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v0.9.9 is the old beta version and is no longer being updated.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
Marine Arena Fan-made Wiki:
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
Air units should be banned from being respawnable mercenary units. Reason being that Mutas/Voidrays can easily stack up, making it hard to snipe the air units. Also, once you have a decent force of air units spawned and stacked up, they can pretty much snipe and destroy any buildiings in less than 10 seconds and not even ground units can defend against it.
Ground units don't stack; they just surround whatever they're attacking making it like max 10 units attacking while a stacked group of air units can be 50 or even more on top of each other all simultaneously attacking. The first person who stacks up the most air units is pretty much GG for everyone.
If an air unit is really needed, then I feel it should only be used for heroes.
Also, heroes need to be much more stronger. Make the upgrades CHEAPER for heroes so that we'll actually use them. It's already crazy expensive to summon a Hero and the pricey costs for the upgrades only benefit one unit as opposed to marines/merc upgrades that would benefit an army of 100.
oh this was the comment section, my bad I mistakenly posted on your polls
Here's some feedback that might help the game be more diverse than the 100% success rate of "SPAM MARINE UPGRADES IGNROE VERYTHING ELSE"
Marines are better balanced early on, making starter mercs not as useless, but mid-game and endgame they are still too strong. Most strats will just go early marauder -> full power marines ignoring everything else.
Stim packs are too strong, 50% speed and attack speed which makes marines easily tear apart anything. Reduce the bonus or make it cost 20 hp for marines.
Merc upgrades are too expensive, and you cannot use them or else your marines turn into fodder, so basically you just use mercs earlygame and capitalize, no reason to upgrade them or use them later on, only the marauder is good.
They all need either armor or damage bonuses as no sane person is going to upgrade them, midgame marines who do 18+ damage every .5 seconds with stim beats any hero or merc and liquifies them into minerals.
Zerglings -> you reduced their armor by 1 for some reason. if you build them at the start they're decently good, however they're still crappy after the 10 minute mark, they'll get torn apart by masses of marines and the tight corridors. Give them 3 armor base.
Marauders -> the ONLY merc which has value, you get them first and your kills and income will increase a lot, they will have stim packs along with marines and easily tank and tear things apart. They have a very long "usefulness" timer and you dont even need to upgrade them, they are very effective and by the time your marines have 140hp and +10 weapons or more, you can just destroy the barracks and forget about them.
Zealots -> being melee sucks, they have decent durability early on but midgame they are free minerals for the enemy. Give them 3 armor and increase their attack to 13 damage per blade swing.
Roach -> 240/24/2 stats is far too weak by the time you get them, their range also sucks and they have so many damn upgrades that siphon your minerals for little effect. Upgrade their base armor to 5, at this point most marines have 7+ weapon upgrades and more hp that they just tear apart roaches and earn tons of income.
Hellion -> good with the burner upgrade. However it's too darn expensive. Make their flame thrower upgrade into a 50 mineral upgrade but has a 3-4 minute research time.
Stalker -> decently durable, however their low damage and attack speed as well as their 10mineral kill bounty just makes them punching bags for money. +10 damage and +1 range will increase their cost effectiveness.
Mutas -> really weak by the time you get them, give them 4 base armor and +10 damage.
Vikings -> armor upgrades don't work on ground form, it just stays at 2. Give them +10 damage and +2 range when on ground, they will still be decently durable, but they can provide long range damage instead of short range cannon fodder.
Void rays -> their damage output is pitiful, there just isn't any point in using them. Massive gold sink which makes your enemy richer. 20 of my marines would probably break a base faster than 20 void rays who take forever to charge and deal pitiful damage at such a late era.
Ghost -> you sacrifice your marines a lot by getting this guy early, he can only 1-shot people slowly and you will fall behind the income war very fast and lose the game. Give him 10 range, 140 damage against light and 4 base armor, maybe then he can actually be worth his weight in mineral.
Hunter killer -> 4 range hero which will get torn down to shreds when focus fired. Give him 110 damage and 7 base armor, marines do 10+ damage at that point and he goes down in 3 seconds flat. Burrow and he gets scanned and dies.
Dark templar -> he needs a 100% cleave, killing things 1 by 1 and getting murdered in 2 seconds when scanned does not a hero make.
