Staredit Network > Forums > SC1 Map Showcase > Topic: Momma Medic
Momma Medic
Jul 11 2010, 12:19 am
By: The Starport  

Jul 11 2010, 12:19 am The Starport Post #1





Quote
How it works:
  1. 2 teams, 1 Medic per team.
  2. Kill the enemy team's Medic.
  3. Units at team's Medic.
  4. Ghost>Rine>Zlot>Ghost.
  5. Teamwork is key.

Changelog:
  • v8
    - Remove Dark Swarm. Tactical topography change not worth the cost of added gameplay complexity.
    - Rebalanced units. With some minor exceptions (1 ghost vs 1 zlot), they can all hurt each other now. They're still functionally Ghost>Marine>Zealot>Ghost, though.
    - Decreased Momma's Boy's damage, removed armor, set HP to 25. They can be sniped, now.
    - Added lives for non-medic players. These scale according to the number of players in the game. Don't let your guys die.
  • v7
    - (Nearly) doubled Marine and Ghost HP.
    - Increased Ghost damage (6 -> 8).
    - Lowered Zealot HP and shields.
    - Increased Momma's Boy's damage.
    - Increased respawn duration a bit.
    - Added a permanent Dark Swarm in the center of the arena. For the lulz.
  • v6
    - Reduced spawn cap to 2 for each player! HUGE improvement!
    - Reduced Ghost HP.
    - Added Marine stim.
    - Added Zealot leg speed.
  • v5
    - Decreased duration of spawns. Should improve recovery time if a medic loses all her forces.
    - Tweaked unit stats.
    - Increased medic HP.
    - Added medic-only teleporters on arena sides. Less dumb Benny Hill moments, maybe?
  • v4
    - Heavily tweaked unit stats.
    - Heavily tweaked spawn times.
    - Medics now have unlimited healing.
    - Capped spawns for each player to 5 units max.
  • v3
    - Scaled down attack damage; game less abrupt
    - Spawn duration increased; more strategy with existing units
    - Various tweaks.
  • v2
    - Scaled up HP; medics now have something to heal.
    - Removed Optical Flare.
    - Tweaked terrain.
    - Increased spawning rates.
    - 'Momma's Boy' now has 2hp, 255 armor.


Enjoy.

Post has been edited 13 time(s), last time on Jul 22 2010, 12:16 am by Tuxedo-Templar.



None.

Jul 11 2010, 1:33 am The Starport Post #2



http://sc.nibbits.com/maps/view/133471/momma-medic-v02

- Scaled up HP; medics now have something to heal.
- Removed Optical Flare.
- Tweaked terrain.
- Increased spawning rates.
- 'Momma's Boy' now has 2hp, 255 armor.



None.

Jul 11 2010, 10:05 am The Starport Post #3



http://sc.nibbits.com/maps/view/133475/momma-medic-v03

- Scaled down attack damage; game less abrupt
- Spawn duration increased; more strategy with existing units
- Various tweaks.


Funny how much of a difference a few small bits of configuration can make...



None.

Jul 11 2010, 2:56 pm Positively Post #4



;0 Awesome. You're just pulling out maps XD. I'll try this onee.



None.

Jul 11 2010, 4:54 pm Wormer Post #5



I've recently had a game of this. Looks pretty good, those balance tweaks seem to turn out for the best. Though I've not understood why the other team spawned zealots when they had no units. Kind of anti-camp?

Also random people on bnet had a random wish to have something like a killstrike (bonus tank) and a deathstrike (bonus ultra). Also they wanted a way to heal the medic.



Some.

Jul 11 2010, 5:08 pm ClansAreForGays Post #6



medics basically stop healing 50 seconds into map. give them 100% energy every respawn loop.




Jul 11 2010, 5:08 pm The Starport Post #7



Quote from Wormer
I've recently had a game of this. Looks pretty good, those balance tweaks seem to turn out for the best. Though I've not understood why the other team spawned zealots when they had no units. Kind of anti-camp?

Also random people on bnet had a random wish to have something like a killstrike (bonus tank) and a deathstrike (bonus ultra). Also they wanted a way to heal the medic.
Zealots? All support players can select whatever units they want to spawn at any time (top corner panels).

This is an exceedingly simple map, so if you or anyone else wants to add anything to it, feel free. My only focus is to polish out the core, basic gameplay as best and as conservatively as I can.

