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Filename: Storm the Fort 2010 v17.scx
Filesize: 111.89KB
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Feb 21 2010, 1:09 am |
Dabbu |
Not Given. |
207 |
Human () | Human () | Human () | Human () | Human () | Human () | Computer (Zerg) | Computer (Zerg) |
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This version is the follow up to "Storm The Fort AS v23". It has new features, fixed some glitches and L/R Equality & Symmetry balances.
Please note that Lefty troops usually take the middle first at the start of the game, so they are the easier team to start with. (this happens because of the way the Vultures meet up in the middle)
v16/17 - There was a small chance a player could keep an SCV controlled if exited when building a refinery and the SCV is over a specific part of the terrain. - In rare cases some incomplete player buildings would change ownership, as if completed. This happened when 2 team mates built the same type of building at the same time and the left most building paused construction. The player would then not be able to resume construction. This team mate dependency glitch is now fixed. - To be safe always finish Your Towers and Supply Depots if you will cluster them. Academies and Bunkers should work fine even when left unfinished and clustered. ----- v14/15 - fixed stuff that didn't work. ----- v11/12 - improved the shuttle menu. The Dark Templar units used in path selection should stay in proper visual order now. The Ghost button used to request reinforcements now gives players a hint as to when the next reinforcements will be available via it's health/wireframe. - If you accidentally get in an SCV and there is a civilian still nearby, exit right away and the civilian will go back inside the SCV. - Improved how the base sends tanks to the middle. - Sometimes a UFO will appear on the map. If you are near it you will hear a sound effect. That's all. - Changed the text messages a little bit. Players will receive a notification if they were the one who killed another hero unit. - Some terrain and trigger changes.
----- v10: Players can choose their race for the purpose of the hud and music. Removed hero death counts from the score board and death messages.
----- v08: Players keep more score from kills. It used to be 50/50 split with the shared combat fund, now it's 60/40.
Death penalties (for income) are not as severe. The first and last deaths don't count. So for example if you have a 3 person team, and one player dies completely, you and your ally will make 12 minerals per income, not just 10. If that person dies once and leaves the game or drops, you and your ally will make 15.
A team with 1 refinery produces gas income a little faster. The Fort then also produces troops marginally faster. A team with 3|4 refineries produces gas income faster overall, but not quite 3|4 times faster.
Minor changes to the Marine Hero and Firebat Hero damage (base damage upped).
With these changes the map is more balanced out and even though the winning team has an advantage, the losing team could make a comeback. -----
Shuttle Menu: This replaces the old path selection method. It's good to hotkey this one. With this menu you can control the Academy attack paths easily without wasting time. You can also use it to request reinforcements at the cost of 10 minerals. If you are surrounded by enemies the base still automatically sends reinforcements like before. (sometimes it can mess up the visual order of the DarkTemplars, but if you keep unloading them it will work itself out and should stay fixed)
Supply Depots can be built, they add a bonus for Academies and Refineries within 5 squares. Academies: +1 Rifle Grunt Refineries: +25% production. It works well to build one Supply Depot and many Academies around it.
Academies for the Lefties will select right to left during spawn (per player), so those Acadamies closer to the right will spawn first. Academies for the Rightonians will spawn troops on the top left corner of the building, not the bottom right. This should make troops spawning for either side virtually identical.
3rd party script that auto-builds scarabs: Try (CTRL+F10) it should disable scarabs auto building.
When you are in a vehicle, and it dies, you take some damage! (125 spider mine damage)
The map now has 2 small areas with water at the north and south. These are warp spots you can use at the cost of 5 minerals, you enter them like you would use vehicles. Can be very handy if you need to run for your life!
Fort Dropship menus (use with the beacon above upgrades beacon): Hire Minions are bought from a dropship menu. Terran heroes can buy medics and ghosts separately. (I plan to add more units for the other races) Another dropship is for the Fort Research items. -SCV +25% mineral harvesting -Marine range upgrade. You pay for the research in quarters, so you can share the cost between your team members. (4 x 50 minerals, seconds)
Refineries always have a photon cannon underneath them. It does 120 damage, so be careful. They are also on "high ground" so ranged units do miss often. They have 90 armor. The map spawns 1 tank randomly for one of the 2 refineries at the start of the game.
If you use Windows: Pressing the [~] (tilde) key will center your view on your heroes location (or vehicle) and ping where your allies are located. Only you see the pings. Special thanks to Morph(U)
The Zealot and Dragoon have shields that work like the Archon minion do. So it makes a difference when you're in a swarm of guys. It also lets them reduce a lot more damage as it combines with the armor. I hope it is not overpowering now, but as I play the map more I will try to balance it out.
Enjoy.
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