[Survival] Orbital v2.0
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The v2.0 is out, I sure took my time but here it is. In the beta it was quite an original gameplay and game, having a new tech tree was kind of new back then. When the game went out, the game couldn't be played anymore and everything from data to triggers were bugged. Now I offered the game a v2.0.
The game is a basic base defense, with a simple but fun design. You control a terran force with a slightly different tech tree with many original units and upgrades. You'll need to defend against waves of enemies, including 5 original bosses.
To sum up :
- A melee-like gameplay, with slightly modified terran tech tree.
- 25 waves, 5 original bosses that require strategy.
- Find a balance between attacking to expand and defending against the enemie waves.
V2.0 Changes :
- Background story with briefing added.
- Campaign units used. (No more team-white marines to make medics :)
- Full Achievement system
- Numerous changes in tech tree and available units.
- Smarter waves, drops.
- The waves of enemies are all reworked and more balanced. The boss 4 and 5 are changed and are more fun to defeat.
Special thanks to all testers that helped me correct any bugs and balance !
Made with the help of Mapster and the french SC2Galaxy.net community : http://www.sc2galaxy.net/
So, how do I play it !?
The game is now published in Bnet. Search "Orbital" to find it. The name of the map is "Orbital II"
The v2.0 is finally out. Check the main page for changes, and don't hesitate putting bad or nice reviews.
Search "Orbital" in Battle.net !
you should put some stuff in the bases against siegetanks actually all you need to obliterate every base are 2 tanks and 1 worker for repair against the turrets
i started with 1 marine in a bunker against wave1, and build only siege tanks afterwards killed the last base at wave14 without preparing against the last waves, but my 30 tanks surrounded by missle turrets did it pretty easy
very very nice map but... no Italian localization ;_;
I think you gotta nerf siege tanks, I only made couple mauraders and 1 viking for the first 5-6 waves and walled of then began making only tanks and it's really ez to obliterate everything.
Adding an option to skip the time for the next wave would be nice because having to wait 5mins when you're 200/200 with 10k minerals and 3k gas is kinda long. The last boss is 2 ez imo, that might be because of siege tanks ownage thou 60tanks is scary hehe.
Good job on the PF nerf, they don't rape all the other units anymore.
Maybe add different difficulty setting cuz it's too ez right now imo.
My localization trick being overdated, I uploaded 2 versions of the map for enUS, enGB, deDE and frFR localizations.
Thanks for your comments !
@ Necro : It's true marauders must be overpowered. If you finished the map that easily, you must be a pretty good melee player as I have some trouble finishing it myself ^^
@ Neokarasu : Hmm I tought about that when triggering the boss. It's true it can be a exploit to mine the entire map, I think I'll add a timer in the burrow thingie next version.
Thanks you all for your useful reviews that allowed me to release v1.00. I consider this map complete and i'm aiming now others map projects that will be uploaded there, so I won't be releasing another version for some times. Still, you can expect to see some day a multiplayer version of this ! Your reviews will still be appreciated if you get to play the map and have any suggestion. See ya !
Yaos, first of all, loved the map. Definately going to be coming back for future versions. Just wanted to give a little feedback.
The big one: Marauders. Making them attack air means that I never need to build anything besides them and medics. First playthrough after I discovered they attack air, I rolled the UED bases with them around wave 15 and demolished the last 5 waves with just them. They are a tad too strong.
There is an issue with pathing where by blocking paths into my base with depots, I can cause all ground units to take one route, making it pretty easy to defend against.
The next one may just be a matter of difficulty, but I feel that the bases should have a less in the way of resources. Early on feeling limited and really having to decide what to build was nice, but after grabbing the natural, resources just started to stack up, even with me pumping marauders. Then the other bases were hardly guarded, etc. etc.
Hope you found something useful in my comment. I hope to see a new version soon.
When I played it last time, the Roach boss would burrow and start regenning HP. If I keep enough DPS on it to keep it regenning but not killing it, the whole timer just stops and that lets you mine the entire zone before going to the next wave.
Don't know if that's intentional or if there's a way around it (or if it's a known exploit and just don't do it).
Thanks for your feedbacks.
