Staredit Network > Forums > SC1 Map Showcase > Topic: Classic Defend Your Castle
Classic Defend Your Castle
Feb 18 2010, 2:28 am
By: Kimaru  

Feb 18 2010, 2:28 am Kimaru Post #1



<>Preface<>
Before I get into this showcase and people start screaming at me, I'd like to inform you of something. I am well aware there are multiple versions of Defend Your Castle out there. Here is some logic and fact. Logic: So what if there are multiple copies of a map? Each and every one of these versions provides a different perspective on the game-play style, since it takes some serious improvisation to replicate a non-Starcraft game to fit the Starcraft limitations (like minesweeper interface, chess, tetris). Fact: I, myself, know of 2 other versions of this map. The first, I really think had no effort put into it, because your door is one building and you have a wraith that auto targets. For starters, that is not like Defend Your Castle at all. Another version, by Oo.jamal.oO is actually very good, but it's designed for 4 players playing co-op defending the same castle. In my version, it's 6 players, every man for himself. The goal is to get as far as possible or even beat every day. So with that in mind, let me move onto the map itself!

<>By the way<>
Here's the link to the XGen Flash version in case you want to compare:
http://www.albinoblacksheep.com/flash/castle

<>How to play<>
Defend Your Castle is a simple game, where you have one sole objective: to defend your castle (ironic huh?). Levels in this game are called Days, (since there are no invaders at night). During each day, continuous waves of barbarians will run up to your castle wall and try to beat it to the ground. Your objective is to stop them at all costs from destroying your wall. If your wall is completely destroyed, you lose. During each "night", you will be allowed one minute to buy upgrades or technologies for your castle. These are essential to your survival; you can't go through with the bare minimum. Along the way, new types of barbarians come, in addition to the old ones! Some of these have special properties, and you're going to have to resort to other features in the game to beat them. The frequency of barbarians starts slow, and speeds up. Add this this the addition of new barbarians, along with the old ones. The result? A game full of macro-tastic action!

There are 24 Days in this map, each lasting 2 in-game timer minutes. (Day 10 was taken out due to issues, or there would have been 25 days)

<>Bestiary<>
Q: What on earth is a Bestiary?
A: The list and description of enemy units you encounter.

Name: Barbarian
Unit: Infested Kerrigan
Damage: 55
Description: Slow running and cumbersome, these guys are the basic, yet effective, invaders that will try and take down your paper mache wall.

Name: Battering Ram
Unit: Gui Montag
Damage: 250
Description: These barbarians are the next level of invaders. They are extremely powerful and possess SPLASH damage! Do not let them molest your wall! Each flame is fatal!

Name: Giant
Unit: Zerg Ultralisk
Damage: 75
Description: Giants are invincible and CANNOT be killed with your normal attack, or mind controlled. The only way you can kill them is with Kamikazes (explained later), wizards, or archers. If you encounter a giant and you don't have either of these 3 aspects, you're done.

Name: Dragon (not in flash version)
Unit: Kukulza (mutalisk)
Damage: 80
Description: These flying beasts can be mind controlled, unlike giants. They possess splash damage as well and they can and will tear down your wall.

Name: Catapult (not in flash version)
Unit: Kukulza (guardian)
Damage: 120
Description: These long-ranged creatures will make your wall short-lived if not dealt with. Your mind control can't match its range, nor can either of your wizards! Your archers are also useless here. I hope you have kamikazes, because they're the only ones willing to go FAR from your castle and EXPLODE.

Name: Shock Catapult (not in flash version)
Unit: Warbringer (reaver)
Damage: 350
Description: Use the same tactics as you did for the Catapults. Just be warned that these guys are ninjas-in-a-scarab, with splash.


<>List of Upgrades<>

All costs are in minerals!

