Resurgence Base D
Resurgence Base D is a Base Defense map with a simple goal: protect the command center from the invading waves of monsters at all costs. To accomplish this task, choose one of three powerful heroes, build towers with your tower builder and fight the enemies back. Remember - teamwork is key in 2 and 3 player modes.
Features:
- 1-3 players (automatically scaling difficulty based on the number of active players.)
- Three unique heroes with completely different gameplay styles:
- Dark Templar (Melee)
- Ghost (Ranged)
- High Templar (Spell Caster)
- Equipment and upgrade system for Heroes.
- 31 items.
- 5 Base Tower types with 14 additional upgrades.
- 36 normal enemy waves.
- 4 boss fights.
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Current Version: 0.9.2
(Battle.Net version is named 0.9.0 but it is fully updated)
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As always, feedback and suggestions are very much appreciated.
Sure thing.
This map started out as my own personal project to learn the Galaxy Editor and nothing else, really. I had initially planned to support it further, with another Hero, more items, retuned waves and such.
However, about a month ago I began working on a new project which has been taking up most of my time and I felt I couldn't really dedicate the time to continue supporting this map in a way that I would be satisfied with.
I may revisit it in the future, but as for now, this will be the only version.
Can I ask why you abandoned it? The game is on the first page of popular games for me right now. I would really like to see more versions because, right now, this is the best hero defense on SC2.
@Maniac742
I am no longer updating this map.
@ jWid
Latest version still gives me DT woes. Again, DT died during a later wave and didn't respawn. No timer, no nothing. Just gone. I have him hotkeyed so it's not like I lost him. It's either when I have entrench up at level 10, or berserk, or both, but he just disappears and I get screwed. Whatever you guys fixed, it still needs fixing.
This is a great map and fun to play, but I crash every single time I play it (usually somewhere in the rounds between the first and second bosses). I think the crash has something to do with the Dark Templar's Shockwave ability - the few times I've played him I crashed right as I use that ability (usually not the first time I've used it, but eventually it happens), whereas it's happened at different points of activity with the High Templar or Ghost.
hey, just wanted to say i love this map and its concept (i play it almost everyday ^_^)
based on version 9.2...
suggestions:
1- the slime guys with the aoe laser beams still seem to be "allied enemies" as in having to manually attack them instead of auto attack (this is before boss 1)
is this working as intended? if so, not really a problem, just tiny bit more effort needed in dealing with them =)
2- so buying the heal pack thing, the 200 heal for example cost 20 mineral and comes in a pack of 3 the 40% of hp healed over time cost 15 mineral and is just 1 use
seems like the 40% heal isn't as useful as the 200hp heal pack of 3
also, the item bag limit is kind of small so would it be alright to let the pack of 3 stack higher? like if i bought 2x pack of 3 it would appear as 1 slot with 6 of them?
3- when buying armor/weapon/accessories, they tend to drop off on the floor in the same spot stacked, is this a bug?
or maybe have it so the items that drop on the floor do not stack to make it easier to see where that item you bought went =)
other stuff? feedback?: so i tend to crash when playing this game for unknown reasons managed to beat this map once during beta believe that was version 8.2 or something and didn't crash then but now i tend to
usually during the broodlord boss (boss 3) or maybe somewhere before then (depends how fast i get to level 6 maybe) not sure what it is that crashes me
but i recall 2 crashes being from using the dark templar's lvl 6 move that looks like a tremor which is weird cause i can use that ability just fine most of the time and then suddenly using it decides to crash my game or something?
this could be due to the game itself and not the map but i don't know, hope this information is useful in someway or form
another thing is, i've played where other people dropped from game too and played/enjoyed all heroes so no idea what's up =(
sorry for the long post ^_^ oh and +1 to omnicrisis armor, i tend to grab that before my dark templar weapon (i like the being able to attack air one)
@maniac
Were you playing the latest version (0.9.1)? We made some changes to the DT starting spells to help alleviate some early game woes for him, as well as added guaranteed hero respawn. If there are still problems with it we will take a look.
Also, in my personal experience, I've found that with the omnicrisis armor, an armor kit (% chance for attacks to miss) and the entrench vespene upgrade, the DT is pretty sturdy until the very last wave.
DT characters till has bugs. For one thing, under some conditions the DT never respawns. I haven't narrowed them down yet, but its a game breaker. No hero = you lose. One time came up as an error. One time just didn't respawn at all with no explanation. Also, increase DT starting damage. Everyone else can one shot marines, why can't he? More armor items later down the line would be nice too. Near the end you just get instakilled by mass amounts of giant units with no ability to fight back at range like the other characters. Late game survivability is a must.
nice map. I've found this to be one of the few decent maps on the popular list.
