Unit Defence 1.5
Details
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FilenameUnitDefence1.5.SC2Map
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Uploaded by
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UploadedMay 14, 2010
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Size436.12 KB
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Downloads324
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MD577bf8121ee11fc87d833c2c090ba16e1
Changelog
- Changeling awards at 250 kills implemented. All tested to be working when testing as first player.Didn't know how much resources you wanted for the superchangling, so it's set to 50 for now. Buildcrew will add 15 minerals (for now) in addition to the units.
- The beacon under the mothership should in theory be there, but my guess is the mothership is cloaking it. Removing the motherships cloakability might be a good idea not only because of this, but also so that it can't be abused to block off pathing while cloaked so you still can't be shot (once that type of pathing is implemented).
- Fixed bug with beacons disappearing, was due to a misfire of some of the triggers, hopefully all fixed.
- Removed the changelings positioned in the triggerarea to avoid unused changelings for empty playerslots clogging up the flow there. Creating a correct amount of triggerchangelings is now done upon map initialization through a trigger. The same can be done for SCV's and buildings, but they don't get in anyones way so I haven't bothered, would only be for aesthetic purposes.
- Redefined the size of the region "WholeMap" to ensure full visibility would be given on the map in it's entirety, as a vital view of the changeling awards was left out.
- Wavespawner seems to be working now, it seems to be for when only 1 player is playing atleast (in which case I've set minimum to 1, as 1 less than 1 would mean 0 units to trigger and you'd get and endless spawning of waves).
- Added the first 5 waves, not checked balance of it at all, just threw something in there to see how and that it works. Nothing fancy, a few units that appear in multiple waves where only the first is triggered, a few text messages to try it out etc, pretty straight forward.
- Even with the standard move-order the spawning waves seem to start attacking automatically if they are blocked by buildings, but not if a choke is blocked of by units and it's technically possible to pass if the unit's wouldn't have been blocking it. Will look into this some more when I find time to do some research.
- Added tools to reset the waves and to spawn changelings while ingame. This could come in handy for balancing, allowing to compare the results of buying different type units at the start and throughout the game to compare their performance, without having to restart unnecessarily often to get a new start.
Todo:
- Balance units given as rewards for changelings
- Balance current waves
- Create and balance new waves to be added
- Create upgrades according to specs
- Trigger to attack if blocked
- Implement defeat condition (not yet included for the purpose of less annoying testing)
I'm sure if you'll take a few quick glances on my wave triggers you'll be able to add more waves yourself if you want more than the 5 waves currently there to test balance. You can simply copy the trigger named "Wave" and paste it below wave 5, rename it if necessary. In the new trigger (hopefully named "wave 6" all you have to edit is the value of the "unit", "amount", and "life" variables in the top of the trigger. (If you're creating protoss units and want to edit shield values, copy "wave 3"). After a new wave trigger has been created, you'll need to open the trigger called "Spawn waves". Here you can simply copy the last condition (the third gear from below) and paste it in the loweste action (named "else"). It's not hard, and could be very nice to learn if you want to are in the mood to create many more waves and balance them. You can't do anything so bad it can't be fixed anyway, so give it a go :p Hopefully it will keep you busy for a little while, in case I don't find time to do the last bit of triggerwork/research needed the next few days. Atleast the waves should be spawning as intended now, even if there is no death/defeat implemented in the map yet.
Edit: Oh, and btw, http://forums.sc2mapster.com/development/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/#p9 seemed to be a very nicely explaining guide if you wanted to create/balance upgrades properly, for 250 levels :p