Sunken D
Early release of small defense map. The only goal is to build Spine Crawlers to fight off incoming waves of enemy units.
Maze, but don't block. You have 30 seconds till the wave of enemies arrive.
Note: This map has, from v 0.2, support for 4 players. People with a Beta battle.net account please be so kind to confirm that is working and also add feedback in case things don't work.
Cheers. __
Sunken-D is currently marked as inactive; were you looking for SunkenD? http://www.sc2mapster.com/maps/sunkend
Thanks veselu, I have talked with my dev team on the SunkenD Project and we've decided that rather than hijack this project we have decided to set up an entirely new sc2mapster page. Due to the differences with this project and the one we've started we felt it was only right to start a second project.
SunkenD is currently in Closed Alpha (build 34) stages and is being balanced. We have plenty of information on our sc2mapster page as well, and welcome all to come show their interest in the project by leaving a comment on our sc2mapster page. You can get to the project by clicking on the link : http://www.sc2mapster.com/maps/sunkend/
Hope to see you all soon.
Hi guys. Sorry for leaving the project with no updates. Gonna add Pironic as author since he wants to continue developing the map.
Good luck Pironic.
Yeah man, what's the deal, spine crawlers cost 100 minerals. I can't play this game because I can't build anything. If you can't update this map regularly, have somebody else take over.
I seem to have problems with buidling stuff as spine crawlers cost 100 minerals and I start with a grand total of 0. Something buggy in the game or did I do something wrong?
A one line HowTo on how to start a game would be nice. I've put the download in C:\Documents and Settings\
<<USER>>
\My Documents\StarCraft II Beta\Mapsgone to make a custom game, and I can't find the map.
Restarted the game, nothing....
what am I (and the other person who was ignored) missing?
completely lost on thisI found the first wave to be the hardest. Afterwards the rest of the levels were just too easy because spawned drones block too efficiently. If you build a few "lines" up from where drones spawn and make a short maze (once going left, then once going right), and then use your drones to block (more as they spawn mid-level), then you can hold off all attacks because incoming (non-massive) units cannot destroy or bypass blocking drones. On levels with massive units (Thor, Ultralisk), take a couple drones, morph them into spine crawlers, uproot, and use that to block. Not once did blocking spine crawlers take damage, so that needs to be fixed to up difficulty. They count as buildings so Thors/Ultas cannot pass through. Double-wall spine crawlers on the entrance/exits and even Hellions can't roast through them.
XXXXXXXXXX |
XXXXXXXXXX |
|
XXXXXXXXXX|
O |
XXXXXXXXXX |
XXXXXXXXXX |
pretty much like that - "O" is the drone spawn point/cluster and then stack the rest of the crawlers in the middle section.
I suggest giving slightly more time initially to set up maze, and then removing invulnerability of spawned drones and uprooted crawlers.
Nice map! Ok, yes there is some issues with the size of openings people use... Stacking this way is the best way you could ever do it... The first level is only difficult if you try and play it like an SC1 or Warcraft tower defense map. How did you beat the ones when you did it back then? You learned... And the time in between levels? It is the perfect amount. Or at least on 0.3.1 it is. In all, good map. A little on the difficult side. But fantastic altogether.
@weaver
Yes, it can be done.
@b0ne123
Might be. The map is experimental atm.
You guys can modify levels very easy. The triggers have comments so people can edit the map as they wish. If you modify the map and want to upload it here I can add you as an author. Atm, I don't have too much free time but when I will I will try to add all your suggestions to the map.
Cheers.
currently its way too easy. no unit got past the center of my maze
replay: http://rapidshare.com/files/380795397/Sunken_D_v0.3.1.SC2Replay
its not very effective to maze when you need to leave 2 rows open everywhere. is it possible to change the larger units so you only have to leave one row open?
I've transferred the ownership of this project to veselu since I no longer have the time to keep constantly updating. Once I find the time to finish everything I had planned to I will start a new project for the release-ready map.
I'd like to invite anyone to feel free and modify the map in any way you please. I've discovered that many of the triggers that I originally implemented could be done quite a bit more efficiently but I still feel that there's plenty of triggers that a new map author could learn from.
