Staredit Network > Forums > SC1 Map Showcase > Topic: Battle of Bedlam
Battle of Bedlam
Jan 6 2012, 5:07 am
By: MetalGear  

Jan 6 2012, 5:07 am MetalGear Post #1




HERO LIST...


Medic

Active spells
1. Healing Spirit: Creates Medics for each player anywhere on map. (Can also heal Plague and Maelstrom.)
2. Divine Protection: Makes an area in which all allied units become invincible.
3. Beam of Light: Instantly stuns and silences an enemy hero from a distance.
4. Restoration: Heals all allied units and boosts magical resistance by +100% for 5 seconds.

Passive spells
1. Calming Presence: Increases mana regeneration for allied heroes anywhere on the map.
2. Guardian Angel: Gives a 50% chance to revive Medic without losing a life.

Medic is an outstanding support hero. Her main job is to keep her team alive and efficient in battle. If you play Medic, you should team up with a damage hero because she won't deliver much damage.


Phantom Warrior

Active spells
1. Mirage: Secretly replaces your hero with a hallucinated hero. (Evades damage and spells.)
2. Conjure Images: Creates 3 weaker images (25% hero damage each) and improves first passive skill.
3. Reform: Swaps position with the position of an image (anywhere on map).
4. Phantasm: Creates images (100% damage) of allied and enemy heroes.

Passive spells
1. Image Mastery: Gives a 5% chance every 0.5 seconds to create an image for free.
2. Phantom's Swindle: Gives you 25% of enemy's total income.

If you like clever trickery, this hero is for you. He delivers good damage and has great survival skills. His only drawback is that he has no stun or chase spells.


Bombardier

Active spells
1. Bombardment: Deals splash damage around unit.
2. Exothermic Blast: Area stun and kills up to 3 spawn units.
3. Reserve Fuel Tank: Replenishes mana.
4. Mine Field: Creates a huge mine field (up to 80 mines in a 12x12 area).

Passive spells
1. Vertical Launching System: increases duration of spells.
2. Turbine Engine: Faster movement speed.

This hero is well attuned for most battle situations. Though he lacks physical damage, his explosive damage is deadly. If you play Bombardier, you must be responsive and careful not to injure your allies.


Shadowsword

Active spells
1. Dark Portal: Teleports yourself and nearby allies back to base.
2. Heroic Strike: Teleports to enemy hero, delivering a mini-stun.
3. Haunt: Invisibility.
4. Metamorphosis: Transform into a more powerful DT, dealing x2 damage.

Passive spells
1. Enchanted Blade: Each time you kill a unit, another unit will instantly die. (Gains you double XP and gold.)
2. Shadow Walk: Go invisible each time you are out of range of a unit.

Shadowsword is good for sneaking around the map unnoticed. He levels fast, delivers brutal physical damage, and is a fairly good survival hero.


Engineer

Active spells
1. Engineer's Worker: Builds an SCV that can repair and build stuff.
» Missile Turret: Gives fast mana regeneration to nearby allies.
» Supply Depot: Generates cash over time.
» Academy: Spawns marines every 60 seconds.
» Bunker: High HP defensive building. (Add marines for lane control.)
2. Barrage: Creates 3 Goliaths.
3. Radial Battery: Increases duration of spells and gives invincibility for nearby structures.
4. Demolition Gun: Creates a powerful Siege Tank.

Passive spells
1. Engineer's Journal: Reduces cooldown of spells.
2. Journal of Artful War: Increases earned XP for team.

The Engineer is every newb's best friend because not only can he be relied upon for devastating physical damage, but he is great for lane control, money & XP building, and obliterating the enemy base.


Storm

Active spells
1. Static Charge: Explosive damage in all directions (6x6 grid).
2. Voltaic Warp: Teleports all surrounding heroes to you.
3. Lively Field: Drains mana from enemies and slows them.
4. Impellent Burst: Huge area stun and kills all enemies under 1000 HP.

Passive spells
1. Fusion Shield: Gives +15 armor and extra magical resistance.
2. Galvanism: Gives you mana each time you kill.

Somewhat similar to 'Volt' from TS, all his spells are area-of-effect and is great for hunting down fleeing enemies. He delivers immense magical damage to nearby units (with scarab upgrades). Just be careful not to kill your allies.


Iron Man

Active spells
1. Defuse: Breaks down up to 5 enemy Cannons. (Spell has good range.)
2. Disruption: Disallows enemies from spell-casting.
3. Gateway: Swaps position with the position of a rival hero.
4. Relocate: Teleports to a chosen hero anywhere on the map. (Cast multiple times to choose hero.)

Passive spells
1. Anodic Link: Regenerates mana fast whenever near a building.
2. Jarring Siren: Prohibits enemy passive skills.

This guy is another great support hero. His main job is to break bases and chase low HP heroes. His drawback is that he has no damage skills.


