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~Town Wars Nightfall 1.8
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Filename: TownWars1.8D.scx
Filesize: 221.25KB

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File Information
General
Uploaded on:Jan 28 2009, 12:20 am
Uploaded by:Basteille
Author:|4143|
Downloads:193

Map-Data
Tileset:Jungle
Dimension:256x256

Forces
Maple City
Human (Zerg)
Human (Zerg)
Human (Zerg)
Leaf Ville
Human (Zerg)
Human (Zerg)
Human (Zerg)
Skyspy7 + Mynxenoa [v.Final]
Computer (Zerg)
Computer (Terran)


Map-Statistics
Units:428
Triggers:137
Locations:74
Strings:869
File Description
The Image to the right is outdated.
By Lyoko367 (SEN) Skyspy7(SC) <- Both me ^-^

Welcome to (Link->)Town Wars Nightfall 1.7(<-Link)

Note: This uses a Death Counter system, and Hypertriggers.

Features: Mercenary system, donations, advanced units, scout beacons, elite units, artillery, leaderboards, etc.

Leaderboard System: With these you get to figure out what your opponents are up to, and figure out how much gas they've gotten from kills as of late. These leaderboards also give away how much money they have, and how many units they have fighting on the fields. There's also a unique population system which can give you many extra bonuses if you have a high population, 1 being that for every 10 civilians you get, you recieve a machine gun post spawner. Which is replaced by a templar, be fooled not by the mercenary buy trigger.

Mercenary system: Welcome to the newest mercenary system. This system is deseigned so that you can make units with little money, these units have been made to substitute lower cash towns or highly advanced developers. These units can be used for simple missions such as scouting and fighting. Defence and offence, etc. Being that the other town may use mercenaries too, it becomes 50%-50% odds of winning depending upon who's doing the defence for your base and how good of a job they're doing. With mercenaries if you have a large sum of money, don't flounce around with Iglooian hunters, try taking a better approach. Make a nice force of 'epic' war cruisers and cannons to force the enemy line so they can't retaliate. Using mercenaries can reduce some stats from regular units. But these units have unique abilities for each one. For instance, scouts are fast and nimble. Hunters are sly and stealth, and can use this to disable some enemy units. Others are pure brawn. Cruisers and cannons can dismantle the enemies military capabilities and render them defenceless as you burn their town to the ground. NOTE: The mercenary contol panel contains MORE than just mercenaries.

Doodad system: Doodads are based on a highly secret 'safe' of ideas from my guild, public tests, and awesome private beta tests. Being that the terrain in this map alone is not going to cut it for a war. Without doodads the map would have meaningless hills and islands. But now this map is so drugged with triggers, that we NEED some doodads to balance powerful factions. For instance, a fast and quickly assassinating scout could try to annihalate your loan assault trooper. But why not hide behind a tree, stim-pack, and basically blow the scout to smitherenes? Also, doodads can form elabourate systems such as bridges to the islands. These islands can be used as a metaphorical gateway to a sneak attack on the other town. Whether you want to wallow in the mud and across the bridges for a bloody amphibious assault, or hunt through the forests for a grusome battle of wits, these doodads can work with, or against you.

Transformation system: There are now more transformation triggers than ever! These transformation triggers can be used in many ways. Such as making a stationary artillery to keep the small marine massers out. Or just create a stationary defence for those mercenary strike forces. These transformation triggers can turn the tide of a battle, and even the game!
Transformation triggers include:

Commande centre: Bank
Supply depot: 1 assault troop 3 gunmen.
Robotics facility: Artillery.
Shield battery: 1 anti-tank mech and 3 lancers.
Missile turret: Automatic defence.
Citadel of Adun: 1 elite dragoon and 3 elite combat lancers.

Special unit system: These units are very good, and very specific to whom they use. If you capture another town, these units do NOT turn into your special, y'here me? These are 2 distinct special units for now. These units are Maplian fighters, and leaflite destroyers. Fighters are obviously wraiths, and leaflite destroyers are nice goliaths. Though these units are very uncommonly used in the beta tests and public tests, the other faction in a 1 on 1 beta test knocked out my mercenary army and slaughtered half of my base with his band of 1000 destroyers. When I made my special unit it was obviously the best counter I made. So special units save lives. Special units do NOT constitute protection for every situation. Got it? An army of cloaked wraiths can take out an 'epic battle cruiser, but an army of cannons and 'epic' battle cruisers can take out an army of goliaths. And wraiths too with detectors.

