The Colony
This map is not a campaign!
I created this because i wanted to play map like this but i could not find anything, so i just made one myself.
The map is playeble, with some issues are expected. Donť expect much from this. I cant even compare this to anything i know, its just some different.
My Second map : https://www.sc2mapster.com/projects/the-nerazim-holdout
What will you see in the map:
Custom units and buildings
Custom Upgrades
Custom passive abilities
An A.I. ally to rescue in bonus objective.
I will be happy for anyone (even one person) who plays it and write down all bugs and issues ho encountered while playing this map.
I used custom assets made by other people, from Assets section. Thanks for allowing others to use them.
Cool stuff, I didn't notice new things for terrans and protoss outside of the Assault tank and rocket soldiers, so if there's more to them I would love to have another maps to play as protoss and terrans.
Assault tanks don't get upgraded with the rest of the Army , so does the infested wraiths which has only weapons upgrade not Armor and I think the rocket soldier as well.
Fantastic loading screen , can you upload it ?
In reply to omar_n001:
Hello, i was thinking about map with Infested Terrans, but i can something playable as Protoss. I was lazy to add more units TBH XD , The long-range tanks and Rocket infantry are only custom units i made. I will delete all infested Wraiths, thats my bad, there are not supposed to be there. I will fix those upgrade as well. Did you encountered any bugs or broken trigger when playing? Also, i will send you that loading screen.
I will fix the A.I base tomorow, make it more resistant, because the A.I has troubles with surviving against enemies.
So i have played the map and here is the list of all bugs/issues i have encountered:
Major bugs:
Some of the air blockers, near the base with the minerals, surrounding the command center, block air attack waves and are unable to find their way to the player's base (and in my opinion most of the air blockers are unnecessary, because they are not inside tall doodads).
Bigger bugs/issues:
Allied drones continously spawn at the optional objective base, before the optional objective is complete.
Roach Toxic venom doesn't recognize a completed hive as meeting the requirement.
Queen's Mend's autocast only triggers when the queen itself is damaged (sometimes?).
Viper nest takes damage over time, even when under construction and are surrounded by creep.
Broodlings are missing their model, death model, portrait, wireframe and sounds.
Corruptors require a scourge nest, that is not available for the player.
Cannot cancel the creep colony's morph order.
The altered siege tank's attack doesn't have launch and impact model and sound.
Infestor's Consume can target larvae.
The Terrans doesn't rebuild the Rocket troopers, Assault Tanks and the altered Siege Tanks, nor use them in attack waves.
Minor bugs:
Creep Colonies don't have a morph animation (that is morphing into other structures).
Creep Colonies don't have sounds.
Creep Colonies don't use a proper placement model.
Corrosion upgrade doesn't have a hotkey.
Viper nest doesn't have a placement sound and a building model.
Micro Wars upgrade doesn't have a hotkey.
Incubation spores button becomes hidden when Prolonged Dispersion has been researched?
Assault Tank uses the vulture wireframe, portrait and death model (The waffentrager model has it's own wireframe).
Queen's mend affects buildings under construction.
Spore Colonies do not rotate when they attack.
Lair tooltip has unnecessary spaces after the building's description.
Hydralisk hotkey and Swarm Host hotkey are the same.
Some High Templar are owned by the Settlers (Terran).
Non-issues:
Roach Toxic venom tooltip doesn't really explain how the ability works (particullary the true damage part, it doesn't tell anything).
Move the Queen's Nest to the advanced building menu, since it's unlocked by a building found there.
Viper requirement could simply say Viper Nest (Same applies for Ultralisk cavern requirement).
Queen's mend's tooltip doesn't mention the increased regeneration afterwards.
There is an infested wraith unit near the bunker infront of the player's base.
Queen's nest should be Queen's Nest (with a capital N).
Queen's nest tooltip can say hatchery/lair/hive, since it is the only building that is able to make Queens and not just any town hall.
The hint about the Assault Tank uses the Mengsk siege tank icon (The waffentrager model also has it's own icon).
Edit: some grammar mistakes.
In reply to ragingballistaee:
Jeez! Thanks!
I am starting to fix this ASAP. This shit is more broken that i thought XD Thanks!
By the way, is there anything u like about this map? :D
I hope it gets enjoyable after i fix the mess.
In reply to GeorgeSC2:
I mean, most of the things listed here are not game breaking (hotkeys, tooltips, names, animations). The map works well.
The terrain is quite nice, though there is some room for improvement. Again my opinion, but at least some bases could stand to have more man made structure doodads (lights, power lines, structures, vehicles for respectively the terran and protoss bases), to provide the feeling that there is actually a colony (though that depends on what kind of colony do you envision whether a developed one or a rural one).
As a side note, the allied AI could stand to have incrementally more powerful attack waves, just like the enemies, to make them more helpful
Also i took a quick glance at the triggers and i can say that, the attack waves, should use the allies/enemies of player function to ensure that the enemy AI will send attacks towards the ally and the ally will send attack waves to both enemies.
And to end with a balance note, i think the player's starting base might have too much minerals, but i did went with a Swarm Host/Infestor army composition, so my point could be invalid.
In reply to ragingballistaee:
The minerals in starting base are made to let player sit on one base if he wants. I just wanted a Macro map with customizations to make it a bit more interesting. I made it for myself, then decided to publish it.
I will try to harden things up, and play a bit more with doodads. Thanks you for your time as well! You are helping so much.
In reply to GeorgeSC2:
No problem.
I forgot to write up there that Zerg does not have any custom units right now. I will add at least one in next few days. Enemy Terran has 2 new units.