Pass Defense (Singleplayer Mode)
This is the SINGLEPLAYER version of the map!
The zerg are coming, and you are the regional brigade's colonel in charge of defending your mountain pass. You will receive periodic reinforcements to build up your forces. Destroy the hive to complete the mission. However, do keep in mind that scouts report zergs starting to flank from behind... Your forces are comprised of siege tanks, marines, reapers, and medivacs. Siege tanks are in limited numbers, and periodically arrive from command HQ. Your barracks and starport also periodically generate troops. Your starport is also capable of calling in battlecruiser and banshees at a premium. Enemy reinforcements are received through a nydus network. Ultralisk caverns, infestation pits, and spawning pools also contribute to the flow of the enemy.
YouTube Video http://www.youtube.com/watch?v=4GLu2VIVGHU Entry for the Cinematics Competition
Planned:
SCV build tree -CANCELED, to be added in map2-
Resize everything for a more realistic feel.
Upgrades at PF Changelog
v1.65 -updated Cini's
-fixed spawns
-Intro cinimatic thingy
-moved a few triggers around
-increased radii size of Sensor Tower
-Put all Player Detect triggers for Leaderboard into Create Force
-Made kill updates a single trigger Force
-Removed respective Leaderboard variables Force
-Fixed error messages for the most part Force
-Added Pause and killed message into Death cinematic.
v1.55
-blamed Monkeys for adding a nonexistant unit
-added a sensor tower
-more updates to cinematics
-trashed techtree
-changed spawn system
-elapsed time window
v1.45
-supply depot models fixed
-created more spawns
-NEW ABILITY: reapers have suicide bombing capabilities
v1.4
-Massive patch
-consolidated endgame triggers
-Colonel Chen is now necessary for victory
-endgame objective locations are now pinged
-objectives update now
-should have REALLY fixed heroes now (probably 3rd time saying this..)
-banshee spawns at full health now
-banshee shield regen decr 10 to 5, dmg decr 45 to 35, atk speed 33% slower
-ghost acad costs 0 to repair
-updated teams info
-changed supply settings
-spore colony reworked, 40% faster atk speed, hp incr 400 to 500
-spine crawler hp incr 300 to 500, dmg incr 25 to 35, atk speed incr 10%
-nydus flanker model enlargened, armor incr 1 to 2
-bunker hp decr 400 to 350, shield incr 0 to 50
-medivac accel decr 50%, speed decr 20%
-reworked rear spawn
-added more waves to endgame spawns (significantly harder)
-CSSNap turn rate -50%, speed -33%, accel -50%
-NEW ABILITY for commandpost: reinforce supply depot, +500 hp to depots
v1.2c
-EMERGENCY PATCH, left in a unit that wasn't supposed to exist
v1.2b
-REALLY fixed the banshee glitch
-patched hero leveling
-text notifications inplemented
-fixed some buttons
-greatly GREATLY consolidated triggers, thereby reducing lag
-released MP version here: http://www.sc2mapster.com/maps/pass-defense-multiplayer-m/ v1.1
-moved some doodads
-readjusted ending for more difficulty and tension
-victory conditions changed --> starport cannot die
-endgame spawns massively upgraded
-fixed some random small glitches
-increased yamato cannon range 10 to 13 upon request
-marine dmg reduced from 15 to 13
-reaper damage decreased from 25 to 15
-resized lowered supply depot + fixed health glitch
-fixed starport build menu
-rear supply depot now invulnerable
-fixed armed citizenry glitch, cost now at 10/ea, build time decr 25 to 10
v1.0
-stable version released
-added new victory conditions at end upon hive death
