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 Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Raingame, I have been following this map since SC beta, and love it. Have been checking everyday waiting for the 1.0 release since you said "within a week." Can we get an update on when it will be released please? Thanks!
Wow this guys really pissing me off, Dont come out with an update that says expect it in the next week and its been lIke 9 days, this game is one of the only fun ones, the only reason im mad is this game is so damn fun but i want to beat the only thing!!!
Great. I can't wait for when you fix the infested marines. They suck, But they are EXTREMELY fun to use, much more fun than anything else in tier 2. If they get buffed or even redesigned i wont complain. BUT PLZ dont let them go the way of the zealot... If instead of "fragile melee creatures with high damage" just make them "durable melee creatures with high damage". These things have potential.
Neurotoxin, as many people have said, can grab enemies from your ally's track. Please fix. I would also rather see neurotoxin as a "lasts until cancelled" ability that drains like 1 energy a second, rather than 25 energy for 20 seconds. I also think forcefield should be this way too. An upgrade at the armory / ebay to upgrade the energy capacity of your bunkers would be nice... maybe an upgrade for the medivac could be to increase maximum energy of nearby bunkers?
I also think that ultimate bunkers should look like a mini nexus. It would give tier 3 that futurisitc feel...
Genetic supply depots need fixing, as you probably notice. Normal supply depots upgraded to Genetic supply depots are just glitchy. I wanted to destroy one,but since it doesn't have a salvage button, i clicked on my viking to kill it it said "Can only target ground units." When I switched to air mode, "Can only target air units." You also can't lower them and the upgraded model just turns 45 degrees... Even a normal genetic supply depot cannot be lowered. ANNOYING! Just give the depot an ability called like "Distortion Matter Field" that cloaks the depot and allows units to pass through it, but allows enemies to still attack it.
One last thing... PLEEEEEEEEEEEEEEEEEASE put a date on when tier 3 comes out!!!!!!!!!!!!!!
Hey everybody! Sorry I haven't been as active on the forums the past couple of days. Thanks for all the kind words you guys have said! Now to address some of your points:
1. [To Aggrofish]: The map versions hosted here do not work properly. If you want to play the game, you have to get on battle.net and find it on the list.
2. [To Faeo]: I'm going to be drastically changing the mechanics involving players losing and what happens to their creeps, to make a much more solid and less buggy system. Many of the problems you describe should go away with that.
The intro is going to get redone soon to be much shorter and to the point.
Upgrades and turrets are not supposed to carry over very well at all into the next tier. This is where the player's decisions come into play. Turrets and many of the upgrades are supposed to be very cost effective and powerful during the tier, more so than just building more bunkers and units. So the player has to decide how many upgrades they want and much they want to sink into turrets. They can spend less on these techs than they would have had to on pure units and defend just as easily, which saves money. Or they can spend on pure units instead, which saves money going into the next tier. To sum up this point: The goal of the player is to have as much money as possible going into the next tier while suffering minimal damage. Units can be considered money because they can be exchanged, but at a sub par ratio, so pure money is preferred over all else. The tech that doesn't carry over is very cost effective, so you wont have to spend as much money defending. The units are less cost effective, but do transfer over. That is the trade-off.
I have been throwing around the idea of bringing all the tier units back after tier 3, in a more powerful state. The reason I don't want people to be able to use an 'Officer' marine in tier 2 is this: The units become more advanced and require more advanced strategies to use correctly as the game progresses. I don't want people to be able to use the simple tier 1 units in tier 2 and be successful with it. I want to force them to use the more advanced units. With that in mind, sending all the previous units off to their death does seem strange, and may put some kind of promoting system in to some degree, but the general idea of forcing people to use new units will stay dominant.
Hero units are a possibility in the future, but I want building to be the main idea without bogging people down with too many choices early on.
I agree that a way to sculpt the enemy's path like a TD would be cool, but thinking of a way to enable it without drastically changing the game and opening possibilities for exploits is tricky.
There will be many tricks and out of the box things happening in tier 3. Just you wait!
3. [To Sgat]: The mines are going to get fixed. :( Sorry!
4. [To yopeasants]: A barrier may be possible in the future, but at the moment it is not planned.
