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 hate really hate u, at the end, when im supposed to find the battlecruiser at the supply depot, it started spawning tons and tons of brood lords, my computer almost crashed...
"God" is still in the editor, in case you mind.
Missile Turrets still have the engineering bay as a requirement and can't be built (seeing as you didn't modify them I suggest you just remove them altogether)
You can still build fusion cores.
Banshee build time is unchanged at 60. This may be intended but it's longer than battlecruisers, and it's quite annoying having to do with 1 starport.
The sensor tower is essentially useless, since the ghost can see that far anyway, but it doesn't really matter.
Your cinematic sequence will look weird if the command post dies, as you don't respawn it, though I didn't test it ingame.
The cinematic video looks good except for the notes on the left. Especially one of the red warnings, which comes from your leaderboard function I think. It also appears ingame, probably because you don't stop counting "players" beyond 15 or so (at least the error says something like that)
Edit: There's nothing left to spend gas on except the fusion core which is a bug. maybe reintroduce the factory/starport (minus hellions and thors) or the upgrade buildings or remove the starting gas.
@photoloss
Thank you yet again for awesome feedback.
Tech tree's gone. I don't want to bother with something that cumbersome until the next maps.
I put the endgame adjustments into the planning book. The team's currently working on something for the cinematics competition.
v1.45 has "God" in the editor again.
The new Reaper ability is a step in the right direction, but I see little use for it since you only get 24? reapers total. The only target I can think of are the rear worms, but I can kill them without. Maybe if you made the "rear worm spawn" triggers only execute if the worm is still alive, so nuking it 3 seconds earlier stops the roach attack. Of course it's always good to have, and if you get overrun/need something dead without collateral damage it will do, but for attack purposes nukes are better. Then again I can't think of anything better, so I'm fine with the suicide.
Upgrades and remnant melee units are currently useless, you should either remove them or make them useful. It just looks "unfinished". The fact that you can replace tanks is cool though.
You should spawn the endgame broodlords periodically. If you turtle and mine out all the resources it's pretty easy to just nuke the lot with mass Yamato (I did the corruptors too btw), and after they're gone nothing can tear down your supply depots. This doesn't add to gameplay much since you're 10 seconds max away from winning, but it removes some of the feeling of being overrun.
Also I suggest you spawn the corruptors at the location of the left spawning pool/roach warren, so you actually flee with the cruiser. (more for cinematics/dramatic effect, gameplay is essentially over once you kill the hive)
Edit: By the way, most of the map is awesome! Difficulty (assuming you've played it before) slacks off a bit after the rear front is stabilised, after that you mostly wait until you have enough firepower to crush the zerg, or you chip away at him. If you let the rear worms live the game becomes a lot harder since you can't mine freely, and can't just medivac through to the depot. Even if you kill them it still requires some planning to break the zerg, especially if you don't use banshees.
Some more spore crawlers (especially on the left) would be appreciated so banshee attacks are either quick assaults or suicide waves. Still you need a large amount of them (with full energy) to make it to the hive, especially if you want to knock down the nydus network first.
Keep up the good work! I hope the next map will be as good as this one. (or better)
Killed every Zerg on the map but every single custom text on this map is messed up so I cant read what the other tasks are :)
With qwert I mean the 3x5 grid on the keyboard, going from q to t to y/z to b. Q W E R T used to be the hotkeys for move, attack etc. Most abilities were on Y/Z, because that corresponds to the bottom-left slot in the command card.
The problem with Reapers is that you want all units as close to the front wall as possible, so they shoot further. This means Reapers get stuck behind frontline tanks a lot (at least for me), the wall itself I man with Marines because they shoot air (defend tanks from mutas) and because they are expendable. Besides, reapers in bunkers get +1 range anyway, so filling up your 2 starting bunkers with the few you get gives them a greater advantage, and protects them from harm (plus their target priority goes by distance, and the bunkers are close to the supply depot, meaning they shoot stuff that's close to the wall)
I just don't see any "special" role for reapers, for me they are high-power marines that can't stim, don't need a medivac to get around and come in limited numbers.
And a general weakness in the Zerg layout (which allowed me to banshee-nuke in v1.2) is the lack of detection. That's why I suggested a buff to spore crawler detection range. Overseers fly to the right, leaving the left exposed to nukes and banshees. Less damage will only increase the number of banshees I need, not make it harder to blast through (unless you keep increasing the pressure forever). And you don't lose a single banshee because you still go undetected. I wouldn't change the Overseers, because that will make banshees obsolete due to lack of aa weapons.
