Marine Arena
BEFORE YOU POST A COMMENT, PLEASE READ!
The only versions that I support, and that are regularly updated are: US Gateway version 1.0.0 (Published by Me and updated weekly) EU Gateway version (Published by MasterKiwa and updated every 1-2 weeks)
v0.9.9 is the old beta version and is no longer being updated.
The EU version has some minor differences since I've allowed Kiwa to edit and add to the map if he chooses to, but the core of the game between the versions is roughly the same.
Any other version not published by us, and on different gateways, is a stolen map, likely bugged, imbalanced, and completely unsupported by me. Anyone posting feedback on these versions are wasting their time since I dont care about the problems in those versions, talk to the guy who stole and edited my map without my permission.
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Marine Arena Official Thread - Starcraft 2 Map Development Forums:
Marine Arena Official Forums:
Complete Changelog
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Marine Arena (EUROPE) Official Thread - Starcraft 2 (EU) Map Development Forums:
Please use one of the above links or the comments section below to post comments, feedback, suggestions, and find information about Marine Arena!
Thanks, Crayon.934
Version .9.98 now submitted This version includes one of the many new game modes me and Crayon are working on.
First Mode Available (not Game Options) -Squad Mode: Marines and Mercs have a Cap. Marines - 40. Mercw -20. Forces you to play a more tactical and micro type game. No more massing a huge army and sending them off to die.
I know, he let me know, he just published it because after the reset my version wasnt published anymore.
So someone by the name of 'Jay' has a .9.9.82 up'd and published under their name on BNET2
Well, you'll have to set another players tech tree up by using the triggers, then place a few of those teched marines in game, then run a test game and fight them with your marines.
Usually the first thing you want is range, then you want 1 health upgrade for every 2-3 armor upgrades at the, and for every armor upgrade your opponent has you want 1 weapons upgrade.
Thanks for tips on beating muta. I find that spending cash on heroes is very risky and I rarely see anyone use them, but the Thor can also focus fire peoples merc buildings form the ledge so it might be worth it.
Is there anyway to simulate a battle between 2 units like 1 marine with 2 combat shield upgrades versus a marine with 2 armor in the map editor? I dled the map and opened it, but cannot figure out how to do this on this new editor.
You should republish ASAP, the patch is out and I want to play.
Use the Thor, its AA is incredible. Also the Hydra has some AA splash too.
Vikings always beat Mutas, fully teched marines beat equilavant teched Mutas. Vikings beat anything air, it doesnt matter how big your ball of mutas are, the vikings will obliterate it with their high damage AA splash.
Voids can beat mutas, but you need high/full armor, health, and sheilds.
Mutas are overpowered. Everyone game the person who goes muta wins if they wait till they reach a critical mass. Hero's are not worth their cost compared to mercs.
The newest version has fixed this. This current update their max armor is halved and all their upgrades increase in cost after use. If someone fully techs their defenses, they just spent like 10,000 minerals.
Also "-sudden death" mode deactivates all base defenses after 1 hour, so if your playing a short game, anyone who relys on base defenses just screwed themselves.
I dont know if you've looked into this yet or not but the protoss defense upgrade (the two cannons you can buy) with armour upgrades they are almost untouchable and the range is huge they might need to be nerfed a little bit
But yeah its my favourite map at the moment keep up the good work guy.
I just realized klauz619 already posted this in better detail
Heroes are way too cheap in price atm, marines cannot hurt them at any point in the game and get splashed to death.
Playing a .9.9 version floating around on Bnet yesterday, the ultralisk was way OP early game, first one to get one wiped every single players marines, and could take down any other hero except another ultra... seemed like a bit much.
OH! I didn't know all these things... Guess I didn't notice :) And where is this fungal growth upgrade? The last version I played was 9.9 maybe it was a fake?...
And yah I figured that was the feel, it looks cool except there is multiple copies of the queen which is really strange.
Base defenses are too idiotic now and drag the game on forever to the point that it's not fun.
You go 5000 kills with everyone at 1000.
They go photons + orbital and upgrades then its pointless.
10 range photons that 2 shots groups of 50 marines, 31 armor making them invincible same for pylons and base. Orbital command that shoots 200 damage and insta kills groups.
I usually play an hour then just leave cause everyone ends up with base defenses and you need a 50:1 advantage to even beat them, it's ridiculous.
Fully upgraded ultra + marines + mercs will still lose to any half assed base with 000 marines and full towers.