High templar -> needs to start at full energy, make psionic storm cost 35 energy. He needs to be faster, 350 hp and he loses to 6 marines who focus on him and ignore the others.
Thor -> he kills units 1 by 1 very slowly, he has a lot of health but goes down in 4 seconds mid/late game. completely useless. His bonus ability won't work cause he'll get murdered by any decent marine defense. Give him 15 base armor.
Colossus -> not a bad hero, make his thermal lance cost 50 minerals but take 4 minutes to research. Increase his damage to 85x2 damage. Give him 7 armor.
Ultra -> very slow, very weak. Give him 100% cleave and 7 base armor. Make his speed and armor upgrades cost 50 minerals but 3 minute research times.
Noone can afford to upgrade mercs/heroes because of the massive opportunity costs and making your own marines into free food.
Make tier 1 mercs be up to snuff against +2/2/2 marines.
Make tier 2 mercs withstand +5/5/5 marines
Make tier 3 mercs withstand +9/9/9 marines.
Make light heroes withstand 6/6/6 marines
Make heavy ones withstand full powered marines.
You cannot rush them, because eventually 100 of your marines get farmed by 15 of theirs and you get 0 income and lose.
You did a good job on marauders, they are worth getting. the others are just a waste of money for you, and a big bag of money for your enemy.
Bunkers are hella weak, no point wasting valuable money on them.
Cannons are also weak, they will be focus fired and die, they need to attack faster and deal more damage.
Zerg defense structures deal low splash damage, they need tons of upgrades to be good. Give them +10 more damage at the start, make it hit harder and you can probably lower it's splash if it's too effective.
Make all base upgrades cost 50-75% lower, there is no point making your marines weak as !@#! just to make them passable defenses.
Command center needs to have 10 base armor, later on people are just suicide focusing on it because marines take forever to kill while the CC goes down in 20 seconds.
Planetary fortress should only cost 250 minerals, noone gets this other than people who are losing REALLY badly, but then they still lose anyway cause they get farmed with such weak troops.
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There's a very difficult thing to balance is that you will always have marines, and if you neglect upgrading them, you will lose by a larger margin over time, mercs are not very strong and provide TONS of bounty(as they should.. if they are truly powerful). Because of this anyone who goes tier2/3 merc/heroes/upgrades will never beat some guy who just mashed his "upgrade marine hp/atk" button.
For example
135hp marine, 14 damage, 4 armor.
vs
95 hp marine, 10 damage, 0 armor + blink stalkers.
The mercenary guy gets his marines destroyed in seconds, his stalkers put up a decent fight, but they give 10 minerals everytime they are killed, and they are NOT worth 5 marines in power, at most maybe 2.
You paid a big price to get stalkers that merely feed your opponent, eventually his marines will effortlessly kill stalkers and your marines and just die.
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Suggestion other than merc/hero buffs.
Health upgrade now applies on everyone, costs 300minerals now to compensate. This will motivate people to get mercs now that they posses good health, this will also prolong the lifetime of your tier 1 mercenaries(zealots/zerg get outdated really fast, they die before dealing any damage after a few upgrade sessions) and also make your tier2/3 mercs less of a "mineral pinata"
Mercenary upgrades only cost 50 minerals... but they require marine upgrades as a prerequisite, basically you can upgrade your marines and for a little extra you make stronger mercs.. not paying for stronger mercs and have complete garbage marines.. or going halfway and them BOTH being cannon fodder as my above example.
This way you can cheaply upgrade mercenaries, without being abused.
Love this map!
Few issues me and my friends noticed.
1. Stalkers are OP. The Blink ability lets them Zerg a Merc base and then run. Ontop of that stalkers are supposed to be weak to Zealots and Marauders and yet our upgraded units would get mowed down by his basic stalker unit. Every game, the player that massed Stalkers would win. It got kind of boring due to this.
2. Hero Units seem to be a lil weak on the defensive. Colossus, and Ultralisk both get mowed down with in a few secs.
3. Not sure if the 1500 point increased spawn is even worth getting
4. The Marine Stop spawning replaced the Destroy Merc Building? I dont think that was a good call. I didnt use the stop marine spawn, but I DID use the destroy merc one a few times.
Alot of Good stuff in the map. I love it overall.
