So, in the past few days I worked on my Jungle Strike, which generally is Desert Strike for SC2. It's 100% working so far and the balance seems to be good, too (e.g. I had to reduce life time of broodlings and decrease void ray damage). this is going to be a showcase thread probably today, we'll see.
However, screens: Map
Interface(don't mind the empty "vs" slot, this is because I tested it local, in multiplayer it works)
Probe Rush WTF
Also, NudeRaider has no objection that I'm making this map. Important: This "civilian to temple = boom" is the guardian shield button in this map, you can find it in the main nexus on the lane.
ATTACHMENT IS OUTDATED. FIND VERSION 1.1 ON EUROPE SERVER:
On topic, the idea of cloning Desert Strike is novel but there is one thing to stick to: all units should have their default stats. While that might seem stupid and a deliberate waste of Galaxy's capabilities, Desert Strike is about pitting standard melee units together in a mass and not so much a bunch of modified units with completely alien stats ;o.
Which version is it based off of? Nude's/Queen's/vNight or vGod/vPro/vEnhanced/other vGAYs? Seems like the former will be the case. I look forward to playing this!
Yeah, default, or as close to default, is best. Tweak balance by building cost and unit spawn quantity. If necessary you could put limits on the buildings, or introduce some other limit like supply.
DS Night is different of course because it aims to bring in SC2-like units and has interesting heroes. But I definitely see room for 3 or 4 different flavours of DS in SC2: regular units, SC1 units, crazy units (like stone zealots and other special units) and a blend of enhanced units.
There's also much greater scope for different types of specials - messing with the respawn timer, shrinking the size of enemy units, weakening them, slowing them etc.
Also I would recommend changing your text from "Spawns four Marines" to "Spawns 4 Marines". A different text colour for the number/unit would improve readability further.
Nice job, it seems we are both making a desert strike map Not to mention someone already released a version a few days ago. A few problems ive seen with his is the lag that always occurs late-game, because SC2 doesn't handle mass units very well. Broodlords tend to lag the game up with their attack(worst lag ever) and Banshee projectiles have caused problems as well sometimes. Hopefully you can find a workarround, maybe a 200-food limit of units to spawn per player?
-Also I hope you know, your template screams worker rush. If you need any help with the AI, let me know because ive got the AI working nicely in my map, sentries will even use FF to strategically split and wall off roach/ling armies
Hi there. I've testing this map for some time and I have some suggestions.
First of all - price of Reapers building is just too low. For Protoss it's impossible to fight equally with Terran. Also Pylon price - thanks to requirement of this building, at the beginning Protoss can only create 3 Zealots/2 Sentries while Terran can get 4 Marines + 2 Reapers. Maybe you can decrease Pylon price or just remove requirement of field?
And one more thing - maybe you can make production building, excluding towers, indestructible? When I was playing Zerg, my Broodlord were destroying opponent base while still flying over the road. It got him kinda pissed
Thanks for reply: attacking: should be so, won't change: protoss: I'll think about it reapers: err... they should be cheap as they are only good in early game. However, I'll test around.
Not gonna make em indestructible ;D maybe an ingame option at the beginning (game settings), though.
Overall: when beta phase 2 starts I'll have a new version done. Simply watch out for "Jungle Strike 2" once the beta is back
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Just saying what I'm doing: fixed bugs, added limit of workers, added limit of gas things, added a new income building which gives +3 instead of +2 for each refinery (or other), made the interface better, added a -help command, fixd loading screen.... and more
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But I have a russian version of SC2, so building names and unit descriptions is the same that in melee (on my PC). Also if I move mouse to the "Barracks" icon for example - there are no redefined detailed description like in WC3 Castle Fight.