Special Forces: Elite
Based upon special forces, with a few additions and surprises. Features 15 units each with a new unique ability and tons of zerg swarms. Designed to be played with friends.
You can see the latest updates and changelog to the map here (RSS feed available):
http://www.mikelat.com/tag/special-forces-elite/
With this and all of my maps, they are left open intentionally for editing and learning. You are welcome to borrow what you want from it to help your own map, I only ask that if you make new iterations of the map using the original as a base, that you credit me with an "Originally Created by".
hey everybody! there is a new version coming out and the beta is all ready out! Be sure to check it out! if you have any maps you want me to showcase, please click on my channel or send me a pm
Problem with the new Reaper character, it's glitching under the map making him invisible to the player playing him but the enemy still sees him but if can't see your character it's hard to play him.
Having problem with the new hero the reaper is glitching under the map making him invisible to the person playing him but the enemy still sees him but makes it rather hard to play the character.
New version is nice, Stank is a beast, but Leviathan glitches sometimes and skips defense going straight to the fortress. We need a way to kick players that go and pop everything at once, this would make the game more enjoyable.
I've played the new version a few times with the new patch released on the 26th of Feb and the amount of units that spawn create quite a bit of lag as it very rarely stops spawning. Not to mention that with the new pressure there is little time to build adequate defense. I have had nearly 10k kills and our team still gets crushed. Maybe separating the spawns 10-15 seconds from where they were adjusted to. I enjoy a challenge, but not wasting an hour and half every time I play the newer version. If it were close I'd say whatever but it's not. Especially with the lack of control caused through lag and the incredibly high spawn rate. That doesn't even include the nydus spawns, couple that in there and it's too much IMO.
Yeah in the new map, no ground spawn Viking cant go on the ground. Only air is working
There is a bug in the new map. The elevation is messed up. Initial units have no where to spawn, and other units cannot be bought, other than flying units.
Vikings can only land on the two high places right outside of the base, and Zerg ignore cliffs. I don't know where else to report this.
I have replays and screenshots of needed.
Love the map, Archon needs a hotkey for his ability though. makes it difficult to use when you really need it without one.
very nice map but its way to easy
i can even solo it producing mass ghosts then a move to the base and sniper kerrigans and hard targets
if i take out the greater spire before the normal spire its easy mode my record is like 60 ghosts fully upgraded
GG
but make it a little harder perhaps additional difficulty lvls and its perfect
Hi, updated version has been published on SEA. Thanks.
Great map, would love to see a protoss or even somehow a zerg version of this. Only real problem is when you get one idiot who doesn't listen to everyone when they tell him killing the spawning pool = death.
I've enjoyed this map the last few days, and I'm glad there's an update.
Have you considered implementing a shared income? In the games I've carried to out to victory, we'll only end up with 3-ish people left by the end. It seems as soon as 1 or 2 people start getting strong, weaker players just get further and further behind: they can't kill effectively, and so only get cash from the buildings. Also, it means you're constantly trying to get your units into a good position to take out some of the spawning creeps, just to make sure you're getting kills. It seems like it would be easier to use teamwork with shared income. Maybe it could be an option at the start of the game: you could choose to share income with anyone else who wants to share.
So far that's the biggest gripe I have. Thanks for the sweet map!
Awesome map, though beginning was like overkill with bunch of infested kept spawning...Middle, got to love some of units(viking and revan)...End, now it's underkill...Still awesome and challenging. Are you going to do map with protoss as enemies? Just asking.
Have played this map like 10 times now and i enjoyed it all of the times. Almost beaten it alone. I liked the gameplay and they concept. Good job on this map.
I love it! Only a few minor problems that deal with balancing. 1. early on the infantry feel useless. I can never compete with the Vikings or Golaiths. 2. Early game can get flooded quickly with a lot of little units that normally kill us off if you dont have high armor. mid game seems like its hard but not too hard do to the more money you get and such. late game is too easy. 3. Upgrades are fairly good, Priceing I thinnk needs to be changed in a way to make it more upgrades not more units.
Personally, Thank You! I have been waiting for a good Special Forces map to come out and this is fairly good. I could see this as a good platform for you just to keep on upgrading it with new units, abilities and enemies. Now with me and I know im pretty old fashioned on Special Forces maps but I like to use one unit to pwn the map. Urban SF sucked casue all you had to do is spam units. I personally would tack a zero onto all of the units you can buy and that would make it fun. Add more abilities to the units and maybe add Zerg and Protoss units to choose from. This way it feels more like you all have to have teammates with different units to actually win a game. Right now all Special forces are just spam units and you can win no matter what. I would rather have six players(all different units) having to talk and get through the map working together then just being able to spam units and do everything yourself. SF is team work and you have a great start to it. Keep up the good work and see you online. p.s. if you ever need a beta tester for an SF map, im in. HALF is my profile online
That was pretty fun, keep up the good work. Odins rule...
My biggest concern, though, is that even the so called "tanks" have to spam so many health and armor upgrades in the beginning to survive the possibility of being completely surrounded. (Vikings can fly away, and Marines are smaller so they don't take as many hits.)
Also, I'm assuming that farming isn't as big of an issue to you, but to me it feels like it's a bit much. In 15 minutes, I've had groups that can only get enough upgrades and whatnot to kill the first evo chamber.
And I agree with Enzyme. The health of the evo chambers (or at least the spawning pool and other special buildings) needs to be increased. I've had multiple groups where someone new to the game would kill the spawning pool, we'd barely be able to kill the ultras, and then the brood lords and corrupters would start stacking up and just slaughter everybody.
The patches though won't line up with the battle.net versions, as I sometimes do multiple minor updates, and the fact that it's being mirrored adds confusion.
This is the best way I could think of for myself and other people to reliably track the progress of the map.
May I just suggest that instead of using dates as the file name, maybe you can use versions instead? Like v1.1, v1.2, v1.2a, v2.0, etc? ^_^
I generally found this map enjoyable however I think it has quite a way to go to be balanced.
First of all upgrades are pretty much useless, I found that with the constant increase in price, it was cheaper for me to just keep buying vikings than bother upgrading them.
Viking also seems the only reasonable choice early on, since you can just lift off when you get in trouble and throw down flame turrets from the air, also from then you can just keep getting vikings which give you more and more turrets which you can spam to soak up damage for your teammates. Flame turret is so effective it makes upgrading even less of a viable option because you miss out on an additional viking and on a turret. This lets you mass vikings against anti-air which you can then hold off all rushes why everyone gets battlecruisers and thors and then you roflstomp the rest of the map.
It's also too easy to kill the evo chamber, and then wipe entirely. It should be harder to take out the evo chamber so you aren't forced to yell at your team not to kill it for 5-10 minutes while you get enough money to hold it off properly. It's not impossible to hold off an early evo, but due to most people being new to the map they just don't realize to fall back properly etc and it takes 5-7 games before you can get a team that passes the first evo chamber.
Overall it felt like the number of units offered too much choice for each unit to be properly viable, and having a few more balanced and useful units would be preferable. In the end most people just mass weak units rather than having a few stronger units because upgrades are just so expensive compared to units. Another option could be to scale the price of units based on how many you have already to make massing less viable.
Take my opinion with a grain of salt if you wish, I still enjoyed it but at the end of the match it didn't really feel like we actively did much but sit back and mass units and occasionally push out to blow up some buildings and now that I've played it once I don't really have any compulsion to play it again.