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 Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Zergling apocalypse? Haha. Levels 1-9 spawn 150 enemies for each player over the course of 2 minutes, which I think isn't that bad. Later levels in phase two can get pretty crazy, especially level 20. I'll try to keep in mind that not everyone can handle super huge amounts of enemies.
And about the EU release, if I can figure out how to localize it and publish it over there, I'll so it soon; I've just been pretty busy lately squashing bugs and fixing problems in the US version.
Thought about version release at Eu.. Im rly not wanting to release it before localization is done. After its done, the newest version will be uploaded to EU.
Note to all who dont know: Phase2 should end 19.7, week before release.
Does stage three really start with zergling apocalypse, or is that just a placeholder? Not too many casual gamers have a computer that can handle that. Even level 20 gives me some issues if I don't finish one round of mobs off before the next pops.
I really appreciate how in stage two, players need a combination of units to stay in the game, completely unlike stage one. Although missile turrets do seem a tiny bit weak to me. A fully upgraded turret just doesn't feel as cost-effective as stalkers of similar price, even after taking into account the extra price for stalker facility/extra supply.
Great map. You should, until you get it up and running, remove phase 3. Also siege tanks are broken and give money back when they siege (you probably knew this). Seriously though a really fantastic map.
Not sure at the moment how to get it up on EU servers. There is an option for it, but it is disabled I think. :\ May just have to wait until the official release to get it unless I can post a localized version online here soon.
cant seem to find the map on EU server
did try it single-player now in beta 2 but costs on everything was abit off =)
if not i will start with beating the map asap
Yup, unfortunately the new patch broke most of the weapons and costs of things, I'm working on fixing it all as fast as possible to get a somewhat stable version up, but fixing all the stuff the patch broke may take a few days. Hopefully today I'll get a version online.
Hey guys, sorry there hasn't been an update for a while. I took a break from working on the map, and it looks like it was worth it. Phase 2 just came out and has broken alot of things in my map, so I'll be working on fixing these and getting a stable version up as soon as possible! Thanks!
I'll probably make the overlord slightly transparent, it is supposed to hover over the CC, but due to the aspect of the camera, it could block sight of some things. I'll also try to change the default game speed to help with that difficulty issue.
There hasn't been an update on the site for a while because I've been working on a pretty huge update, including setting up tier 3, setting up a system and UI to handle unit salvaging after tiers, tier skipping, and redoing many of the lighting effects, UI features, and models in the first two tiers.
My next update will be a pre tier 3 update, with the tier 3 units in place, but not accessible just yet. The first two tiers have gone through many touch ups.
As others have said, the sudden spike in difficulty when you play it offline (I could barely even make it past level 7) is definitely due to the game speed. I think what's happening is that the spawn rate is tied to real time, while the unit/turret firing speed and wave timer are tied to in-game time. It's possible to set the in-game speed to Faster under Options when you launch the game, but it resets to Normal every time you launch it. This isn't the case with other UMS maps I've tried, so it is probably due to a default speed setting in the map itself that needs to be changed - see Fenix656's comment below. For reference, I'm playing it via MapCraft on the Mac, not through the Galaxy Editor.
Another thing: when testing the current version in single-player, the overlord in Level 20 sat right over my CC. Unfortunately, I placed some buildings very close to my CC and couldn't click on them anymore because the overlord blocked them from view (e.g. I spawned on the north side, built a bunker directly north of my CC, and couldn't click on it to use any abilities in the final wave). Is this the intended effect, or is the overlord supposed to sit on top of the comm tower in the middle?
That was it :) When you drag the game onto the starcraft2 game icon, it starts the game in 'normal' speed which allows the spawning of more mobs than you can possibly shoot at some points. Thanks for the fix!
Then a problem, couldn't play the 0.6 version on bnet EU servers gave an error :(
With the beta being closed now was looking what to do, being able to run a test map is a good way to fill the time. Thanks for that one.
As mentioned by Spintactics when playing it that way it bugs and spawns way to many units, not sure of the reason. Got up to the hydralisks though "grins" Method, build barracks, build engin bay, sell barracks, build 5 turrets. Upgrade them all the way. Started building marauders at the large broodlings, could be possible to get further.
Did find out a bug because of it, when you try to sell an upgraded tower it simply gives an error message and nothing else happens.
Also, when I ran the map in test mode, the tower in the center had 1040 hp?
For viable tactics only tested first 10 waves;
marine/marauder works
Solo zeal works
Turrets work
Hellion not tested, assume it works aswell
Can't really comment on tier 2 since I didn't get there yet :)
Keep on the good work.
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Zergling apocalypse? Haha. Levels 1-9 spawn 150 enemies for each player over the course of 2 minutes, which I think isn't that bad. Later levels in phase two can get pretty crazy, especially level 20. I'll try to keep in mind that not everyone can handle super huge amounts of enemies.
