Verdant Fray v1.3.3
Version 1.3.3 (Bnet Version 1.42)
This map adds a twist to what players consider "Capture the Hill". Two teams of three players are stationed on opposite ends of the map and map battle amongst 5 islands in the center of the map for complete domination. This map was created for one purpose; create a new and exciting experience for the average StarCraft 2 player. Numerous hours have been devoted to creating a lush and realistic world in which the players must not only battle enemy encounters, but must also avoid and adapt to the wrath of mother nature.
Elemental Chaos
There are two natural world elements that have been incorporated into this map. Flooding and a Day/Night Cycle
Flooding
Throughout each match, players will be kept on their toes as randomly occurring floods that will cause players to seek higher ground before succumbing to mother nature's wrath. Each randomly occurring flood will provide a 15 second warning to attempt to get units to higher ground. The flood's duration can last anywhere from 20 to 45 seconds. Also, not only will your units slowly drown if left in the deep water, but their movement speed will be reduced to simulate real water impairment.
Day/Night Cycle
Also, during each match, you will witness realistic day and night transitions. Each phase of the day is 7 1/2 minutes in length. The purpose of this mechanism is to test the player's overall flexibility. This is achieved by only allowing units to use cloaking abilities in the shadows of the night. Being cause in the day light will reveal and prevent units from cloaking.
Credits
vTwMechlior - Assisting with Testing and debugging
Please be sure to let me know of any bugs and/or errors. Feel free to contact me via Real ID: "Zurom - 998"
Change Log
Version 1.1
- Units that try to attack the opposing teams' starting bases will be instantly returned to their starting base area
- A new "Islands" dialog has been added to assist players in which teams own which islands
Version 1.2
- A new objective will now appear to assist players in what is the main objective of the map
- The "Bonuses" and "Islands" dialog windows have been moved to more suitable locations on the screen
- It has become apparent that the "Intro" has been causing all sorts of problems. The intro has been temporarily disabled until further notice
Version 1.2.1
- The "water" is now an acidic substance. Units no longer drown, they disintegrate.
Version 1.3
- Added: AI has been added (for Team Two [players 4,5,6] only right now)
- Changed: Island Xel'Naga Columns for the outter islands have been changed to Aiur Temple Buildings
- Changed: Players can now attack other players' natural expansions
- Changed: Players can now scout other players' main bases
- Changed: When a team captures the middle island, they will receive 5 minerals every 8 seconds (game time)
- Fixed: The vespene geyser in the North West Rich expansion has been fixed
- Fixed: The point accumulator has been fixed to work properly
- Fixed: Island bonuses are now properly removed from a team if they lose the respective island
Version 1.3.1
- Added: Players can now move the "Island" and "Bonuses" dialog boxes
- Currently only fully supported by "Fullscreen" and "Windowed (Fullscreen)"
- Changed: All dialog boxes have been redone to be less bulky and appear more sleek
Version 1.3.2
- Added: A "battle field map" has been added. Players can bring up the map by pressing F8
- Added: An "X" is displayed on the respective island on the battle field map when a team captures an island
- Added: Players can now "minimize" the Bonuses dialog and restore it if needed.
- Changed: Several changes have been made to the code to optimize performance
- Removed: The "Islands" dialog has been removed
Version 1.3.3
- Added: A new "ping" system has been implemented. A ping will be displayed on the minimap when a team captures an island. The color of the ping will be the color of the team that captures the island. The color of the ping will be orange if the island is being contested.
- Changed: Each player in each team will now the same color
- Players 1, 2, 3 = Team One = Red
- Players 4, 5, 6 = Team Two = Blue
- Changed: Player alliances will have shared control set to default
- Removed: The "eye" icon that is displayed on the minimap from the Xel'Naga Towers have been removed to prevent minimap clutter.
aww man what no probe rushes.... I am going to play right now :3
Map file has been attached to this project
Verdant Fray is available on US Servers
Can you upload the map on SC2mapster, on this page here? I'm from US, not EU, and would like to play this.
how do we download it?
@daxxar
This was just an initial implementation. Among other elements in the map, I'm awaiting user input to determine whether or not changes are needed. Given the fact you bring a good point to the table, I'll definitely consider changing the mineral accumulation to game time :)
@ vilz0r
Hmm, you should have access to it. Are you US or EU?
Hey man, in the video you said you use REAL time and not game time for the mineral ticks - why? The difference between real and game is that game time increases faster if you're on a faster game speed, and it seems logical you'd get minerals faster if you're playing on a faster game speed (increases pace of game).
Other than that, cool map. :-)
How can i download the map ?? so i can play it ?? !! ?
Thanks so much for the wonderful comment :)
I can understand your concern towards the day/night cycle affecting cloaked units only being Terran and Protoss. My thoughts towards this was how Zerg do no have any units that cannot go up and down cliffs.
This of course is not rock-solid, if it turns out to give the zerg too much of an advantage, I'll simply make burrowing visible during the day as well. Either way, I'm sure there's a lot of tweaking to be done.
Lastly, I'm almost done the AI behaviour. It certainly hasn't been easy to pull off and there's so much logic that it will require a lot of testing. However, once this is done, players will be able to play this map with however many real players as they can find :)
@JademusSreg
Calm down, it's just his map. Brilliant map btw, I love the whole concept. I haven't even played it yet and I know that it's going to be a 10/10. I like how you can't attack the enemies which makes vying for control of the islands even more dependable. Also, the floods will force units to come up to the islands and attack each other during the flood. The only thing I'm worried about is the Day/Night Cycle. It really only affects Terran/Protoss. The Zerg have no effective when it comes to night. Otherwise, brilliant Concept and Map.
This is not a canon map
EDIT: Review Change Log Version 1.2.1
Units drowning in water is more than a little nonsensical. The zerg have been engineered to survive all manner of inhospitable environments, including extremes such as Char and the vacuum of space; protoss employ a variety of robots, have shields, and do not appear to have orifices for respiration; all terran infantry are equipped with power armor capable of withstanding the rigors of hazardous terrain and are similarly noted to be sealed sufficiently to not succumb to the negative pressure of space, while their vehicles are similarly robust in their fortitude. While being slowed in water is sensible, drowning doesn't make sense for anything besides an unarmored civilian.
Only being able to cloak at night renders all stealth-capable units even less useful.