A from-scratch remake of lil-Inferno's one hour mapping contest entry, Cavern Wars. Features new terrain, better balancing and costs, and an extended tech tree. You fight other players in caves. You don't have vision of your own units, but instead must build fixed lights which provide vision for your team. In addition to that, there are destructible barriers (rubble) on the map which can only be blown up with Spider Mines.
DOWNLOAD:
SEN DLDB
Nibbits (outdated)
Current Terrain
v011 terrain image
v009 terrain image
v008 terrain image
Specs, Basic Information, Features
* Two teams of up to three players.
* Terrain is Badlands, 192 x 192.
* Randomized start locations, 28 possibilities.
* No vision of your own units. Build fixed lights (Supply Depots) for team.
* Each start has three mineral patches that can be mined before destroying walls.
* All potential starts are marked on the minimap.
Some Notes on Tech and Strategy
- You start with one CC and two SCVs. You want to build lights for your starting area and get to three CCs with 6 SCVs mining before beginning to tech.
- Upgrades go to 2/2 and are relatively expensive. They are helpful and provide an option for mid-game or late-game spending.
- All Machine Shop upgrades start researched.
- Supply Depots create fixed lights that your team can see. Build more CCs for supply.
- Vulture Spider Mines function as single use dynamite. They destroy everything in a 5x5 location centered on the mine. Blows up yourself, allies, enemies, lights, rubble, resources, and even the invincible Kakaru. They can be used offensively, too.
- Enemy lights can be killed. Missile Turrets will add detection nearby onto existing vision. Comsat Scans do not add vision, but add detection on top of existing vision. Spider Mines can blow them up.
- If it looks like you can build somewhere but it won't let you, there is probably an enemy light there.
- The Factory unlocks the Science Facility. Covert Ops functions normally.
- Physics Lab spawns a Probe on completion, unlocking the Protoss tech tree. It's good for late-game spending when you control a lot of minerals. (at least 10 CCs, probably more)
- You can tech to and build Nukes. They're good for breaking late game stalls.
Changelog
**** Version 012 -- Jun 27, 2020
- Completely redone terrain for aesthetics and better balance.
- Number of possible starts increased from 27 to 28.
- Internal trigger changes for increased efficiency and faster vision on startup.
- Added a square of revealed fog of war on all start minerals to help ease knowing where to build.
- Fixed rubble that wasn't invincible.
- Bunker armor decreased from 5 to 4.
- Bunker build time increased from 13+1/3 to 16+2/3.
- Goliath armor increased from 1 to 2.
- Siege Tank (Siege Mode) damage increased from 20 + 4 to 21 + 4.
- Armor of Protoss buildings increased from 2 to 3. (Photon Cannon remains 4)
- Photon Cannon damage increased from 20 to 24.
**** Verison 011 -- Jul 28, 2018
- Minor mineral, start placement, terrain, and doodad adjustments.
- Updated briefing objectives with more information.
- Add context sensitive tips for new players.
- Increased Physics Lab build time from 93+1/3 to 100 game seconds.
- Decreased Nuclear Silo build time from 80 to 60 game seconds.
- Decreased Nuclear Missile build time from 70 to 60 game seconds.
- Zealot HP decreased from 175 to 160.
- Dragoon HP decreased from 200 to 180.
- Firebat HP increased from 50 to 65, cost increased from 24 to 32.
**** Verison 010 -- Mar 11, 2017
- Minor mineral, placement, terrain, and doodad adjustments.
- Goliath cost decreased from 240 to 200.
- Goliath HP increased from 115 to 125.
- Ghost cost increased from 32 to 48.
- Ghost damage decreased from 12 + 2 to 11 + 2.
- Stimpack cost increased from 180 to 200.
- Restore cost increased from 160 to 200.
- Caduceus Reactor (Medic energy) cost increased from 120 to 200.
**** Version 009 -- Mar 05, 2017
- Minor terrain adjustments, including additional doodads.
- Minor mineral and placement adjustments.
- Shifted some mineral patch placements.
- Some terrain and placement adjustments.
- Enable Ocular Implants for Ghost for 400 minerals. (Increases Nuclear Strike range.)
- Increased Lockdown cost from 600 to 800 minerals. (Matches Cloaking.)
- Increased Goliath HP from 105 to 115.
- Decreased Goliath cost from 280 to 240.
- Zealot HP decreased from 225 to 175.
- Dragoon HP decreased from 250 to 200.
- Templar HP and shield decreased from 50/50 to 40/40.
- Psionic Storm energy cost increased from 75 to 100.
**** Version 008 -- Sep 16, 2016
- Some terrain and placement adjustments.
- Redid stats of Protoss units, generally slightly weaker with decreased costs.
- Decreased build times of Protoss buildings.
- Increased Siege Tank build time from 8 to 12 game seconds.
- Increased Vulture cost from 24 to 32, increased build time slightly.
- Decreased Ghost upgrade damage increase from +3 to +2.
Older Versions Changelog
Post has been edited 18 time(s), last time on Jun 28 2020, 1:24 am by Moose. Reason: Correct number of starts, add clarification to changelog
https://www.collaborativefund.com/blog/how-this-all-happened/
https://thelastpsychiatrist.com/2012/11/hipsters_on_food_stamps.html
https://youtu.be/vyiXaCRwZTs
https://thelastpsychiatrist.com/2011/09/how_to_be_mean_to_your_kids.html
http://lab.cccb.org/en/renata-avila-the-internet-of-creation-disappeared-now-we-have-the-internet-of-surveillance-and-control/
https://thelastpsychiatrist.com/2012/11/hipsters_on_food_stamps.html
https://youtu.be/vyiXaCRwZTs
https://thelastpsychiatrist.com/2011/09/how_to_be_mean_to_your_kids.html
http://lab.cccb.org/en/renata-avila-the-internet-of-creation-disappeared-now-we-have-the-internet-of-surveillance-and-control/