This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
I can confirm that it's a hell of a lot harder when playing at 'normal' game speed than compared to 'faster' probably since the units spawn at the same rate regardless, or something like that.
No issues for me on offline play. Still make it to wave 20. Since the waves are timed, make sure you have it set to fastest or you wont get the maximum mobs (ie. cash) per wave.
I'll look into that issue, which I'm guessing atm is some kind of game speed issue. For now I suggest if you want to play it offline, download it, open it in the editor, and click test map.
Re solo play:
I think blizzard builds some bonus into the multiplayer levels or something.
I haven't been able to get past wave 5 in single player mode (been trying that since the beta is closed at the moment) whereas I get to level 20 without a problem online.
I think there's a bug when testing this map single player (dragging and dropping the map onto sc2.exe). The waves spawn WAY more than it should be, and I did check to make sure that both the online version and the offline version i was playing was the same, v.06.
To make sure it wasn't just me, I went the exact same build order and position without any micro on the map both online and offline (3 bunkers, each with 4 marines, getting a 4th with an additional 4 marines asap), and on the 3rd wave, zerglings, my buildings were burning offline while online, i had not need to reconstruct yet.
Hey man, love the map. One of my favorites by far, I especcially like how hard it is, makes it feel more worth it and not just a play once, beat it and stop.
Anyways, I'd would love to see more options being usable, so far i've only seen 3 techniques that actually work till Tier 2. Like making zealots or the marine shield more viable.
I'll be working on making the air levels not so sudden.
About the enemy amounts.... I'm 95% positive that each side spawns the exact same same amount at almost the exact same distance away from the center. Each players build area only varies slightly from the others. If you are sure that the creep spawn amounts are different, I'd love to see the replay. Thanks for all the kind words!
Alright so first off, GREAT MAP, lovin it, look forward to each new release. Just finnally beat Tier 2 and i love the difficulty level because it means that alot of ppl are failing and its hilarious. A comment though not sure if this happens or what you have kept track of, It does seem like some sides have more/less units spawn and blue being so close to the edge seems to create a pileup soon than for the other three, and then for the lvl 20 boss fight I killed him with about 35 seconds left in the level and the little effect he does that spawns the three different groups of units kept coming, and then 00:00 on the times one circle was left and it just stayed there and then i walked my immortals over and they appeared and i killed em and then nothing, so i wasnt sure if you had a tier 2 ending saying be ready for tier 3 like you did on tier 1 testing. Also as to the level 20 boss the little lightning color effect stayed after he died, and im not sure if it registered i killed him, hrmm and lastly I guess i have the replay if you wanto look at it to see a full level play through oh and mebby make it a little more noticable that when yer at tier 2 you MUST have the AA upgrade by lvl 14, cause the first time i play with tier two on, i got to there and was just like shit.... heh regardless once again awesome game man am looking forward to seeing it all the way through, and let me know if there is anyway I can assist, I did alot with the origional SC1 editor but havent really had time to mess with the new one.
EDIT: Just read your map description and noticed the lvl 14 notice, but there no notice of that from ppl who havent looked it up online.
Yeah i really like this map - Finally got to the end of Tier 2 last night.
In Tier 1 i just get 3 turrets and surround them in bunkers so the turrets are untouched in Round 10
In tier 2, i upgraded 4 bunkers into super bunkers to rotate the taunt ability and put siege tanks behind. I just made sure to have 3 missile turrets before then end of tier 2.
My only issue with the map is it takes soo long. 1 Hour and 40 minutes to the end of Tier 2 is pretty epic - Add in Tier 3 and its going to be an all nighter :)
Really enjoyed it though but was bloody suprised that i had spent that long battling through the game - i had no idea it was taking that long until i saw the score screen at the end (i suppose thats actually a good thing :) )
Consistently getting lvl 20 now, I basically start saving money from level 8 on, and then salvage everything and start fresh with 2 superbunkers and my Teir one units behind them. Tried tanks, stalkers and reapers, but my favorite is immortals. You can actually go out and help teammates or kill nydus spawns with their added mobility.
