MapA

Details

  • Filename
    SquadSupportDP_KAD.SC2Map
  • Uploaded by
  • Uploaded
    Dec 27, 2011
  • Size
    561.93 KB
  • Downloads
    327
  • MD5
    58bf2ce133150f6512fa0d5a33237665

Changelog

This is the list of issues I've come across while testing my map...and fixed.
*     Build requirements need to be set
*    Campaign units need to not build instantly
*    Spider mines need rebuildable
*    Vulture upgrade missing from tech lab
*    Wraith cloak upgrade missing but necessary
*    Tauren burns self to death
*    Extra pygalisks spawned on the platform
*    Spot next to right geyser in expansion captures SCV
*    Minerals aren't changing amounts based on difficulty
*    Ultralisks didn't unburrow
*    They build only Overlords
*    Creeps count as buildings that need defeated
*    Forgot requirements for psi disruptor and perdition turret
*    Vulture, diamondback, predator still need times
*    Vulture upgrade doesn't disappear (Wraith probably doesn't either, then, nor science vessel)
*    Button for sci vessel needs changed; Nano-Repair is the heal. Also using the wrong upgrade.
*    ARES causes error due to no shield attach location: e_attachShield
*    Hatch Pygalisks is occurring many many times when they're already hatching. Disable trigger sooner.
*    Odin has too much armor
*    Wrong button in Fusion Core for Advanced AI upgrade. Heals only one at a time.
*    Ground level could be extended farther, closer to the borders
*    Can't use the lobby to change which player you are in the lobby
*    They need a spawning pool and baneling nest
*    Resources are insufficient on Insane
*    "Active players" doesn't work as expected in multiplayer
*    Didn't activate infestation behavior on all the buildings
*    Exploding barrels have way too much HP
*    Negative indices not supported, in the defeat triggers
*    ARES shield radius too small
*    ARES is not marked as a Hero
*    Burn AoE range too small
*    Take defenses off requirements for victory
*    Predator should cost less gas
*    Structures aren't updating
*    Need to remove control of defense units then give it back when infiltrated
*    Hunter Killers need to sit still
*    PreplacedUnits_FireAtWill occurs too often
*    StructureSubtractor doesn't update objective
*    Non-defense structure counter not working correctly
*    Killing under-construction structures subtracts when it shouldn't (corrected by making under-construction buildings count)
*    Armor/weapon upgrades were not shown for squads
*    AI playing as base commander does nothing
*    Tauren isn't affected by upgrades and has too much base armor
*    AI base commander medivacs are confused by no-fly zones
*    AI keeps grouping crap in the bottom-left corner of the map
*    Armored transport stops when using the heal.
*    Need a sound to go with the armored transport heal, too. Maybe a visual effect?
*    Armored transport's +regen still doesn't work.
*    Initial test ambushes aren't random enough
*    Need a camera pan for the observer when a squad fails
*    Remove lobby delay
*    Bounty text is too dark and doesn't last long enough
*    Weapon upgrade didn't affect transport
*    Transport is not a hero. Nor is the firebat. Nor is the War Pig.
*    Stone Zealot could be seen moving through Fog of War
*    Aberration can't be sniped, nor HKs
*    Auto-send gas to commander
*    Destructible rocks have too much HP
*    The ordinary Ghost doesn't auto-heal
*    Stone Zealot needs more shield regen rate
*    Brood Lord is Massive? Can't be targeted by Domination
*    Brutalisk can be mind-dommed
*    Raynor stim pack isn't there
*    Odin death fails
*    Increase mineral amounts, decrease number of fields
*    Raynor's upgrade icons are wrong
*    Was able to queue two Weapon level 3 upgrades and neither was awarded
*    Zerg need to try to annihilate you after a while
*    Lower tank's AoE friendly fire (add Shaped Blast upgrade)
*    Put level instead of armor for walls and Waller
*    Can't repair fence or anything else when you have just a Waller.
*    Need to colorize some buttons: load and unload for transport, burst repair for Waller
*    Geyser needs to be harvestable after depletion. (Add a Buff that changes the behavior, or make it increase the amount of vespene in the geyser to 1 constantly)
*    Defensive Matrix (Target) doesn't work on allied units; it only works on itself.
*    Defensive Matrix (Target) doesn't take max shields to 0 when it wears off. Can cancel Start.
*    Normal Banelings were changed to be massive because the Bombling Actor's Events referenced the Baneling (Burrowed)
*    Park/Start buttons aren't turning off
