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Armored Core, v1.03
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Creator: Mini Moose 2707
Time: Dec 4 2007, 4:19 pm
  Mini Moose 2707 Dec 4 2007, 4:19 pm Post #1
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(user posted image)
http://www.staredit.net/?file=105

This a remake of my old map, Armored Core - Reloaded. (which is a remake of eternalegend's map. So yes, I remade a remake)

About the Map
I started from scratch (again) and took a different approach to this map than I did with Reloaded. First off, the terrain is completely redone on Badlands, and looks really good (I do not consider myself "good" at terrain. :P ). Mining is a bit simplified to ease up the melee person (yes, his slot is indicated as melee now, so pubs don't get screwed into it). Vespene Gas is the only resource now. The bases are also a bit tighter and easier to defend now, as opposed to the sprawling fields and large bases in Reloaded.
The selection from three types of Armored Cores, is of course still there. This time around, they have their own Shuttle, rather than the paper-airplane strength Dropships that the bases got. Shuttles are repaired instantly for a small cost by using a new beacon added to the bases. I was going to go all out and give the ACs abilities and missiles and shit, but decided against it. Maybe for a seperate RPG or larger battle map. :)
I also changed things around in terms of numbers. Armored Core is less geared towards the standard melee that Reloaded aimed for. Tech and CCs are high priced and slow to build, factories are balanced, and units themselves build faster and cheaper. This tends to help create a bit more action.
The next additions are the Protoss units: introducing the Zealot (replacing Firebat) and Scout (replacing Valk), designed to be anti-AC units. (if you've played a version with Dragoons, those are gone, Goliaths are back.) Protoss units (including the AC's shuttles) have Plasma Shields with 250 upgrades, making them nearly impervious to attacks by the AC. My intentions with this was to direct more emphasis to teamwork, which will be needed to combat these new threats. As for combat units, the Protoss units are great with support groups. Their shield regeneration will keep them strong, but they won't stand up to numerous attacks. One or two Protoss units by themselves are virtually useless for anything but one-on-one combat. In terms of AC counters, the Seiged Tank AC has the best chance of overpowering the shields by brute force with upgrades. The Vulture AC's mines can get through the shields on a Zealot. The Goliath AC, due to 2x air attack, can take on Scouts from the beginning with enough attacks.

Change Log
v1.01
» Decreased Battlecruiser HP from 800 to 750, attack from 60 to 55.
» Decreased Wraith's air attack one more point to 28.
» Decreased Valkyrie (Scout's) build time.
» Increased Goliath's ground attack from 12 to 13, air attack to 24.
» Decreased Goliath AC's air attack from 54 to 48.
» MOAR small terrain adjustments, including a bit more building room on the island expos.
» Vulture Mines are removed upon revival/AC change. (ie. you can't abuse change AC to throw down a dozen spider mines at a time)
» Shifted some building placements around in the bases. Added a new turret to the front line for each side.
» Increased Ghost HP to 85.
» Decreased build times the following buildings: Barracks, Bunker, Factory, Starport and Supply Depot.
» Decreased cost of Barracks from 50 to 48 (yeah, big deal).
» Decreased research times for Protoss Armor/Weapons.
» Briefing/objective strings fixed FO REAL.

v1.00
» Implemented revive cost scaling: 300 for first death, 450 for second, max 600 for more.
» Fixed exploit of flying the selection DT out with one's Shuttle. Ironically, I never saw it exploited, but noticed I didn't have anything to prevent it. :P
» Small terrain adjustments, including some doodad removal.
» Changed south wall to an Ebay, added an Ebay wall to the north entrance.
» Changed Ebay at the main ramp to a Barracks, removed the original Barracks. (this can lead to an interesting double wall rush = take out turret producing power. o_O)
» Vulture hero repairs slightly faster and cheaper.
» Gave heroes second armories for MOAR upgrading power.
» The east/west south geysers in the base now start with 40 gas.
» Made island expo and bottom middle expos easier to build at.
» YES, we have a briefing. Sadly, the Heroes objectives get cut. Apparently it likes to cut my last string for some reason. I will keep this in mind IF I have to make a version 1.01.
» Wraith cost from 30 to 32, HP from 150 to 135, air attack from 31 to 29.
» Dropship HP from 250 to 240, cost from 48 to 40.
» Battlecruiser HP from 888 to 800, cost from 200 to 180, attacks from 65 to 60.
» Various balance changes I probably forgot about.

