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Infested Marine - tooltip for construction says it can enter bunker, it can't :(
Medivac - stack1 & 2 of fortifcation and debuff are already there without upgrades, the upgrade for fortification just seems to make stack3 appear
Super Bunker - Forcefield tooltip says 80% damage reduction, testing this it doesn't appear do anything close to 80% reduction, seems like it does nothing actually.
@tordecybombo: You have to take into account that tier 3 units/structures will also cost more, if it follows the same route as tier 1 to tier 2.
@scmapcritic: The way I set up my bunkers, 3 in a line sided by side, the one farthest from the wall takes the most damage while the one closest to wall rarely takes any damage during tier 1. It depends on troop make up and turret support.
I like this map, you have done a great job on the quality and polish.
Sometimes it can feel boring. Personally I would halve the wave times and make whatever adjustments to income and difficulty that that would require. Either that or add in more opportunities for interaction. This is a real problem on Tier 1 when you may just sit there and watch enemies die running at your bunkers for 15 minutes, building something once in a while.
The biggest "flaw" in the gameplay that I see is if a newbie does not know to setup their bunkers such that each enemy lane focuses on a different bunker then they will almost always end up collapsing. Two enemy lanes on a single bunker almost always out-damages its healing capability, even if they have four or five bunkers. Almost every loss I've seen has come from two+ enemy lanes focusing on a single bunker. Granted in Tier 2 you can use Neurotoxin to spread out the damage, but Tier 1 is where it is a problem. I realize it's difficult to balance healing with incoming damage, but the two+ lanes on a single bunker in Tier 1 is pretty much game over.
I posted this in the official thread too on the beta forums but im not sure it was seen. I found 2 bugs in tier 2 one of which could be exploited to make things a lot easier.
supply depots that have had extra supplies dropped on them return to full health when raised/lowered
and immortals have inconsistent dmg at 3 damage upgrades depending on when you get the 100% attack speed/55% dmg nerf upgrade. an immortal that got the attack speed upgrade before the damage upgrades will do more damage than an immortal that got the attack speed after the damage upgrades. (the numbers are about 114 dmg with attack speed first and 101 with attack speed after 3 dmg upgrades.)
I guess that's why marauders don't work for me. :S I never really liked marines on this map.
But yeah, when I watched the replay, the guy with turrets lost only because he had 400 banked minerals.
I generally open with 2 marines in 2 bunkers, and 2 turrets behind them, going into 4 bunker in front, 2 at sides with helions with 4 turrets fully upgraded (might not fully upgrade, as I don't think that's nessesary, but I like to be safe) behind them, and 4 supply depots finishing the wall/sandwich. I also get Lv 1 armor, and bunker space upgrade. I usually stop spending minerals around wave 7-8.
In tier 2, I salvage the marines + helions, then I get 4 super bunkers in front, put the reapers in them and get tanks. Salvage the turrets, place tanks there, get tank upgrades, salvage tank rax, make immortal rax, pump immortals w/o their two upgrades, get 4 medivacs with only fortification, salvage medivac rax, get other two bunkers to be supers, get armory, hyperextended stuff for immortals/reapers, bunker space upgrade, armor/weapons 3. (this order changes depending on how much money I have going into tier 2 and I don't necessarily get the armory upgrades last.)
by the start of boss phase i have 5 bunkers 3 with marines and 1 marauder and the others full of marauders with one empty spot and then enough marauders to have between 50-55 pop should have had 60 pop but was seeing if i could do it, i had two turrets as well, i didnt lose any bunkers or turrets and about half the unbunkered marauders so marauders are a more that capable unit to use to get to t2
I've taken straight turrets all the way past ten. The big problem I can see is that all static defenses in this game are impossible to heal and thus are screwed when things start wailing on them. The choice you're really making is whether you pay for T1 unit upgrades that become completely useless, or pay for turrets that are completely inefficient to salvage mineralwise.
Marauders should work. You just need an absurd number of them, as with any other unit. Unlike with hellions, you want quite a few more marines with them. maybe 50-60 supply total
Apparently pure turrets works until Lv 6, as I saw a guy do that.
But sometimes, when a player loses before Lv 20's over, his green circles still appear but do nothing, but when the other player(s) are done with their overlords/spawns, the circles for the player that left all of a sudden burst and spawn however many enemies they should have had the player not left. I think the only reason I survived wave 20 was because I had hotkeyed every bunker to a different hotkey from 1-6, so I didn't have to actually click on them to use abilities, as the lag would have made that too hard. Also, please don't spam 160 hp lings nonstop. My computer almost crashed and the score screen couldn't load after I left.
