)) Mercury, v0.95 open beta
Post #1
Gigins
Mar 3 2010, 11:27 pm
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)) Mercury
A comeback map for me. This is merge of my coolest maps. It has city scape terrain from GTA classic, Zombie systems from BrainBread and Unit groups from my CTF maps. Altogether it happens to be pretty fun map of mine. Now about the map itself. Citizens of space town Mercury have been becoming evil zombies. You as a mercenary decide that this is your lucky day and offer your services to Mercury citizens. Soon you find yourself in a zombie killing rage and you begin to like your newest job. )) Specifications )) Players 1-6 players )) Tileset Space )) Map size 128x128 59.6Kb, thanks to tinymap. )) Features )) Terrain Cool space town. Space seems to be better than badlands when it comes to town scape. Not much of an extended terrain, bet pretty good looking anyway. )) Zombies As should be, zombies spawn where they need to spawn. Map is divided into several zones with a zombie limit in each. When a zone has less zombies than it's limit, the system shoots zombies there and so on. The zombie limit is based on the player count in game. More players, MOAR zombies! )) Unit groups As it turns out even more successful, I tend to use unit groups in this map. It's always better to have a crew than running around with just 1 marine. )) Inventory Everyone's favorite transport inventory/power up system. Hey you can restore health and recall some additional units, cool! )) Difficulty Countdown timer runs out, difficulty increases. Faster stronger zombies spawn each round. 6 difficulty levels. Last one is a loose, so hurry up. )) Details Unit groups available: )) Alien bot
Power ups available:
)) Screenshots ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() )) Team )) Operating the Draft
Super thanks to everyone who helped! )) Changelog )) Mercury v0.90-v0.93 Closed beta version )) Mercury v0.94 Open beta release )) Mercury v0.95 Fixed player 2-6 info unit bug Fixed disabled infantry armor upgrades since Farty fixed tinymap2 Mercury v095.scx (59.92 kb) -- 45 hits This post was edited 2 times, last edit by Gigins: Mar 15 2010, 12:49 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2
UnholyUrine
Mar 4 2010, 2:01 am
Post #6
Ahli
Mar 5 2010, 3:18 pm
Post #8
HCM™ImagoDeo
Mar 8 2010, 2:39 am
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[************] Don't feed the mage.
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Ok, me and my friends have some testing results for ya.
Two replays. In the first one, it's demonstrated that you can move the info scourge. In the second one, it's demonstrated that turtling and farming does NOT work. We screwed ourselves so badly - well, just watch it. It's actually a little humorous. EDIT: Apparently UMS replays don't work. See below. This post was edited 1 time, last edit by ImagoDeo: Mar 8 2010, 7:22 pm. Reason given: stupid replays... ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #10
HCM™ImagoDeo
Mar 8 2010, 7:26 pm
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[************] Don't feed the mage.
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All players besides player 1 can move their scourges and it fails to have any effect at all. I did find a good place to farm: the structure that can be climbed upon on the west side of the map with the incredibly active zombie spawn nearby. That is, it's an excellent place to farm UNTIL the second to last difficulty setting. The Slime Mutants are... well, I don't want to say OP... but you might want to consider nerfing them a touch. Imho. I did manage to get almost 14,000 kills before we got pasted by the mutants... ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #12
HCM™ImagoDeo
Mar 8 2010, 8:26 pm
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[************] Don't feed the mage.
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Yeah, we realized that after the slime mutants overran the landing zone. Next time maybe we'll try to be smarter about it.
Oh, I just remembered - the Creeps are rather nasty. As it is, they can shred a sniper in two hits and medics can't do anything about it. Could you demote their damage to 15 or 16 instead of 18? Imo, that'd be more balanced - with no medic on hand, the sniper will die in two shots, and with a medic there healing it'll take three shots. If you have a good reason for making the creeps as powerful as they are, I'd love to hear it, though. I'm a logical person. ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #14
HCM™ImagoDeo
Mar 9 2010, 6:38 pm
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[************] Don't feed the mage.
