Staredit Network > Forums > SC1 Map Showcase > Topic: Überena
Überena
Dec 28 2007, 3:04 am
By: Moose
Pages: < 1 2 3
 

Aug 21 2008, 5:48 pm Vi3t-X Post #41



Quote from FlyingHat
Left-right would be a welcome change. :)
This.



None.

Jan 25 2010, 4:27 am payne Post #42

:payne:

There should really be a tourney of this :)



None.

Jun 9 2013, 6:17 am Moose Post #43

We live in a society.

After playing a bit of SC:BW last weekend with some old-timers, I went ahead and did a big update on this map. Maybe it will not attract much attention or play at this point, but I do remember how big this map was in the early and mid 2000s and figured that maybe it could spur some sort of revival on the SC:BW scene, even if it never really makes it outside of Map Nights. (We did have a couple of fun 3v3s tonight.) After all, if any map I've made besides Temple Siege was ever popular, it was Überena. This huge update is at least what I feel this map deserves, even if it is too late.

A lot of this may only have meaning to the people who are familiar with the map. Those seeking general information can just look at the first post when I edit it. I did a bit of a history project tracking down the old updates and added what I could figure out of the version information to the first post. Suffice it to say that as I've aged, I've become much better at documentation and organization. Anyway, let's get into what has been done. I'm going to talk about the direction the map took and the justifications for some changes and leave that stuff out of the actual change list.

First off, there's new terrain for the arena and changes in the terrain elsewhere which are the most obvious things. The terrain is now left/right instead of top/bottom, which should leave things more balanced. The redesign of the high ground will hopefully make it used more frequently. Creep and drones have been eliminated, as nobody really Colony pushed competitively.

The map now includes both Classic (what most probably familiar) and Modern modes, selectable at the beginning. Uberena Modern, also known as the "10% Version", has spawn minerals based on score tiers and a 10% score penalty on death. It hasn't been seen since version Beta 028 and I honestly forget if I released it publicly. As of now, it seems to be in need of some numerical adjustment, but is a functional game mode nonetheless.

Much has changed since 2004 in terms of mapping, and Überena has finally received some much need polishing. String appearance and colors are now more standardized. There are notifications when using heroes and when your team uses team-related heroes such as the defense guns. The mission objectives in Classic mode FINALLY give the full mineral and hero progression, which was a pain point for many players.

Mechanics-wise, spawning and suicide have been overhauled. Vespene Gas is now a visible spawn timer. The old suicide system was a flat score penalty per unit and flat time penalty regardless of what was sacrificed, four seconds whether you sacrificed a Zergling or ten Battlecruisers. Now, triggers have been made for the individual units to do proper penalization of both time and score for the units being suicided. Simplicity has, where appropriate, taken second priority to effectiveness, even if it means making many more triggers.

Balance wise, I've addressed the Zergling problem (they were far too cheap and cost-effective) by removing their attack speed upgrade, which hopefully will increase unit diversity.

Heroes have also been updated and shifted towards more of a team feel. Some classics remain, but the Nuke has been eliminated in favor a hero which grants an entire team a two-minute period of respawning at 3x the normal rate. The 3x Invincible Infested Terrans (which could be abused by making walls) has been replaced with a special Team Heal. It sets an entire team's units to full health and energy, then full health once per second for eight seconds. The Minimind has been re-re-...-re-debugged with better move triggers that actually make sense now and hopefully will not cause problems, which was another pain point in previous versions.

Anyway, for those that are still around to play this, enjoy! VIVA LA MAP NIGHT!!




**** Version 032 -- June 08, 2013
General:
- Added Modern and Classic modes. Selection defaults to Classic in 30 seconds.
- Redid the arena terrain, left/right instead of top/bottom now.
- Mineral upgrade and hero information is shown in the mission objectives now.
- Overhauled respawn and suicide mechanics. A player's respawn time is now visible and indicated by Vespene Gas.
- New suicide mechanics. Suicide penalty is half the unit's modified killscore and a proportional penalty to spawn time.
- The following units suicide with no penalty: Dropship, Shuttle, Overlord, Observer, Medic, Heroes (Infested Kerrigan, Artanis, Jim Raynor (Marine))
- Changed player color for Brown to Tan for improved visibility.
- Moved Yggdrasill Overlords so deployment is actually near unit storage now.
- Spam-clicking the Yggdrasill Overlords out of the box will kill and replace them instead of just killing them.
- Removed Zergling attack speed.
- Removed superfluous locations that I couldn't remember the purpose of.
- Various trigger efficency improvements.
- Many string changes and polishing.
- Fixed potential exploit where Cocoons/Lurker Eggs could pass between spawns.
- Added victory triggers for when the other team leaves the game.
- Removed Citadels of Adun for players, as they were not necessary.
- Removed Geysers. Let's be honest, stack attack was a joke move.
- Removed Drones and creep from the terrain. This made Zerg Evolution Chambers superfluous, and they were also removed.
- Added Map Revealers to the spawn storage area.
- Disabled Infestation ability on Queens.
- Victory triggers now activate when the last player on the opposing team leaves the game.

