Urban Special Forces (Default and Hero Modes)
Note
There are now two versions of the map you can download, one for Default mode, and one for Hero mode. In Hero mode you start out with one of 6 heroes from the campaign that level up as you and your allies kill enemies.
- IMPORTANT: From this point on, the versions I upload here will not work correctly if you upload them to battle.net. This isn't something I wanted, but I can't make offline and battle.net versions in the same map without causing many problems. If you need the battle.net version (to upload on a different region, etc.) just ask and I'll send it to you, or if you're on Battle.net US, you can download it off of there. I don't want to upload 3 versions here every time I update. That would just confuse people anyway.
No timed enemy upgrades, much more upgrades, new Urban map. Armor/Weapon/Health upgrades can go up to level 100 and cost 500 minerals each. Special upgrades typically also cost 1 vespene gas, gotten by conquering areas of the map.
A lot of people had various problems with the direction my last Special Forces map went, so I'm hoping this one will fix some of their problems with it. It's not meant to be exactly like the other version, as not everyone likes the same thing from a map.
by the way, the cannon-spam under the mothership still works even if the mothership does have a large bonus to structures.
because everyone sends in their units first before building cannons, the mothership doesnt attack cannons much at all (I don't actually know how it attacks lol, but none of my cannons died while almost my whole unit force was wiped out)
Imo the mothership should be a crazy buffed up boss, because as it stands its too weak, even if it kills all your unit forces. on 100% (why play on anything lower?) I had 70k when I reached the mothership.
Final area is fine. Most people in SEA disconnect by then anyways, so you just have whoever is left distract the enemy forces and one person take a load of Marauders, bunker them beneath the Mothership, and watch the fireworks :P Until then, reapers are made of win.
You also get so many resources due to the high spawns that losing units doesn't matter.
I trigger the units to start spawning after you kill the Nexus by the Void Archon boss, but maybe there's a problem there. I'll look into that. Also it's possible I set the spawn limits too high for that area. I set them a little higher since it's the last area and I thought it might be fun, but I'll do some testing there.
Just so everyone knows, I'm hard at work on a new version, but I'm just trying to fix a few bugs that are causing trouble before I release it.
The lag went away when I killed the mass of units at the top left of the map (right when you start fighting terrans again). Is it possible that those units are trying to path somewhere they can't get to which is causing lag? Or maybe units kept on spawning in that area before we got to it, and the large number of units caused lag? A couple possibilities.
Hm, I think it must be from an older version of the map as it's not letting me watch the replay. Either way, thanks for trying. I'll keep trying to figure out what's going on.
About the lag, I think I'm going to disable units spawning from an area when you kill the boss in that area. That may be part of the problem. Honestly I'm not sure what exactly is happening.
This map is fun, one of the most fun out right now. I beat it yesterday with couple of people. Took us like an hour, lol. But one problem, the farther you go past the rocketman boss, HUGE lagfest kicks in to everyone. And usually 2-3 ppl get dropped. Towards the end, it goes away. Maybe its the stupid new bnet, which sucks monkey nutz. Good map, though!
Thanks, I'll take a look at it.
Here's a link to a replay
SC2 Special Forces Replay
So far I cannot reproduce the problem, can anyone link me a replay of it happening? Also is anyone having problems with lag while playing solo offline?
Someone else mentioned that today as well, I'm looking into it but thanks for mentioning it. It's good to know it's not just one person having the problem.
First I gotta say, awesome map!
Second, I am unable to move onto the next area, the destructible debris is still there blocking the path. Not sure if there is a bug or something.
I might be able to add some of the campaign units in upcoming versions, I'll see what I can do. I might increase colossus cost a bit as well. Zealots are hard to get right, but I'll probably increase their starting HP/shields a bit.
If you're maxing out that fast you're probably playing on +100% income, which is fine but I'm not sure if I want to add more upgrades as it might unbalance things a bit. Also allowing you to have more units would probably increase the chances of lag, though I'm still trying to figure out why people are having lag issues.
Played this map for hours regardless, 'twas refreshingly fun.
and could we have more units in upcoming versions?
Why does the lag get so horrible after the first boss? I had like 3 fps for the majority of the time after that, and so did my teammates.
and could you maybe give more ups/more supply? I maxed out everything at the second boss, and later all I did was build photon cannons everywhere.
by the way, I think colossus' are OP. They splash, they have nice hp, nice damage, and can walk up and down cliffs. Its only 500 minerals more than the Immortal but is definitely more useful. Also, you should consider giving melee units a little buff (zealots), because they tank the damage and die very fast until you get into the game.
the classic special forces from sc1, had a spot were u brought a unit and it would up grade it, but u could only do it once with each unit. ex: bring a marine to the spot and then u get a hero marine better armor, attack, health. but if he dies on a boss or w/e hes done, u cant make another hero marine. just a thought, might make this map to easy.