I don't know if it's a glitch or planned, but when a teammate leaves the game and his buildings are destroyed by other player or mobs you can buy/upgrade stuff even if you don't have the minerals. Helpful tip to those unaware of it. Also nice that if someone leaves you can use their units to help defend your base or your teammates base. I don't know who gets the minerals for the kills from these borrowed units though?
This map is awesome, the only problem is you need about 1.75 hrs to beat it, once teir 3 is added, probably 2.5 hrs per game. I wonder if it would be possible, to create quick versions? Part 1, 2 & 3? So if you have mastered the teir one, you don't have to wait 50 minutes to get into the next lvl... Just a thought for your franchise.. :)
great map so far, right now i think there are problems transitioning from tier 1 to tier 2
maybe if we could "salvage" our tier 1 units and somehow get use from our old infantry upgrades it would help
Hi raingame, favorite custom game I've played so far. I was wondering if you plan to lower the command centers armor/health in tier 2 because it can take 5-10 minutes for someone to die. The zerglings swarm around them and do 1 dmg to the 15 armor CC. Once they get overrun, no point in making 3 other players to wait that long to die :(
With medics, you'll be able to move energy around a bit easier in tier 1, but not tier 2 or 3.
Also, teammates dying is gonna get a major overhaul so it doesnt ruin games and can be prevented. You'll see what im talking about soon hopefully.
I like the way the nydus mechanic works in T2, it only breaks when another player is taking a very long to kill his spawns, which is something I'll be working out.
Thanks for all the kind words! I'll be spending the rest of this beta fleshing out some tier 2 stuff, then by the time the beta re opens i should have it all smooth and T3 up and running! Boy do I have so crazy stuff planned for T3!
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I can confirm that it's a hell of a lot harder when playing at 'normal' game speed than compared to 'faster' probably since the units spawn at the same rate regardless, or something like that.
No issues for me on offline play. Still make it to wave 20. Since the waves are timed, make sure you have it set to fastest or you wont get the maximum mobs (ie. cash) per wave.
I'll look into that issue, which I'm guessing atm is some kind of game speed issue. For now I suggest if you want to play it offline, download it, open it in the editor, and click test map.
Good luck!
Re solo play: I think blizzard builds some bonus into the multiplayer levels or something. I haven't been able to get past wave 5 in single player mode (been trying that since the beta is closed at the moment) whereas I get to level 20 without a problem online.
Oh, it would also be nice to have adjustable difficulty lvls so beginners can ease into the map, and veterans can see how far they can push themselves
I think there's a bug when testing this map single player (dragging and dropping the map onto sc2.exe). The waves spawn WAY more than it should be, and I did check to make sure that both the online version and the offline version i was playing was the same, v.06.
To make sure it wasn't just me, I went the exact same build order and position without any micro on the map both online and offline (3 bunkers, each with 4 marines, getting a 4th with an additional 4 marines asap), and on the 3rd wave, zerglings, my buildings were burning offline while online, i had not need to reconstruct yet.
Hey man, love the map. One of my favorites by far, I especcially like how hard it is, makes it feel more worth it and not just a play once, beat it and stop.
Anyways, I'd would love to see more options being usable, so far i've only seen 3 techniques that actually work till Tier 2. Like making zealots or the marine shield more viable.
Thanks for reading!
I'll be working on making the air levels not so sudden.
About the enemy amounts.... I'm 95% positive that each side spawns the exact same same amount at almost the exact same distance away from the center. Each players build area only varies slightly from the others. If you are sure that the creep spawn amounts are different, I'd love to see the replay. Thanks for all the kind words!