Infested Marines are going to get a complete redesign once I get tier 3 settled a bit. You correct about them.
The Thor launches up to 6 missiles per attack. This is based on the number of enemies it sees around its target. Each missile gets its own target. If you attack a lone archon approaching, it will fire 1 missile. If there is a ground of 6 archons approaching clustered together, it will fire 6 missiles, one at each archon.
----------
Tier 3 is still projected to come out soon, but with the new Sc2 editor patch, I'll have quite a few extra things to polish now that certain triggers work and other things. Also, my friend recently got me sucked into Minecraft, which stole about 15 hours of my life I could have been using working on the map, so hopefully that didn't delay Tier 3 too too much! I'm sick of that game now, thank god.
You can't just uber maze with supply depots in tier 1 because you get almost no money. You cant maze in tier 2 because of flying units and the banelings that come in lvl 17. But I think in Tier 3 you could buy something like a "barrier" for 150 minerals and it is simply a thing to take up space. There would be a somewhat high atk priority on it, so enemies will go for it after bunkers, turrets, and units, but before raxes, ebays, and ccs. It should also have neurotoxin ability and it should have 25 energy total. This would be an awesome addition to the game I think. It would also be upgradeable at the development chamber to block air units and have other abilities, like forcefield.
On another note, INFESTED MARINES ARE NOT POWERFUL ENOUGH. They have no range AT ALL. They die immediately. They cost 40 minerals and get about 8 bucks worth of kills. Their explosive death and radioactive field is worth another 12, probably. Thats 20. If you make them 20 minerals, make them cost 1 supply, and boost their range slightly it would make the game much better. If you won't buff the infested marines, I think there should be an upgrade on marines once you get to tier 2 to upgrade to an infested marine for like 10 minerals. This would give you a meat shield for you to build up your defenses going into tier 2. It would also make that group of 6 marines that you cant trade in for a reaper going into tier 2 actually have a purpose.
Another thing. The thor says it launches 6 missiles with each atk... why is it I only see 1?
THANK YOU SO MUCH RAINGAME FOR MAKING THIS MAP IT IS MY FAVORITE MAP AT THE MOMENT
Please bare in mind I don't want all upgrades (From the Engineering Bay) to roll over to full. They can diminish in potency per tier, but something is better then right now with absolutely nothing.
Remember:
More marines = more free reapers.
More upgrades = nothing.
Bunkers: Upgradable over each tier.
Turrets: MUST be salvaged.
Really the only logical way to build is with more bunkers and marines. You save the most cash and roll over the most investment from tier to tier leading to more cash later on. Aside from this specific point, I assume everything else I suggested is kosher since no one mentioned anything about it. ;)
Faeo, several upgrades are carried over into the next tier. Like bunker slot upgrades. Gotta get that tech from t1 and t2, to have fully loadable bunkers in t3.
Some stuff does carry over, even without the structures (siege tank tech abilities carry over into t3 without that tank factory), but it would be kinda rediculous, to have a fluid bank accoutn where everything is refundable.. or carried over. Would be to the point, where if you forgot an upgrade from previous tier, you'd get overrun in later ones, without rebuilding the lower tier structure again to get it.
The game would be tuned around assuming you had all of them, and not tuned around assuming you don't have them.
Turret's, deserve to not give a refund (although, an upgrade to the next tier turret would be nice, with no upgrades attached). So that would at least make them viable to build, without a loss to upgrade to t2 turrets.
Yea, I can imagine how much more complicated its getting. Tier1 is almost just straight forward, build, and kill, build and kill. Tier2 requires a decent amount of strategy (or a massive bank account from tier1 savings :P), and clever use of given mechanics. The leap in concepts is pretty dramatic from the 2, and going into Tier3, i would imagine would have just as large of a leap.