Alchemist

Active spells
1. Alkahest's Remedy: Restores shields every 3 seconds and adds magical resistance.
2. Blade Fury: Creates up to 40 Zealots in an area. (Good for trapping.)
3. Philosopher's Stone: 6 spells in 1 depending upon amount of minerals.
» 0-499: Gain 500 gold.
» 500-999: Create 750 gold for each team member.
» 1000-1499: Improves next Blade Fury attack.
» 1500-1999: +20% mana regeneration.
» 2000-2499: Heals all allied buildings.
» 2500+: Summons a hero Ultralisk. (Very powerful and the Omen can shape-shift into it.)
4. Elixir of Life: Constantly restores shields.

Passive spells
1. Gold Transmutation: Gives extra cash for kills.
2. Auto-Remedy: Automatically restores shields each time you kill.

Alchemist is a combination of the TS 'Warrior' and 'Alchemist'. This character is great for Rambo-type players who like to think they are God. He is diverse, hard to kill, effective in battle, and with 11 spells, you can't complain!


Voodoo Witch

Active spells
1. Necromancy: Summons a Zergling.
2. Invigorate: Replenishes energy points. Can be used to cast Dark Swarm and Plague. (DS teleports you to cast location.)
3. Astral Banishment: Instantly deals 450 damage and makes an enemy hero disappear for a duration of time.
» Deals 900 damage if spell is combined with level 4.
4. Hex: Creates a critter near an enemy. Once the critter dies, the target is teleported to its corpse and loses 200 mana. The unit will be silenced for as long as the critter stays alive.

Passive spells
1. Demonology: Faster Zergling movement.
2. Crippling Pollen: Lowers magical resistance of enemies and degenerates their spell cooldowns.

If you think you've got a bit of skill, this hero can be almost unstoppable. He levels slow early game, but when he catches up, he rips down bases in seconds. His main flaw is that he struggles against high-armored units.


Admiral

Active spells
1. Trample: Kills nearby spawn units for mana.
2. Iron Core: Attracts all enemy units.
3. Torturous Rocket: Launches a fast rocket towards an enemy with a heavy stun and explosive damage.
4. Deploy: Creates a series of tanks.

Passive spells
1. Shock Absorbers: Improves first spell.
2. Active Protection System: Boosts magical resistance by +40%.

If you like to use stuns to break your enemy, play Admiral. He's quite costly in mana, but once you get enough, you have in your hands a deadly hero killer, and guess what... he can kill you from the other side of the map.


Omen

Active spells
1. Mind Manipulation: Take control of spawn units.
2. Time Travel: Teleports you back 20 seconds in time. Nearby hero units will travel back with you.
3. Barricade: Creates a wall that blocks in and blocks out enemies. Also adds +30 armor.
4. Enslave: Shape-shift into an Ultralisk.

Passive spells
1. Omen's Word: 20% chance every second to instantly kill an enemy spawn unit. (Gives you XP and gold).
2. Nature's Wrath: Gives a 40% chance your base will spawn an Ultralisk each spawn.

There is one word for this hero; epic. He takes a little time to master, but once you get good at him, he's very strong, very good at killing heroes and tears apart bases. Just keep in mind, you will get some very annoyed opponents.


Attachments:
Battle_of_Bedlam_v1.3.scx
Hits: 15 Size: 490.54kb

Post has been edited 25 time(s), last time on Jan 29 2012, 7:05 pm by MetalGear.



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Jan 9 2012, 6:24 am m.0.n.3.y Post #2



Looks great, excited to see that time warp spell.
I'll probably try it in a couple weeks once i get sc back. Gj MG



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Jan 9 2012, 7:28 am MetalGear Post #3



Thanks. I just updated map so make sure you play the latest version :)



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Jan 9 2012, 7:51 am Oh_Man Post #4

Find Me On Discord (Brood War UMS Community & Staredit Network)

What happened to Archon? :O




Jan 9 2012, 8:17 am MetalGear Post #5



Don't worry, it's still the Archon. I'm just using old picture. The Archon used to be Tassadar. But Archon has actually changed. His level 4 is now a more powerful stun and kills all units under 1000 HP.



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Jan 9 2012, 8:19 am Oh_Man Post #6

Find Me On Discord (Brood War UMS Community & Staredit Network)

Ah ok, u shuld prolly keep thread up to date.

Also I think it would be a good idea to seperate passive and active spells so people can tell which is which, thuogh I know they are all the 5 and 6s.

Good work you smashed this one out can't wait to play at next map night.




Jan 9 2012, 9:16 am MetalGear Post #7



Oh yeah well I already re-scripted the spells and now they are easier to read. And hey, when is the next map night?
Here's a video of the Omen for anyone who wants to see his Time Travel spell...
http://www.youtube.com/watch?v=oWcGrX4Ruug&feature=youtu.be



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Jan 16 2012, 10:31 pm Oh_Man Post #8

Find Me On Discord (Brood War UMS Community & Staredit Network)

Nice thread looks sex now. Next map night is... March some time? Ask Tempz.




