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Nice map :) Just tried it Solo. Got to lvl10. Is the Immortals supposed too lose 100dmg after upging one of there upgs? Think it went from 220 tp 120. And i guess Siage tanks are ment for after lvl 10? :)
Went 2 Bunker 1 raxs and ebay start.
And all the objektives and upg names are all wired for me :(
in the upper red zone, on the ledge area a unit decided to run off and was unable to be hit by any means, was the 2nd time in the game, a helion was able to hit and kill it first time, 2nd time a marauder was able to hit and it retreated further and that was that, the end.
I agree with you that it is somewhat easy for the first 10 levels. I've played the map myself like over 200 times, so I hear you. But I hear from alot of people who still find it challenging and tough, so it is hard to judge. I want the average player to be able to reach level 10.
I plan to put in mechanics where if every one in the game has beat T1 before, they can skip to T2, but at a slight penalty. Just an idea, we'll see how that goes.
Thanks for the comments man. Me getting hacked actually isnt too bad, I'm hard at work on tier 2 and all kinds of new surprises.
Edit: My account is restored! and in record time. Blizzard really doesn't mess around!
You talk about grief after a player dies. There's still alot of stuff I planned for that aspect, so for now its just kind of annoying. You have to go clear his junk for the game to continue, but most of it should die when he does (for now). I agree this is a problem atm, but with what I've got planned it won't be issue soon at all.
I tend to balance openers around that 3 bunker strat, but I've seen a whole much of other ones that work even better. If someone spends 50 at the start on a Bay and doesnt use it for anything, I think they really should be penalized for that.
I just made it to the infinite level with 3 out of 4 players alive. (The player who lost went pure turrets.) Level 10 was really creative and I'm looking forward to seeing what else you come up with for the second tier.
My only complaint right now is that when someone dies, either all of the attacking units clump up in the middle until a marine kites them away, or they attack someone through the back door. I can't reliably reproduce which one they do. I know you fixed the spawning in .19 (i.e. if you die, your position no longer spawns), but if the creeps attack someone from the back, the whole group pretty much loses as soon as someone drops.
I like how the engineering bay now requires the barracks, but the initial minerals are so tightly optimized for exactly 3 bunkers and 12 marines that it really seems to punish any other opening (say, if a new player heads straight for an engineering bay, or builds 1 or 2 too many marines and suddenly can't build a third bunker). Maybe increase the starting funds slightly so there's room for error?
Hope you get your account back in order soon - this is a great map so far.
Extremely fun map, although turrets currently seem a bit too strong compared to your other options. I'd also cut back on the lengthy introduction. Great job on this one.
It was, but since the server restart happened it brought up that error. I have no idea why. I'm trying to fix it. If anyone has any fixes for this please let me know!
Edit: ok the game works now, no idea what i did to fix it. .19 is the latest!
Yeah, I've tried this too and works possibly too well. I will probably be removing the armor upgrade or changing it to something else, but tier 1 is generally supposed to be rather easy.
I do think that pure turrets should be a bit harder to pull off.
3 Bunkers of Marines is just my suggested starting build that I tend to balance things around. However, there are many other ways to spend your starting resources that work just as well, or even better. 2 Bunkers with extra marines standing behind them, starting out with a turret or two, teching straight to zealots, walling with other buildings. These are just strats I've seen my friends use; I'm sure there are many others.
Also, if you wall close enough to the enemies, they shouldn't go around, but thanks for letting me know about that, I'll fix it soon. Thanks for the kind words! :D
Nice map :) Just tried it Solo. Got to lvl10. Is the Immortals supposed too lose 100dmg after upging one of there upgs? Think it went from 220 tp 120. And i guess Siage tanks are ment for after lvl 10? :)
Went 2 Bunker 1 raxs and ebay start.
And all the objektives and upg names are all wired for me :(
That is fixed in the latest version, .23 online now.
found a nasty bug that ended the game I was in
in the upper red zone, on the ledge area a unit decided to run off and was unable to be hit by any means, was the 2nd time in the game, a helion was able to hit and kill it first time, 2nd time a marauder was able to hit and it retreated further and that was that, the end.