Excellent map though, love it :)
Note:
If you don't change the spider mine's, you won't get any arguement from me. I find it hilarious to watch the archon's try to dance around moving mines :P Its like putting 50 marines on autofollow of a thor, and watching him trying to maneuver :P Priceless :P
I've been experiencing some odd bugs. The first is semi frequently mobs tend to get stuck. Almost always on the east side (blue) and most commonly during the end of wave 6 where one mob will sit near the edge of the map and won't run towards you, instead chasing you for a short while then running back. Also on the east side i've had nydus worms spawn up in the mountain areas and everything they spit out is unable to get down. They remain stuck up there until i hit overdrive, sometimes up to 4 or 5 waves later.
Another bug is as well kind of strange. I've had a player quit (south) and someone helse try to help (east) and as a result, the mobs destroy the communications tower. The game proceeds like nothing happens, but some floating fragments from the tower remain and it just seems odd. If that thing dies, shouldn't the game be over?
Since i'm here, i just want to say i really enjoy this map. The intro is kinda lame (just sayin) but the rest of the game is great fun. There are a few things I've been wanting to bring up with you since i started playing.
- Upgrades should really carry over to the next tier. Whenever I play i always feel like money spend on upgrades is money wasted. Money spent on units in invested since i can exchange them the next tier. It seems odd you can dump money for nothing in some areas, and get that money back in others. I'd like to see something where you can carry over your upgrades in a diminished fashion. Something like salvaging upgrades for reduced cost, or flat out allowing a lvl 2 tier 1 count as a lvl 1 tier 2. Kind of incentive to upgrade and keep upgraded.
- Turrets REALLY feel gimped. Actually, most of the time if i see someone using them, they typically lose by the end. There are two major problems with turrets for me. 1) they can't be upgraded into tier 2 turrets like bunkers can. This just seems odd, since every other building can be upgraded up a tier....except turrets? 2) Armor upgrades pretty noticeably avoids turrets. "permanently increases the armor of tier 1 units and bunkers by 1" it says....why not just have increase the armor for all units and structures? Why can't my barracks get an upgrade? My turrets actually NEED it .. this prevents people from trying exotic builds like all turrets and no marines or something like that. You can make turrets strong and powerful, but at the end of the tier its trash and you can't carry over anything you invested in that turret...not to mention it is fragile like a glass cannon. Its currently better over all to just go bunkers and marines since.. well.. they do carry over from tier to tier as investments.
- I'd really like to see a way to "promote" lower tier units to gain the strength of higher tiers. Something like once a unit has 100 kills, it can become an officer. Its model would change to something cooler (mercenary variants for example) and it would from then on grow with strength after each tier. This way if i wanted to keep one or two marauders around by tier 3, they could be totally awesome and tricked out. Probably would be best to only allow one of two of each type of unit to be promoted, but give them interesting abilities. Since they are permanently a part of your army, a player can happily invest money in them over the long haul, opposed to just sending all lower tier units to their death or exchange them all.
- I'd also like hero units. Just 1 per player that you can pick, something unique that grows with strength each tier and can be "resurrected" at the command center.
- Another thing that bothers me is that there is no way to sculpt how mobs approach me. I'm aware this isn't a TD map, but i'd like to be able to safely funnel waves without sabotaging myself later on.
- Just like with Nydus worms i'd like more "out of the box" optional objectives. Things like randomly spawning minerals that only can be picked up by a combat unit (not the SCV) and is protected by a few mobs. Would get me to lower my bases defenses momentarily to retrieve it for a great reward.
Thats all i can think of for the moment. I really do enjoy the map and i am looking forward to your next update. I hope you like some of these ideas (or all) and add them down the line. Great map!
Hi, I just downloaded the map and I'm confused about the very beginning of the game. I've watched some videos on youtube and they all can put up a barracks and three bunkers and fill them with marines but I only have enough minerals to build the barracks and a bunker and a marine. Just wondering if this is something wrong with my copy or if this is intended, thanks!
Yeah. The .09 patch only has the T3 units in place. The Ultimate Bunker, T3 Supply Depots, Bay upgrades, Turrets, and Planetary Fortress are still to do be done.