Name: Temple
Cost: 5000
Prerequisite: n/a
Effect: Once you research this, you gain control of a Dark Archon. Use this DA to mind control enemy units. Once you mind control something, you will have 0 energy for 7 seconds, and once this 7 seconds is up, u can mind control again. Also a civilian is created at your Unit Trainer. I'll explain these civilians in a second. Temple should be the first thing you buy!!!!!

Name: Wizardry
Cost: 11000
Prerequisite: Temple
Upkeep: 250/wizard/day
Effect: Once acquired, you may use your Gateway Unit Trainer (templar) to train wizards USING THE CIVILIANS YOU HAVE EARNED FROM MIND CONTROLLING! You will gain control of a defiler and corsair. The more wizards you have, the faster your mana gain is. Max wizards is 13. Here are the spells they cast:

Spell 1:
Costs 20 mana
Defiler Dark Swarm
Creates a small burst of flame which kill a few units in a 2x2 tile radius. Essential for killing giants and dragons, but can be used to kill other units as well.

Spell 2:
Costs 50 mana
Corsair Disruption Web
Creates a large impact which kill as many units as possible within a region about 6 tiles by 13 tiles (vertical wise). This is especially potent when your mana rate is high and you're getting overwhelmed, otherwise use dark swarm for minor occurrences.

Name: Archery
Cost: 9000
Prerequisite: Temple
Upkeep: 50/archer/day
Effect: Once researched, you can train Archers (ghosts) USING THE CIVILIANS YOU HAVE EARNED FROM MIND CONTROLLING! Build a dragoon to train them. I don't particularly recommend getting this early in the game, since you can't control it and it's passive.

PLEASE NOTE: These archers do 30 damage, but their attacking is just a graphical effect! There is a hidden trigger effect behind them: Periodically, enemies periodically "die" within a certain range of your wall AS LONG AS YOU HAVE ARCHERS. The more archers you have, the faster this rate. It starts at 10 seconds (1 archer). Max 25 archers.

Name: Kamikaze
Cost: 3000
Prerequisite: Temple
Effect: Once acquired, build a zealot to train a kamikaze scourge from THE CIVILIANS YOU HAVE EARNED FROM MIND CONTROLLING! The scourge will begin to move away from your wall. Simply build another zealot to detonate it whenever you want.

Note: If the scourge goes too far away and walks into the enemy spawn, it'll come back as an enemy and sit at your wall, though it does absolutely nothing. This just means you never detonated it. It'll go away upon the new day.

Name: Fortify
Cost: 2500
Prerequisite: n/a
Effect: Slightly increase the maximum hit points of your wall.

Note: Although you buy this upgrade, your wall is NOT repaired upon purchase. It simply has a higher hit point MAXIMUM.

Name: Improve Wall Armor
Cost: 500
Prerequisite: n/a
Effect: Increases the number of shields your wall constantly maintains (goes up by 2 each time, maximum 50). It's not a good idea to get this right off the bat, although it's cheap. It's more of an item to get once you're stable with wizards and archers and such.

Name: Repair Wall
Cost: 1500
Prerequisite: n/a
Effect: Simply sets your wall's hit points to whatever maximum you're at. Upgrade Fortify multiple times to get a higher hit point count.


<>Your Cache<>

Name: Hand of Doom
Effect: This is your main targetter. You must click each individual enemy and use SPAWN BROODLING on it to kill it. I hope you've practiced your 1a2a3a! (although you're really only doing 1b1b1b1b :) )

Name: Unit Converter
Effect: This is the Dark Archon you get from Temple. Mind control enemy units to use them later to train as wizards/kamikazes/archers.

Names: Wizard [1], Wizard [2]
Effect: The defiler and corsair you get from Wizardry. Their Swarm and Web spells are used to cast the insta-killing life savers.

Name: Castle Door
Effect: This is your PYLON WALL. You have 27 of them, in columns of 9 and 3 rows. They have max 50 shields and 9000 hp, although you only start with 2 shields and 900 hp (that's 10%). Use Fortify to further increase this. Use Repair Wall to set it back to 900 (or whatever Fortify has done). Use Improve Wall Armor to increase its shield standing.

