Staredit Network > Forums > SC1 Map Showcase > Topic: Detection Threshold
Detection Threshold
Jan 30 2012, 1:00 am
By: Tank_7  

Jan 30 2012, 1:00 am Tank_7 Post #1




Detection Threshold
Download


Short Story



Detection Threshold is a game that features stealthy search & destroy type gameplay.

There are two teams facing each other. Each team is made of 1 Computer + 1-3 Humans. The Computers players play the role of the bases and regular spawn units, similar to many AoS games.

The Human players play the role of "Stealth Starships", new ship designs using revolutionary stealth technology to render themselves invisible to ships of older design, as well as troops and bases. These new ships are small, fragile, and deadly. They are capable of sneaking up on obsolete conventional ships and destroying them en masse with ancient Particle Burst technology. To maintain stealth, these ships do not use rapid-fire weapons like many old conventional ship designs. Instead, they fire single Ship-Killer Missiles which guarantee destruction of a target can be controlled mid-flight to change course and mask the direction that the Missile came from. The designers knew that enemy factions were simultanously in a race to develop the same stealth technology, and so Stealth Starships are equipped to fight other Stealth Starships. They have advanced sensors that pierce through the veil of stealth, as well as deployable (if perhaps clumsy) Sensor Drones, as well as a long range Scanner. Now the Stealth Starships must be ever watchful to make sure that they detect enemy Stealth Starships first and destroy them, lest the reverse should happen.

Game Objective:
Eliminate the other players by making them run out of Lives
..............OR...............
Destroy the enemy Headquarters Nexus

Map Layout:


Stealth Starship Abilities:
Missile (Zerg Scourge) - A ship-killer Missile is the long range weapon of the Stealth Starship. If it reaches the target, target survival is unlikely. This ability uses Missile Ammo, which costs 10 Minerals.

Bomb (Protoss Scarab) - A Bomb effective at damaging base structures, although they can soften up ground troops to a very limited extent as well. This ability uses Bomb Ammo, which costs 10 Minerals.

Sensor Drone (Zerg Overlord) - A slow-moving, unarmed drone with the ability to detect nearby Stealth Starships. This ability uses Sensor Drones, which cost 20 Minerals.

Deploy Spy (Zerg Queen: Parasite) - A spy is sent aboard another ship or to mingle in a squad of ground troops, providing map vision. This ability uses up Spies, which cost 5 Minerals.

Load / Unload Troops (Zerg Mutalisk Morph/Cancel Control) - The Stealth Starship can ferry ground units, using its stealth to create surprise ground troop assaults.

Scan (Terran Comsat Scan Ability) - The Stealth Starship has a long range scanner to allow a missile to hit a fleeing enemy or to check on far away map information.

Particle Burst (Toggled With Zerg Hydralisk Morph/Cancel Control, Fired By Stopping Movement Of Your Protoss Observer) - The Particle Burst is an ancient weapon which is very deadly but fell out of use because of it's extremely short range. Stealth Starships are equipped with them because they can sneak up close to conventional obsolete ships and take advantage of this technology. It is also possible for a very skilled Captain to defend his Stealth Starship from a ship-killer Missile by timing a Particle Burst to destroy the Missile just ever so slightly before the Missile would normally destroy the ship.

