Staredit Network > Forums > SC1 Map Showcase > Topic: Divided Loyalties
Divided Loyalties
Oct 26 2010, 12:23 am
By: Chia-Tyrant  

Oct 26 2010, 12:23 am Chia-Tyrant Post #1








Index
  • Gameplay
  • Spells
  • Units
  • Strategies
  • Screenshots
  • Updates




Gameplay
  • Select 1 of 8 heroes and any 3 of 9 spells.
  • Spells can be combined to generate significantly greater effects.
  • Upgrade your spells, your HP%, your spawns' strength, your lives and your regular unit attributes.
  • Spawns follow a rock-paper-scissors schematic (Warrior<Archer<Artillery<Warrior).
  • Players can build spawners and defenses.
  • Capture beacons(landmarks) and build refineries(quarries) on geysers(gold mines) to earn additional income.
  • Income gathered by computer players is distributed evenly to their allied human players.
  • Income is scaled relatively to the number of active players on a team (3x for one player, 1.5x for two, 1x for three).




Spells

Legend

  • Bolt
    • Description:Launches a projectile directly downwards or upwards if you're on the northern or southern team respectively. Upon hitting a target, bolt will dispatch 6 scarabs.
    • Cost:10
    • Rate:N/A
    • Duration:N/A
    • Cooldown:4.20

  • Trailblazer
    • Description:Leaves a trail of crystals behind you (similar to a snake's trail). Damage is then periodically dealt around every crystal.
    • Cost:30
    • Rate:1.20
    • Duration:18.30
    • Cooldown:16.70

  • Reflect
    • Description:Reflects all damage inflicted by your enemies' spells (scarabs) onto adjacent enemies and stuns those enemies. The damage/stun is distributed equally amongst nearby enemies. If there are no nearby enemies, the damage is simply cancelled.
    • Cost:20
    • Rate:12.00
    • Duration:2.50
    • Cooldown:8.30

  • Amplify
    • Description:Stun and damage one foe for every spell that takes effect within the spell's duration. Spells that can produce more than one effect at once (e.g. Trailblazer, Warcry) will also affect multiple foes at once.
    • Cost:40
    • Rate:12.00
    • Duration:2.50
    • Cooldown:33.30

  • Missile
    • Description:Provides player with a corsair that periodically deals damage below it.
    • Cost:20
    • Rate:2.40
    • Duration:8.30
    • Cooldown:8.30

  • Attract
    • Description:Attracts all nearby enemies to self (sends move order periodically; similar to a bound's "magnet" obstacle).
    • Cost:20
    • Rate:4.00
    • Duration:5.00
    • Cooldown:8.30

  • Freeze
    • Description:Freezes all nearby enemies (moves to unwalkable location periodically).
    • Cost:15
    • Rate:4.00
    • Duration:6.25
    • Cooldown:7.05

  • Electrolash
    • Description:Periodically deals damage around self.
    • Cost:20
    • Rate:4.00
    • Duration:5.00
    • Cooldown:8.30

  • Warcry
    • Description:Periodically deals damage around every nearby spawn, both friend and foe. The more spawns are nearby, the more damage will be dealt.
    • Cost:20
    • Rate:1.20
    • Duration:4.20
    • Cooldown:8.30

  • NEW:Warp
    • Description:Places a warp point on the first cast. Upon casting again, you are moved to the warp point and it is destroyed.
    • Cost:10
    • Rate:N/A
    • Duration:N/A
    • Cooldown:4.15

  • NEW:Bomb
    • Description:Sets a bomb that detonates after some time, dealing tremendous damage all around it to both men and buildings.
    • Cost:20
    • Rate:12.00
    • Duration:4.20
    • Cooldown:8.30





Units
  • Heroes
    • Skirmisher:Jim Raynor-Marine
    • Inquisitor:Gui Montag-Firebat
    • Huntress:Kerrigan-Ghost
    • Berserker:Devouring One-Zergling
    • Venomlord:Hunter Killer-Hydralisk
    • Succubus:Infested Kerrigan
    • Fanatic:Fenix-Zealot
    • Planesmaster:Tassadar/Zeratul-Archon

  • Spawns
    • Warrior L1:Zealot
    • Warrior L2:Firebat
    • Warrior L3:Zergling
    • Warrior L4:Marine
    • Archer L1:Vulture
    • Archer L2:Samir Duran-Ghost
    • Archer L3:Jim Raynor-Vulture
    • Archer L4:Infested Duran-Ghost
    • Artillery L1:Dragoon
    • Artillery L2:Siege tank
    • Artillery L3:Fenix-Dragoon
    • Artillery L4:Edmund Duke-Siege tank

  • Minions
    • Builder:SCV (100 ore)
    • Cleric:Medic (200 ore)
    • Wizard:High Templar (200 ore)
    • Warlock:Defiler (200 ore)
    • Sorcerer:Dark Archon
    • Demolition Squad:3xInfested Terran (200 ore)
      ...