-planning a campaign to follow this map
-multiplayer version undergoing bnet trials, upload once complete
-adjusted more spawning
-supply depot -50% hp
v.7b
-fixed some minor hero ability issues
-removed something that wasn't supposed to be included with the update
v.7
-added seeker missiles and point defense (medic drone)
-snipe energy cost incr. 25 to 35
-15 second cloak cooldown
-cloak now drains 3en/sec
-replaced default conscripts by the bunkers with rines
-conscripts renamed to armed citizenry
-buffed overseer's detector capabilities
-adjusted cinematic text color
-fixed lvl 1 hero glitch (I think)
-fixed abilities hotkey conflicts -restructured hero abilities system
-tweaked some spawning issues
-buffed banshee: hp +210, shield +150 regen+5, dmg -30% speed, +300% dmg
-supply depot +50 shield
-SCV now has heal button reduce confusion on the 5 energy
v.6c
-fixed medivac movement speed glitch
(turns out I had mvt speed dup'd from a dev unit)
-reapers now have shield instead of energy -_-
v.6a
-reuploaded for localization patch
v.6
-added modded version of Dest1ny's leaderboard
-changed team properties
-fixed barracks spawning conscripts instead of marines
-reapers given 5 shield, range decreased from 9 to 8, D8 dmg increase from 30 to 45
-rine range increased from 9 to 10
-infested terran range increased from 5 to 7
-reduced overseer spawn count
-turret damage incr 2 to 3, atk speed -50%
-medivac speed -12.5%
-max expanded
-updated hero abilities: new ability
-Colonel Chen max energy decr from 500 to 300, regen decr fro 2 to 1.5 I made it to the front page? :0 =D Thanks for your support guys! A light concept sketch by Swordmas.
The zerg are coming, and you are the regional brigade's colonel in charge of defending your mountain pass. You will receive periodic reinforcements to build up your forces. Destroy the hive to complete the mission. However, do keep in mind that scouts report zergs starting to flank from behind... Your forces are comprised of siege tanks, marines, reapers, and medivacs. Siege tanks are in limited numbers, and periodically arrive from command HQ. Your barracks and starport also periodically generate troops. Your starport is also capable of calling in battlecruiser and banshees at a premium. Enemy reinforcements are received through a nydus network. Ultralisk caverns, infestation pits, and spawning pools also contribute to the flow of the enemy.
YouTube Video http://www.youtube.com/watch?v=4GLu2VIVGHU Entry for the Cinematics Competition
Planned:
SCV build tree -CANCELED, to be added in map2-
Resize everything for a more realistic feel.
Upgrades at PF Changelog
v1.65 -updated Cini's
-fixed spawns
-Intro cinimatic thingy
-moved a few triggers around
-increased radii size of Sensor Tower
-Put all Player Detect triggers for Leaderboard into Create Force
-Made kill updates a single trigger Force
-Removed respective Leaderboard variables Force
-Fixed error messages for the most part Force
-Added Pause and killed message into Death cinematic.
v1.55
-blamed Monkeys for adding a nonexistant unit
-added a sensor tower
-more updates to cinematics
-trashed techtree
-changed spawn system
-elapsed time window
v1.45
-supply depot models fixed
-created more spawns
-NEW ABILITY: reapers have suicide bombing capabilities
v1.4
-Massive patch
-consolidated endgame triggers
-Colonel Chen is now necessary for victory
-endgame objective locations are now pinged
-objectives update now
-should have REALLY fixed heroes now (probably 3rd time saying this..)
