93fc65e
Changelog
v6:
- Changed Zerg upgrades:
- Upgrades occur every 300 (game time) seconds, coinciding with midnight on the map.
- Armor only upgrades to 25 max now, introduced HP upgrades that increase zerg units' max HP by 50 or more during the upgrade periods.
- Changed Hardened Shield on the Immortal to reduce incoming damage to 100 while shields are up.
- Added a Heal pad in the middle.
- I have HP upgrades ready to implement for Protoss/Terran if necessary, however I'm waiting to see if it's actually needed first. Everything except the final fight is easily solo-able at the moment, and probably someone who knew what they were doing could beat the final fight solo as is.
- Edited repair costs for all Special Forces hero units, they no longer require vespene gas.
v5:
- Now localized with Xhatix's tool (thanks!)
- Added Day/Night Cycle (every 300 seconds, may change later depending on feedback)
v4:
- Decreased player armor/weapon upgrades max level to 25 and increased their prices.
- Fixed Krazy Kerrigan attack animation
- Increased Krazy Kerrigan health.
- Added checks in the wave start triggers to make sure the building is alive before spawning units from it.
- Fixed a few trigger problems I'd missed.
v3:
- Reduced Void Ray upgrade damage
- Fixed roach armor level not increasing
- Fixed zerg armor upgrades
- changed lighting to nighttime theme
v2:
- Increased zerg armor upgrades significantly. (needs testing)
- Increased zerg damage upgrades slightly.
- Decreased protoss shield recharge slightly.
- Fixed some enemy spawn triggers (probably more to fix here still).
- Fixed a couple small texture issues.
Needs much more testing, hard to get it right without multiplayer testing as well.
It seems like the last fight will be fairly beatable with 6 players as is. The main problem will be solo play. I don't think I can balance it for both when all is said and done, though. That is, unless I figure out how to implement a HP/damage scaling system based on how many players are in the game.