Staredit Network > Forums > SC2 Custom Maps > Topic: Swarmed Heroes
Swarmed Heroes
Nov 13 2010, 4:11 am
By: payne  

Nov 13 2010, 4:11 am payne Post #1

:payne:

- Swarmed Heroes -


... brought to you by Mozared, Payne and Temp ...


Map specifications:

Enemy waves: 9
Average difficulty: Hard
Map Type: Hero Defense/Co-Op
Players: 1-4 (Full House highly recommended)





Some more images before continuing:



- Class Selection, at start -


- Some terrain -


- Just saved my partner with a Twin ability which lures all nearby enemies' attacks -


- The store... simple yet effective! -


- The "Death Alert" signal appears over the head of the units that are low on HP -


- Just a nice screenshots while in combat -


- Air surfing! -


- Fail >_> -


- Wave #8 contains Terran units! -


Note from the authors:


The crew:
- Mozared (Doodads Placement)
- Payne (Triggers + Terrain Layout + Lighting)
- Temp (Data Editor)

Features:
- Detailed Environment
- Fluid Gameplay
- Custom Dialog UI
- Store with dynamic prices
- Death Alert
- Kill to Cash system
- Revived Heroes get the stats they had right before death

The map itself is in fact only there to act as a publicity for the bigger upcoming project Infiltration RPG. Basically, the idea was to show the spells we intended to use for the project.
Of course, since there's a huge difference between the gameplay of a Hero Defense and the one of an Infiltration-related RPG, the spells' were altered and buffed. Still, the general concept of highly required co-operation is persisting.
We hope you'll have fun trying to beat the 9 waves (which consist in multiple sub-waves) that were designed! ;)

The map is completely Open Source. You can download it in our DLDB.


Post has been edited 10 time(s), last time on Nov 28 2010, 5:22 am by payne.



None.

Nov 13 2010, 8:09 am payne Post #2

:payne:

What I am considering for some unknown future:
- A boss or two, between waves and after the last wave.
- Changing Tank's Scan spell to something else since Scan is pretty much useless now.
- Have a custom art to replace the minimap's image shown by B.net


Post has been edited 1 time(s), last time on Nov 13 2010, 8:16 am by payne.



None.

Nov 14 2010, 1:01 am Tempz Post #3



@Temp what does the data editor part of the project entail... as I suck at data editing and don't understand said term.



None.

Nov 14 2010, 1:06 am Chirus Post #4



Make button to convert health to shield.

Or at least to regenerate shield, or healing hp heals the shield, or something. The tank is kind of lackluster compared to a mirror image ultralisk without a way to regenerate his shield.



None.

Nov 14 2010, 1:07 am Cerepol Post #5



Needs recharged shields at the end of wave and something that actually applies to the tank character.



None.

Nov 14 2010, 1:22 am OlimarandLouie Post #6



Make the HP upgrade apply to the Tanks shields, and make it regen faster/at the end of each wave.



None.

Nov 14 2010, 1:32 am Temp Post #7



Quote from Tempz
@Temp what does the data editor part of the project entail... as I suck at data editing and don't understand said term.

Just creating the abilities for the units, the actually effects/behaviours and the animations/other art displays. Note: I don't actually design any new models/animations, just using the premade ones.



None.

Nov 14 2010, 3:23 am payne Post #8

:payne:

Well, due to popular demand, I've increased Shield regeneration value for the Tank -and- made it heal every round.
I've also decreased the difficulty of the wave 6, which was ridiculous (just increased the time between the spawns in fact).
I've also made Pierce damage only enemies and allow it to attack airs.

Btw, Temp, when the Healer Twins a Brood Lord, this hallucinated BL actually shoots real BroodLings... how to prevent that?



None.

Nov 14 2010, 5:38 am Temp Post #9



Not sure how easy that will be but I will look into it, also I need to fix the animation on the heal spell.



None.

Nov 14 2010, 1:26 pm payne Post #10

:payne:

Quote from Temp
Not sure how easy that will be but I will look into it, also I need to fix the animation on the heal spell.
And I think I saw that Release was targetting allies. Maybe is it because Iwas playing alone and the units weren't considered as controlled by an ally?



None.

Nov 14 2010, 8:52 pm Temp Post #11



Quote from payne
Quote from Temp
Not sure how easy that will be but I will look into it, also I need to fix the animation on the heal spell.
And I think I saw that Release was targetting allies. Maybe is it because Iwas playing alone and the units weren't considered as controlled by an ally?
Weird, I don't think that should happen but I will double check.



None.

Nov 15 2010, 5:32 am payne Post #12

:payne:

http://us.battle.net/sc2/en/forum/topic/1021053342#1
I've officially stated the map as released on Battle.net's forums: please go show your support and write comments! :)



None.

Nov 15 2010, 1:49 pm payne Post #13

:payne:

The Kill to Cash system has been updated. I've made it actually feasible to go far with less than 4 players. ^^



None.

Nov 28 2010, 4:12 am payne Post #14

:payne:

Quote from payne
What I am considering for some unknown future:
- A boss or two, between waves and after the last wave.
- Changing Tank's Scan spell to something else since Scan is pretty much useless now.
- Have a custom art to replace the minimap's image shown by B.net
The latest published version added the last two points.
Not sure I'll implement Boss, in the end.
Now considering adding Talents UI in the Store. This would mean the Gas currency would be used.
I also have to fix a bug not adding properly Behaviors.



None.

Nov 28 2010, 6:06 am Tempz Post #15



You should probably make the boss have spells or some sort of pattern to memorize for the arcade feel,



None.

Nov 28 2010, 6:51 am payne Post #16

:payne:

Quote from Tempz
You should probably make the boss have spells or some sort of pattern to memorize for the arcade feel,
My map gives a feeling of Arcade? :/
To me, this boss will only be a very strong enemy capable of spawning minions and casting random spells preceded by a determinated casting-animation which will give players a chance to predict and dodge the incoming attack.



None.

Nov 28 2010, 11:58 pm payne Post #17

:payne:

New version: Fixed a bug with the Store's Purchase option for the Tank and Ranger players.



None.

Nov 30 2010, 4:13 pm Tempz Post #18



Well if you gave it a wasd key then it will be almost like smash tv, or dead ops ;O



None.

Nov 30 2010, 9:48 pm payne Post #19

:payne:

Quote from Tempz
Well if you gave it a wasd key then it will be almost like smash tv, or dead ops ;O
No way.



None.

Dec 3 2010, 8:12 pm payne Post #20

:payne:

http://www.mediafire.com/?4sqkw3ra19bqjzg
Attempt at a new style of gameplay, and added some (minor) features.
Please test and tell me if you prefer! :)



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
Please log in to shout.


Members Online: Roy