For some reason we cant add you using the SC2 ID's only Battle.net. accts. Id love to add you crayon and try to get some tests going. -Synth
Awesome map, but i think you accidentally deleted a destructible rock on the left side, its been giving players that spawn on the left side quite an advantage. So i think you should probably fix this quickly...
and roaches are a bit too imba with burrow move researched, they just move into enemy base and snipes off merc buildings... that just doesn't seem right...
Anyways its still a Great Map!
Awesome map, I love it ^_^
Uhm the Ibis cannon doesnt have a little splash? For a 1k investment (In which I could get a colossus) I get a single target cannon that at max does 150 damage!
Uhm... I love the newer version though, air mercs are really sexy :)
If you could make a research that would allow the ultralisk to move while burrowed (It gets caught on way too many things)
Also, upgradeable spells in the work? (Wouldnt be 3 levels of psi storm)
Great work :)!
Thanks for the feedback.
Support towers have been fixed with longer ranger and higher damage/effect radius. This is only implimented in 0.9.82 so the version being hosted on bnet doesnt have it yet.
The destroy all mercs idea about disabling mercs is actually a really good idea, I could actually do this instead. The destroy all mercs ability was just thrown in incase people fast teched to void ray or something, its only useable 3 times per player, but yeah I can switch it to "diable all merc compounds" instead.
Oh Hey you're here right now editing your post.
I've read your suggestions and alot of these are good ideas. I do want to differentiate the game to make it more fun to play and less repetitive, right now it really is just marines fighting marines, I can see how it gets kinda boring. I can set it up so controlling the center gives minerals, not gas though (atleast not at the moment).
I do have plans for the heroes though, I'm going to add a building that techs just heroes, and is only available in the center of the map and requires a player to be next to it to activate it. It'll tech the heroes abilities like increasing the range/damage of the abilitys, and being able to purchase new abilites for the heroes. Also on launch, I'll be able to add in real heroes with experience bars, levels, and inventories/shops. Those blimps are planned to be turned into shops later on. I'll probably rename the current heroes to Mercenary Heroes, and have one actual hero available per player.
I've increased the costs of the marine upgrades in the latest version, this should make people want to spend their money on mercs or heroes, I might increase the costs further so mercs and heroes are more used and they actually make their money's worth.
Anyways, tommorow I'll look into some of these suggestions and see if I can implement them into the next version.
Updated this with more ideas and easier to read
Suggestions
Support towers - Useless when upgraded to offensive. Psi storms and seeker missles only usable in your own base, but don't even reach the chokepoint. Consider giving them long range psi storm to have more use when being OFFENSIVE
Destroy Mercs - way unfair, discourages use of expensive mercs (void rays, vikings, etc). Make it so it just disables enemy merc factories for 45 seconds?
Camping - To win this game all you do is camp on the hill and let the enemies run to you. Not much interest. Make controlling the centre trickle vespene gas and then only using this vespene gas you can get "special" upgrades. That way it will promote all out war in the centre
Unit Limit - If you camp the whole game, you get such a huge army you can completely rape others when you attack. Make a limit of 200 units or so to promote getting into the fight and also preventing major lag from huge fights
Base Units - With marine being the only unit, the battles get really boring. Make the base units a choice of marine, zealot and maurader, with being abe to choose which you want at any time. their strengths will be Marine > Zealot > Mauraders > Marine. That will it will promote more diverse armies as well as requiring skill and planning before battles.
Upgrades - The upgrades are really boring. Improve health, armour, damage. etc. Make things like improved speed, rate of fire, range, etc. which make each army different and battles more interesting.
Periodic Reinforcements - Every 5 or so minutes give each player something like 2 of the hero classes, going from the lowest to highest as the game plays. That way it will make things a bit more interesting as well as letting players decide if the heros are worth it.
Buy Merc. - I like the idea of it but i don't like how you can only have one at a time. Like i suggested before, have it so once you buy the mercs you have a choice of which ones you want to produce, being able to change between them whenever you want.
"Types" of Mercs. - Have mercs which are high health and low damage (for tanking), medium hp and dmg (for fighting) and low hp and high dmg and long range (like siege tanks) That way it gives more choices.