BETA 010
» Yes, you can win now, without the other base leaving.
» Stat and cost adjustments changed in too many places for me to remember.
» Minor terrain changes and fixes.
» Bases start with one Engineering Bay.
» Changed around upgrade times for Terran Vehicles, it'll help out the ACs on later upgrades, while keeping the same net time for 3 upgrades for base.
» Bases max upgrades reduced to 3.
» Briefing is functional (SI, fix SCMD2's briefing editor [non-classic] please. :P )
» Moved/Removed various units on the base.
Attachments:
scx file
Armored Core.scx (36.37 kb)
1 hits.
This post was edited 12 times, last edit by Mini Moose 2707: Apr 27 2008, 8:29 pm.
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 Merrell Dec 4 2007, 8:28 pm Post #2
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Fun, but we can't ever get people to stay and play. That's why we need to have map nights and play it.
 cheeze Dec 4 2007, 8:42 pm Post #3
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says the person who's never on sc
  Mini Moose 2707 Dec 4 2007, 10:35 pm Post #4
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Eh, I was just playing for liek... 3 hours with pubs. Lots of good games. :D
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 TristanOfVP Dec 5 2007, 2:03 am Post #5
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Quote from MerrellFun, but we can't ever get people to stay and play. That's why we need to have map nights and play it.


That sounds like an awesome idea!
 [Dark_Marine] Dec 5 2007, 2:06 am Post #6
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This better have Armored Core 3 music in it.
- Dark_Marine_123 -
(user posted image)(user posted image)(user posted image)
'Scuse me, I r party hard.
  Mini Moose 2707 Dec 5 2007, 3:29 am Post #7
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It's 36kB. You want MUSIC? You load Winamp or iTunes or whatever and play your own damn music. I'll take my fast download time. :P
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 [Dark_Marine] Dec 6 2007, 1:20 am Post #8
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But but O.O Artifical Sky IV is sexy (Credits music)
- Dark_Marine_123 -
(user posted image)(user posted image)(user posted image)
'Scuse me, I r party hard.
 Falkoner Dec 6 2007, 4:31 am Post #9
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Taking StarCraft Map Making to the Limit!
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YOUR MOMMA'S SEXY!

Sorry, I couldn't help myself..

36 kb, Moose? How did you manage to pull that off?
Sexy Signature Pending....
 TartarusMkII Dec 6 2007, 12:30 pm Post #10
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LOL
Quote from Mini Moose 2707It's 36kB. You want MUSIC? You load Winamp or iTunes or whatever and play your own damn music. I'll take my fast download time. :P


In SC im probobly known by people (who end up getting recruited into ICTX) for hosting, so ide be more than happy to host this. But is this supposed to be Core as in the Heart of something or Corps like the Marine Corps?..
  Mini Moose 2707 Dec 6 2007, 3:37 pm Post #11
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An ARMORED CORE. As in one of these bad boys.
( user posted image )
Except I can't quite get one of those in StarCraft. :P
And I never really played any of the games. According to chuiu,
Quote from chuiuThe maps have absolutely nothing to do with the game. The only similarities are some names borrowed. This map might as well be called Generic Hero + Base Combat.

So meh.
This post was edited 1 time, last edit by Mini Moose 2707: Dec 6 2007, 3:47 pm.
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 Esponeo Dec 7 2007, 8:55 pm Post #12
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QuoteThis map might as well be called Generic Hero + Base Combat.

I think you meant unbalanced Generic Heros with unbalanced Base Combat.
  Mini Moose 2707 Dec 7 2007, 9:10 pm Post #13
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I don't remember playing the map with you since...... Beta 5 or so? Have you even played this version?

Assuming you have, if you care to point out any specific balance issues rather than attack my map using vague claims of "imbalance", I will address it.
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 MadZombie Dec 8 2007, 12:14 am Post #14
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Quote from Mini Moose 2707An ARMORED CORE. As in one of these bad boys.
( user posted image )
Except I can't quite get one of those in StarCraft. :P
And I never really played any of the games. According to chuiu,
Quote from chuiuThe maps have absolutely nothing to do with the game. The only similarities are some names borrowed. This map might as well be called Generic Hero + Base Combat.

So meh.


soon u will in sc2 ;)
(user posted image)Oh chea my arts is sexks in ur face
 ClansAreForGays Dec 13 2007, 2:05 am Post #15
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I'm loving this map. It's almost as addicting as "Where's Waldo?"
SteamBoy: "Im sorry that Liberals want Illegal Immigrants taking over our Country, and Living here for free, and Not have to fight what they came here for."
Centreri: "Aww. Forgiven."
 Life2Death Dec 13 2007, 2:35 am Post #16
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The Map IS unbalanced, such as the base units are Extremely weak and not worth the time to make. just pay the ac till they max out. BattleCruisers are overpowered compared to the other units. Some units are too long to make and are weak.
  Mini Moose 2707 Dec 13 2007, 11:46 am Post #17
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Base units are strong en masse (and I'm not talking infantry here). Generally, yes, if the ACs are aggressive enough and well paid enough (they don't max out), they can easily stop the base from ever building up a sizable force that would make a difference. If they don't, however, the base player can easily have a battallion of tanks running around or what have you. It seems to be one-sided in that matter, but I have to say that I like it that way.

