over 300 hours on this map so far, hence why I'd prefer you called it "vLanth" rather than "vQueen".
Hi Lanth,
Thanks for taking time replying my message.
For your update,
1.) I have renamed the map as "Desert Strike vLanth (3Zu)" for
1.1) you deserve the 300++ hrs credits.
1.2) If not mistaken, this should be the 1st DS map with all the open space. The map does not required addition gas to attain more space. This is space management. Great concept!
2.) By adopting space management concept, "Desert Strike vLanth (3Zu)" start with 40k ore for money management concept. Terran special set to 10K, Zerg special set to 15K and 20K for mind control. Special will only be available after 10 mintues.
3,) Same as item 2, "Desert Strike vLanth (3Zu)" start with 3 races for unit management concept.
4.) To overcome map max problem, special trigger by unit instead of building.
5.) This map is design for 2 players (1 v 1) for the purpose to let the players understand combination of 3 races. If any player did not understood 3 races, then he / she should not go into 2 v 2 or 3 v 3 (wasting of our time). A lot of players took special as granted. They rely on special to win the game. However, they would not find special is very helpful in this map (this is another intension).
PS1: Item 2, 3, 4 and 5 does not mean for promoting "Desert Strike vLanth (3Zu)" in your form, only for sharing concept and ideal. I did not post this map in any website, just play in battle net.
PS2: Giving all the space (limit to 1 player spacing), money and unit, see how the player win the game.
PS3: Observation: Most player wait for the 10 minutes to strike for the 10K special, few go for 20K. Can you believe this! The result is obvious!!! Conclusion: Above 80% of the player took Special as the key to win the game and not focus on units. If the finding was convincing, then why spending so much time seeking for units balance, players just do not care, they only care for special. Interesting though.
Area that need improvement in Desert Strike Night Fixed 2.15
1.) Hanging or Drop at the very beginning of game whenever scout (mineral selection) showed up still happened. Even with the mission briefing being removed. Map size or network speed should not be the problem as Desert Strike Night II did not have this problem during my play. Lost angle has put trigger to activate network latency to low at the beginning of game, not too sure this trigger help to prevent game drop.
2.) Number of Carrier hanging in the field without interceptors (doing nothing, waiting to be killed). If not mistaken, old version of DS vQueen move the carrier toward enemy whenever interceptors was "finished". May be, carriers that without interceptors could move toward enemy and "boom" itself to create damage to enemy air units as alternative. Or interceptors could be re-fill. If refilling interceptor, then better put a limit to carrier as too many carrier will crash the starcraft game.
3.) Map max problem, I am thinking whether the spawning system could be like this
3.1) For case: building P1 + building P5 + enemy in the field > map limit (1650), then spawning will be building P1 / 2 + building P5 / 2.
3.2) For case: building P1 / 2 + building P5 / 2 + enemy in the field > map limit (1650), then spawning will be building P1 / 3 + building P5 / 3.
3.3) For case... Then...
4.) Spell or special that will increase damage or armour of unit/units in the field for certain duration. This action will slow down the map max.
Knowing that a lot of DS night player has modifying this map, wish that their observation / concept could be share across with others in this forum for a better new version being released in coming day.
None.