It seems that going marauders in tier one doesn't work, as I tried it and almost lost, and had to have a guy who went helions save me. Siege tank relapse upgrade seems not to work, as I got it (the upgrade), but never got the relapse.
@DanathZ
Assuming you have 3/3 tier 2 upgrades, a combination of stalkers/medivac/reaper/tanks basically is invincible, even without bunkers. You may want to split stalker and medivac production with a teammate, but really, three medis are all you need, then you can salvage the facility.
Speaking of which, I noticed Siege Tank facilities can't be salvaged. Was that a bug, or intentional?
Great map! I have been able to make it to round 20 but never survived the overlord boss that comes and spawns so many units! Is that meant to be impossible since there is no tier 3 yet?
The levels are not too hard. I can get from level 1 through level 20 pretty easily now that I have a solid build.
For the Zergling apocalypse, he's talking about the infinite spawn of zerglings past level 20. It causes huge amount of lag and players pretty much have to quit at that point. For the tier 3 placeholder (if you're not close to done w/ tier 3 yet), I think it would be cool to do some sort of increasing difficulty wave on the same unit to test how long your defense will last.
Similar to how Standard Tower Defense map does if you get past all the waves. Although instead of increasing the spawn rate overtime, just increase the life/damage.
Im sure you not that worried about balance issues atm, but the cost of tier 1 units to reapers exchange is no where near worth it atm. Anytime I exchange tier 2 waves become nearly impossible, yet if I don't exchange it easy sailing.
Great Work man, I really am appreciative of all the work you do on this map :D
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BUG: The AoE slow upgrade for maruaders is not actually slowing in an AoE, it still slows a single target though.
Great map! Some bugs I'm seeing (v0.13):
Infested Marine - tooltip for construction says it can enter bunker, it can't :(
Medivac - stack1 & 2 of fortifcation and debuff are already there without upgrades, the upgrade for fortification just seems to make stack3 appear
Super Bunker - Forcefield tooltip says 80% damage reduction, testing this it doesn't appear do anything close to 80% reduction, seems like it does nothing actually.
@tordecybombo: You have to take into account that tier 3 units/structures will also cost more, if it follows the same route as tier 1 to tier 2.
@scmapcritic: The way I set up my bunkers, 3 in a line sided by side, the one farthest from the wall takes the most damage while the one closest to wall rarely takes any damage during tier 1. It depends on troop make up and turret support.
Think you should make the tier 3 super difficult. After level 20 I had about 5k minerals left over.
I like this map, you have done a great job on the quality and polish.
Sometimes it can feel boring. Personally I would halve the wave times and make whatever adjustments to income and difficulty that that would require. Either that or add in more opportunities for interaction. This is a real problem on Tier 1 when you may just sit there and watch enemies die running at your bunkers for 15 minutes, building something once in a while.
The biggest "flaw" in the gameplay that I see is if a newbie does not know to setup their bunkers such that each enemy lane focuses on a different bunker then they will almost always end up collapsing. Two enemy lanes on a single bunker almost always out-damages its healing capability, even if they have four or five bunkers. Almost every loss I've seen has come from two+ enemy lanes focusing on a single bunker. Granted in Tier 2 you can use Neurotoxin to spread out the damage, but Tier 1 is where it is a problem. I realize it's difficult to balance healing with incoming damage, but the two+ lanes on a single bunker in Tier 1 is pretty much game over.
Yep thanks for the report. I'll have those bugs fixed very soon. Thanks for playing!
I posted this in the official thread too on the beta forums but im not sure it was seen. I found 2 bugs in tier 2 one of which could be exploited to make things a lot easier.
supply depots that have had extra supplies dropped on them return to full health when raised/lowered
and immortals have inconsistent dmg at 3 damage upgrades depending on when you get the 100% attack speed/55% dmg nerf upgrade. an immortal that got the attack speed upgrade before the damage upgrades will do more damage than an immortal that got the attack speed after the damage upgrades. (the numbers are about 114 dmg with attack speed first and 101 with attack speed after 3 dmg upgrades.)
Sorry the map has been lagged out and crashy after the patch, but I've fixed it now so Overrun is back in business!
