MapA
Details
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FilenameSquadSupportDP_KAD.SC2Map
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Uploaded by
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UploadedDec 27, 2011
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Size561.93 KB
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Downloads327
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MD558bf2ce133150f6512fa0d5a33237665
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