Thanks for the comments, some of those things are in fact oversights that I plan on fixing asap!
wave 20 still only has about 1/10 of the mobs spawning, you see the zerg dropship thing come down and splat! nothing.
also ultimate bunker is invisible while building, i halted construction (didnt wanna end up like the old version t3 upgrade building), but that didnt cancel it and there was an invisible half built thing i couldnt select taking up the space :(
unit supply maxed out at 1000! couldnt spend that juicy 40k
the invisible panther guys can be walked through (probably intended so you cant uber wall), but i wish they were solid so you could make funnels and mazes with them
Just got done playing it and messed around with the new units. Few things I noticed (ok more than a few):
- Two bugs that aren't in t3, one being the Firebat barracks. When destroyed the debris it leaves remains throughout the game. The other bug is with the Stalkers, their Surge ability causes a blue pulsing orb on the ground that also stays throughout the game.
- Some t3 bugs/comments. Diamondbacks can enter bunkers, however it doesn't seem like they shoot out of them (that or you can't see the attack animation).
- Existing bunkers from t2 cannot be upgraded to t3. Instead they have to be salvaged and the t3 bunkers built in their place.
- T3 bunkers have the same heal amount as t2 (1500).
- When upgrading existing supply depots to genetic depots, it doesn't change to the spawning pool model, instead it simply turns the existing supply depot model about 45 degrees. Also, the new supply depots can't be lowered. This may be intentional but kind of sucks :/
- Graviton turret is missing a model and does nothing at this point.
- Tachyon turret doesn't seem to have an attack when you select it, only the armor is shown on the stat sheet, (unable to truly test without flying units of course).
- Viking mines can block enemies normal path route. May be intentional, but figured I'd mention it.
- Viking dust cloud doesn't seem to work. I had some vikings duke it out in the air and never saw the debuff appear on the stat sheet.
- Science vessel's Hyper ability can target bunkers, description says it must target a single unit. Not sure if it effects the units inside or not, or if it is intentional or not.
- The upgrade button for t3 weapons is bugged (no icon, can't use it). I may have started out with the t3 level 1 armor upgrade...didn't remember selecting it when I started and when I finally went to upgrade level 2 was already available.
All I can think of for now. New units seem quite enjoyable. I had fun putting two rows of the diamondbacks' shock fields while the vikings littered the entire area with mines. Can't wait for t3 levels to be done :D
Oh and since this is my first post here, I also want to mention this. The change you made to level 20 is awesome. Alot less lag and a hell of alot more epic. :D
.09 is live on US servers. It has the tier 3 units in it, but no waves yet. Also has a few balance tweaks and bug fixes, but I'm on like no sleep at the moment so I don't have the will to go into huge depth on it. Post any comments/ bugs/ thoughts you have on the patch!
RainGame, I absolutely love this map! However a few balance issues. Infested marines need to get 8-12 kills just to pay for themselves, which you can only dream of. Their abilities require their death in some way. You also should have options and challenge settings at the beginning, like a no bunker setting. This would disable bunkers but make your units go faster and have higher armor, or something like that. Something where you pick your strategy and the game adjusts the units to balance. I cannot wait for tier 3. Please release a better teaser update for T3. I think that beyond 15 the game is way too easy. You also start to run out of space, making units in the back obsolete from their melee-ish range. I think that units should be able to teleport, but put a huge cooldown on it. The teleport would deal with mobility issues. I usually have to spend like 3 minutes to move around my tanks in the back, loading and unloading bunkers, and then FINALLY getting the units to where they need to be. A teleport would solve it. I also had a crazy idea for T2 boss. instead of the rays coming in, the level should last until you send out enough units to kill it. This probably is a bit too crazy of an idea though. One last thing: could you please put a date on when T3 comes out? I'm tired of checking every day with high hopes of the update coming out, only to find v0.8 staring at me. It just crushes my spirits. PLEASE RainGame, I WANT THIS MAP OUT SO BAD!!!!!!!!!!!!!!!!!!!!!
One of the most polished defense maps i've played in a while. Doesnt get overly spammy like the other maps which is cool; however, well annoying that it just ends abruptly considering like thousands of peeps play this daily :D would love the new content when its published.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Raingame, I have been following this map since SC beta, and love it. Have been checking everyday waiting for the 1.0 release since you said "within a week." Can we get an update on when it will be released please? Thanks!
