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Sunken Treasure
(Reload)
Project Hybrid - Part 1
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Filename: Project_Hybrid_1v1_0.scx
Filesize: 266.47KB

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File Information
General
Uploaded on:Dec 8 2009, 12:49 am
Uploaded by:ShadowDancer
Author:Not Given.
Downloads:172

Map-Data
Tileset:Installation
Dimension:256x256

Forces
The First Recon
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
By ShadowDancer
Computer (Zerg)
Passive (Zerg)
[268kB] v1.0
Computer (Terran)
Neutral (Protoss)
Force 4

Map-Statistics
Units:1011
Triggers:473
Locations:87
Strings:836
File Description
Project Hybrid

Overview:
Map Dimensions: 256x256
Tileset: Installation
Genre: RPG, Survival


Introduction
Project Hybrid is an RPG set in future. It's actually a first part of my map.
The idea for this map was inspired by the film "Alien" (but it was only inspiration, you fighting vs. Aliens).
I tried to incorporate atmosphere, for example, by turning off vision between players and adding sound effects.


Core Breakdown

You are given two buildings to serve as controls: A robotics facility and a gateway.

Robotics Facility:
Shuttle: Interact
Reaver: Plant C4
Observer: Detonate C4

Gateway:
Zealot: Reload
Dragoon: Medkit
Templar: Plant Mine

Footnotes
There is no level progression or anything as such. I intended it to be science fiction, not fantasy.
I tried to force players to co-operate. For example, you will have multiple chances to use C4, but with only a few charges.
There is no complicated story at the start, but as players progress, they will find notes and access computers to continue the storyline.

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[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[05:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[05:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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