Staredit Network > Forums > SC1 Map Showcase > Topic: (2)Snow Defense alpha C (paused)
(2)Snow Defense alpha C (paused)
Mar 25 2010, 9:53 pm
By: Adeon  

Mar 25 2010, 9:53 pm Adeon Post #1



(2)Snow Defense alpha C



► General
A snowy wasteland, a valley and many enemies rushing through your forces. In this cooperative multiplayer game, your goal is to build your defense against wave units.
  • Human players: 2
  • Game type: defense
  • Game length: approx. 25 minutes (so far)

► Screenshots



► Video


► More information
  • As title says, this map is on alpha stage. Many changes may ocurr and many waves are yet to be setup. Currently, there are 15 completed waves.
  • This game is intended to be played with two players. It will be extremely hard (if not impossible) to survive playing only by yourself.
  • Both players share the same amount of lives (30). For each unit leaked you lose one, and once you run out of them, both players are defeated.
  • There are many transmissions that may give you important tips (such as predicting what comes next).
  • You receive minerals for killing enemies and extra minerals plus gas in the end of each round.
  • It is not possible to land buildings nor place units into the valley (buildings are diverted and ground units are killed in this case).
  • Alpha/beta versions of the map are protected. However, final version won't have any protection.

- Production paused -

Attachments:
(2)Snow Defense alpha Cp.scx
Hits: 10 Size: 104.79kb

Post has been edited 8 time(s), last time on May 22 2010, 4:04 pm by adeon.



None.

Mar 26 2010, 5:02 pm UnholyUrine Post #2



I'm personally not really interested in UMS that aren't too detached from melee..
Terran D XYZ is probably most akin to this.
Besides.. the best unit will inevitably be tanks... so no contest....

Question, can we land units into the valley? If so, can't we just wall..? If not.. aren't tanks the best answer?
Are there any air?



None.

Mar 26 2010, 5:47 pm Adeon Post #3



Quote from UnholyUrine
Question, can we land units into the valley?
No, you can't, otherwise enemies could get stuck and so would the whole game.

Quote from UnholyUrine
Are there any air?
Not yet, but of course I'm going to put air units. Remember, this map is brand new and it's on ALPHA.

I want to keep everything balanced. If I ever notice the tendency of using only a bunch of tanks, I'll do what's necessary to obligate the players to use different strategies.



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Mar 26 2010, 7:26 pm Excalibur Post #4

The sword and the faith

If nothing else, your terrain looks nice at least. Good luck.




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Mar 26 2010, 7:40 pm Adeon Post #5



Feels like everyone's having lack of interest. Is anything wrong?



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Mar 26 2010, 7:42 pm ImagoDeo Post #6



No, but things generally move slowly around here and projects like yours (no offense) don't mean much compared to some of the things that have been created by members here.

Also, you're new, and that doesn't help much.

Welcome anyway.



None.

Mar 26 2010, 8:38 pm Adeon Post #7



I see. I thought this forum would be more responsive at least. Then I'll just post the final release here once I finish the map.

Thanks for the welcome.



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Mar 26 2010, 9:02 pm fat_flying_pigs Post #8



Allow units to be in the valley, and just order wave units on suicide mission (ai script) to the destination. Create a location covering all medium and high ground and all air and preserve invincibility for units there. Disable invincibility for ground units on low grounds (your path way). This way firebats and medics + mines? can fight, but won't be able to wall.

Seems like a pretty straight forward TD map. Looks good so far. Good luck.



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Mar 26 2010, 10:21 pm XGenesis Post #9



Finally a map that doesn't have a straight path + silly square art. :bleh: I'm looking forward to the final release...



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Apr 2 2010, 1:39 pm Adeon Post #10



Quick update. New version available in main post.
Don't mind the last wave - it's problematic.
I remade some things such as locations and terrain, that's why it's now possible to move buildings across the valley and even land 'em into it. Of course, it's temporary.

Quote from fat_flying_pigs
Allow units to be in the valley, and just order wave units on suicide mission (ai script) to the destination. Create a location covering all medium and high ground and all air and preserve invincibility for units there. Disable invincibility for ground units on low grounds (your path way). This way firebats and medics + mines? can fight, but won't be able to wall.
Hmm... I don't think it's a good idea. I can imagine both players sticking an enourmous amount of marines in front of the spawn area, blocking the path for the waves or even glitching their spawn, which could result in the next waves not being engaged. But thanks for your suggestion.

See you forum :rolleyes:

Post has been edited 2 time(s), last time on Apr 6 2010, 6:31 pm by adeon.



None.

Apr 11 2010, 10:56 pm Adeon Post #11



Another update. Major changes were made and tested with at least 6 different people (I don't remember the exact number) and everything looks to be stable.



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Apr 12 2010, 12:35 am DavidJCobb Post #12



There's a way to stop buildings from landing in the valley while still allowing them to fly over it. When I get the time, I can post some walkable but non-buildable terrain for the Ice tileset in the Terrain forum. The Zerg units (and others) can walk on it, but buildings cannot be built or landed on it.

If you're interested, PM me so I have a reminder.



None.

Apr 12 2010, 8:25 pm DavidJCobb Post #13



@adeon: Here ya go.



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Apr 15 2010, 12:37 pm New-Guy Post #14



Are the only minerals and gas you get in this map from kills/new waves?
Is there no way to mine, even if only a little bit?



None.

Apr 15 2010, 3:50 pm Adeon Post #15



Quote from New-Guy
Are the only minerals and gas you get in this map from kills/new waves?
Is there no way to mine, even if only a little bit?
Hello.
The only way of getting minerals is by killing and receiving extras. I know in the beginning it's slow to get ore, but after a while you receive generous amounts of it.
In fact, I am dealing with some balancing problems due to that (current version has missile turrets more expensive, for example). It's too bad we can't set how much "kills" each unit gives to the killer.



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May 9 2010, 2:00 am TiKels Post #16



It'd be "How many kills." Not "How much kills."

I'd reference you to the "Kills 2 cash" wiki, but it appears to be unavailable, so I'll just link you to a google cache.

Excuse me If I misunderstood you, but it appeared to me that you had never heard of methods of turning kills of different units into different amounts of ore/gas.

I hope I have been helpful.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

May 9 2010, 12:31 pm Adeon Post #17



Quote from TiKels
I'd reference you to the "Kills 2 cash" wiki, but it appears to be unavailable, so I'll just link you to a google cache.

Excuse me If I misunderstood you, but it appeared to me that you had never heard of methods of turning kills of different units into different amounts of ore/gas.

I hope I have been helpful.
Thanks for your help. In fact, I've never heard of any methods before since this is my first map,
But I already made a small variation:
for 50 kills, +1 mineral
for 350 kills, +3 minerals
for 1300 kills, +6 minerals

I see that I could put triggers with the exact amount of kills of each unit I want to completely customize it, but it wouldn't be so accurate in case of many units dying at the same time.

Anyways, I am satisfied with the current method.



None.

May 9 2010, 1:22 pm TiKels Post #18



I totally didn't follow what you just said or the system you are using...

But I'll just leave it at: Good luck on your map and I hope you do well.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

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