Wow this guys really pissing me off, Dont come out with an update that says expect it in the next week and its been lIke 9 days, this game is one of the only fun ones, the only reason im mad is this game is so damn fun but i want to beat the only thing!!!
K, this is officially DEAD... D:
Great. I can't wait for when you fix the infested marines. They suck, But they are EXTREMELY fun to use, much more fun than anything else in tier 2. If they get buffed or even redesigned i wont complain. BUT PLZ dont let them go the way of the zealot... If instead of "fragile melee creatures with high damage" just make them "durable melee creatures with high damage". These things have potential.
Neurotoxin, as many people have said, can grab enemies from your ally's track. Please fix. I would also rather see neurotoxin as a "lasts until cancelled" ability that drains like 1 energy a second, rather than 25 energy for 20 seconds. I also think forcefield should be this way too. An upgrade at the armory / ebay to upgrade the energy capacity of your bunkers would be nice... maybe an upgrade for the medivac could be to increase maximum energy of nearby bunkers?
I also think that ultimate bunkers should look like a mini nexus. It would give tier 3 that futurisitc feel...
Genetic supply depots need fixing, as you probably notice. Normal supply depots upgraded to Genetic supply depots are just glitchy. I wanted to destroy one,but since it doesn't have a salvage button, i clicked on my viking to kill it it said "Can only target ground units." When I switched to air mode, "Can only target air units." You also can't lower them and the upgraded model just turns 45 degrees... Even a normal genetic supply depot cannot be lowered. ANNOYING! Just give the depot an ability called like "Distortion Matter Field" that cloaks the depot and allows units to pass through it, but allows enemies to still attack it.
One last thing... PLEEEEEEEEEEEEEEEEEASE put a date on when tier 3 comes out!!!!!!!!!!!!!!
oh god, not minecraft.... ANYTHING but minecraft...
lies, no one gets sick of minecraft!
Hey everybody! Sorry I haven't been as active on the forums the past couple of days. Thanks for all the kind words you guys have said! Now to address some of your points:
1. [To Aggrofish]: The map versions hosted here do not work properly. If you want to play the game, you have to get on battle.net and find it on the list.
2. [To Faeo]: I'm going to be drastically changing the mechanics involving players losing and what happens to their creeps, to make a much more solid and less buggy system. Many of the problems you describe should go away with that.
The intro is going to get redone soon to be much shorter and to the point.
Upgrades and turrets are not supposed to carry over very well at all into the next tier. This is where the player's decisions come into play. Turrets and many of the upgrades are supposed to be very cost effective and powerful during the tier, more so than just building more bunkers and units. So the player has to decide how many upgrades they want and much they want to sink into turrets. They can spend less on these techs than they would have had to on pure units and defend just as easily, which saves money. Or they can spend on pure units instead, which saves money going into the next tier. To sum up this point: The goal of the player is to have as much money as possible going into the next tier while suffering minimal damage. Units can be considered money because they can be exchanged, but at a sub par ratio, so pure money is preferred over all else. The tech that doesn't carry over is very cost effective, so you wont have to spend as much money defending. The units are less cost effective, but do transfer over. That is the trade-off.
I have been throwing around the idea of bringing all the tier units back after tier 3, in a more powerful state. The reason I don't want people to be able to use an 'Officer' marine in tier 2 is this: The units become more advanced and require more advanced strategies to use correctly as the game progresses. I don't want people to be able to use the simple tier 1 units in tier 2 and be successful with it. I want to force them to use the more advanced units. With that in mind, sending all the previous units off to their death does seem strange, and may put some kind of promoting system in to some degree, but the general idea of forcing people to use new units will stay dominant.
Hero units are a possibility in the future, but I want building to be the main idea without bogging people down with too many choices early on.
I agree that a way to sculpt the enemy's path like a TD would be cool, but thinking of a way to enable it without drastically changing the game and opening possibilities for exploits is tricky.
There will be many tricks and out of the box things happening in tier 3. Just you wait!
3. [To Sgat]: The mines are going to get fixed. :( Sorry!
4. [To yopeasants]: A barrier may be possible in the future, but at the moment it is not planned.
Infested Marines are going to get a complete redesign once I get tier 3 settled a bit. You correct about them.
