Staredit Network > Forums > SC1 Map Showcase > Topic: Warhammer 40k Diplomacy
Warhammer 40k Diplomacy
Mar 27 2015, 9:15 am
By: Zoko-TkZ  

Mar 27 2015, 9:15 am Zoko-TkZ Post #1







This is a competitive strategic map, in the style of diplomacy. The map involves players fielding very large armies against each other, in a typical game often you have 200-300 units per player. Every faction is unique in its unit composition, there is no one unit that will win you the game so you have to use strategy and tactics to win the game.

EDIT: This is a multiplayer-only map, best with 4 to 7 players. If anyone wants to play this I play on Gameranger host a room named 'ums diplo' I will join if I see it!

Economy: To get minerals you need to capture control points (terran beacon) or capitals (zerg beacon). Control points give 100 minerals and capitals give 500 minerals. To capture build ANY building next to a beacon, and it is yours.

Playable races:
-Space Marines
-Orks
-Chaos
-Tau
-Imperial Guard
-Dark Eldar
-Necrons

Unit Overview:

Space Marines:
Astartes, Heavy Infantry (marine w/ range) - 60 minerals
Terminator, Heavy Infantry (firebat) - 70 minerals
Combat Servitor, Support Infantry (ghost) - 55 minerals
Apothecary, Support Infantry (medic) - 115 minerals
Dreadnought, Heavy Vehicle (goliath, builds from siege tank in factory) - 400 minerals
Land Raider, Assault Vehicle (tank, builds from nuke silo) - 950 minerals
Space Marine Strike Cruiser, Fleet Carrier (carrier, builds from battlecruiser) - 1150 minerals

Orks:
Shoota Boys, Light Infantry (marine) - 30 minerals
Slugga Boys, Melee Infantry (zealot, builds from firebat) - 35 minerals
Wartraak, Shielded Light Vehicle (hydra, builds from vulture) - 85 minerals
Killa Kan, Heavy Vehicle (goliath) - 295 minerals
Squiggoth, Assault Beast (ultralisk, builds from nuke silo) - 950 minerals
Kill Kroozer, Power Ship (battlecruiser, has yamato gun) - 1150 minerals
Ork Warboss, Hero (aldaris, builds from valkyrie) - 2500 minerals

Chaos:

Astartes, Infantry (marine w/ stim pack, builds from hydralisk) - 50 minerals
Khorne Berzerker, Heavy Melee Infantry (broodling, builds from zergling) - 295 minerals for 2
Chaos Defiler, Beast (archon, builds from queen) - 400 minerals
Aspiring Champion, Heavy Infantry (ghost, builds from ultralisk) - 240 minerals
Lesser Daemon, Shielded Flier (mutalisk) - 515 minerals
Daemonic Beast, Assault Beast (ultralisk, builds from upgraded spire) - 950 minerals
Daemon Lord, Air Superiority (devourer, builds from scourge) - 800 minerals
Herald of Chaos, Hero (scout, builds from arbiter tribunal) - 2550 minerals

Tau:
Kroot Warrior, Light Melee Infantry (zergling, builds from zealot) - 35 minerals
Tau Fire Warrior, Gunner Support Infantry (hydralisk, builds from dragoon) - 175 minerals for 2
Vespid Stingwing, Airborne Infantry (wraith, builds from vulture) - 85 minerals
Crisis Battlesuit, Shielded Power Infantry (high templar w/ attack) - 295 minerals
Stealthsuit, Shielded Heavy-Support Infantry (dark templar) - 220 minerals
Hammerhead Gunship, Airborne Weapons Platform (battlecruiser, builds from siege tank) - 400 minerals
Hammerhead Ion Cannon, Mobile Artillery (reaver, builds from shield battery) - 750 minerals
XV88 Broadside Battlesuit, Heavy Vehicle/Artillery (archon, builds from stargate) - 1200 minerals - SPAWNS SIEGE TANKS, SEE TAU SPECIAL ABILITY SECTION

Imperial Guard:
Guardsman, Light Infantry (ghost, builds from zealot) - 35 minerals for 2
Chimera APC, Support Vehicle (vulture, builds from dragoon) - 175 minerals
Sentinel, Shielded Vehicle (dragoon, builds from dark templar) - 220 minerals
Leman Russ Battle Tank, Heavy Vehicle (tank, builds from reaver) - 400 minerals
Basilisk Artillery, Fixed Artillery Gun (siege mode tank, builds from shield battery) - 750 minerals
Firestorm, Air Superiority Fighter (wraith, builds from scout) - 555 minerals
Cruiser, Heavy Air Support (battlecruiser, builds from carrier) - 1000 minerals
Imperial Battleship, Capital Ship (carrier, builds from arbiter tribunal) - 2550 minerals

