Staredit Network > Forums > SC1 Map Production > Topic: Shield Battery DEFENSE
Shield Battery DEFENSE
Nov 17 2009, 3:26 am
By: jkavorski  

Nov 17 2009, 3:26 am jkavorski Post #1



Hey all, let me warn you in advance that I am aware my screenshot is not very good, but hopefully it will still help you get a feel for the layout of the map. This map is for 1-6 players but I highly recommend having 4-6 present (an even number works best). Players work as a team to use zealots, dragoons, cannons, and a shield battery to defend a choke point (A) and prevent the waves of incoming enemies from destroying your Temple (B).

The number of enemies that attack each round is dependant upon the number of players still alive in the game. Each enemy you kill, you will earn 15 minerals and 8 gas, and have your shield batteries recharged to full energy. All unit and building costs/statistics are the same as in ordinary StarCraft, and upgrades are available for about 100 gas a piece. There are a few cool features in this map, such as beacons that teleport your units from your base interior out to the front lines and vise versa. There is also a second line of shield batteries (C and D) supported by cannons. This can be a good place to fall back to if your first line gets overrun, but it does require your team to split its forces up. I tried to make this map challenging and somewhat micro-intensive, and I think it is well under way so far. I currently have 10 rounds, although I am planning to add many many more. Please download the map, play it, and give me any feedback regarding balancing, in-game features, terrain, spacing, or anything else you can think of. I would also like to get an overall feel of whether you liked the game or not and why.

Edit: I'm thinking of giving the zealot a more important role, but I'm not sure how. I don't want to edit any stats, because I want this to be a simple UMS, but maybe I will have to. Any suggestions?

Attachments:
Shield Battery DEFENSE.scx
Hits: 0 Size: 53.59kb

Post has been edited 1 time(s), last time on Nov 17 2009, 4:17 am by jkavorski.



None.

Nov 17 2009, 3:38 am xYoshix Post #2



I remember testing this with you. To be honest, it was quite dull and boring :S Try and add something that will set this apart from other defences.



None.

Nov 17 2009, 4:16 am jkavorski Post #3



Quote from xYoshix
I remember testing this with you. To be honest, it was quite dull and boring :S Try and add something that will set this apart from other defences.
I remember that as well, but you failed to give any reason... and you still don't have a reason why it was "dull". It is already set apart from the other ones because it uses shield batteries, something that none of the other ones use.



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Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
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Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
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Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
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Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
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