Quote from ClansAreForGays
medics basically stop healing 50 seconds into map. give them 100% energy every respawn loop.
Hmm. Alright, I'll look into that.

Post has been edited 1 time(s), last time on Jul 11 2010, 5:51 pm by Tuxedo-Templar.



None.

Jul 11 2010, 8:38 pm The Starport Post #8



http://sc.nibbits.com/maps/view/133480/momma-medic-v04

- Heavily tweaked unit stats.
- Shortened spawn times.
- Medics now have unlimited healing!
- Capped spawns for each player to 5 units max.

There. This is about as good as I think I can get it without adding drastic new gameplay elements or anything.
or at least, that's all that i have patience for at the moment

Post has been edited 3 time(s), last time on Jul 12 2010, 5:10 pm by Tuxedo-Templar.



None.

Jul 12 2010, 4:02 pm Wormer Post #9



What a magic you did? It's become so interesting to play this!



Some.

Jul 18 2010, 11:19 pm The Starport Post #10



Meh. Actually, I think I still don't have it quite right.

Maybe this'll improve things, though... v5
forgot to post it earlier

Changes:
- Shortened spawn times. Should improve recovery time if a medic loses all her forces.
- Tweaked unit stats.
- Increased medic HP.
- Added medic-only teleporters on arena sides. Less dumb Benny Hill moments, maybe?

Post has been edited 2 time(s), last time on Jul 18 2010, 11:51 pm by Tuxedo-Templar.



None.

Jul 19 2010, 6:00 pm The Starport Post #11



v6!

Testing thanks go to Tikels and Pigy_G.

Changelog:
- Reduced spawn cap to 2 for each player! HUGE improvement!
- Reduced Ghost HP.
- Added Marine stim.
- Added Zealot leg speed.


Enjoy!



None.

Jul 21 2010, 6:22 pm The Starport Post #12



v7

Changelog:
- (Nearly) doubled Marine and Ghost HP.
- Increased Ghost damage (6 -> 8).
- Lowered Zealot HP and shields.
- Increased Momma's Boy's damage.
- Increased respawn duration a bit.
- Added a permanent Dark Swarm in the center of the arena. For the lulz.



Still doesn't seem quite there yet. Hard to put my finger on why...

Amazing how such a little map can involve such complexity. :P



None.

Jul 21 2010, 10:44 pm MrrLL Post #13



Do you remember the map M.E.D.I.C.? Is this slightly like that? The terrain seems to have the same layout, and I remember the game being based off of protecting the medic.



None.

Jul 21 2010, 10:47 pm The Starport Post #14



No clue. I wouldn't doubt at least one of the infinite permutations of pre-existing maps must overlap with this. :P

Edit: I got v8 coming out with what I think might be some helpful changes, by the way.

Post has been edited 1 time(s), last time on Jul 21 2010, 10:52 pm by Tuxedo-Templar.



None.

Jul 22 2010, 12:13 am The Starport Post #15



v8

Swarm was a bad idea. Strict Paper>Rock>Scissors units were a bad idea. I find this funny because I thought these ought to have been good ideas. :P

Hopefully these new changes aren't so bad, though:
- Remove Dark Swarm. Tactical topography change not worth the cost of added gameplay complexity.
- Rebalanced units. With some minor exceptions (1 ghost vs 1 zlot), they can all hurt each other now. They're still functionally Ghost>Marine>Zealot>Ghost, though.
- Decreased Momma's Boy's damage, removed armor, set HP to 25. They can be sniped, now.
- Added lives for non-medic players. These scale according to the number of players in the game. Don't let your guys die.

Let's see if this makes things better. :rolleyes:



None.

Jul 24 2010, 2:16 am UnholyUrine Post #16



I remember a map very similar to this... o.O



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Jul 24 2010, 7:48 am The Starport Post #17







None.

Jul 24 2010, 2:16 pm Aristocrat Post #18





I remember this too. I even saw it played on Bnet a while back and it was definitely not yours.

If you have the time to make seven versions and post detailed changelogs at least make better terrain PLEASE. D:



None.

Jul 24 2010, 5:49 pm The Starport Post #19



In what way? Terrain can't really get a whole lot better than it is now for the purposes of the map...



None.

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