The Thor launches up to 6 missiles per attack. This is based on the number of enemies it sees around its target. Each missile gets its own target. If you attack a lone archon approaching, it will fire 1 missile. If there is a ground of 6 archons approaching clustered together, it will fire 6 missiles, one at each archon.
----------Tier 3 is still projected to come out soon, but with the new Sc2 editor patch, I'll have quite a few extra things to polish now that certain triggers work and other things. Also, my friend recently got me sucked into Minecraft, which stole about 15 hours of my life I could have been using working on the map, so hopefully that didn't delay Tier 3 too too much! I'm sick of that game now, thank god.You can't just uber maze with supply depots in tier 1 because you get almost no money. You cant maze in tier 2 because of flying units and the banelings that come in lvl 17. But I think in Tier 3 you could buy something like a "barrier" for 150 minerals and it is simply a thing to take up space. There would be a somewhat high atk priority on it, so enemies will go for it after bunkers, turrets, and units, but before raxes, ebays, and ccs. It should also have neurotoxin ability and it should have 25 energy total. This would be an awesome addition to the game I think. It would also be upgradeable at the development chamber to block air units and have other abilities, like forcefield.
On another note, INFESTED MARINES ARE NOT POWERFUL ENOUGH. They have no range AT ALL. They die immediately. They cost 40 minerals and get about 8 bucks worth of kills. Their explosive death and radioactive field is worth another 12, probably. Thats 20. If you make them 20 minerals, make them cost 1 supply, and boost their range slightly it would make the game much better. If you won't buff the infested marines, I think there should be an upgrade on marines once you get to tier 2 to upgrade to an infested marine for like 10 minerals. This would give you a meat shield for you to build up your defenses going into tier 2. It would also make that group of 6 marines that you cant trade in for a reaper going into tier 2 actually have a purpose.
Another thing. The thor says it launches 6 missiles with each atk... why is it I only see 1?
THANK YOU SO MUCH RAINGAME FOR MAKING THIS MAP IT IS MY FAVORITE MAP AT THE MOMENT
Please bare in mind I don't want all upgrades (From the Engineering Bay) to roll over to full. They can diminish in potency per tier, but something is better then right now with absolutely nothing.
Remember:
More marines = more free reapers. More upgrades = nothing. Bunkers: Upgradable over each tier. Turrets: MUST be salvaged.
Really the only logical way to build is with more bunkers and marines. You save the most cash and roll over the most investment from tier to tier leading to more cash later on. Aside from this specific point, I assume everything else I suggested is kosher since no one mentioned anything about it. ;)
Faeo, several upgrades are carried over into the next tier. Like bunker slot upgrades. Gotta get that tech from t1 and t2, to have fully loadable bunkers in t3. Some stuff does carry over, even without the structures (siege tank tech abilities carry over into t3 without that tank factory), but it would be kinda rediculous, to have a fluid bank accoutn where everything is refundable.. or carried over. Would be to the point, where if you forgot an upgrade from previous tier, you'd get overrun in later ones, without rebuilding the lower tier structure again to get it. The game would be tuned around assuming you had all of them, and not tuned around assuming you don't have them. Turret's, deserve to not give a refund (although, an upgrade to the next tier turret would be nice, with no upgrades attached). So that would at least make them viable to build, without a loss to upgrade to t2 turrets.
Yea, I can imagine how much more complicated its getting. Tier1 is almost just straight forward, build, and kill, build and kill. Tier2 requires a decent amount of strategy (or a massive bank account from tier1 savings :P), and clever use of given mechanics. The leap in concepts is pretty dramatic from the 2, and going into Tier3, i would imagine would have just as large of a leap.
Excellent map though, love it :)
Note: If you don't change the spider mine's, you won't get any arguement from me. I find it hilarious to watch the archon's try to dance around moving mines :P Its like putting 50 marines on autofollow of a thor, and watching him trying to maneuver :P Priceless :P
turrets arent that bad, you can do t1 with 3 turrets and 4 bunkers of medics
and t2 with 3-4 photons, 2 missiles, and 2 bunkers of medics
the trick is to build your barracks/engi bay/supplys/bunkers around the turrets as a wall for nydus attacks from all sides
its in fact acceptably balanced around not getting money back from the upgrades, cuz if you DID then youd really be able to face smear t2
wall of text incoming...
