Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help with a Defense map.
Help with a Defense map.
Jun 8 2010, 6:59 pm
By: TheHoss  

Jun 8 2010, 6:59 pm TheHoss Post #1



Ok. I'm making a defense map called StarCraft Defense. Not sure if this has ever been done, but hey, I'm doin it. The jist of it is - You choose from Default SC/BW Heroes to fend off default SC/BW default units. I'm not sure how to divy out rewards, i.e, "Every 10 kills gets you one chooser." And I'm not sure what's the best way to price the heroes. Ranging from strongest to weakest, along with pros and cons of each hero. I want to make it challenging, but beatable with strategy. For now I dont think there will be any ups. All the units are at default settings.

Can you give me suggestions? Maybe an equation I'm not aware of to figure this stuff out.

Anything is appreciated.

-Hoss



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Jun 8 2010, 7:17 pm Norm Post #2



From my experience, the only way to perfectly work out a defense map is hours of testing it...

Also, lol @ equations to figure SC triggers out for you. Math was still in diapers when SC first came around.



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Jun 8 2010, 8:04 pm Picturesque Post #3



Ehh, what exactly do you need help with?

Heros have default costs, maybe just use those.



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Jun 8 2010, 9:16 pm TheHoss Post #4



You use units to buy the Heroes. Just like a Spawn D map where you buy heroes. You get money, i.e civilian every few kills.



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Jun 8 2010, 9:19 pm Aristocrat Post #5



Quote from TheHoss
You use units to buy the Heroes. Just like a Spawn D map where you buy heroes. You get money, i.e civilian every few kills.

Why can't you just use minerals/gas for money and have only 1 civilian for purchasing at all times?



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Jun 8 2010, 10:26 pm TheHoss Post #6



well either way. i just need to figure out what is fair. how much they should cost. And how many units should be coming out at a time, the "enemies" that is.



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Jun 8 2010, 10:36 pm Aristocrat Post #7



Quote from TheHoss
well either way. i just need to figure out what is fair. how much they should cost. And how many units should be coming out at a time, the "enemies" that is.

If you're sticking with the "default" theme, then just use the default hero costs that are displayed in SCMDraft.



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Jun 9 2010, 12:26 am TheHoss Post #8



By cost i mean - how many points. i.e 20 kills= 1 point. how many points(hero chooser) per hero.



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Jun 9 2010, 12:45 am Aristocrat Post #9



Quote from TheHoss
By cost i mean - how many points. i.e 20 kills= 1 point. how many points(hero chooser) per hero.

Just use kills to cash? I mean, 2 minerals and 1 gas for every 10 kill score or something. Then make unit buying based on minerals/gas.



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Jun 9 2010, 12:57 am TheHoss Post #10



I get that. i do. I'm trying to figure out a system to where they dont have the chance to whore a really powerful hero. so that they dont have hundreds of heroes and they're beating the level no problem. Limits i guess you could say?



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Jun 9 2010, 7:24 am NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

There's is no automatic formula for balance. It involves, experience, testing and some instinct to find the perfect balance.
And there's also not really rules that help you get there faster. The only advice I can give you is when you add a unit and try to figure out prices try to imagine what it does in the game.
For example:
A ling that can get a few upgrades can be incredibly powerful due to its high atk speed. So make sure those upgrades improve its attack only by much less than that of a goon which only shoots once per hour.
Reavers, for example are shit against single units, but they rape mass units. So you have to keep in mind how many units you are spawning each round. Maybe make reavers generally strong, but also add boss stages where reavers become almost useless...
Storms are extremely deadly to units with low hp and high armor, while they are almost ignored by units with > 1000 hp.

These are all examples of "how" you need to think when you add a unit. Hope that helps to stimulate your own thought process. ;)




Jun 9 2010, 9:50 am LaZyMiCro Post #12



I agree with NudeRaider, "There's is no automatic formula for balance. It involves, experience, testing and some instinct to find the perfect balance." Which is also why map makers have a Beta Test just like SC2. Some imperfect things are adjusted during Beta Testing. But I agree, why not just use the default costs of the original units to balance out your game. As for heroes, have you ever heard of Custom Hero Wars? That would be cool too. A custom hero to go along with your strategy. Try finding it on the web "Custom Hero Wars FINAL" and open up the file and take a look at the triggers that they used to make the heroes just to give you some ideas. You could even use a combination of Heroes, like you buy a "Brood War Lurker", and give it a spell like "Stasis Freeze" etc. I honestly like the idea for your map, hope things come out okay for you so we can play. :D



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Jun 9 2010, 6:45 pm TheHoss Post #13



Thanks for your help guys. It's helping alot.

LaZY I like your idea there of combining but that's a completely different map scenario, haha. My map is this. It's like your basic turret d. The track is square but very large, and you use the SC Heroes as your weapons of choice to stop them from reaching the end, classic. But the amount of units that spawn from start are many. So i'm hoping it'll be a challenge. Maybe it'll be boring? I don't know haha.

truth is I just recently picked up sc again, it's been about 2 years. I used to make bounds all the time. Never really attempted a Defense map such as this. Wish me luck :)



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Jun 9 2010, 6:51 pm LaZyMiCro Post #14



People still play Cat and Mouse Vespene Wars so who knows. I don't understand why they play it. I find it boring.



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