I guess that's why marauders don't work for me. :S I never really liked marines on this map. But yeah, when I watched the replay, the guy with turrets lost only because he had 400 banked minerals.
I generally open with 2 marines in 2 bunkers, and 2 turrets behind them, going into 4 bunker in front, 2 at sides with helions with 4 turrets fully upgraded (might not fully upgrade, as I don't think that's nessesary, but I like to be safe) behind them, and 4 supply depots finishing the wall/sandwich. I also get Lv 1 armor, and bunker space upgrade. I usually stop spending minerals around wave 7-8.
In tier 2, I salvage the marines + helions, then I get 4 super bunkers in front, put the reapers in them and get tanks. Salvage the turrets, place tanks there, get tank upgrades, salvage tank rax, make immortal rax, pump immortals w/o their two upgrades, get 4 medivacs with only fortification, salvage medivac rax, get other two bunkers to be supers, get armory, hyperextended stuff for immortals/reapers, bunker space upgrade, armor/weapons 3. (this order changes depending on how much money I have going into tier 2 and I don't necessarily get the armory upgrades last.)
by the start of boss phase i have 5 bunkers 3 with marines and 1 marauder and the others full of marauders with one empty spot and then enough marauders to have between 50-55 pop should have had 60 pop but was seeing if i could do it, i had two turrets as well, i didnt lose any bunkers or turrets and about half the unbunkered marauders so marauders are a more that capable unit to use to get to t2
I've taken straight turrets all the way past ten. The big problem I can see is that all static defenses in this game are impossible to heal and thus are screwed when things start wailing on them. The choice you're really making is whether you pay for T1 unit upgrades that become completely useless, or pay for turrets that are completely inefficient to salvage mineralwise.
Marauders should work. You just need an absurd number of them, as with any other unit. Unlike with hellions, you want quite a few more marines with them. maybe 50-60 supply total
Apparently pure turrets works until Lv 6, as I saw a guy do that. But sometimes, when a player loses before Lv 20's over, his green circles still appear but do nothing, but when the other player(s) are done with their overlords/spawns, the circles for the player that left all of a sudden burst and spawn however many enemies they should have had the player not left. I think the only reason I survived wave 20 was because I had hotkeyed every bunker to a different hotkey from 1-6, so I didn't have to actually click on them to use abilities, as the lag would have made that too hard. Also, please don't spam 160 hp lings nonstop. My computer almost crashed and the score screen couldn't load after I left.
It seems that going marauders in tier one doesn't work, as I tried it and almost lost, and had to have a guy who went helions save me. Siege tank relapse upgrade seems not to work, as I got it (the upgrade), but never got the relapse.
nah level 20 is fine
I didn't even have to micro units outside the bunker. All units in the bunkers killing while going neurotoxin + forcefield for each bunker at a time.
It's a bug, a weird one at that. Should be fixed soon. Level 20 is kinda too hard at the moment, but still survivable. Good luck!
@DanathZ Assuming you have 3/3 tier 2 upgrades, a combination of stalkers/medivac/reaper/tanks basically is invincible, even without bunkers. You may want to split stalker and medivac production with a teammate, but really, three medis are all you need, then you can salvage the facility.
Speaking of which, I noticed Siege Tank facilities can't be salvaged. Was that a bug, or intentional?
Great map! I have been able to make it to round 20 but never survived the overlord boss that comes and spawns so many units! Is that meant to be impossible since there is no tier 3 yet?
I love you man. You and your map. Top 3 on the popularity list wooo! GJ
Ah I see. Yup, expect a proper temporary ending and a placeholder level 21 soon!
hi RainGame :)
The levels are not too hard. I can get from level 1 through level 20 pretty easily now that I have a solid build.
For the Zergling apocalypse, he's talking about the infinite spawn of zerglings past level 20. It causes huge amount of lag and players pretty much have to quit at that point. For the tier 3 placeholder (if you're not close to done w/ tier 3 yet), I think it would be cool to do some sort of increasing difficulty wave on the same unit to test how long your defense will last.
Similar to how Standard Tower Defense map does if you get past all the waves. Although instead of increasing the spawn rate overtime, just increase the life/damage.
Im sure you not that worried about balance issues atm, but the cost of tier 1 units to reapers exchange is no where near worth it atm. Anytime I exchange tier 2 waves become nearly impossible, yet if I don't exchange it easy sailing.
Great Work man, I really am appreciative of all the work you do on this map :D