@ Levy you managed to destroy all the ennemy base ? Even I had hard time trying. Nicely done. Sorry for this unfortunate bug. What happened is that the trigger sent you a wave 21 every time a unit dies ! (I forgot to turn the trigger off)
@ Naseo : That was the original idea, but I guessed I'd stick with a simplier map to get used to the data editor.
I'm very pleased by the comments and feedbacks and most of the the bugs are gone. I overlooked and fixed all the bugs people mentionned, except for the stuck animation of healing that I can't find the cause. I'll release version 1.00 shortly !
I killed all the ennemies' CC and it gave me a msg saying I had 6mins till last 5 waves which is cool and all but the msg kept popping up everytime I would fight a unit which was really annoying when I was fighting those last 5 waves ;)
Iirc i got their last CC at wave 16 and until then with only a planetary fortress and svc to repair its fairly easy without even troop to hold (except maybe vs the ultra boss). So it's rather ez to just take ur main force blow all the enemy's bases while keeping yours fairly safe only using Planetary fortress.
Really liked the tech tree and those strange abilities like tank in siege mode can hit air ahah (talk about OP in a real game lol) vikings have their own stim and a lot of cool stuff in general.
Also i'm not quited sur but I think I ended up fighting all the last 5 waves at the same time!!!! because I destroyed the enemy. I though I could kill/rape him like I did the other wave with siege tanks and thor complimented with mmm but boy did I get rolled lol.
Fun map, enjoyed it
I quite enjoyed the modified tech tree you have! It would be fun to have a multi-player variant of this in the future, for sure. Not necessarily on this map, or even as a survival map, but with the modified tech tree in place.
Hello, Thanks for your comments so far.
I'll be looking over the medic and scv collision/abilites issues and correct the EMP Field ability soon enough. Thanks for your very complete feedback. If you have any suggestions concerning the waves/bosses being too hard, I'd be glad to hear them !
Damn, I lost my macro game halfway and eventually lost the in wave 21. This is one of the better maps I've tried out there. It's got a lot of potential, I find the tech tree really interesting and fun to play
After my second play through, I've made it to wave 19 and was just obliterated. It's an extremely hard map for me given my worst race by far is terran and I like to move slow and secure my footing when I do have terran. I only killed the three closest bases and expanded to two of them. My bad playing aside, here's what I think and a few things I've noticed.
-The beginning seemed really macro friendly. There's practically no way to die in the first couple waves. I'm sure a micro heavy player could dance a scv around if he had no marines, lol. I found this to be rather novice friendly and pleasant, maybe even too easy.
-Later waves seemed really balanced, good job. A word to other players though, if you take too long like I did, you'll end up with a massive ball of enemies at your door.
-Marines felt really useless, even with shields and upgrades. (I didn't get stim or test thors) Maybe they're intended to stay behind the bigger units and shoot fast, but with marauders life, they just seem to fall apart.
-Medics can slip between a vertical crack between a supply depo and a wall or cliff. Not sure if it matters enough to complain, but it let enemy medics fall into my base away from their group and my medics outside when I Really didn't need them there.
-SCVs are considered mechanical and I noticed one trying to repair itself. I don't know if it kept it from doing other actions or if it could even repair like that because it was hotkey'd and I moved it before I could check it out. May be worth investigating.
-Medics may be able to heal themselves in the same way as SCVs can. I had two stuck (only the animation, not movement impairing or anything) healing themselves. Also a potential bug if you haven't looked at it.
-The EMP is mislabeled or does not work properly in some cases. During the huge thor boss, I hit him with three EMPs (only had one drone) and each did 50 damage to his energy. In the label it says 100 energy damage and does not specify any different for bosses. (A note for players: I recommend having 10 or so EMPs ready if this isn't changed, he has 600 energy and his special cannon requires 150 to shoot according to the replay. The unit hit is sure to die in the 2 second channel time.)
I may play more later, but I don't have time now. Also, bosses suck.. You'll surely want to bring any army you have out of base back to fight them. And mutas suck more, they are what ended me. They came out around wave 18. You'll Surely want something to fight them or you will lose. And, finally, don't take all day to go kill the other bases. Running out of minerals before you expand sucks and having huge waves to fight sucks even more.