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.
[Bug]Forward command has energy rather than shields.
[Annoyance] Doodads next to the in base mineral patch increase mining distance slightly it's not a huge deal but I thought I would point it out.
The new flanking attack is unbelievably strong, the only way I've been able to complete the current version is to be hyper aggressive as soon as I get the +1 attack for infantry.
One of the first maps I've had to sit down and think of a way to beat which is awesome for me but likely means it's too hard for an average player.
Also quick question, do you intend to add some skills or at least damage increases to Chen as he levels?
A nice start, would be nice if there were a few more decisions to be made, the game automatically creates all your units and there's not much in the way of upgrading to do.
And yea 15 range marines is pretty OP, but awesome to watch.
@onekrana
Yep, nydus worms have no affect on roads :P It may be in beta but I still have more stuff to work on. Like the 5 minute mark for the front difficulty to increase, I'll have events causing surviving nydus worms to spew out zergs in another special event.
Plus, I have more stuff planned. Only hint I shall give is "Infested Terran".
For your great help, you shall be listed in the credits.
@Balmix Thanks for the feedback. I'll be sure to ramp up the difficulty. I only tested the beta once, and the superwave looked intimidating so I figured it was good enough. I used to be a bronze leaguer 2v2 :) If you're 2v2 bronze leaguer, don't worry. You probably had bad luck. After the stats increase I got placed in Platinum which made me go "so much for accurate placement".
EDIT: I'll be going off for the night. Thanks for all the help guys!
Just tried it, very fun, great potential, but as said, the difficulty is still too low, and i'm just a bronze-leaguer. lol @ 15-range marines too, i was wondering why they wouldn't move forward to attack and always stay back, then it dawned on me you may have changed range... massively.
Why not push the mining a bit more?
The upgrading units in eng bay/armory too?
The Capt ghost is pretty sweet, i'm not sure yet what leveling it does but i like the idea, seems to be maxed at level 9 though.
The spawns from behind don't stop once you've killed the nydus worms. (May be intentional?)
I like the addition of the flanking from the zerg but a bunker with 10 marines can hold it forever without getting hit.
Whew, we have just entered bay-tah!
I shall release an update soon!
@EpicurusD I'll set it so you periodically receive minerals.
@onekrana Oops! Will fix pronto.
@JakeStake Yeah, I'm reading up on that. So much more complicated than it should -_-
Anyways, I hope mutalisks are working as intended? I still beat my game easily, so I'll definitely ramp up the difficulty in later versions.
Thanks for all the feedback, I'd love more in the coming days.
I lost the SCV when repairing before I got enough minerals to make another and I won by using the units that were given to me with no upgrades. Just slowly moving units up. unsiege siege repeat win. Not hard at all.
Like the idea though. I did something similar withsc1
Maybe add a trigger that makes units spawn behind your force once you reach a certain region on the map.
Roaches do not stop spawning once warrens die.
The game is difficultish in the early stages now still just boils down to get +3/+1 upgrades for your marines and attack move for anything later.
It feels like something's missing, if the hero leveled up or had a bunch of different spells that needed to be used properly to win...
Considered making the captain a herounit who lvls up? Also once you got enough scvs to mine at all times you can just nuke your way through, if you stay at the side the obseerswil just catch a glimp of you and you will nearly be safe from anything while you can nuke away at the enemies mainbase
@onekrana
Thanks for the feedback. Zergs will now be harder, thus micro and tank placement will be more important.
Currently the game is very easy and is based almost solely on waiting around until you have a critical mass of marines to just walk though the enemy's army.