Massive update released.
MP pulled from download, testing features due to an important glitch.
Map2 is still being planned :)
@photoloss - Your feedback is greatly appreciated. Banshees are nerfed, objectives are more clear ala ping. Read more on changelog. What do you mean by hotkeys to qwert? I like the entire left of the keyboard for hotkeys.
I don't really think reapers need a buff. They deal like 15 dmg x2 which is 30 damage. That's significantly higher than the marine, AND they can easily jump up the cliff for defending the base.
You forgot to ping the Starport in the end. I literally quit with the huge BC in my base getting swarmed because I had no idea how I should win. (the text is all bugged up for me)
Banshees spawn badly damaged, you forgot to increase their starting life.
Please buff the Reapers, they're close to useless (well they do supporting damage but nothing the same amount of Marines couldn't do)
And: six Banshees that's what it took me to win. 4 would have done. I suggest you increase spore crawler detection radius to 11 (same range as Banshees) and reduce Banshee damage to 30 or so (per rocket). Yamato is fun now, if you can keep your cruisers alive.
And since Blizz was so nice as to screw us all, please set the hotkeys to qwert again, especially build commands, siege mode and stimpacks. (and cloak)
Plus a minor thing, the Ghost Academy always gets damaged in the cave assault, and costs gas to repair, leaving you 1 gas short of lvl3 upgrades. I know it's my fault for having my SCVs on autorepair, but it's annoying nonetheless.
Onekrana, could you post a replay of you beating the game in the fastest possible time? I'm planning on getting a new video.
And yes, that god unit is going to need to get removed immediately :O
wontonswordmasproductions@gmail.com
EDIT: @xenrathe - Thank you for pointing that out. Will patch this tomorrow first thing.
I'd just like to point out that keep Colonel Chen alive is not a bonus objective because without him you can't actually win the map...
'God' is still in the game :o may want to remove that one...
Love the new final part though ^_^
We are pleased to announce the addition of MonkeysInSpace to the Wonton&Swordmas Productions team. Monkeys will be assisting in general triggering and the hero leveling system. Therefore if anything's wrong with abilities, blame it on him.
@Photoloss Rines nerfed and y-cannon range incr'd
1.0 admittedly was a rushed release, there's still much content needed to be added
rearwormspawn trigger doesn't do anything, it's meant to be disabled immediately. the rear system with the exception of the road does not rely on triggers
I'm afraid to spawn stuff from the nydus worms because there's a LOT of nydus worms. Perhaps I can use the ones on the front to spawn if the results from another poll I"ll put up indicate the difficulty is too easy.
The hero thing is ticking me off. It'll be patched eventually.
Thanks for your support!
I would suggest you nerf Marines a bit, currently 4-5 Medivacs full of them can just walk through the entire Zerg base. Buff Reapers instead? You only have limited numbers of them and they're currently weaker than Marines.
Increase Yamato Cannon range to 13 or so, using cruisers is expensive and risky anyway and accidently suiciding them because they fly into the enemy to Yamato isn't funny. M&M with nuke support kills faster, costs less and has a hideous range advantage over pretty much everything.
You certainly need SOME threat after killing the Hive, by the time that happens all existing Zerg are dead.
As MonkeysInSpace said the "build Banshee" button isn't visible.
And judging by the Trigger Editor your "rear worm spawn" triggers get deactivated after 5 seconds or so. I can't confirm this ingame because the worms always die before anything is spawned ;).
And all the Nydus Worms in the Zerg base don't do anything except spawn creep, which is a bit weird.
And the Ghost hero loses his stat gains after some levels, regaining some of them at levels 12+ or so. I think your levels 3-10 or so are a bit messed up.
Otherwise, great map! I love blasting wave after wave with tanks!
Keep your eyes peeled for the multiplayer version and the second map in the campaign!
Looks like a fun map otherwise.
Monkeys is space summed up the problems with the current version pretty well.
I will add that upgrading infantry weapons at an engineering bay doesn't upgrade marine weapons either.
And the new large doodad on the far right blocks view of marine spawn on the second barracks.
Visually the map looks a lot better than previous versions, more doodads and such, and a few of the events are interesting, like the infested terran spawn.
@MonkeysInSpace
If you've played though it before and know when the events happen of course it's going to be easy...
1. Too damn easy this time around, didn't even have to nuke
2. Marines weapon is called Gauss Rifle Copy
3. Supply Depot in the back was killed by splash from tanks, make it Invuln
4. What banshees?
5. Mission Objectives don't update
6. A few of your triggers are rather badly done, errors in them.