I like that it's no longer easy like during the sc2 beta. I agree with previous poster that it sucks to have an old version, published by someone else, on top of the popularity list.
It sucks that this is published by others and an old version is more popular than yours.
It's a fun map for sure, but it's really unstable o.o;
Someone published it on SEA and it's the .90 version, but for some reason, Ghost and High Templar tend to crash when using
Black Talon Black Talon while Templar is doing the flame move
Flame move on occasion
Normal attack with one of the High Templars other weapons.
And other things. I've never been able to finish because either I (I always play High Templar XD) and whoever is Ghost, tend to crap out.
Well, nice work on 0.9.0 played it and beat it for the first time today. (At least i think i beat it the map just kinda ended at the ravens).
If i did actually beat it i think you should add kill counter for the last spawns to see how long you can live agenst them (they pretty much raped us... but still woulda been fun).
I also think High Templar could still of course use a little more tweaking in terms of steady damage throughout the games. I notice alot of times where he can be extremely weak and strong.
If ya ever need someone to test with hit me up Vyce 663 character code
Then i tried the High Templar, and things went alot better since i almost exclusivly upgraded towers.. but ultimately lost at, i think it was level 21 since for some reason i couldn't drop items i had already bought and pick up new ones.
And also for the fact that the enemies always attacked the left gate when playing solo making the right gate all but obsolete.
So my idea is that you add some sort of tips (or tooltips at the buildings if possible) that explains what you can do.
Hope you update this now that SCII is released as i just love Hero (Base) Defenses, and this was the first one that i found that actually had Hero-abilites and many items.
I'll be uploading a new version soon, basically as soon as I get my hands on the retail copy.
I've been told that someone else published this map on B.Net without my permission. Nothing was modified, however, so have at it in the meantime.
Having not played with a lot of good people I don't really get to far but... I do know that the DT has trouble getting kills early on, the ghosts flame thrower attack seams a bit OP, and if a unit dies (hp hits 0 and didn't get teliported away) it doesn't have a respawn unit. Even if you revert back to the beginning of the current level or what ever it would be a good idea to have an if statement to make sure people get their hero's back
Hi, it doesn't work correctly with the latest patch (19-07-10), there are alot of bars with "PARAM/xxxxxxx" where x is anything, also no creeps are spawning.. etc.
I just finished playing this game on Bnet, and I gotta say, towards the end of the game, it seems like your heros are only there to draw enemy fire away from your buildings/gates while your HUGE amount of towers pound on them. The DT is just used to distract with omni armor and the entrench skill, and the HT just uses it's Lv 8 ability nonstop. I dunno about the ghost because I was the ghost, but I died on the first boss wave after my snipe thingy didn't work on the boss, and I NEVER re spawned afterward :S.
Skyblade, I never had any problems with the air waves, just go easy on the laser towers and spam sentry bolters. It worked for me on a 3 player game.
Awesome map keep up the great work!! I agree with powerblah about the crashes. Most I have seen are around the 2nd boss and during multiplayer.
Just a few suggestions;
The DT is great in the early parts of the game. However towards the later part, it becomes nearly useless for anything except running in circles drawing fire from the massive amounts of air units. Which would be fine, if it didn't die so easily. And this was from a solo standpoint, with much few enemies to deal with. There are no accessories that are really useful for the DT. Maybe add one with +shields and health regen? I'm guessing the DT is supposed to be the tank unit, but even if thats the case it's still pretty difficult to use late game since it doesn't deal enough damage to be of a lot of use on ground units, and the weapon that can attack air is fairly weak, and I'm not certain it even works.
And on the topic of air units; I understand that towards the end things are supposed to be more difficult, but I think the curve is far too steep. I just did a solo game to test some things, I had 7 laser batteries and a handful of the fully upgraded arc towers (forgot the name offhand) and they did almost nothing against the units. The corrupted DE bombers just tore right through both walls and demolished the CC in a matter of seconds, without taking very much damage at all.
I think the income gain for the waves after the third boss could be increased a little bit to allow for more upgraded towers, namely the photon cannon that can attack air (again, forgot the name) and the fire tower upgrades.
The Ghost hero Semi-Auto rifle (the 0.2 speed one) I think needs some tweaking. It's a cool idea, and it's really useful when you can use the special ammo with it, but the ghosts energy is drained extremely fast, limiting it's use for an emergency situation where you need to kill a large group of enemies with explosive shells or the few boss fights with Blacktalon and then AP rounds.
Aside from that, I'm a big fan of this map. It's really fun.
Oh, one more thing. Is player 3 supposed to not have a bunker?
Edit: There seems to be a bug with the High Templar when playing with 2 other players. After the second boss, sometimes there will be a trigger error that will prevent the HT from respawning. Not sure what exactly causes the error though. If I see it again I'll screenshot the error.