Heroes:
- Removed Nuke, replaced with 3x Respawn Rate (Team, 120s).
- Mineral bonus now goes to a maximum +7000 instead of +5000.
- Added text message when using mineral bonus, includes warning not to cancel a build.
- Added text message and minimap ping for Infested Kerrigan purchase.
- Added text message and minimap ping for Übartanis / Raynor purchase.
- Added text message and minimap ping when buying second Comsat. Also added warning and DT move when trying to buy it multiple times.
- Minimind HP changed from 3600 to 5000.
- Improved handling of Minimind placement and Overmind replacement when the Minimind is destroyed.
- Fixed bug for buying Minimind with second team when it already had one.
- Added text message and minmap ping for both teams when either team buys Minimind.
- Fixed bug where second team could activate defense guns while they were already active (thereby losing time) or prevent first team from using them.
- Added text message and minimap ping when Defense Guns are activated, only for the team using them. Another text message notifies the team when the time runs out.
- Removed 3x Invincible IT hero, replaced with Team Heal once per second for eight seconds, 100% energy refill once.

Post has been edited 2 time(s), last time on Jun 9 2013, 6:34 am by Mini Moose 2707.




Jun 10 2013, 2:18 pm l)ark_ssj9kevin Post #44

Just here for the activity... well not really

- Scourges have an relatively slow build time, so often I unload before they spawn, and it wastes a turn.
- Possibly related: I reported last night of being unable to unload the fbat to cancel spawn. Nothing happened when I unloaded the fbat.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jun 10 2013, 2:58 pm Moose Post #45

We live in a society.

Quote from l)ark_ssj9kevin
- Scourges have an relatively slow build time, so often I unload before they spawn, and it wastes a turn.
Found the problem. The triggers do move eggs out from the spawn area, but the problem is that they didn't move eggs to the spawn area in the first place. This has been corrected for the next version.

Quote from l)ark_ssj9kevin
- Possibly related: I reported last night of being unable to unload the fbat to cancel spawn. Nothing happened when I unloaded the fbat.
Thank you for the note from last night. It probably has something to do with the combination of players in the game and thus the building placement. I will try to have this debugged for the next version.




Jun 18 2013, 3:47 am Moose Post #46

We live in a society.

After some testing, bugs were found in Version 032, as expected. Perhaps the worst was the right team's inability to cancel builds. Version 033 fixes them and tightens up some other things as well.

As far as balance and units go, Dark Archons are a bit less powerful now, as Feedback was extremely cheap in comparison to all other spells and Maelstrom was the cheapest stun in the game. Consume is no longer as cost-effective for getting a lot of energy quickly as the 20 energy cost that disappeared in Version 032 has been restored. SCVs and thus repair cheese has been removed, though I was not happy about the loss of legitimate use of Missile Turrets in pushing. Lastly, if players are using Reavers and/or Carriers, then they need no longer sit to build scarabs and interceptors before deploying.

The numbers in Modern mode have been adjusted and it is much more playable. Gameplay of Version 032 showed that it was rather difficult to climb the tier ladder to higher mineral amounts, so those amounts have been generally decreased across the board. I stopped being lazy and put all the tier minimum scores in the mission objectives instead of just saying the tiers are shown at respawn, which they still are. Grab some friends and try out the alternate mode! I had a fun 2v2 in Modern with mine tonight.

Download is, of course, available in the DLDB. The map has come a long way since where I left it in Version 031 and a very long way since almost ten years ago when it was started. I'm very happy with where it is right now.




**** Version 033 -- June 17, 2013
- Eggs are now moved to the pre-spawn area while still under construction, so unloading before Scourge finish building will not waste a turn.
- Adjusted terrain near Overminds so Tanks cannot hit them from the south or north over the walls.
- Adjusted deploy locations to have deployment be slightly more outward. (1 tile)
- Usual minor changes to strings.
- Fixed build cancel for the right team.
- Removed SCV and Command Center to eliminate instant repair cheese. Engineering Bays removed as Turrets can no longer be built.
- Increased Feedback cost from 15 to 25.
- Increased Maelstrom cost from 25 to 45.
- Increased Lockdown cost from 40 to 45.
- Increased Stasis Field cost from 140 to 175.
- Carriers and Reavers are now set to full hangars in the pre-spawn area.
- TinyMap2 was setting Consume's energy cost to 0, it has been restored to the proper 20 energy as per Version 031.
- Adjusted the mineral tiers in Modern mode to make progression faster. The mineral tier minimums are now given in the mission objectives. Heroes are given at 10k total points, 30k after that, then every 50k after that. Fixed how the 50k total point hero award only subtracted 20k.
- Fixed initial unit placement by Bunkers that would cause some players to start off with a build cancel message if a sufficient number of players were in the game. (Also fixed by the next item.)
- Players can no longer deploy or cancel before a game mode is selected.
- Added a safety, deploying without building units is considered a canceled build. No points will be deducted in Modern mode.
- Broodlings added into the suicide triggers. They suicide for free.




Another quick bugfix:

**** Version 033B -- June 24, 2013
- Fixed bug related to Minimind death when certain players leave the game.

Post has been edited 4 time(s), last time on Jun 24 2013, 11:43 pm by Mini Moose 2707.




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