Stealth Starship Upgrades and Shop Stuff:
Upgrade Missile Range [125 Minerals] Default = 6 seconds. Each upgrade is +1.5 seconds. Max upgrade level is 12 for a duration of 24 seconds.
Upgrade Missile Capacity [100 Minerals] Default = 3 missiles. Each upgrade is +1 missile. Max upgrade level is 12 for a capacity of 15 missiles.
Upgrade Bomb Capacity [100 Minerals] Default = 3 bombs. Each upgrade is +1 bomb. Max upgrade level is 12 for a capacity of 15 bombs.
Upgrade Sensor Drone Capacity [175 Minerals] Default = 1 sensor drone. Each upgrade is +1 sensor drone. Max upgrade level is 5 for a capacity of 6 sensor drones.
Upgrade Spy Capacity [175 Minerals] Default = 1 spy. Each upgrade is +1 spy. Max upgrade level is 5 for a capacity of 6 spies.
Upgrade Troop Capacity [100 Minerals] Default = 3 units. Each upgrade is +1 unit. Max upgrade level is 12 for a capacity of 15 units.
Upgrade Scan Cooldown [150 Minerals] Default = 60 seconds. Each upgrade is a decrease of about 1/6th with a Max upgrade level of 12.
[60, 50, 41.7, 34.7, 28.9, 24.1, 20.1, 16.7, 14.0, 11.6, 9.7, 8.1]
Upgrade Particle Burst Cooldown [150 Minerals] Default = 30 seconds. Each upgrade is a decrease of about 1/6th with a Max upgrade level of 12.
[30, 25, 20.8, 17.4, 14.5, 12.1, 10.0, 8.4, 7.0, 5.8, 4.8, 4.1]

Buy a Spare Ship (Extra Life) [500 Minerals] - Spare Ships (Lives) are shown as a Leaderboard at the top left of the screen.
Buy a Base Builder (Protoss Probe) [50 Minerals] - Probes build structures which have various uses. See the structures section. Touch a pylon to gain control of it. Probes have very little combat potential.
Buy a Missile Ammo [10 Minerals]
Buy a Bomb Ammo [10 Minerals]
Buy a Sensor Drone [20 Minerals]
Buy a Spy [5 Minerals]

Ship Types:


Destroyer
A fast, inexpensive patrol ship. A weak ship but fairly effective against Stealth Starships with its rapid fire. Also it must be noted that it deals splash damage, sometimes damaging stealth starships in battles regardless of wether or not it is a friendly.
Shields: 50
Damage: 2 (+50 vs. Stealth Starships)
Speed: Fast
Build Time: 1 Shipyard Cycle (~23.4 Seconds)
vs. Stealth Starships if Detected: Dangerous, sometimes even to Friendlies!
vs. Conventional Ships: Weak
vs. Ground Troops: Harmless
vs. Structures: Harmless


Cruiser
A moderate, well balanced ship. Effective against Stealth Starships and Ground Troops, but limited base destroying capability.
Shields: 120
Damage (Air): 8 (+100 vs. Stealth Starships)
Damage (Ground): 3 (+50 vs. Ground Troops)
Speed: Moderate
Build Time: 2 Shipyard Cycles (~46.8 Seconds)
vs. Stealth Starships if Detected: Dangerous
vs. Conventional Ships: Moderate
vs. Ground Troops: Dangerous
vs. Structures: Weak


Battleship
A large ship based around a "big shields, big guns" design philosophy. Battleships were once the most dominant fighting vessel seen in space. They are now secondary but still valued for their considerable firepower, fleet leadership, and structure destroying capability. They are clumsy and shoot slowly however.
Shields: 210
Damage: 20 (+50 vs. Stealth Starships, +15 vs. Ground Troops)
Speed: Moderate
Build Time: 3 Shipyard Cycles (~70.2 Seconds)
vs. Stealth Starships if Detected: Weak
vs. Conventional Ships: Dangerous
vs. Troops: Weak
vs. Structures: Dangerous


Carrier
Carriers are kings of space and fear only the dreaded Stealth Starships that have recently been devestating conventional fleets. Their fighters provide superior attack range and versatility. Carriers are the what displaced Battleships from their position of power.
Shields: 300
Damage: 5 per interceptor (+50 per interceptor vs. Stealth Starships and Ground Troops)
Speed: Slow
Build Time: 4 Shipyard Cycles (~93.6 Seconds)
vs. Stealth Starships if Detected: Omg-Deadly
vs. Conventional Ships: Omg-Deadly
vs. Ground Troops: Dangerous
vs. Structures: Dangerous


