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.
@gabestah Just be careful, later waves are designed to be taken down with towers as well! A lone hero won't stand much of a chance :)
@alexbison Lowest resolution I tested was 1024x768, so thanks for the report. It will be fixed next version.
@powerblah I had considered turning off auto-cast on the mine, but decided against it because, quite frankly, most people don't even know it's there. The option to turn auto-cast on/off is a great idea, however.
I'm looking into the crashing issues, but it's been pretty difficult to identify the proper cause of the problem considering I've never had it crash on me.
@brunninman ummm the ghost mines are extremely good and useful as they are. The ghost doesn't need an extra ability to bunch mobs up. First, you need to disable the autocast on the mine itself when you plant so it doesn't go off on just one or a couple mobs that passes over it, i.e. micro. Having the mines NOT set to autocast puts the ghost in a more 'active role' sicne you have to manually detonate. Secondly, you can bunch up mobs easily, if you are cloaked, just de-cloak and kite the group over the mines, then cloak after exploding the mine MANUALLY.
Come to think of it...is there a way that the map creator can make mines planted NOT default to autocast? Or a way to make it a player choice to turn off the autocast before placing the mine such that the players who do like playing the ghost in a more active role do not need to click on the mine right after placing just to turn it's autocast off?
Other than the game freeze/crash thing mentioned below, great map again! Also just to mention, I actually don't get crashes/errors on Blizzard's official maps. Just custom maps, such as yours and others, so I believe there is something in it that causes the freezeup.
This map is pretty cool!
Only problem is that much like Gabestah said in his comment, there does seem to be a bug or something that causes a game freeze/crash to desktop with an sc2 error report. So far, about half the games I have played have involved myself, or other people dropping due to a crash to desktop error with an accompanying SC2 error report to be sent to Blizzard. Don't really know what causes it, but the most frequent it seems to happen is around when boss 2 spawns, though there are other common waves that this game freeze/crash to desktop could also occur. Funnily enough, playing this map several times SOLO i.e. 5 plus times, I have not crashed at all. I have only seen myself crash to desktop or see other people drop due to a crash when playing with other people.
Highest wave I have gotten up to so far is past the third boss to the waves of vikings. Dont remember what number wave this was, but in order to avoid the frequent crash at boss 2 in order to get that far i just avoided having boss 2 onscreen...I would just use my hero to attack move the minimap location where boss 2 spawned. So far this has worked 100% of the time to avoid that particular crash to desktop, although like I said the crash can occur at other points, but that seems to be a common one amongst myself and others playing your map.
Hopefully, a fix can be identified!
Also, the Spawn Marine option for the vespene gas is largely useless, since the larva model they use can't seem to attack unless they're within a bunker, and the bunkers only hold one. Player 3 doesn't even get a bunker.
hi there :D very nice map dude here is my feedback: the rotate 180 button is over the minerals at me and I cannot see the minerals I have :P This is all :P nice job
Great map! It's rare, yet fantastic, to see a map like this released with such a high level of polish and planning; clearly a great deal of effort has been made to create a fun and varied experience and it shows!
One bug that I *think* is related to the map: When using the Ghost's third/final activated ammo ability (I forget the name, increases damage taken by 25%/has a DoT effect), invariably at some point after leaving that on for a while, the game freezes up. I can't confirm for certain that it is a map issue or this particular ability, but it happened twice at different points during playthrough (i.e. not the same wave or anything) and not immediately, but somewhat soon after using said ammo for a while.
As for feedback, due to the above I haven't been super deep (maybe wave 15ish at best), but I do find the Ghost to be extremely powerful simply due to the ability to attack at range. Using virtually no towers and spending all money on upgrades for the Ghost seems pretty simple and perhaps a bit too powerful compared to using the Dark Templar, for example, who has to "tank" most of the time when he wants to get kills. The only threat to the Ghost is really the flying units of course, but those drop fairly fast to the AE ammo attack.
Keep it up; easily my new favorite custom map for a long while!
@dvirthebest It is localized to English-US, so I'm not sure why you're having issues :\
@brunninman It's not a bug, mobs now spawn from the sides and may contain mobs from future spawns. This was done to provide a more dynamic gameplay style and keep the flow going. There was far too much idle time previously.
HT has 2 weapons now, and they do in fact increase Spell Damage, although it is not reflected in the tooltips.
Thanks for the Ghost feedback though, I'll keep it in mind!
glad to see this finally mapster! I've searched for it a couple times hopin it'd be up here
This is definitely one of my favorite of the custom maps that have been being made, I really liked the changes made in the latest versions - the hero selection screen is a really nice touch! The heros themselves have been fleshed out a bit more as well, good stuff
i've noticed 1 big bug, at least it seems like a bug.. after the first couple waves (i think) a few mobs from upcoming waves spawn from the sides and go directly to the base.
I also think some sort of weapon choices for the templar would be sweet, something that increases the power of the spells. The templar is a ton of fun to play otherwise
I liked the changes to the ghost, but he seems lacking still. Energy is a pretty big issue with him, I feel like he uses energy faster or as fast as the templar but doesn't have any means of regeneration. The aoe mines are a good addition but its very difficult to land it on more than a couple mobs if your using it as a trap. Some sort of ability that can group them up, like a temporary wall or something?, could work well and add a more active role. The templars stasis actually does this really well on second thought.
can you make a US version or something? i cant play when every thing is written like pramv/1232343234 ><