-banshee spawns at full health now
-banshee shield regen decr 10 to 5, dmg decr 45 to 35, atk speed 33% slower
-ghost acad costs 0 to repair
-updated teams info
-changed supply settings
-spore colony reworked, 40% faster atk speed, hp incr 400 to 500
-spine crawler hp incr 300 to 500, dmg incr 25 to 35, atk speed incr 10%
-nydus flanker model enlargened, armor incr 1 to 2
-bunker hp decr 400 to 350, shield incr 0 to 50
-medivac accel decr 50%, speed decr 20%
-reworked rear spawn
-added more waves to endgame spawns (significantly harder)
-CSSNap turn rate -50%, speed -33%, accel -50%
-NEW ABILITY for commandpost: reinforce supply depot, +500 hp to depots
v1.2c
-EMERGENCY PATCH, left in a unit that wasn't supposed to exist
v1.2b
-REALLY fixed the banshee glitch
-patched hero leveling
-text notifications inplemented
-fixed some buttons
-greatly GREATLY consolidated triggers, thereby reducing lag
-released MP version here: http://www.sc2mapster.com/maps/pass-defense-multiplayer-m/ v1.1
-moved some doodads
-readjusted ending for more difficulty and tension
-victory conditions changed --> starport cannot die
-endgame spawns massively upgraded
-fixed some random small glitches
-increased yamato cannon range 10 to 13 upon request
-marine dmg reduced from 15 to 13
-reaper damage decreased from 25 to 15
-resized lowered supply depot + fixed health glitch
-fixed starport build menu
-rear supply depot now invulnerable
-fixed armed citizenry glitch, cost now at 10/ea, build time decr 25 to 10
v1.0
-stable version released
-added new victory conditions at end upon hive death
-planning a campaign to follow this map
-multiplayer version undergoing bnet trials, upload once complete
-adjusted more spawning
-supply depot -50% hp
v.7b
-fixed some minor hero ability issues
-removed something that wasn't supposed to be included with the update
v.7
-added seeker missiles and point defense (medic drone)
-snipe energy cost incr. 25 to 35
-15 second cloak cooldown
-cloak now drains 3en/sec
-replaced default conscripts by the bunkers with rines
-conscripts renamed to armed citizenry
-buffed overseer's detector capabilities
-adjusted cinematic text color
-fixed lvl 1 hero glitch (I think)
-fixed abilities hotkey conflicts -restructured hero abilities system
-tweaked some spawning issues
-buffed banshee: hp +210, shield +150 regen+5, dmg -30% speed, +300% dmg
-supply depot +50 shield
-SCV now has heal button reduce confusion on the 5 energy
v.6c
-fixed medivac movement speed glitch
(turns out I had mvt speed dup'd from a dev unit)
-reapers now have shield instead of energy -_-
v.6a
-reuploaded for localization patch
v.6
-added modded version of Dest1ny's leaderboard
-changed team properties
-fixed barracks spawning conscripts instead of marines
-reapers given 5 shield, range decreased from 9 to 8, D8 dmg increase from 30 to 45
-rine range increased from 9 to 10
-infested terran range increased from 5 to 7
-reduced overseer spawn count
-turret damage incr 2 to 3, atk speed -50%
-medivac speed -12.5%
-max expanded
-updated hero abilities: new ability
-Colonel Chen max energy decr from 500 to 300, regen decr fro 2 to 1.5 I made it to the front page? :0 =D Thanks for your support guys! A light concept sketch by Swordmas.
Man I have no Idea how to play this map. I gave up its way too hard Its really put together well but its too fast paced there are to many units going too fast. Can you make it slowly at first then walk people through what to do then start speeding up? and Make cretin units not available until you do the tutorial or you can maybe skip it with a cretin action once you understand how to play.
You may want to consider giving back the auto turrets damage because it is the main anti air and with 1 armor on overseers it is next to impossible to kill them. It leave about 50 flying around the base. Also making the infested Terran a low priority would be nice so the tanks don't spend all there time attacking them when there is no need. So far doing very well.
I hope this help out but I just beat the game in the time it takes the ghost to lvl up to cloack > kill around 3-5 spores and then the hive.
The rear attack wasn't even on when I did it. Hope you can figure out a way to take that chance out ^^
Released new update.
It feels a bit hard now, especially with the speedlings. I might make speedlings exclusive to the front. I somehow got overrun with 4 tanks, a bunker, and a cruiser guarding the rear. Guess I was too slow with the nydus.
Localization seems so complicated :(
Still too hard. I don't get how I'm supposed to attack while at the same time defending my base.
