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, 2013General:- 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.