Please Note: Although you may repair your wall, you CANNOT restore any lost pylons! If you lost 5 pylons during the previous day and you use repair, your 22 other pylons will be fixed, but you will be down 5 pylons still. Take care of them!

Name: Tower
Effect: These Zerg Spires just outline your castle to make it look nifty. Other than that, they do NOTHING. They can be killed, but you really lose when your pylon wall dies.

Name: Upgrade (morph to finish)
Effect: Your upgrade buyer is a Hydralisk. When you are finished buying groceries for your castle, you may MORPH TO LURKER to confirm it. Once all players have morphed, the next day starts. If someone is AFK, don't worry. You only have 1 minute (60 seconds) to do your shopping before the next day automatically starts. (and the break is nice too :D)


<>Briefing<>
Honestly, no one reads these unless they are shorter than one box-size of text. I kept mine simple. You can press Start now.

<>Screenshots (finally)<>

I am about to kill a helpless barbarian before it reaches my wall. Please disregard the barbarian that is already owning my wall! :D



Finally, the day is over. I can now buy stuffs.



Oh, my. I have a lot of converted civilians I can use to train wizards, archers, and kamikazes!



The game starts out slow, but it gets faster! I am getting owned. NOTE: The corsair does 0 damage. Sorry.



I just used my DWeb spell. You see a battlecruiser/scout/guardian, but it should explode as a graphical effect.



My pylon just died. You can see a catapult there!



Gotta have my archers.



It was fun while it lasted...



Hey, if you find ANY glitches, tell me! I think I have hunted down most of them, though. Enjoy playing!

Btw, My West name is Kimaru, east is Sunkill, in case you're wondering why it says Made by Sunkill.

Attachments:
Defend Your Castle 1.1.scx
Hits: 27 Size: 234.91kb



None.

Feb 18 2010, 3:29 am ImagoDeo Post #2



Decent game. Starts off rather slow, and if you mind control too many units, you'll miss the income that killing them would've granted. Don't buy archers early on! Can't stress this enough. My first game, I screwed up and did this. A giant came along and destroyed my wall. :<_<:

Overall, pretty good. Of course, the physics of the original game are impossible to replicate in SC. One negative comment: It might be nice if your Hand of Doom could go out to the edge of the pylon wall.



None.

Feb 18 2010, 3:31 am Kimaru Post #3



Quote from ImagoDeo
Decent game. Starts off rather slow, and if you mind control too many units, you'll miss the income that killing them would've granted. Don't buy archers early on! Can't stress this enough. My first game, I screwed up and did this. A giant came along and destroyed my wall. :<_<:

Overall, pretty good. Of course, the physics of the original game are impossible to replicate in SC. One negative comment: It might be nice if your Hand of Doom could go out to the edge of the pylon wall.

I appreciate your comments. About the Hand of Doom, I also think it would be a good idea if it could go out to the edge, but not too far out. I'll fix that now.



None.

Feb 19 2010, 1:22 am specialk Post #4



been playing the crap out of this version really enjoy it

some things i ran across

Mind controlling muta behind your pylons make them become on your team instead of becoming a civilian

Gas resets to 50 after every new day which really serves no purpose besides lengthening the wait between rounds



None.

Feb 19 2010, 8:05 am Kimaru Post #5



Quote from specialk
been playing the crap out of this version really enjoy it

some things i ran across

Q: Mind controlling muta behind your pylons make them become on your team instead of becoming a civilian
A: move it in front of your pylons since it won't do any damage for you :)

Q: Gas resets to 50 after every new day which really serves no purpose besides lengthening the wait between rounds
A: that's part of the giving of devouring ones (wizards) to p9 to calculate how many wizards you have and the salaries you owe. there are different mana limits for the amount of wizards you have, so that's why it's set lower.




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