*    Orion Turbo Coupe is too easily pushed, Ray Emitter can't be placed. Depleted refinery fail: needs to have more units than just the geyser added.
*    Medic regen upgrade doesn't work.
*    Terrazine wireframe wrong
*    Placement model wrong for ray emitter
*    AI refuses to expand
*    Make the Coupe not need to turn in order to Defensive Matrix an ally.
*    Selected ray emitter's range circle is absent.
*    Ray emitter's salvage animation is absent.
*    Marauder scaled. Damage did nothing.
*    Increase Odin's range by 2 and Siege Tank's range by 1. Add range via upgrades too.
*    Free vespene was given to the wrong guy
*    Add more side-to-side range and a bit more damage to Stone Zealot
*    Orion Turbo Coupe needs a damage spell.
*    Marked Terrazine pickups to require Is A Squad upgrade. The generic Ghost and Medic are affected by this upgrade so far, and the upgrade is given to all squads, not the base commander.
*    Orion Turbo Coupe needs a scan-move button and a patrol button.
*    Ray Emitter needs to say what it does and with what power
*    AI needs to attack an expansion first.
*    Stone Zealot's model's shield was too low
*    Actors -> UI: need icons for colonist vehicle, colonisttransport (group icon should be wireframe which is 140x140 grayscale, unit icon, hero icon), save as 76x76 DDS with BC3/DXT5 and no mipmaps
*    Egon needs to be able to heal 2 targets at once.
*    Parameter out of bounds observer creation error due to the Triggering Player changing after the Wait action I added.
*    Modified Tauren's flames to appear with his actor and get destroyed with him
*    Tauren's flame doesn't follow him or die with him.
*    Different Shaped Blast icon for Siege Tank
*    Make Siege Tank take longer to morph
*    Make Odin's period longer
*    Made upgrades for the Zerg which are applied 1 per each player more than two (ie. 3 players = 1 upgrade, 4 players = 2 upgrades)
*    Spartan Company's bombardment attack fired all the missiles from the same place. It also needed a smaller targeting cursor.
*    Queueing Goliath missile attacks made them stuck.
*    Medic fires weapon sideways from its weapon point. Fixed this by making a new actor, Site Operation (Explicit Rotation) and adding it to its host site operations.
*    Foes need to be forced to attack before they have a ton of hydras built up. Maybe after 20.
*    Napalm Mine is exploding instantly upon construction.
*    Commander's research and upgrades were not applied to squads
*    Squads could be given the Commander's entire army so it would have extra HP, damage, etc. Limited max units per squad to 5.
*    Auto-chosen commander is not announced
*    Commander ground attack upgrades don't apply levels to Spartan Company's ground weapon ("Gatling Cannon" weapon)
*    Repair drones, turrets, mines, and ray emitters are being counted for unit limit
*    Two players trying to takebase will result in the second being booted
*    Defeat was occuring repeatedly
*    Mind Fog still in the defense squad specifics
*    Mind Fog still in vehicle weapons upgrades
*    Changed Stasis Mine to be a persistent re-applying field over its whole duration
*    Made Stasis Mine's button tell the duration of its buff
*    Make the observer a kamikaze unit capable of morphing into another unit for a cost of Terrazine
*    Stealth has no Squad Specifics tip (Mind Cloud gets cheaper)
*    Need a tip regarding the Kamikaze Auxiliary Device
*    Auxiliary Drone's attack is silent and flashless
*    Terrazine should be picked up by air units (ie. KAD) now that they can still use Terrazine
*    Bombling, Brutalisk, Leviathan, Nydus Worm, Omegalisk, and Ultralisk should give a little Terrazine to each player since the base commander is often the one who gets the last shot in.
*    Support Squad couldn't do much to protect from the first wave; added Energized Grenade to rectify
*    Stealth was finally underperforming, and infantry was overperforming. Increased stealth damage and attack rate given by upgrades; reduced Swann damage and damage taken by Raynor's main target.
*    APC, Devil Dog, Waller, Pitfall, and Renovator were a bit too slow in the end
*    Overseer detection radius was a bit too high
*    Siege Breaker and Odin deserved longer sight range
*    Auxiliary Drone lacked the Detector (3) behavior
*    Defense Walls' costs were a bit high for disposable structures
*    Devil Dog didn't get enough armor from upgrades to be a serious tanker
*    Nova should be able to capture multiple minions since it's hard to get one alone
*    Siege Breaker should be able to fire while moving to make it easier to run away
*    Manually wrote an expanding AI so the base commander will play longer