Stealth Starship
Stealth Starships have only recently been developed and are available in limited quanitity. They employ Stealth Technology to provide a completely new style of warfare, and are feared by all military personnel.
Shields: 1000 (these shields are very "soft" compared to conventional ships' shields although they can be upgraded)
Damage (Missile): Destruction of Target
Damage (Particle Burst): Destruction of all Targets in Range
Damage (Bomb): 75 + 5 per Bomb Upgrade to Structures, 125 + 5 per Bomb Upgrade to Ground Troops for a Direct Hit (splash damage can be 50% or 25%)
Speed: Slow (can be upgraded to Moderate)
Build Time: Special (Limited by "Spare Ships" Lives)
vs. Stealth Starships: Omg-Deadly
vs. Conventional Starships: Omg-Deadly
vs. Ground Troops: Weak*
vs. Structures: Moderate*
*These values really depend on bomb & troop capacities, bomb upgrades, and your strategy in general.

Base Structure Types:
All structures are built with a Base Builder (Protoss Probe) for a mineral cost.


Headquarters' Nexus
Your team must have a Nexus to continue the war effort. You start with one, but extra Nexii can be built. A Nexus also acts as a Resupply Base.
Shields: 3000
Cost: 300 Minerals
Build Time: 180 Seconds
Function: Game Objective/Requirement, Resupply


Resource Assimilator
Resource Assimilators pay themselves off over time and create profit which is distributed evenly among your team.
Shields: 400
Cost: 75 Minerals
Build Time: 60 Seconds
Function: Generates Minerals


Power Generator
Power Generators are required to be present nearby for other structures except the above Headquarters' Nexus and Resource Assimilators.
Shields: 200
Cost: 25 Minerals
Build Time: 20 Seconds
Function: Logistical Pre-Requisite


Resupply Base
Resupply Bases are where Stealth Starship Captains can spend minerals for the various upgrades, ammo types, base builders and spare ships (lives).
Having multiple Resuppy Bases allows a Captain to move in a less predictable fashion, which is essential for a Stealth Starship.
Shields: 500
Cost: 50 Minerals
Build Time: 60 Seconds


Shipyard
Shipyards are the engines of war. They construct ships and that is all. Most Shipyards are still not equipped with the technology to assemble Stealth Starships. Instead, Stealth Starships are dispatched to territories in need of reinforcements as appropriate.
Shields: 700
Cost: 125 Minerals
Build Time: 100 Seconds
Function: Construction of Ships


Infantry Garrison
Infantry Garrisons are responsible for the ongoing training, housing, and deployment of Ground Troops. The number of Ground Troops that can be supported on a given asteroid or space-platform is equal to the formula: 3 + 2 * N where N is the number of Structures of any type on that asteroid or space-platform. This limit does not apply during the short times when enemies are present on the ground.
Shields: 500
Cost: 75 Minerals
Build Time: 60 Seconds
Function: Provides Ground Troops


Shield Battery
It was realized that since Stealth Starships would be small, their shields would be soft compared to conventional ships' shields. For non-fatal damage, Stealth Starships are designed with heavy duty power connection equipment so they may interface with support facilities. Those support facilities are known as Shield Batteries.
Shields: 300
Cost: 50 Minerals
Build Time: 50 Seconds
Function: Non-Fatal Damage Repair (Fly over for control, needs a Pylon nearby)


Communications Center
A Communications Center is a strategic item. It provides information on grand scales. Stealth Starships must fly to this Center to take advantage of the information however, as communicating while in deep space would negate stealth.
Shields: 600
Cost: 200 Minerals
Build Time: 180 Seconds
Function: Surveillance / Info


Bomb Upgrade Lab
Bomb Upgrade Labs refine your bomb warheads for a price.
Shields: 400
Cost: 100 Minerals
Build Time: 120 Seconds
Function: Upgrade Bomb Damage (Fly over for control, needs a Pylon nearby)


Shield Upgrade Lab
Shield Upgrade Labs harden your shields for a price.
Shields: 400
Cost: 100 Minerals
Build Time: 120 Seconds
Function: Upgrade Shields (Fly over for control, needs a Pylon nearby)