Well theres a lot of suggestions by me. My main point i'm trying to get across is that every fight ends up marines and mauraders fully upgraded mass army. I think you did an AWESOME job on the map but there's just not enough choice when it comes to units and the game gets repetitive and boring.
New update!
See the changelog above.
Its not published, nor uploaded here yet, but will be soon. Publishing appears to be down for the moment due to the upcoming service update. I wont upload this map on here until I've published it first on Battle.net.
As soon as I publish 0.9.75, I will upload it here for people to download.
Also:
ASK ME PERMISSION BEFORE PUBLISHING/EDITING MY MAP PLEASE! TO ALL THE NON-CRAYON AUTHORS WHO PUBLISHED MY MAP, NEXT TIME ASK ME, ESPECIALLY THE v1,0. VERSION 1.0 MEANS ITS FINISHED, M.A. IS NOT FINISHED.
If you'd like to edit or create your own version, ASK ME FIRST; and if you edit, give me credit. I dont appreciate people publishing my map without my permission, I consider this stealing, so just ask next time.
The newest version would be the "v0.9.5 v0.8"
I've no idea about that "Jeebus" one, it looks like the earliest 0.9.5 which is full of bugs.
I've never seen the "1,0" by Palmer yet. I've no idea whats different in there, but those bugs that hes talking about have more than likely been fixed by me now.
In 0.9.5 (the one published by me), I've addressed the bugs and balancing issues already, added a new terrain layout, and added a couple heroes and balanced the zerglings, they can also morph to baneling. The only problem is people keep playing 0.9.25 and its hard getting the new one out.
"The chosen map is not available for play." is probably because I bumped its popularity up trying to get more people to notice it. I created and quit the game like 80 times, its probably saying that because theres so many empty games going at once. I need to find a better way to get this map out there.
Really enjoyed your map, its a lot of fun. Question though...
So, I'm curious which of these versions are actually published on b.net... the only games I can find join or host are v0.9.25 v0.8 published by Crayon (yours I assume), then there is one called v0.9.5 pwn (is this 0.9.5? 0.9.5+?) published by Jeebus which has an identical description to yours, and then there is one called Marine Arena v1,0 (yep, with a comma) published by someone named Palmer which has a slightly rewritten description and says it was 'DeBug'd and Balanced' by someone named NickF. I really wish Blizzard would have designed a functional map publishing system instead of this junk.
And if none of these is the newest version, how would one go about playing the newest version online? Thanks and good luck with future maps if you make 'em.
Note: Under joinable games there is also a version titled v0.9.5 v0.8 published by Crayon but when I attempt to join it says "The chosen map is not available for play." Strangely enough, this is the one listed highest on the popularity list.
Damn it took awhile to figure out the player variants.
Did an 8-player stress test, a few players ended up in the wrong start locations with the wrong allies due to changing their default colors.
Anyways, to stop players from appearing in the incorrect start locations with the wrong allies, I locked all players to their respective colors and teams. So if you wanna be on your friends team, make sure you join when you're in their party because once you're in the game you cant hop to another team.
Ahhhhh damnit.
Someone published my map on battlenet and its not letting 'me' publish it now. Great, I gotta change its name now...
Players 7 and 8 arent in game yet, I havent added their triggers yet.
It is currently set up for 1v1v1.
To set it up for 2v2, open the map and enable players 2 and 4.
Read the changelog guys.
some things:
-armor/attack upgrades are really imbalanced. whoever gets ahead in the earlier battles is invincible from that point on. you should limit upgrades to 3/3 instead of 10/10
-stalkers are way too strong
-marauders spawn as enemy
-your mercenary building spawns right next to high ground and if another player gets control of it they can kill it and deny it easily, should move it next to your CC instead
-should perhaps make the map bigger, high ground is way too strong for containing
I tried palying with 3 friends online and the 4th player spawned as a guy with photon cannons and couldn't spawn any marines...
They die because theres no players playing them.
Adding in computers will be waaay too time consuming at the moment, for a map thats mainly gonna be multiplayer, it jsut seems pointless. If someone wants to do it for me, by all means go for it.
Why is it that all the enemy teams die as soon as the game starts? THere homebases blow up except for pink and purple and the game just continues to go on spawning units for me but im all alone.....??? And I highly suggest making a singleplayer game of this and not base it on multiplayer because not to many people are even on multiplayer just a suggestion