The information above proves balance. Once you get into the game you'll notice many extra features. Such as oil wells and scout beacons. So try it out. Be a pro. ^_^

Original by Kamikaze.kow (v1)
Nightfall by Skyspy7(My SC name) 1.69
MM-Guild.net

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Comments
Basteille wrote on Apr 27 2009, 1:04 am:
Building banks and then fighting isn't really what happens. I played it many times. Balanced with beta testers and public tests, few problems. The terrain I'm not absolutely proud of, so my feel of the game is opposite yours.

Meatwad1355 wrote on Apr 26 2009, 8:42 pm:
Good Idea of map, but very unbalanced, the units are just too strong and you end up fighting very slow paced and not going anywhere. Main Problem is that it doesnt have the original feel of Town Wars, Its too complex without any meaning, In the begining you dont have to balance Defence and making banks, you just mass banks and then fight.. I would sugjest takin it back to the basics, Very nice terrain though

Basteille wrote on Apr 4 2009, 1:16 am:
This is the last update to this map, any further versions will include more features, such as the ability to place custom mercenary post spawners, and the ability to use placeable machine gun posts and not use a templar for your m-gunner. So enjoy the map for now, I'm just gonna update it to the latest version.

Basteille wrote on Apr 4 2009, 1:16 am:
This is the last update to this map, any further versions will include more features, such as the ability to place custom mercenary post spawners, and the ability to use placeable machine gun posts and not use a templar for your m-gunner. So enjoy the map for now, I'm just gonna update it to the latest version.

Basteille wrote on Mar 31 2009, 9:44 pm:
Note: The latest update to this map was based on pricing, lowering hero ling stats so they're on a basis of scout and not bs massing warriors. I also tended to the cannon bug, because the location for the cannon was the wrong size. It wasn't the shape I needed it to be so I changed it a bit to form a basic ring around the area that the cannon is going to be created so that the scv will need to move out of the area for the cannon to build. I still can't get the auto-power thing to work so you still have a small probe. Also note: Advanced units can be manufactured by usage of a shield battery or citadel of adun. And for those who like WWII maps, Protoss robotics facilities make seiged tanks.

Basteille wrote on Mar 31 2009, 9:44 pm:
Note: The latest update to this map was based on pricing, lowering hero ling stats so they're on a basis of scout and not bs massing warriors. I also tended to the cannon bug, because the location for the cannon was the wrong size. It wasn't the shape I needed it to be so I changed it a bit to form a basic ring around the area that the cannon is going to be created so that the scv will need to move out of the area for the cannon to build. I still can't get the auto-power thing to work so you still have a small probe. Also note: Advanced units can be manufactured by usage of a shield battery or citadel of adun. And for those who like WWII maps, Protoss robotics facilities make seiged tanks.

XxKanin wrote on Mar 24 2009, 12:05 am:
is this thing being updated? it says file does not exist.

Arvendragon wrote on Mar 23 2009, 11:55 pm:
ty

Basteille wrote on Mar 20 2009, 6:29 pm:
Minerals once you have more banks, come in with a small pause rather than immediate, because the Hypertriggers done by Mynxenoa had a flaw, he used a comment for them 'Hypertriggers'. Meaning that there was one less wait trigger. That mistake haunts him to this day, and I won't shut up about it to him. So I'm updating hypers in a few minutes, please expect this new version to be 1.7.

Arvendragon wrote on Feb 22 2009, 3:13 pm:
The banks don't give minerals evenly. I had 17 banks, but income was like +5 a sec.

Basteille wrote on Feb 20 2009, 9:51 pm:
I fixed the spawning problem many people complained about with the elite fighters and I also updated parts of this map to make more pleasurable terrain.

Basteille wrote on Feb 9 2009, 11:40 pm:
A little update: Rogues have been updatedeered.

Basteille wrote on Jan 31 2009, 10:02 pm:
Extra Note: I know about the trigger for replacement turret-auto-defence is buggy and it requires a pylon. But 75 minerals for a faulty trigger or 300 mins for a sure thing with the probe.. so..

Basteille wrote on Jan 28 2009, 2:40 am:
This is one of my maps that I made over the course of around a week and a half, not the best feat of engineering, but it's nice in my mind. Other people may have opinions that this map is terrible, I will accept criticism and what has been thrown at me already I will take into consideration if I hear things more than once. Such as the Turret - Automatic Defence trigger. Which will get me 8 more angry e-mails and 114 more meaningless whispers from 114 random strangers.

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