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Upgrading infantry armor is disabled. EDIT: Finished single player in just under an hour. Earned 'Money Really Matters;' 'Low Casualties;' and 'Top Zombie Killer.' (Duh.) Excellent game. I look forward to any SC2 stuff that you pump out! This post was edited 2 times, last edit by ImagoDeo: Mar 9 2010, 10:58 pm. ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #16
HCM™ImagoDeo
Mar 10 2010, 4:54 pm
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[************] Don't feed the mage.
|
I didn't think you could have been talking about upgrading vehicle armor, though that did help a tad... getting the SCV at the crossroads mission is nice - if you keep it alive, you gain a significant advantage. ![]() ![]() ![]() ![]() ![]() ![]() "We live, as we dream - alone..."
-Marlow, Heart of Darkness |
Post #17 Oo.DaMeiN.oO Mar 10 2010, 7:10 pm
Post #20 SelfPossessed Mar 15 2010, 12:46 am
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1. Respawn Rate
I suggest a reduction in the spawn rate at the west side. There's this one spot where units spawn at an absurd rate, and it's right in the middle of the path between two major objective points. I suspect it has to do with how locations center on units. I went all vehicles (2 hero Tanks, 3 normal Tanks, 3 Goliaths, SCV, and Kerrigan). Despite 1 shotting everything and taking 0.5 damage from enemy units, I was locked down in place, sloooowly inching forward with 2-3 units at a time. Infantry is so much easier, but I wanted to beat it with vehicles. 2. Zombie Wave Suggestions. Maybe add a wave of Infested Terrans. It's small and sorta melee-ish, which fits the zombie theme. Drones could work as well. If you don't mind giving players a Comstat to hotkey, you could also have DT spawns. The energy refill option in the Shuttle could work with it. It would force players to pay attention more. 3. Protoss Are the Protoss units worth getting? They're the only ones who can't get extra units that share their upgrades. Infantry users can recall the Fbat/Marine/Ghost/Medic troops. Ups are shared by Kerri. Medics auto heal. Ghosts are stupidly strong with crazy range. Metal users can build 3 Tanks and 3 Goliaths with the free SCV (which makes starting with the SCV weaker). SCV repairs quickly and for free. Protoss...gets nothing. Shield natural regen speed can't compare to Medic heal or SCV repair either. Perhaps have Tesla troopers benefit a tiny bit from Protoss upgrades, like having 5 or so shield points and +1 per weapon upgrade. Or maybe allow for a shield battery to be built, like a Protoss equivalent of a Bunker. I'd love to see a Dark Archon with maelstrom thrown in somehow. 4. Extra SCV Since you get a free SCV, what's the real benefit of starting with the SCV squad? If you watch it religiously, I suppose you can repair the Bunker twice as fast for the later spawns since the Bunker goes down so quickly. It just doesn't feel like it's enough though. I'd suggest giving a player special buildable unit if they command two SCVs. Since you didn't add in Vultures (why?), you could possibly use them here. 5. Mines Mines aren't that useful. They're inexpensive, but they die long before you can use them against the units that matter (Hydralisk and Ultralisk). They also splash themselves, nullifying a lot of damage. For the same price, one cast of Battlecruiser deals more damage than 3 casts of Mines (Battlecruiser is normal attack, Mines are explosive). Even if every Mine goes off, the Battlecruiser does more damage. Buff Mines somehow. Maybe in damage, definitely in defense (invincible, 255 armor with low HP, etc). 6. Ramps Vehicles can't make it up the "/" stairs. Unless you intentionally want vehicles to be unable to walk up them, I'd recommend that you change the stairs into a "\" shape. 7. Limiting Reinforcements By the time upgrades get expensive, you can easily fill the map (especially the high ground) with reinforcements. It becomes too easy (Ghosts are insane and counter everything, even Hydras if you place them in the center of high ground and block the ramp with the Medic). I'd recommend a cap on the maximum number of reinforcements to encourage special ability usage. This post was edited 7 times, last edit by SelfPossessed: Mar 15 2010, 8:48 am. ![]() ![]() ![]() ![]() ![]() ![]() |
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