Alright so first off, GREAT MAP, lovin it, look forward to each new release. Just finnally beat Tier 2 and i love the difficulty level because it means that alot of ppl are failing and its hilarious. A comment though not sure if this happens or what you have kept track of, It does seem like some sides have more/less units spawn and blue being so close to the edge seems to create a pileup soon than for the other three, and then for the lvl 20 boss fight I killed him with about 35 seconds left in the level and the little effect he does that spawns the three different groups of units kept coming, and then 00:00 on the times one circle was left and it just stayed there and then i walked my immortals over and they appeared and i killed em and then nothing, so i wasnt sure if you had a tier 2 ending saying be ready for tier 3 like you did on tier 1 testing. Also as to the level 20 boss the little lightning color effect stayed after he died, and im not sure if it registered i killed him, hrmm and lastly I guess i have the replay if you wanto look at it to see a full level play through oh and mebby make it a little more noticable that when yer at tier 2 you MUST have the AA upgrade by lvl 14, cause the first time i play with tier two on, i got to there and was just like shit.... heh regardless once again awesome game man am looking forward to seeing it all the way through, and let me know if there is anyway I can assist, I did alot with the origional SC1 editor but havent really had time to mess with the new one.
EDIT: Just read your map description and noticed the lvl 14 notice, but there no notice of that from ppl who havent looked it up online.
Thats the idea! Make a map that consumes all your time without you even realizing it!
Thanks for the comments. I'll end up putting in a tier skip mechanic for veteran players at some point.
Yeah i really like this map - Finally got to the end of Tier 2 last night.
In Tier 1 i just get 3 turrets and surround them in bunkers so the turrets are untouched in Round 10
In tier 2, i upgraded 4 bunkers into super bunkers to rotate the taunt ability and put siege tanks behind. I just made sure to have 3 missile turrets before then end of tier 2.
My only issue with the map is it takes soo long. 1 Hour and 40 minutes to the end of Tier 2 is pretty epic - Add in Tier 3 and its going to be an all nighter :)
Really enjoyed it though but was bloody suprised that i had spent that long battling through the game - i had no idea it was taking that long until i saw the score screen at the end (i suppose thats actually a good thing :) )
Go for it! Feel free to publish it on any non US server.
I can't find this map on EU battle.net, can i upload it there? =) or can we solve it any other way?
Anyway thanks for a great map
Yeah, ill be putting in tier skips eventually. New version is out! Try the team overdrive ability!
Consistently getting lvl 20 now, I basically start saving money from level 8 on, and then salvage everything and start fresh with 2 superbunkers and my Teir one units behind them. Tried tanks, stalkers and reapers, but my favorite is immortals. You can actually go out and help teammates or kill nydus spawns with their added mobility.
I don't know if it's a glitch or planned, but when a teammate leaves the game and his buildings are destroyed by other player or mobs you can buy/upgrade stuff even if you don't have the minerals. Helpful tip to those unaware of it. Also nice that if someone leaves you can use their units to help defend your base or your teammates base. I don't know who gets the minerals for the kills from these borrowed units though?
This map is awesome, the only problem is you need about 1.75 hrs to beat it, once teir 3 is added, probably 2.5 hrs per game. I wonder if it would be possible, to create quick versions? Part 1, 2 & 3? So if you have mastered the teir one, you don't have to wait 50 minutes to get into the next lvl... Just a thought for your franchise.. :)
Rain,
Great map so far! One of the most polished and well-rounded, fun custom maps I've come across!
great map so far, right now i think there are problems transitioning from tier 1 to tier 2 maybe if we could "salvage" our tier 1 units and somehow get use from our old infantry upgrades it would help
Thanks. I agree this is a problem, and have on my list of issues to fix for the next update!
Hi raingame, favorite custom game I've played so far. I was wondering if you plan to lower the command centers armor/health in tier 2 because it can take 5-10 minutes for someone to die. The zerglings swarm around them and do 1 dmg to the 15 armor CC. Once they get overrun, no point in making 3 other players to wait that long to die :(
Thanks for an awesome game
With medics, you'll be able to move energy around a bit easier in tier 1, but not tier 2 or 3.
Also, teammates dying is gonna get a major overhaul so it doesnt ruin games and can be prevented. You'll see what im talking about soon hopefully.
I like the way the nydus mechanic works in T2, it only breaks when another player is taking a very long to kill his spawns, which is something I'll be working out.
Thanks for all the kind words! I'll be spending the rest of this beta fleshing out some tier 2 stuff, then by the time the beta re opens i should have it all smooth and T3 up and running! Boy do I have so crazy stuff planned for T3!