I've been experiencing some odd bugs. The first is semi frequently mobs tend to get stuck. Almost always on the east side (blue) and most commonly during the end of wave 6 where one mob will sit near the edge of the map and won't run towards you, instead chasing you for a short while then running back. Also on the east side i've had nydus worms spawn up in the mountain areas and everything they spit out is unable to get down. They remain stuck up there until i hit overdrive, sometimes up to 4 or 5 waves later.
Another bug is as well kind of strange. I've had a player quit (south) and someone helse try to help (east) and as a result, the mobs destroy the communications tower. The game proceeds like nothing happens, but some floating fragments from the tower remain and it just seems odd. If that thing dies, shouldn't the game be over?
Since i'm here, i just want to say i really enjoy this map. The intro is kinda lame (just sayin) but the rest of the game is great fun. There are a few things I've been wanting to bring up with you since i started playing.
- Upgrades should really carry over to the next tier. Whenever I play i always feel like money spend on upgrades is money wasted. Money spent on units in invested since i can exchange them the next tier. It seems odd you can dump money for nothing in some areas, and get that money back in others. I'd like to see something where you can carry over your upgrades in a diminished fashion. Something like salvaging upgrades for reduced cost, or flat out allowing a lvl 2 tier 1 count as a lvl 1 tier 2. Kind of incentive to upgrade and keep upgraded.
- Turrets REALLY feel gimped. Actually, most of the time if i see someone using them, they typically lose by the end. There are two major problems with turrets for me. 1) they can't be upgraded into tier 2 turrets like bunkers can. This just seems odd, since every other building can be upgraded up a tier....except turrets? 2) Armor upgrades pretty noticeably avoids turrets. "permanently increases the armor of tier 1 units and bunkers by 1" it says....why not just have increase the armor for all units and structures? Why can't my barracks get an upgrade? My turrets actually NEED it .. this prevents people from trying exotic builds like all turrets and no marines or something like that. You can make turrets strong and powerful, but at the end of the tier its trash and you can't carry over anything you invested in that turret...not to mention it is fragile like a glass cannon. Its currently better over all to just go bunkers and marines since.. well.. they do carry over from tier to tier as investments.
- I'd really like to see a way to "promote" lower tier units to gain the strength of higher tiers. Something like once a unit has 100 kills, it can become an officer. Its model would change to something cooler (mercenary variants for example) and it would from then on grow with strength after each tier. This way if i wanted to keep one or two marauders around by tier 3, they could be totally awesome and tricked out. Probably would be best to only allow one of two of each type of unit to be promoted, but give them interesting abilities. Since they are permanently a part of your army, a player can happily invest money in them over the long haul, opposed to just sending all lower tier units to their death or exchange them all.
- I'd also like hero units. Just 1 per player that you can pick, something unique that grows with strength each tier and can be "resurrected" at the command center.
- Another thing that bothers me is that there is no way to sculpt how mobs approach me. I'm aware this isn't a TD map, but i'd like to be able to safely funnel waves without sabotaging myself later on.
- Just like with Nydus worms i'd like more "out of the box" optional objectives. Things like randomly spawning minerals that only can be picked up by a combat unit (not the SCV) and is protected by a few mobs. Would get me to lower my bases defenses momentarily to retrieve it for a great reward.
Thats all i can think of for the moment. I really do enjoy the map and i am looking forward to your next update. I hope you like some of these ideas (or all) and add them down the line. Great map!
Hi, I just downloaded the map and I'm confused about the very beginning of the game. I've watched some videos on youtube and they all can put up a barracks and three bunkers and fill them with marines but I only have enough minerals to build the barracks and a bunker and a marine. Just wondering if this is something wrong with my copy or if this is intended, thanks!
Yeah. The .09 patch only has the T3 units in place. The Ultimate Bunker, T3 Supply Depots, Bay upgrades, Turrets, and Planetary Fortress are still to do be done.