Other than the wall check (made me loose twice on the ultralisk level :P), the only thing i saw, that needed improvement, was that it said that immortals were coming two levels in a row when it was actually ultralisks the second time.
You should rather add templars some dmg, cause at this point they are most easy, cause you can make wall agains them
@the420kid
Fixed the number of Thors. The AI wall check still needs some tuning. I hope Tomed will help here since I don't know too much about it. And a tip, try to build bigger paths so you won't have problems at later levels.
@Rmethandes
The header(where Kills is show till levels start coming) will indicate current level and static text Kills. The window below indicates the kills for every ACTIVE player. A fix will be made so that the player name should be shown instead of player 1,2 etc.., but I can't test this since I don't have a beta key atm.
Awaiting tunning suggestions for levels e.g.: I noticed that High Templar level is quite hard so what about giving 5 workers as reward, instead of 3.
map is fun but the Ai against walls is not. Was goign well but when lvl 8 thors came out there no path big enough for them :P
On the middle bar, next to 'Kills', no number ever shows up. Is the bottom bar the score, or is that the kills?
Hello guys. I've added the following to Sunken D.
I've changed the map to include the following possibilites: - Set a start timer in seconds and start timer window - Set a general next level timer in seconds( can be customized for each level but needs extra coding ) - Set a number of starting workers for each player and create those dynamically on map start - Set a number of reward workers that can be customized for each level - Added leader board that displays the number of kills for each player - Improved Win Condition( now it test the number of remaining enemy units ) - Added Max Levels value mainly for testing/level limit - Added wave text - Added player slot check - Added custom enemy units count and type for each level so that they can be customized as desired - Added debug flag and trigger
The map should be playable over BattleNet2. As soon as Tomed approves it I will add the new version(eventually merge it with what Tomed did) so that we can start testing/tune the map easier.
And btw, stacking is the only way to win this map.
Some people have been having trouble with the map's difficulty. I realize that it's not well-balanced for new players. I'd classify the current difficulty as "Hard" or "Very Hard" however it's still very possible to beat if you have a good strategy..
Some other issues people addressed:
Getting attacked: I've attempted to balance the damage and health of both Spine Crawlers and the enemy units to ensure that 1) players don't block and 2) players can still build somewhat good mazes. Siege Tanks attacking is more of a design decision than a balance issue. If you build your maze too tightly the Siege Tanks will rip you apart. Try making more space between your Spine Crawler walls. In the future I may choose to do away with big units altogether or simply make them less punishing.
Time issues: The map is meant to be extremely fast-paced. I'm not a fan those slow defense maps with 15-20 seconds in between levels and an entire 2 minutes before the first level even starts. If you aren't ready to build fast you will lose within the first minute of the game. In short, the map is meant to be fast and short. I only have 10 levels planned which means the map will last, at most, 5 minutes.
Right now, though, just build your mazes with enough space for tanks to pass through. Remember that Spine Crawlers can uproot and move around. You might want to be careful to open up your maze on the big unit levels then make it tighter on small unit levels. This is actually the strategy I use when I transition from the Tank level to the Stalker level.
Units getting stuck: It happens. I'm still working on fixing all of the small pathing/stuck issues. I have a couple things in place already but I simply need more time to test before I can squash all of these types of bugs.
Crash bug (Spine Crawler on top of enemy unit): I'll check this out later but I haven't had this happen yet. It might be a limitation that Blizzard will have to take care of but I'll see if I can find a workaround.
Stacking: Someone mentioned that stacking is more annoying than useful and I'm inclined to agree to an extent. The platforms are just so long that you really don't need to conserve space. I had fond memories of "lights off" stacking in Brood War and added it to this map as a novelty more than anything else. However I do believe that stacking, if properly implemented, could be a very entertaining feature.
I'd like to thank everyone for the feedback. I honestly just made this map to get used to the editor but I ended up having a lot of fun once I started testing it. I will be finishing it off and adding as much polish as I can in the coming days but don't expect this map to be a full-featured experience.
On my 6th try I won :).
SC2 maps are going to be fantastic!
@Vizoth Are you referring to the man-made cliffs? - That option shows up when modifying the terrain -right below your pallet tool. - You can also change the size and shape of your tool - to easily create platforms like so.
How do we create platforms like that, with the straight edges?