I agree with you that it is somewhat easy for the first 10 levels. I've played the map myself like over 200 times, so I hear you. But I hear from alot of people who still find it challenging and tough, so it is hard to judge. I want the average player to be able to reach level 10.
I plan to put in mechanics where if every one in the game has beat T1 before, they can skip to T2, but at a slight penalty. Just an idea, we'll see how that goes.
thank god for the intro skip
I don't know your grand plan
but having the option to go marines/bunkers, turrets, or zealots is/was nice
you can't really go turrets anymore and zealots are fine until L8, they manage that level, then get stomped on 9
marauders are OK once u get to 5 or so
helions are just useless
players dieing and losing the game for the rest of the team is still a problem
personally i think T2 should start up sooner, it gets pretty boring by L6 when you have nothing really to do
good map with potential, looking forward to a final release.
Thanks for the comments man. Me getting hacked actually isnt too bad, I'm hard at work on tier 2 and all kinds of new surprises.
Edit: My account is restored! and in record time. Blizzard really doesn't mess around!
You talk about grief after a player dies. There's still alot of stuff I planned for that aspect, so for now its just kind of annoying. You have to go clear his junk for the game to continue, but most of it should die when he does (for now). I agree this is a problem atm, but with what I've got planned it won't be issue soon at all.
I tend to balance openers around that 3 bunker strat, but I've seen a whole much of other ones that work even better. If someone spends 50 at the start on a Bay and doesnt use it for anything, I think they really should be penalized for that.
I just made it to the infinite level with 3 out of 4 players alive. (The player who lost went pure turrets.) Level 10 was really creative and I'm looking forward to seeing what else you come up with for the second tier.
My only complaint right now is that when someone dies, either all of the attacking units clump up in the middle until a marine kites them away, or they attack someone through the back door. I can't reliably reproduce which one they do. I know you fixed the spawning in .19 (i.e. if you die, your position no longer spawns), but if the creeps attack someone from the back, the whole group pretty much loses as soon as someone drops.
I like how the engineering bay now requires the barracks, but the initial minerals are so tightly optimized for exactly 3 bunkers and 12 marines that it really seems to punish any other opening (say, if a new player heads straight for an engineering bay, or builds 1 or 2 too many marines and suddenly can't build a third bunker). Maybe increase the starting funds slightly so there's room for error?
Hope you get your account back in order soon - this is a great map so far.
Extremely fun map, although turrets currently seem a bit too strong compared to your other options. I'd also cut back on the lengthy introduction. Great job on this one.
My battle net account just got hacked, so no online updates for a while, I guess you guys will have to play the map from here!
It was, but since the server restart happened it brought up that error. I have no idea why. I'm trying to fix it. If anyone has any fixes for this please let me know!
Edit: ok the game works now, no idea what i did to fix it. .19 is the latest!
Get an s2game_internal_error when i try to play v.15 Is that your latest version?
In the latest version, levels 1 and 2 are toned down, and you can hit ESC to skip the intro.
MP is completely impossible, lucky to get past L2
needs to be a way for the rest to continue after the noobs get filtered out
and for the love of god, either scrap the intro or put in skip that anyone can activate
Awesome map. Very cool effects for tier 2 units.
Yeah, I've tried this too and works possibly too well. I will probably be removing the armor upgrade or changing it to something else, but tier 1 is generally supposed to be rather easy.
I do think that pure turrets should be a bit harder to pull off.
The ability to skip the intro would be nice.
I just built turrets and easily won without any special tactics besides levelling the front ones armor and back ones range first.
This map is the bombhouse!
3 Bunkers of Marines is just my suggested starting build that I tend to balance things around. However, there are many other ways to spend your starting resources that work just as well, or even better. 2 Bunkers with extra marines standing behind them, starting out with a turret or two, teching straight to zealots, walling with other buildings. These are just strats I've seen my friends use; I'm sure there are many others.
Also, if you wall close enough to the enemies, they shouldn't go around, but thanks for letting me know about that, I'll fix it soon. Thanks for the kind words! :D
I didn't think about blocking with barracks my bunker got destroyed each time (3 bunker full of marines) i'll try that thanks :)