Warpgate Defense
Use your Warpgate to warp in units to defend your Master Pylon from waves of attackers. Each unit warped in lasts only 10 seconds, and there are no static defenses, so you will need to constantly reinforce each ramp with new units. How long can you survive?
Features:
• 21 Waves
• 9 Defender Units
• 3 Levles of Difficulty
for some reason i dont get initial resources :S, its supposed to be like that?
I loved it... I was stumped on what to do for the immortals, i got out as many banelings as i could right when they got into the warp beacon radius, but it didn't work as i had planned so i lost. good game though =D
Awesome idea, some thoughts:
Broodlord and Ultralisk levels were the most fun for a few reasons, the most important of which was that they required strategy instead of just spamming unit creation. Granted, I played on normal, but every level before Broodlords I made one unit that I thought would do well, and because I could keep making units, I would eventually outlast the attack. In the case of brood lords, I couldn't simply outlast the level as broodlings would continue to re-spawn, and I actually had to think about the situation in order to take them out. Good stuff!
I think that if you were to add more complexity to the levels, that you could translate this to the entire game. For example, attacks coming from different directions at different times (and with different intensities), create units that spawn different units upon death, have vikings start ground then lift off.
I would also recommend taking a very careful look at the units that you give to the player. Instead of allowing a bunch of different tier 1 units, implement some more powerful units that have a specific role (Colossus, Phoenix, Thor).
Really fun concept. Problem is the Brood Lord level is absolutely stupid hard and the rest of the game is cake. I'd take out Brood Lords altogether to be honest, and buff the other units.
Thank you for the feedback, I've been thinking about changing the roach's attack to include air, so that spamming stalkers isn't the only viable strategy. Also with the bug at wave 21, I only made the game with 21 levels for now, it was supposed to give you a victory at that point, but apparently that's something I need to fix.
Interesting concept. With the long cooldown on most units though, just spamming mass stalkers turns out to be most effective on almost every wave, especially since they're the only anti-air unit. It'd be more interesting if you had to focus a little more on selecting the right countering unit or unit composition for each wave rather than just spamming stalkers as quickly as possible.
I also got an error about an overflow in some spawn unit array near the 20th or 21st wave, and things stopped spawning.