  • Buildings
    • Quarry:Refinery (200 ore)
    • Outpost:Bunker+4 ghosts (100 ore)
    • Parasitor:Academy->Sunken Colony (100 ore)
    • Ballista:Missile turret->Siege Tank (100 ore)
    • Barracks:Barracks-Spawns Warriors (150 ore)
    • Keep:Factory-Spawns Archers (150 ore)
    • Foundry:Starport-Spawns Artillery (150 ore)
    • Barricade:Supply depot (10 ore)
    • Gate:Command Center (30 ore)




Strategies

As I mentioned it earlier, spells need to be combined in order to be effective. For instance, using Electrolash alone can be easily dodged by an enemy player but if you combine it with Attract, the enemy will have much more trouble running away from it and will therefore be much more effective.
Here's an example of a few beginner builds:
  • Beginner Build #1
    • Hero:Berserker(zergling)
    • Spells:Attract, Warcry, Electrolash.
    • Description:When fighting spawns you can plainly use warcry and, if there are alot, use attract to "farm" them up as well. When fighting enemy heroes, first run as close as you can to them, then use attract and electrolash. If enough spawns gather around your enemy, send a Warcry their way and enjoy the fireworks ;).
    • Pros:Extremely easy to use. Great to farm spawns.
    • Cons:A well-timed reflect will obliterate you. Going in close range will leave you open.

  • Beginner Build #2
    • Hero:Skirmisher(marine)
    • Spells:Freeze, Bolt, Missile.
    • Description:When faced against spawns, use bolt sporadically. Against enemy heroes, use freeze if they're getting dangerously close to remain at a safe distance, launch a missile and send bolts their way as quickly as you can.
    • Pros:Relatively easy to use.
    • Cons:Requires decent aiming to use bolt well. Lower damage output. More difficult to farm spawns.

If you have ideas for builds as well, I'd be more than happy to hear them out. I'm also available if you want to try them out against my own.




Screenshots

Here's a picture of a the spell Trailblazer. Moving your hero creates a "trail" of rhynadons.


Warcry in action. Notice that one scarab was moved next to each spawn, even though some were my allies.


This is bolt. Since I'm on the northern team, the interceptor will travel straight down.





Updates
  • Version 1.00:Released october 25th 2010
    • Trailblazer now affects shockwave when rhynadons are created and when damage is dealt around them.
    • Increased scarab damage upgrades from 3 to 10.
    • Fixed bugs related to purchasing minions and building quarries.

  • Version 1.01:Released october 31st 2010
    • Added two new spells: Warp and Bomb.
    • Improved Trailblazer's damage.
    • Added ramps to hills next to fortresses.



Post has been edited 6 time(s), last time on Nov 4 2010, 1:29 am by chia-tyrant.



None.

Oct 26 2010, 1:51 am Derqua Post #2



Looks interesting enough, might try it out for a bit.



None.

Oct 26 2010, 3:19 am FoxWolf1 Post #3



Hooray for DivLoy!

Three of my builds:


Sniper
Hero: Kerrigan (Ghost)
Spells: Reflect, Bolt, Attract
Description: Though the use of Attract on an otherwise long-range-focused hero may seem counterproductive, bringing the enemy closer to you means you'll have more shots before the enemy can escape, though it also necessitates the choice of Reflect (so that they don't simply kill you with their more powerful short-ranged spells.
Pros: Well-balanced, with a mixture of attack and defense.
Cons: Limited short-range punch.



Runner
Hero: Zergling
Spells: Trailblazer, Freeze, Warcry
Description: This build is fairly nonconventional in that most of the time, it wants to avoid fighting enemy heroes. Instead, it uses its speed to capture uncontested landmarks, using Freeze to block pursuit, Trailblazer rings to destroy enemy buildings (and to assist in preventing pursuit), and Warcry to kill spawns. Since it avoids fighting, more of its money can be used for other things, like building refineries or strategic fortifications.
Pros: Good at earning money for building, helping your team and/or your long-term base-destruction-based strategy; Freeze + Trailblazer (+ fast unit) combo occasionally deals massive damage.
Cons: Usually poor at hero fighting.



