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.
It seems better now. Also I just noticed that the mission objectives do not properly update for killing the hive or going to the supply depot.
In addition to fixing them I recommend adding an additional objective to take the supplies to the broken battle cruiser after you've picked them up.
P.S. I was about to go watch some anime but I tested your map instead because you called me a professional. I learned that flattery works on me today :o
It would be very hard to instantly cause defeat once someone is at the point in the game that they have killed the hive. I would say a bunch of queens and ultralisks for units since it looks really menacing but is fairly slow to deal damage due to queens being a bit on the slower side and ultras needing to be in melee.
Really though anything but a bazillion air units would probably work.
I only had 1 :(
@onekrana
Since you're pretty much a veteran of this map, what is the extreme upper limit to the volume of enemy spawns at the end? I didn't want to make a massive wave that would cause defeat at the last moment.
EDIT: I ate 2 cupcakes today.
Interesting ending, but it feels odd that you're panicking about being over run at a point in time that you had enough to push to the hive...
Maybe add a huge spawn wave shortly after the hives death to add a sense of urgency to the player to get the hell out of there?
I love the multi purpose drone btw awesome skill.
The timing for the hero's leveling feels perfect, he gets auto turret JUST as you need it to hold off the big push.
Grats on making it out of beta! :D
Testing 1.0 now, send me a PM if you want me to help with testing the Bnet version
Eh just feels easy to me, if you keep your initial supply depot at start repaired, and keep an influx of scvs working then contain the southern spawns asap to point they aren't getting any kills.
Then its just the waiting game of massing BC's and going north xD
I've had alot of fun on it mind, just sayin, my 2nd time playing it i didn't lose any units lol Course the cloaking change made it so i can't do that anymore >.> but psh.
Unfortunately I lost all my SCVs and had less then 50 minerals :/
Also the way points for the marines dropped of at the barracks/starport does not work. (Guess since they are not built but spawned). So had to remember to pick them up continuously through the game.
I just tested v7, difficulty seems fine to me.
After i control the back of my base and keep the spawns on a leash, I resume mining, then build mass BC and move out to win with the rest of my army. I didn't find where to build those banshees you're talking about though, so couldn't try them out.
P.S : In this version i got a new bug, occasionnaly, and not early in the map, i'd get a red message about "blabla Overflow", but it didn't have visible affect on the game.
2 things: 1: its not that the game is too easy for me its hard, I put about 14 siege tanks at entrance w full bunkers to hold the line and send ghost up the left and thats the only way I can beat it. so its kind of easy but only if you pull something cheap like that. 2: the art looks good but the marine looks kinda like a Krogan (mass effect)
Relatively large update released.
Note from swordmas: "Please give feedback on that little sketch"
Some spawning things are still not working right. Difficulty was supposed to be much harder. Will take a look at the massive wall of triggers later.
Now I'm confused. The comments say it's too easy but the polls say it's Difficult/Impossible.
:/
To easy /tear. But very fun
Nice map :) A bit too easy tho. Steamrolling the Zerg with BC and conscripts. It was easy with Marines and ghost before now you can with with under 10 lost units. But ckeep up the good work :D
I dont know if you want to change this or not, but the only way (I know of to win) is to send your ghost up the left while cloaked cause he can out range spore detection and just kill everything while invis (overseers dont go that far to the left either) as long as you stay to the left its no problem because he cant run out of cloaking (.9 drain 1.5 regen)
@onekrana not only that, but they can heal ppl too O.O
Dude, you gotta watch out of the random black holes in the center of the map, they'll getcha.
On a related note that I have no idea how I've forgotten to point out, SCVs have always had energy which I suspect should be shields.
Thank you krana!
Why do I always make lame mistakes. Why not mistakes where a black hole occurs in the middle of the map or something :/
(funny bug) try having a medvak patrol (from left to right over your base or from top to bottom when you've beat zerg, doesn't matter) they will keep speeding up and then glitch by kind of moving sideways like this \ / \ / \ / (lines are the medvak)
Did you/can you put a cap on acceleration?
[bug] Reapers have energy rather than shields.
Difficulty is now challenging which is good.
I'm still not sure if and how i can mine from the south after they start spawning but whatever.
Had a big problem with the medivac making stupid suicide voltige run. Like flying biiiigg circle very fast and usually end up going straight in a group of mutas and dieing. Strange and annoying.
Other than that, I'm gonna give it a 3rd try, and see if I can mine the south maybe with an advanced defense post after killing the nydus.
Edit: Still can't do it, but it's a good exercise of micro, you can't get lazy now. Ideas : Make upgrading from Eng Bay faster and cheaper? Add armory to upgrade tanks too? Also, it's pretty hard to get good anti-air, it seems to be lacking good options in this department.
The hero at the moment feels a bit useless, I wish his turrets were maybe a stronger tank, so I could use it to protect my supply maybe. Atm except nukes, which you can't really use early, if at all because of the price, he doesn't do that much. Definately a lot of options to make the hero more interesting and more key to survival.