Thanks for the comments, some of those things are in fact oversights that I plan on fixing asap!
wave 20 still only has about 1/10 of the mobs spawning, you see the zerg dropship thing come down and splat! nothing.
also ultimate bunker is invisible while building, i halted construction (didnt wanna end up like the old version t3 upgrade building), but that didnt cancel it and there was an invisible half built thing i couldnt select taking up the space :(
unit supply maxed out at 1000! couldnt spend that juicy 40k
the invisible panther guys can be walked through (probably intended so you cant uber wall), but i wish they were solid so you could make funnels and mazes with them
Just got done playing it and messed around with the new units. Few things I noticed (ok more than a few):
- Two bugs that aren't in t3, one being the Firebat barracks. When destroyed the debris it leaves remains throughout the game. The other bug is with the Stalkers, their Surge ability causes a blue pulsing orb on the ground that also stays throughout the game.
- Some t3 bugs/comments. Diamondbacks can enter bunkers, however it doesn't seem like they shoot out of them (that or you can't see the attack animation).
- Existing bunkers from t2 cannot be upgraded to t3. Instead they have to be salvaged and the t3 bunkers built in their place.
- T3 bunkers have the same heal amount as t2 (1500).
- When upgrading existing supply depots to genetic depots, it doesn't change to the spawning pool model, instead it simply turns the existing supply depot model about 45 degrees. Also, the new supply depots can't be lowered. This may be intentional but kind of sucks :/
- Graviton turret is missing a model and does nothing at this point.
- Tachyon turret doesn't seem to have an attack when you select it, only the armor is shown on the stat sheet, (unable to truly test without flying units of course).
- Viking mines can block enemies normal path route. May be intentional, but figured I'd mention it.
- Viking dust cloud doesn't seem to work. I had some vikings duke it out in the air and never saw the debuff appear on the stat sheet.
- Science vessel's Hyper ability can target bunkers, description says it must target a single unit. Not sure if it effects the units inside or not, or if it is intentional or not.
- The upgrade button for t3 weapons is bugged (no icon, can't use it). I may have started out with the t3 level 1 armor upgrade...didn't remember selecting it when I started and when I finally went to upgrade level 2 was already available.
All I can think of for now. New units seem quite enjoyable. I had fun putting two rows of the diamondbacks' shock fields while the vikings littered the entire area with mines. Can't wait for t3 levels to be done :D
Oh and since this is my first post here, I also want to mention this. The change you made to level 20 is awesome. Alot less lag and a hell of alot more epic. :D
.09 is live on US servers. It has the tier 3 units in it, but no waves yet. Also has a few balance tweaks and bug fixes, but I'm on like no sleep at the moment so I don't have the will to go into huge depth on it. Post any comments/ bugs/ thoughts you have on the patch!
RainGame, I absolutely love this map! However a few balance issues. Infested marines need to get 8-12 kills just to pay for themselves, which you can only dream of. Their abilities require their death in some way. You also should have options and challenge settings at the beginning, like a no bunker setting. This would disable bunkers but make your units go faster and have higher armor, or something like that. Something where you pick your strategy and the game adjusts the units to balance. I cannot wait for tier 3. Please release a better teaser update for T3. I think that beyond 15 the game is way too easy. You also start to run out of space, making units in the back obsolete from their melee-ish range. I think that units should be able to teleport, but put a huge cooldown on it. The teleport would deal with mobility issues. I usually have to spend like 3 minutes to move around my tanks in the back, loading and unloading bunkers, and then FINALLY getting the units to where they need to be. A teleport would solve it. I also had a crazy idea for T2 boss. instead of the rays coming in, the level should last until you send out enough units to kill it. This probably is a bit too crazy of an idea though. One last thing: could you please put a date on when T3 comes out? I'm tired of checking every day with high hopes of the update coming out, only to find v0.8 staring at me. It just crushes my spirits. PLEASE RainGame, I WANT THIS MAP OUT SO BAD!!!!!!!!!!!!!!!!!!!!!
One of the most polished defense maps i've played in a while. Doesnt get overly spammy like the other maps which is cool; however, well annoying that it just ends abruptly considering like thousands of peeps play this daily :D would love the new content when its published.