Staredit Network > Starcraft I Database > File: Sorcerers II

Sunken Treasure
Sorcerers II
Filename: Sorcerers II.scx
Filesize: 380.95KB


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File Information
Uploaded on:Nov 25 2019, 7:16 pm
Uploaded by:TheSophomancer



File Description
-:- Map Description: -:-

Inspired by Choke Defense and other similar maps, Sorcerers II is a competitive strategy defense map where the goal is for each team to defeat large waves on enemies by intelligently utilizing small forces of randomized units, spells and the environment. The twist of this map is that each player chooses a hero unit, which influences the selection of random units the player receives before each round as well as the type of spells and spellcasters available to them.

-:- Map Features: -:-

-:- Competitive strategy defense map with polished aesthetics.
-:- Gameplay heavily based upon spellcasting and elements such as earth, wind, fire and water.
-:- Playable as 3v3, 2v2, 1v1 or single-player.
-:- Wide variety of randomized units and spells to defeat enemies.
-:- EUDs utilized to modify unit properties, attack animations and spell selections.
-:- 33+ challenging levels of enemies to defeat, including 8+ boss rounds.
-:- There's a sorcerer image on the map. That's pretty cool.

-:- Version Information: -:-

This map is currently in the beta stage. I have thoroughly tested this map by myself as much as possible and am now in the process of testing the map with other human players online. The goal of the next phase of beta testing will be to identify and resolve any multiplayer bugs as well as receive input regarding map difficulty, unit balance, aesthetics and general features. Map features, balance and levels may be modified based upon online testing and feedback. After the next round of beta testing and map tweaking is complete, I will upload the final version to replace this current version. Please contact me through Starcraft (TheSophomancer) or in the comments section below with any bug reports or suggestions.

-:- Tools and Resources Used: -:-

-:- SCMDraft 2
-:- EUD Editor 2
-:- Playlists of doom/stoner/sludge metal

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No comments yet.
[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
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 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
[2020-3-31. : 5:10 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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