Jan 16 2012, 10:53 pm UnholyUrine Post #9



First off, definitely want to try
Some heroes are pretty unique and interesting, and I'm interested in your mechanics for passive abilities

A few theorized problems that may arise:
1. Admiral - Tank does explosive damage, which sucks against small units (i.e. most spawns). Since his abilities are about farming... this might not get you the right effect

2. Omen - No attack is very problematic... and being able to control and therefore upgrade spawns will prove to be really difficult to balance.

3. Bombardier can spam his third spell for infinite mana? (ignore if you've implemented cooldown)

4. Teleportation mechanics that affect enemies and allies, like Dark portal, will confuse and probably frustrate a lot of players

Other than that, I'm curious to know the mechanics of "Magical damage/defense" vs. w/e the other damage/defense is.



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Jan 27 2012, 8:20 am MetalGear Post #10



Thank you. Make sure you give the latest version a go (vers 1.3)

Quote
1. Admiral - Tank does explosive damage, which sucks against small units (i.e. most spawns). Since his abilities are about farming... this might not get you the right effect

Admiral doesn't have siege mode enabled. His only explosive damage is his 3rd skill which targets heroes.

Quote
2. Omen - No attack is very problematic... and being able to control and therefore upgrade spawns will prove to be really difficult to balance.

I've had players complain about this guy, but then other players say he's overpowered. It all depends on how you play him. He actually levels reasonably well because of his first passive skill. As for killing heroes, there's a couple of useful tactics. Early game, you can easily kill with your 2nd spell because you can teleport enemy heroes back into your base where Cannons will shoot them down. If you rush your level 4, Omen in Ultralisk form deals 150% normal hero damage, and he can easily kill if you use your skills correctly.

Quote
3. Bombardier can spam his third spell for infinite mana? (ignore if you've implemented cooldown)

Most spells have cooldowns.

Quote
4. Teleportation mechanics that affect enemies and allies, like Dark portal, will confuse and probably frustrate a lot of players

The range on Dark Portal is really small, about 1.5 tiles I think.

Quote
Other than that, I'm curious to know the mechanics of "Magical damage/defense" vs. w/e the other damage/defense is.

There are 2 magical upgrade types. The 1st is scarab damage. This is only useful for certain heroes, like Bombardier or Admiral.
The 2nd type is a virtual system, "Knowledge", that upgrades all your spell durations, including stuns.
"Strength" basically reduces stun durations and other negative effects. So Strength counteracts Knowledge basically.



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Jan 27 2012, 10:37 am Oh_Man Post #11

Find Me On Discord (Brood War UMS Community & Staredit Network)

A good anti-noob system would be - once you pick your hero - delete all the upgrade buildings not associated with that heroes class.




Jan 29 2012, 9:36 am Jack Post #12

>be faceless void >mfw I have no face

Terrain still sucks, same as before it was called BoB. You need longer thinner paths with more gank lanes, and night time or restricted vision for ganking. Voodoo witch is overpowered, just get a little mana and get heaps of the attribute that increases exp and gold per kill, then you win.

HP is high and damage relatively low, which means early game kills are rare.

Ultralisk spawn mechanic is nice. Omen's (I think it's omen?) spell that increases chance of an ultra spawning is dumb, as ultras give the other team heaps of exp and gold.

Overall, heroes are a little boring to play. Little sense of danger due to high HP, spells are largely automatic. Effects are nice but that's the least important thing.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jan 29 2012, 4:46 pm Dem0n Post #13

ᕕ( ᐛ )ᕗ

The terrain seems a bit too similar to TS for my liking... Islands with bridges for bottom and high cliffs for top? :\




Feb 1 2012, 4:23 am Biophysicist Post #14



@Admiral: Tanks do Explosive damage in either mode. Evidence.

@Dark Portal: The problem pointed out was that being teleported back to base by an ally is annoying/frustrating/confusing. The range being smaller doesn't help.



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Feb 1 2012, 6:33 am UnholyUrine Post #15



Quote
@Admiral: Tanks do Explosive damage in either mode. Evidence.

@Dark Portal: The problem pointed out was that being teleported back to base by an ally is annoying/frustrating/confusing. The range being smaller doesn't help.
Thanks

Also, it's not just Dark Portal, there's also Voltaic Warp.

@Attributes
Not sure if people'd understand your attributes. Anything that doesn't become instantly understandable will just slow the game down.
Also, an attribute that increases gold and exp is liable to go outta hand and is nearly impossible to balance in PvP situations (just think of Income Defense.. there's no strategy, all you do is pump units. All reiterations of Income Defense always have the same problem).

@Some of the Passive Abilities
I would refrain from any passive abilities that affect other players.
The only time when it'd make sense is if other players know right away something is affecting them, and with SC1's limitations, it'd either be too messy or impossible.



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