Zerg Hunters
Hello everybody.
Size: 184x184.
Zerg Hunters is greatly inspired by Necrodragon's Orcs & Elves from Warcraft 3. Those of you who already played it in WC3 will recognize a lot of familiar content and gameplay, those who don't, will learn fast, since it's a very intuitive game style.
Zerg Hunters is a competetive map. 8 Zerg are fighting against 4 Hunters. The map is devided into 24 Collector Zones, all connected with small paths. The Game starts in the middle of the map. All 4 Hunters are imprisioned by an electric Force Field, that they have to destroy at first. Until then, the 8 Zerg (who are free right from the beginning) have time to find a place to prepare for battle. After few seconds, when the Hunters are free, the chase begins.
Since there are several entrances to each potential Zerg base, the Hunters will need a good teamplay to surround one of the Zerg. Zerg are very vulnerable in the beginning, so their main target is to stay alive and gather ressources to build a base and an army.
Both, Zergs and Hunters, have several upgrades available for research. It is recommended to focus on one research direction, since you usually won't be able to obtain all available upgrades in only one game.
The map is currently in Open BETA state on EU Servers. Since it is very hard to get 12 Testers in Closed BETA, Balance won't be perfect right from the beginning. So I'd be pleased if you report any bugs or inconveniences.
If you have replays, you want me to use for my promotion video, feel free to contact me.
PS: Ingame Help (F12) or the ingame tutorial will give you an overview of the basic gameplay.
PPS: Contact Information: EU | TheuSs | 966
@ somfi: Hehe, my friend Guadl told me the same thing a week ago. Actually, I am working on a scoreboard atm. That scoreboard will be displayed for 30 seconds before the Win/Loose Messages. There will be several values, such as a "Feed"-Counter, a "Distance-moved"- Counter, a "games played" Counter, a "ressources lost" Counter and some more. actually you can alrdy see some of those values by typing -score. Though this isn't meant for use atm. I just implemented the command for debug purpose. If you have other numbers in mind to be displayed in the scoreboard - let me know! Tough there isn't much space left.
Another thing that would be cool to have is some kind of "feed" list. A board that shows how much gold each individual zerg have given to the protoss through deaths + buildings beeing hitted. Something like this might also make people more aware about this and we'l start seeing more skilled people in the future.
Yeah, we played them alot in the last week and came to the same conclusion. There will be a major update in the future, which will include another Air Patrol nerf. This Update will come with several gameplay changes as well.
Saw that the new map is beeing played now! yay! Was realy fun to play it abit more. But still think I have to say air patroll is abit op. get the offensive upgrade + 2x dmg upgrade and with 3-4 airpatroll u pretty much oneshot hunters. It doesn't realy seem to matter that they dont block them in, cause the DPS is over the top. Just realy sick dps :D
Update: Nerfed the Air patrol attack. It is now a combination of Broodlord and Interceptor System, so you need more than one Air Patrol to block hunters effectively.
Feel free to contact me on bnet, and I will have a look at the replay.
I have also thought alot about that issue. My current problem is, that not many players are using them at the moment. That makes it harder to balance them (got the same problem with the Ether Lord).
But I'm quite sure, that there will be some balance adjustments in the future dealing with that issue.
I already thought of changing the base attack to an attack, based on the carrier's interceptor system and give the opportunity to switch to the broodlord system by upgrade.
But as mentioned before, I will need some more test games inclusding Air Patrols.
Even tho I do find it ALOT of fun owning protoss. I have to say the broodlord's are abit op in the sense of perm blocking a protoss in a confined close space. I guess there should be a greater risk to yourself or your units when trying to block in an attacking protoss.
Got a replay showing a game where we start off 3v3 and I end up beeing alone vs 3 protoss early on and manage to win if ur interested. This ofc would have been abit different with more players, since the protoss hardly got any gold. The more players, the more gold for protoss, the less players, the more pressure on zerg tho.
Hi again, I had a closer look at the pillage system and you're right. The calculations do not work properly at the moment. I will fix that as soon as possible.
Hi somfi, thank you alot for testing the map. I am always glad to have people like you, who support me with constructive criticism.
I will answer your PM later, since I am very busy with college work at the moment.
First the speed issue. Zergs and Hunters start with 4.75 movement speed. Speed upgrades provide +0.5 ms. This includes both zerg and both protoss upgrades. So Hunters AND Zergs have 5.75 ms in the end. Maybe you just took the longer way to escape.
The thing with true sight range is already on my list and will be fixed soon.
Now the protoss damage upgrades. Each one provides +10 overall damage (Hunter: +2*5, Rest: +1*10) at an initial damage of 20 (Hunter 2*10, Rest: 1*20). All in all, Protoss Damage upgrades can be countered by Zerg Life Upgrades.
Until the Protoss has DMG Upgrade III, you should be able to do one of the following things:
What you may think now is: "But how did this freakin Slicer/DT onehit me then?" The answer is: "Berserk Upgrade III adds +1 attack to the Protoss." This is completely imbalanced at the moment and will be fixed in the next greater update.
Now the "Pillage"-effect. The current calculation is:
(without Pillage-Upgrade)
(with Pillage-Upgrade)
Another few things. Had a fully speed upgraded zerg, yet a protos caught up with me and got a hit of to kill me. Abit odd to me that they can be able to get faster than zerg. Another thing is the true sight. It seems to have a shorter range than the unit's view range is. Making you belive you have the area covered, and then suddenly, half way into your "perimiter" a DT shows up cause he just entered the truesight range. Overall dmg seems abit high compared to HP aswell. Another thing that made a big tactical impact on the old map was that gold mines gave orcs very little gold, blockers alittle amount, but tech buildings/units gave quite alot. Everything seems to give the same amount atm
Loved this game in Wc3.
First thing that comes to mind is that the wisp from the wc3 map doesnt't realy fit in with the infestors. A probe would have fit alot better. but thats just my opinion :)
Looking forward to test the map! Hopefully we can get it popular, so it won't be so hard to get full games
At the moment, I am focusing on balance issues. Since i didn't have a chance to do any balance adjustments in closed BETA due to missing testers, it's very improbably that i will host the map in other regions yet. But after some detail work I will look for someone who publishes it on US Servers too.
Mind I ask (I'm in the US server) when shall the game be open in US? Will your open beta be in other areas too or just EU?