Hey Xelanthol, glad to hear you like the map.
The queenfestor energy steals on attack, so when it gets low just attack some units, or even your own units, also the fungal can be upgraded to do 25 dps more, but it could use a bit more I suppose.
As for the animation, I made it like that on purpose haha, I thought it looked cool with a infestor/queen/queen model. I could just change the model to the queen only, but then I cant call it a queenfestor :)
Hey Krayon, tried out the new ver and I love the zerg caster hero! :3
Though, I was fairly dissapointed with the queenfester lol. Needs faster mana regen with some custom abilities bro!
Also the roach bonus versus organic is INSANE. I pumped 2.6k total for queenfestor, and pumped at least 1.5k towards hero armor upgrades alone, with another 800 towarads HP upgrades (for one unit! hero upgrades need to be looked at) And about 12-14 roaches (upgraded mine you, about 9-10 damage so I do realize they're going to heavy hit) two shotted my queen. It's hard to micro, I kept her back but with her low mana regen and HP rines fungal becomes kind of useless, and with the 2 range on her claws shes always at the front lines and gets focused fired. Take away all those creep generating abilities, they are useless, and whip up some customs for her. :)
I'd say give queenfestor about 1k more in HP, increase mana regen around x10 (So she can become a versatile caster, + transfusion herself for being on the front lines all the time) and fix her animation. (When morphing theres like multiple copies and all this crap) Keep the 1.5 Armor from upgrade bit, thats unique. :) Also maybe give her a bit more damage versus air, like every damage upgrade adds +8 for her air attack. For her ridiculous price she should 1 shot most unupgraded air units.
Maybe a researchable for the queen festor which greatly increases regen rate underground.
I don't know, love the map I just want it to be the best! =]
Best of luck man
Well I cannot find the legit marine arena anywhere today (after playing this all week) in this shitty new bnet system... only rip offs by other authors. Can anyone out there help me out in a way to actually play Crayons version today...
Yeah but if you still go all out on the marines, they beat anything, I've tested this myself, marines at full damage, armor, health, speed and range cut through everything. Going just marines is more expensive than going just mercs but it pays off in the end if you last long enough.
Also roaches counter stalkers really well, they actually need an early game nerf because they're the strongest T2 merc to get early game. Marauders still do OK against them.
You might want to delete all the past versions as noone is playing the new one, thanks to the popularity system BS.
Stalkers seem too powerful, if you just go full upgrades on them they'll deal 50 damage on marines + splash, blinking in and splashing them to death. even full powered marines lose out against them. It woulda been ok if it was single target.
Wow great feedb ack Klauz.
I agree with alot of what you say there, the strat pretty much is Marine > Marauder > Marine/Mutalisk.
A couple things I disagree with are:
The Ghost is worth its money if other players buy heroes, because it can snipe them (sniper ability), but not worth it if players arent gettin their money. But players shouldnt be buying him anyways because his description says that hes a "Hero-Killer" unless they're going to be using him for this. I'll have to adjust the current heroes first before he gets any real use anyways.
The mutalisks are crazy if you tech them, they have high damage/bounce damage so if you get them to 10 upgrades it doesnt matter how strong the enemy marines are, once you have a ball of mutalisks they're unstoppable until that spire is taken out.
Stimpacks seem to be only good lategame, and it seems to be better for players to just skip the first tech stims and go straight for armor. I dont usually get stims and I got straight for marauder, since marines dont regen, a player who stims his whole army against a small portion of yours kinda just wasted 10 hp when you bring out your full army. This is especially good when at the top since theres less room for people to attack stims wear off before they get their use.
Im gonna try out your stats suggestions and see how they play through I'll give thor higher splash damage Ultralisk has already been adjusted but he could benefit from a higher cleave, this makes him worth his money The Colossus has been nerfed so many times I dunno about a buff, on the older versions players would go straight to colossus and just 1 hit kite all the marines. He could benefit from higher armor though Dark Templar cleave is a great idea, I was looking for something to add to him, cleave makes perfect sense. High Templar has already been suggested and changed, hes got faster regen, I'll also set his starting energy to max. Void Rays got nerfed many many times aswell, but I did give them a slight buff to bring them back up to around how they were last version. Alot of people would just tech void ray damage and run around 1 hitting all the marines, and since VRs switch targets very fast it kinda had a problem. I think I'll increase its attack cooldown.