And about the EU release, if I can figure out how to localize it and publish it over there, I'll so it soon; I've just been pretty busy lately squashing bugs and fixing problems in the US version.
Also, SUP tordecybombo!
Im back from my own stuf(tha eu publisher)
Thought about version release at Eu.. Im rly not wanting to release it before localization is done. After its done, the newest version will be uploaded to EU.
Note to all who dont know: Phase2 should end 19.7, week before release.
I'm sure it's just a placeholder.
Does stage three really start with zergling apocalypse, or is that just a placeholder? Not too many casual gamers have a computer that can handle that. Even level 20 gives me some issues if I don't finish one round of mobs off before the next pops.
I really appreciate how in stage two, players need a combination of units to stay in the game, completely unlike stage one. Although missile turrets do seem a tiny bit weak to me. A fully upgraded turret just doesn't feel as cost-effective as stalkers of similar price, even after taking into account the extra price for stalker facility/extra supply.
Great map. You should, until you get it up and running, remove phase 3. Also siege tanks are broken and give money back when they siege (you probably knew this). Seriously though a really fantastic map.
Not sure at the moment how to get it up on EU servers. There is an option for it, but it is disabled I think. :\ May just have to wait until the official release to get it unless I can post a localized version online here soon.
hi Rain
realy love your map! cant get enough of it =)
cant seem to find the map on EU server
did try it single-player now in beta 2 but costs on everything was abit off =)
if not i will start with beating the map asap
Overrun!! is back on battle net! It is still pretty glitchy from the phase 2 stuff but it is playable, and i will updating it again frequently.
Yup, unfortunately the new patch broke most of the weapons and costs of things, I'm working on fixing it all as fast as possible to get a somewhat stable version up, but fixing all the stuff the patch broke may take a few days. Hopefully today I'll get a version online.
hey are u going to put overrun on the new starcraft 2 beta
thanks :D
Hey guys, sorry there hasn't been an update for a while. I took a break from working on the map, and it looks like it was worth it. Phase 2 just came out and has broken alot of things in my map, so I'll be working on fixing these and getting a stable version up as soon as possible! Thanks!
I keep checking everyday for an update lol. really cant wait to try out the new build
cant wait :D
I'll probably make the overlord slightly transparent, it is supposed to hover over the CC, but due to the aspect of the camera, it could block sight of some things. I'll also try to change the default game speed to help with that difficulty issue.
There hasn't been an update on the site for a while because I've been working on a pretty huge update, including setting up tier 3, setting up a system and UI to handle unit salvaging after tiers, tier skipping, and redoing many of the lighting effects, UI features, and models in the first two tiers.
My next update will be a pre tier 3 update, with the tier 3 units in place, but not accessible just yet. The first two tiers have gone through many touch ups.
As others have said, the sudden spike in difficulty when you play it offline (I could barely even make it past level 7) is definitely due to the game speed. I think what's happening is that the spawn rate is tied to real time, while the unit/turret firing speed and wave timer are tied to in-game time. It's possible to set the in-game speed to Faster under Options when you launch the game, but it resets to Normal every time you launch it. This isn't the case with other UMS maps I've tried, so it is probably due to a default speed setting in the map itself that needs to be changed - see Fenix656's comment below. For reference, I'm playing it via MapCraft on the Mac, not through the Galaxy Editor.
Another thing: when testing the current version in single-player, the overlord in Level 20 sat right over my CC. Unfortunately, I placed some buildings very close to my CC and couldn't click on them anymore because the overlord blocked them from view (e.g. I spawned on the north side, built a bunker directly north of my CC, and couldn't click on it to use any abilities in the final wave). Is this the intended effect, or is the overlord supposed to sit on top of the comm tower in the middle?
Hey dude! Great game :)
So, was looking around in the editor a bit.
Under fille\preferences\test document you can set the game speed to faster. But it still spawned to many units :(
That was it :) When you drag the game onto the starcraft2 game icon, it starts the game in 'normal' speed which allows the spawning of more mobs than you can possibly shoot at some points. Thanks for the fix!
First as multiple people mentioned, great map
Then a problem, couldn't play the 0.6 version on bnet EU servers gave an error :(
With the beta being closed now was looking what to do, being able to run a test map is a good way to fill the time. Thanks for that one. As mentioned by Spintactics when playing it that way it bugs and spawns way to many units, not sure of the reason. Got up to the hydralisks though "grins" Method, build barracks, build engin bay, sell barracks, build 5 turrets. Upgrade them all the way. Started building marauders at the large broodlings, could be possible to get further.
Did find out a bug because of it, when you try to sell an upgraded tower it simply gives an error message and nothing else happens. Also, when I ran the map in test mode, the tower in the center had 1040 hp?
For viable tactics only tested first 10 waves; marine/marauder works Solo zeal works Turrets work Hellion not tested, assume it works aswell
Can't really comment on tier 2 since I didn't get there yet :)
Keep on the good work.