The starports show a MEDIVAC icon, but produce BATTLE CRUISERS, took me quite a while to realise this (enGB client, also no localization at all ;o)
fun level
1st time I got overrun by the rear attacks On my 2nd try I managed to defend both sides forever if needed; I destroyed the spore colonies at the beginning of their base, loaded 2 medivacs with a bunch of Marines and dropped them without trouble at the end of their base and they destroyed everythng
Suggestions: Add a Zerg kill counter Add more spore colonies at the edge of the map
OK so i realized after i posted i played an earlier version so i figured i give the most recent one a try v.57c. Vast improvement over the prior version i played. Love the attack from behind. Even like that its doesn't stop. (yes the worms no longer produce units when they are destroyed but the wave of units that spawn at the end of the road never stops) It forces you to dedicate units to hold them at bay, would like that the continual spawn from the rear be moved further down though or minerals further up to allow scvs to harvest better, but i would keep the rear attack the way it is; nonstop. Just enough tanks up front to support defense, only lost one. Like the addition of mutas, and the scout report.
Map still boils down to either nuking your way through or waiting to mass enough marines to make a push. And if you can survive the surprise rear attack your really at no risk of losing.
A few suggestions, would be to add a hatchery that evolves to lair -> hive over time with scout report warnings of when it starts evolving and with each evolution have the wave it produces become stronger. Forcing the player to try pushing sooner. Also having a Enemy hero to protect the hatchery that goes on the offense when the hatchery is fully upgraded would be cool. Adding a geyser so that more gas can be harvested would be nice as well as the ability to build the higher tech units in the barracks. More detectors that patrol to help hinder ghost movement would also be nice.
Just some ideas, really enjoy the map thx wonton
Replay http://rapidshare.com/files/383708837/AnIm0us_-_Pass_Defense_V_.57c.SC2Replay
Thought it was a bit to easy, just saved up my units till later in the game, placed tanks up front for defense to hold everything off eventually had enough rines and reapers to move one group at a time and mow the hole right side down, took the left side with ghost and nukes. Beat it first try. It was fun but increasing difficulty would be better. Maybe more diversity in waves, have a wave of just a ton of zergling, maybe a wave of mutas where tanks would be useless (they were pretty much all i needed for d). Another idea would be to expand the map and have another line of attack from below or maybe from all four sides. Overall though, great job, enjoyed the map.
Wonder how many Zerg I killed
The worms now stop spawning stuff when they die, hurray!
@onekrana
Thanks for your help. Turns out the triggers that needed to get deleted were misplaced and kept instead. Will patch pronto.
Rear flank continues to spawn even after worms are killed.
The change to Chen so he doesn't start will all his abilities is interesting, not having auto turrets to protect your wall at the start certainly makes it harder.
At first this seems really impossible but then I placed my tanks and reapers properly so I could hold them off. I lost the supply depot after a while but even then I held my ground. Marines make this really easy with their range, and even ultras were just getting mowed down rather easily. I always died when they flanked because I had everything up front so thats almost like a slowpoke event if you take too long though I'm sure its survivable too.
I won just by making nukes and having my ghost hero stay in cloak and hug the left side where no overseers can see me and just killed towers and nuked my way to the hive and shot him to death. I'm not sure if you want this to be more of a push style where you keep holding them back or just to hold the line and eventually win with nukes.
The first time the big wave came was really intimidating which was also fun.
Like other people have said, there's not much action to do besides moving units especially with the limited resources. You probably will already do this but having something like saying "Reinforcements have arrived" would be nice.
Definitely a fun map though. Keep up the good work!
I'm allways dying when the zergs are coming from the back but I guess I'm too slow
Thank you.
However, my tester proudly claimed to have beaten the game with that uber difficulty. :D
Oh, sorry about not noticing that >.> I have a tendency to go strait to the change log.
@onekrana Bug and annoyance has been addressed in .55b
Flank attack will be much easier once I sit down and work out the variables for nyduswormdeath trigger.
The planned section's been underneath the video for a while but I guess the video was too prominent and overshadowed the section.
So to answer your question, yes, I have "add hero ability" on my planned list.