If you're talking about something like Marines... they're supposed to suck. That's why they cost 6 gas.

And if you're talking about Protoss units, they aren't designed to fight any mass of units. Any multiple units attacking a Protoss unit will overpower their shields like nothing. They are very specialized.

And yes, Battlecruisers are a bit strong. I going to changed that a bit in v1.01. I almost lost to them fighting with Goliaths yesterday (go figure).
This post was edited 2 times, last edit by Mini Moose 2707: Dec 13 2007, 9:20 pm.
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
  Mini Moose 2707 Dec 13 2007, 9:15 pm Post #18
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Hopefully this makes the balance a bit better and solves some other issues...

v1.01b
» Decreased Battlecruiser HP from 800 to 750, attack from 60 to 55.
» Decreased Wraith's air attack one more point to 28.
» Decreased Valkyrie (Scout's) build time.
» Increased Goliath's ground attack from 12 to 13, air attack to 24.
» Decreased Goliath AC's air attack from 54 to 48.
» MOAR small terrain adjustments, including a bit more building room on the island expos.
» Vulture Mines are removed upon revival/AC change. (ie. you can't abuse change AC to throw down a dozen spider mines at a time)
» Shifted some building placements around in the bases. Added a new turret to the front line for each side.
» Increased Ghost HP to 85.
» Decreased build times the following buildings: Barracks, Bunker, Factory, Starport and Supply Depot.
» Decreased cost of Barracks from 50 to 48 (yeah, big deal).
» Decreased research times for Protoss Armor/Weapons.
» Fixed trigger to keep centering and pinging players that have a DT sitting around (first it didn't have a preserve... now it was for Civilian instead of DT. :P Should be good now.)
This post was edited 1 time, last edit by Mini Moose 2707: Dec 13 2007, 9:22 pm.
Moose status: Busy, but slowly starting to code again. Working on a new section. :)

[17:41:07] devilesk: my observation isn't subjective
[17:41:23] devilesk: i perceive objectively
 Life2Death Dec 14 2007, 12:26 am Post #19
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Quote from Mini Moose 2707Hopefully this makes the balance a bit better and solves some other issues...

v1.01b
» Decreased Battlecruiser HP from 800 to 750, attack from 60 to 55.
» Decreased Wraith's air attack one more point to 28.
» Decreased Valkyrie (Scout's) build time.
» Increased Goliath's ground attack from 12 to 13, air attack to 24.
» Decreased Goliath AC's air attack from 54 to 48.
» MOAR small terrain adjustments, including a bit more building room on the island expos.
» Vulture Mines are removed upon revival/AC change. (ie. you can't abuse change AC to throw down a dozen spider mines at a time)
» Shifted some building placements around in the bases. Added a new turret to the front line for each side.
» Increased Ghost HP to 85.
» Decreased build times the following buildings: Barracks, Bunker, Factory, Starport and Supply Depot.
» Decreased cost of Barracks from 50 to 48 (yeah, big deal).
» Decreased research times for Protoss Armor/Weapons.
» Fixed trigger to keep centering and pinging players that have a DT sitting around (first it didn't have a preserve... now it was for Civilian instead of DT. :P Should be good now.)


Thanks? Perhaps adding random rewards for Feats of the ACs? like 50-100 kill spree or something like that? like getting a bonus for killing so much?
 [Dark_Marine] Dec 14 2007, 6:34 am Post #20
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Quote from Life2DeathThanks? Perhaps adding random rewards for Feats of the ACs? like 50-100 kill spree or something like that? like getting a bonus for killing so much?


Bah since when was Armored Core like Halo? You go out, you kill, you return home, and your pay Abnormal ammo costs for guns that dont do enough dmg. Karasawa fixes all O.O
- Dark_Marine_123 -
(user posted image)(user posted image)(user posted image)
'Scuse me, I r party hard.
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[08:09 am]
fm47 -- daaaaaaaaaaaamn it, i didn't have time to post a demo of my map, now I'm in Taiwan T-T (was in Utah)
[07:43 am]
AfterLifeLochie -- I'm tired too, but it's only 5:46 PM in Australia. It's dark though.
[07:38 am]
AfterLifeLochie -- Simple... kinda...
[07:36 am]
AfterLifeLochie -- Anyway, i can work on an indexer if you like.
[07:36 am]
AfterLifeLochie -- Oh well, see ya Moose!
[07:36 am]
AfterLifeLochie -- If we were to create a peice of code that creates an index, we could then assign a label to each 'area' it finds. Unfortunatley, I see what you mean: this would be impractical.
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