Special Forces 2
A remake of "Special Forces", -for testing purposes only, only about 75% finished so far.
Please give me feedback on the pack through private message, or my battle.net account, or through the battle.net forums (See my Special Forces thread in the Map Devlopment section)
Crayon.fdsfgs
Keep up the hard work man!
I can add the wraith when SC2 launches, cause then I'll have the wraith already in the editor and wont have to create it from scratch.
ok ... i always played only with the hero guy in the sc1 version ( the wraith... can u remake it ? )
thx for publishing this map and plz tell me if ur able to make a builder n fighter
Super duper elite guys are coming, soon as heroes are working, dont worry man.
Also, you can build supply depots, but I could increase the supply if thats what people want.
hi i just downloaded ur map and i am an old SF player from SC1 so why when i go in the upgrade beacon i don't get the super duper elite guy like in the chose place?
and i REALY recommand to do MUCH more Suply Depots down so i can get a army of Hell ( i had to build some down...)
Great work on the map so far ^_^
However, I highly recommend adding the upgrade buildings that you stand on the beacon for to every player individually.
In addition to it being a hassle for each player to have to take turns it's pretty annoying to have a unit run to the area every time you want to buy an upgrade...
Also since you can do it in SC2 you may as well put all the upgrades on the tech labs of the building the unit is built from (and have the the tech labs pre-built)
Thanks for the feedback Yeah I noticed that sometimes the upgrades werent counting, theres some bugs in the data editor which are causing things to reset (alot of upgrades are set to "set" the level number, but I had to manually change them to "add" the number, sometimes this resets, dunno why yet)
Marauder needs a fix, i forgot to do it last update, but definately on the todo list. Just need to set the damage radius of the weapon effect, or just set it so it only affects enemy units.
Never noticed the marine animations dissapearing, but thats happened before, could of easily just been bugged like the upgrade counts, should be easy enough to fix.
Hey again, just played the newest version and the changes are really good. This might seem annoying since you only made this map in a couple of days, but here are a few bugs I found after playing for just a few minutes:
Keep up the good work!
Thanks for the feedback guys.
Yes I am planning on adding in heroes with the ability to reincarnate, but we're all trying to figure that out at the moment. Most likely it will be simplified when the full editor comes out, but if we figure it out by then I'll throw them in the game. I've already tried throwing in the spectre (ghost hero), but it was really buggy so I removed it.
As for updating it to sc2 standards, yeah I'm gonna try and throw in some sc2 twists, but for the moment I just want to get the core of the map finished, then I'll start throwing in some of these extras.
For the selecting units, yeah I thought the buttons were a nice touch too, and I plan to make it even cooler. I want to make them be called down in drop pods (like the MULE) instead of just poofing in. I'll figure this out after the core of the map is finished first, I havent really dug through models and animations yet.
Hey,
I really like your map. I've played a few Special Forces at the original Starcraft, and here are my suggestions: Most of the Starcraft SF Maps had the problem that if your hero dies, the game is over for you. Sure you can beg other players for some minerals to buy a new unit, but most of the time it's over because nobody wants to help you. So maybe you should think about a reincarnation mechanism that allow players to get back into game if they have lost their last unit. Maybe they could lose upgrades (sell them) to get back into the game. If you work with heros (see below), your heros may lose experience like in Diablo2 hell mode.
2nd: I really liked the marodeur as a cool unit with splash damage. You can upgrade blink (nice!), I'd suggest that you add more abilities to the units. You should also think about making the Units to heros (start with one hero - buy upgrades for money, more HP for higher levels -> units do not dy so easy), that would make the game to an epic fight where you need your team to survive. You may also add a Medic-Hero that can heal other units (take the ability from the medivac) or add that as an abiliy that a hero can buy (like blink for the Maro).
With this changes you can create "harder" areas where stronger enimys spawn (maybe some high level hero enimys like the kerrogan in legacy SF) that give you some cool stuff. I've seen demos where you can actually change weapons in the editor - would be cool :D.
Anyways, keep on working at this, it has good potential to be a great map.
Hey,
First off, I can't believe how much progress you've already made! While I get that this is a legacy map from the original Special Forces (which I used to play quite a bit), I agree with PatchOne that you try and make it more up to date - but I'm sure you're probably already trying to do that. I have to say I really liked the buttons on the left side of the map to choose your starting unit though.
Just a quick question - are you thinking of eventually turning the units into heroes with levels, attributes, and scalable abilities, or staying with the classic 'purchase-only' upgrades?
Personally I'd like to see levelling but I'm not sure how it would fit with the style of the map.
Great work so far and keep it up!
hey.
looks nice so far but seriously.. you have to think starcraft2 like.
there is no need to exactly copy the old style of the original SF maps. no need for every building, beacons or stuff.. if your really going to recreate this map, try to make it more up2date.
but besides that, very nice work!
Great start! Love the high risk high reward of marauders currently due to them having splash that can friendly fire.