Starship Upgrade Lab
Starship Upgrade Labs can develop two technology improvements for a team's Stealth Starships:
-Sensor Array [300 Minerals] Provides extra vision/detection range for the Stealth Starships.
-Gravitic Boosters [1500 Minerals] Significantly improves the propulsion system of the Stealth Starships.
NOTE: These upgrades are "team" meaning once researched by someone, the whole team can get them by flying to this lab for a moment.
Shields: 500
Cost: 150 Minerals
Build Time: 180 Seconds
Function: Advanced Tech Improvements (Fly over for control, needs a Pylon nearby)

Ground Troop Types:

Trooper Squad HP: 500 Dmg: 25 (0.5 to Ships/Structures)

Sniper Squad HP: 450 Dmg: 51 (1 to Ships/Structures)

Grunt Squad HP: 600 Armor: 10 Dmg: 60 (Splash, and does 1 to Structures)

Gameplay Screenshots:
Collapse Box


Strategy

-Detect your opponent with a Sensor Drone, or a combination of Spies and Scan. NOT Your Ship. This way you can fire on their ship, and they can't retaliate.
-If you have sufficient Missile Range, fly your Missile "around on a flank" before flying towards the target. This masks the whereabouts of your ship by showing the enemy a false direction of missile origin.
-Spread out Sensor Drones to cover a large amount of the map area.
-Keep tabs on your bases to make sure they're not being attacked.
-Scan a random island once in a while to see if the enemy team has built structures, or if your structures are being attacked, or are already dead.



Post has been edited 20 time(s), last time on Jan 30 2012, 5:15 am by Tank_7.



None.

Jan 30 2012, 1:04 am Raitaki Post #2



Sweet, this sounds really cool :P I'm looking forward to it :P Also, I assume either weapons will be able to kill AI units quickly or en masse, or killing AI units will not have a big role in this map, correct?

Also, "arcane particle burst technology"? Technology that fires bursts of particles using...magic? :P

EDIT: I'd rather you keep all the story stuff in a collapsible box :P
Edit2: owait there's a dl link *downloads*

Post has been edited 1 time(s), last time on Jan 30 2012, 1:55 am by Raitaki.



None.

Jan 30 2012, 1:36 am FoxWolf1 Post #3



I've played early versions of this. It's a lot of fun!

Nice to see the exact numbers all laid out.


Post has been edited 3 time(s), last time on Jan 30 2012, 6:32 am by FoxWolf1.



None.

Jan 30 2012, 7:06 pm Impeached Post #4



looks great Tank =D

I re-added you on msn (you were deleted in one of the great contact-purges).

we should play together sometime!



None.

Feb 1 2012, 3:17 pm The Starport Post #5



NEEDS MORE FLYING COMMAND CENTARS.


I like it. Once you learn the buttons and dials and how to not die, seems like it could be a good thinking game.



None.

Feb 1 2012, 3:20 pm Raitaki Post #6



I just went ahead and assigned everything (except the comsat) the same hotkey, then just recall hotkey and choose the unit when needed =o Oo much work memorizing what hotkey I assigned to which :3



None.

Feb 3 2012, 1:28 pm Wormer Post #7



Been a while since I've been playing SC =) Tank, IDK but this looks tasty! Num-num))

Quote from name:Tuxedo-Templar
NEEDS MORE FLYING COMMAND CENTARS.
Support this :D



Some.

Feb 3 2012, 3:09 pm ClansAreForGays Post #8



Something new to satisfy my StarQuest hunger




Feb 4 2012, 9:48 pm UnholyUrine Post #9



Seems complicated D: but gotta try it

Can I just say... the name of the map is weird :/ - thought this was a misplaced SC1 Map Assistance thread at first.
Feels like "Stealth Starships" was its first name, and then you thought it was too easy lol :lol:



None.

Feb 7 2012, 10:04 pm Tank_7 Post #10



Version 1.04 is up (same Download link still in the first post)
Fixed some annoying bugs/oversights.

Post has been edited 1 time(s), last time on Feb 7 2012, 11:43 pm by Tank_7.



None.

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