Menace
Hero: Infested Kerrigan
Spells: Electrolash, Attract, Missile
Description: The nice thing about having Ensnare and Attract is that they both make it easier to either (a) catch someone for Electrolash or (b) keep a Missile over them. If they tend to be more avoidant, use Ensnare to get within Attract range, then use Missile as a supplement to Electrolash (the projectile for Missile appears right over you, so this method is actually the easiest way to use it).
Pros: Extremely deadly in a hero fight; not bad at cutting through spawns, either, due to the high damage output.
Cons: Can take a lot of damage from Reflect; doesn't have the speed for optimal landmark-taking; short range bias + no reflect + slow escape speed means you can get into trouble pretty easily if you're not careful.



Post has been edited 6 time(s), last time on Oct 26 2010, 6:07 pm by FoxWolf1.



None.

Oct 26 2010, 6:01 pm xnikozx Post #4



Will you add more spells?



None.

Oct 26 2010, 6:43 pm Chia-Tyrant Post #5



Quote from xnikozx
Will you add more spells?
I don't see any reasons not to. There were originally a bit more but I removed a few and combined others into better spells.

I wouldn't want to add spells just for the sake of adding spells or to abide to some unwritten standard of the genre. However, if I think of anything that's genuinely different than what I already have and that greatly increases the amount of viable strategies, then I'll probably add it.

Quote from foxwolf1
Three of my builds:
...
Hah! The secret of your success is finally revealed. Time to try those against you :P.

As always, all of your feedback is greatly appreciated.



None.

Oct 26 2010, 9:01 pm Tempz Post #6



seems pretty good so far



None.

Oct 30 2010, 8:57 pm stickynote Post #7



Check it out:
Hero: Berserker
Spells: Electrolash, Bolt, Trailblazer
Description: The purpose of this build is to outfarm the opponent and overwhelm them with spawn or damage. The damage output is insane, and it would be very risky for enemy heroes to approach you, allowing you to farm more and snowball into victory. In team fights, he has to try surround his enemies with trailblazer, allowing him to more easily aim a bolt and destroy his opponents with electrolash. However, take care to not die, because this build is vulnerable to freeze and attract, so it would be in your best interest to stay out of team fights and spend your bank on spawn buildings.
Pros: Awesome pushing and farming power.
Cons: Easily killed if you lack minimap awareness.

A few spell suggestions that I think are unique:
Teleport: Move to the lane of your choice after 4 seconds of channeling. Long cooldown.
Flash: Cast once to teleport 4 tiles up or cast twice (in quick succession) to teleport 4 tiles down. 9 or 10 second cooldown.
Power Boost: Clears all cooldowns and gain 25 mana, but after 5 seconds, you will lose all your mana and your hp will drop to 5%. Long cooldown.
Fade: Disappear from the playable area for up to 6 seconds (replaced with a map revealer), then reappear. You may cast flash again at any time within the 6 seconds to instantly reappear. Cooldown should be at least 35 seconds.

Some great combos using these spells would be:
Flash, Attract, Electrolash: The one man sodomizing machine.
Fade, Attract, Freeze: Super team rape set up, assuming you can land your fade.
Teleport, Bolt, Warcry: No lane is free of your playa hate.
Power Boost, Freeze, Electrolash: Double freeze-lash anyone? Just make sure your team can back you up so that you don't die after the boost.
Fade, Trailblazer, Shockwave: Don't hurt them too much.



None.

Oct 31 2010, 11:14 pm Chia-Tyrant Post #8



I've updated the map. I added two new spells (Warp and Bomb), improved trailblazer and made a few other minor changes.

Quote from stickynote
Check it out:
Hero: Berserker
Spells: Electrolash, Bolt, Trailblazer
...
It sounds like an interesting build stickynote. I'll be sure to try it out. :)
Beware of reflect though with spells like electrolash and trailblazer.

As for the spell suggestions, they all seem quite nice. However, teleport would seem a bit redundant with the new warp spell. I'll try to implement some of those if I get some time. Thanks for the suggestions :D



None.

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