SC2 Art of Defense
Use melee techniques to defend your base from waves of incoming attacks. Beat all the waves to win the game in Co-op mode or survive longer than the other team in versus mode. The tech tree is the same as a standard melee game but the cost and build time have been adjusted for a less macro intensive game.
Art of Defense map with the following features:
- Choice of Co-op, Versus, or Battle (currently with 6 players)
- Choice of starting resource (2x, normal, or half)
- Choice of difficulty: Junior (1 upgrade, 1.4x time between waves), Easy (1 upgrade, 1.2x time between wave), normal (2 upgrades and all teched), hard (3 upgrades and all teched)
- enemy units upgrade over time (base on difficulty)
- 50% build time for tier 1 buildings (excluding base defense + production buildings)
- 100% build time for tier 2 buildings (excluding production buildings)
- 200% build time and 200% build cost for tier 3 buildings (excluding production buildings)
- 50% build time for units
- 50% faster larva spawn time
- larva cap at 5
- 99 upgrades with increasing cost and build time
- 21 upgrades for Terran building armor, neo frame, and hi-sec missle
- upgradable base defense
- useable abilities in bunker for ghost and scv
- ability to load zerg units into the bunker
- multiple unit types in attack waves (unit mixture similar to those in melee games for stronger pushes)
- timer and unit type warning (with icons!) for upcoming wave
- attacking units uses abilities, and sweep scanner once in a while if you are cloaked or on the edge
- Terran and Protoss are able to build on creep (make the game more zerg friendly)
- Protoss able to chrono boost allies
- Resource Sharing Option
- Bounty for killing enemy units
- Scoreboard to show each player's unit kills
Things that are in progess are:
- Heroes (for players to build and as attack wave)
Any suggestions are welcome.
- The map is beatable on Normal/normal with all Zerg, Terran, and Protoss. (I did it myself)
i Know this question sounds complitely noobish, but... how do you play this multiplayer Co-Op? ._. I can only play this SP by dragging den SC2Map file on starcraft 2 exe
I can't even beat it on impossible/normal.
The last 2 waves are just not possible to beat, unless you can hit all your nukes on time.
Version 8 is up, should be even more fun!
Two of my friends and I have been trying to beat this on half/impossible and we always get stuck on the voidray/phoenix wave. Its pretty much GG when the voids hit level 2 charge and do 16x4 damage a hit. Phoenixes lift the stalkers and vikings just melt. For anyone who thinks its too easy, actually try a harder difficulty.
Think I am going to make the upgrades take longer and make the enemy units have less upgrades too.
Trying to increase difficulty level a little bit more, but not too much.
Edit: thinking about it, how many upgrades did you have in the end? You should have about 5-7 and the enemy should be around 9 depending on how fast you finish the game. Otherwise i would have to make it so that upgrades cost a lot more. Hmmm after this poll finish (when i see a clear winner), I'll do another poll on upgrade time/cost.
Phew very tough i beat it with mothership Massive void rays and Carriers and 1 observer. You always gotta be upgrading though constantly.
@DarwinAssist: Right now the orbital scan is to make it so that you have to play the defense map a bit differently.
The computer is limited by the amount of energy that the orbital command has and I also added a cooldown to the scanner. This is to prevent people from massing invisible units and being able to counter all ground waves. Otherwise I would have to throw in observers/overseers into every other wave.
I think you should remove the scan. It makes it imposable if every wave they kill all of your units/structures on the high ground. also giving the reapers a a stepping stone to get int the high ground also makes problems in the begging. If you must have the scan then let us be able to kill the CC so we can stop it.
There's still not enough time before the first wave comes. 60 seconds means that a player can put a gateway up and then they have 10 seconds to build enough units to kill 15 drones. Not possible. Yes, you can deal with it by building a sacrificial building up front but it's silly that it's necessary to do so.
Latest version seems pretty light on minerals. Would be nice to have another 5-6 crystals in each base.
It would be nice if you could put the number of upgrades each wave has in the scoreboard.
Some of the waves are really staggered in how fast they come in, making them much easier than it would be if they came together. Mostly applies to the air waves.
The MMM wave was kind of messed up. Dropship dropped half the units in the chokepoint before they actually got to me and those units just stood there.
Just beat it with Terran on normal/normal. I noticed that whenever there were flying units they all went to the left side and never on the right.
Looking forward to seeing how the heroes and the unique units come along.
Very nicely made, I love it.
I played with twice with 3 friends. One thing I would look into is the amount of space given to build. It got very crowded for us mid game with 4 people, miners at the high yeilds, tech buildings, cannons, supply depots, pylons... everywhere. We didn't have space for more production building.
Other than that it's an awesome map. Thanks
Thanks for testing it Yeah i always upgrade everything at once so i never noticed that bug Nice find.
Upgrades are now fixed. you can no longer que them
definitely possible, i beat it with terran on normal/normal first try.
btw semi-bug where you can queue up infinite upgrades but u cant upgrade more than one thing at the same time. so what i did instead was i start upgrading upgrades i dont want first and then queue up a lot of the upgrade i want. do the same thing with all the other upgrades i dont want. then you can get like 4 upgrade buildings getting the upgrade u want.
dunno how its actually intended
theres like 20 marines in wave 3
i beat it with toss and my brother beat it with terran with normal resources and normal difficulty.
I think that it is actually impossible to beat the first wave as terran... protoss and zerg cant beat 100 marines in wave two... less guys per wave maybe...
The attackers are suppose to come at 60s. I was changing the wrong values in the trigger editor so it never happened. The gold minerals are for Terran players to drop their mule on The building times are now consist. All production buildings are at 100% build time All protoss and terran base defense are at 100% build time Every other building are at 50% build time.
Creep tumor count as a unit so for the victory/defeat condition, i had to make the enemy be able to see them to kill them. Unless i figure out how to not count them, they will probably get killed everytime.
First wave occurs way too soon. Only way to survive is to build a sacrificial building up front just so you have time to actually do something. Add another minute before the first attack.
Not really clear why there's 6 gold minerals mixed with 12 normal minerals in every base.
There appears to be an observer with every wave? It makes it a pain in the arse to play as zerg because creep tumors get killed constantly.
A lot of inconsistency in unit build time. Some units/buildings build quickly (as stated), some have a normal build time.
Map is posted. I really need help on doing the merge effects of the Dark Archon. Also I am wondering why the malestorm effect only happens on 1 unit instead of the whole group. ==
- Right now the incoming wave warning board looks kinda ugly because all the unit type is text, I want to figure out how to make it into icons instead before I release the map. (Hopefully theres a way to save each icon as a path in string instead of having to set all the unit types manually)