Dark Eldar:
Kabalite, Light Infantry (kerrigan ghost, builds from zealot) - 35 minerals
Hellion, Anti-Armor Infantry (zergling, builds from dragoon) - 60 minerals
Dark Eldar Reaver, Light Vehicle (vulture, builds from dragoon) - 115 minerals
Dark Eldar Wych, Heavy Power Infantry (infested kerrigan, builds from templar) - 295 minerals
Talos Pain Engine, Heavy Vehicle (lurker, builds from reaver) - 400 minerals
Dark Eldar Raider, Gunship (mutalisk, builds from shield battery) - 750 minerals
Dark Lance, Hover Artillery (guardian, morphs from mutalisk) - 100 minerals
Voidraven, Air Superiority Fighter (scout, builds from devourer, mutalisk morph) - 100 minerals
Void Field, Defensive & Field Support (arbiter w/ recall, builds from starport) - 1200 minerals, CANNOT LEAVE BASE AREA

Necrons:
Necron Warrior, Infantry (ghost, builds from zealot) - 35 minerals
Tomb Spyder, Shielded Vehicle (dragoon) - 175 minerals
Flayed One, Melee Heavy Infantry (zealot, builds from high templar) - 145 minerals
Necron Immortal, Heavy Power Infantry (firebat w/ stimpack, builds from dark templar) - 220 minerals
Night Shroud, Gunship (scout) - 1000 minerals
Jackal Class, Air Superiority Fighter (corsair w/ disruption web) - 550 minerals
Necron Restored Monolith, Power-Assault Vehicle (reaver, builds from arbiter tribunal) - 2550 minerals

A note on SHIELDED and AIR units: unlike regular broodwar, any attack on a unit with shields will only do 1 damage to the shields.
Air units have their own armor class, any unit that does not have anti-air weapons will only do 1 damage to air units.
(Exception: Tau Vespid Stingwing take full damage from all attacks)

Space Marine special:
Combat Servitor (ghost) has cloak, lockdown and nuke.
Build nuke silo to create Land Raider (tank)
Build valkyrie to activate nukes (max 3).

Ork special:
Wartraak (hydra) takes 1 damage from all attacks.
Kill Kroozer's Yamato gun can penetrate shields.
Use Dark Swarm from Waagh! Banner (defiler) to summon more units
Build Nuke Silo to create Squiggoths (ultralisks)
Build valkyrie to summon ork Warboss, Warboss spawns free units every turn.

Chaos Special:

Lesser Deamon (mutalisk) takes 1 damage from all attacks.
Plaguebearers (defiler) can cast plague
Build greater spire to summon Daemonic Beast (Ultralisk).
Make arbiter tribunal to summon Herald of Chaos (Hero Scout). Every turn at 1:20 Herald of Chaos will become hostile to ALL players (including chaos) while also becoming invincible. This lasts for 1 second.

Tau special:

Build shield generator to create Hammerhead Ion Cannon (reaver).
Build robotic bay to create Air Factory
Build stargate to make XV88 Broadside (archon), activate beacon in bottom right corner to spawn 3 siege tanks at EVERY XV88 Broadside for a short time.

Imperial Guard special:
Use mines from vultures to create troops (2 troops per mine)
Build shield battery to create Artillery (siege tank)
Build arbiter tribunal to create Imperial Battleship (Carrier). You can make units on the battleship in the bottom right corner and unload them to the main map by moving them on the flags.

Dark Eldar special:
Build shield battery to create Raider (mutalisk), morph mutalisk to guardian to get a Dark Lance (guardian) or to devourer a Void Raven (scout), morphing also creates some troops.
Every 15 kills you get a Soul(Dark Templar), morph 2 to a dark archon near friendly units for healing and minerals, near enemy units to damage them, near enemy buildings to steal minerals from players.

Necron special:
Build arbiter tribunal to create Restored Monolith (reaver).
When you have a Restored Monolith some of your infantry will rise from the dead at 25% health.

Attachments:
Warhammer40kDiplo2.2.scx
Hits: 1 Size: 235.32kb

Post has been edited 16 time(s), last time on Jul 19 2016, 9:31 pm by Zoko-TkZ.




Jul 17 2016, 1:25 am Zoko-TkZ Post #2



Version 2.5 Update

Welcome to the latest version of 40k diplo! Although it has been a while since I have updated this topic I've been working on this map regularly throughout the year, and I'm finally ready to publish the latest version. 2.1 above has also been updated to 2.2, which is the final version of that iteration of the map (meaning no new features or bugfixes will be added), so people can play 2.2 without worrying about who has the latest version.

2.5 keeps the same gameplay but introduces a large amount of new features: new terrain, new race, more capitals on the map, in-game capital and race selection, new spells, and greatly improved balance between races and units.

(screenshot placeholder)

Gameplay Overview:

This is strategic game based on territory control and army vs. army battles, though economy and many other details differ from Broodwar significantly this very much an RTS game at its core. Expect to use both micro and macro skills as keeping steady production and map control tend to matter very much. The game is designed in a way to make army composition and maneuver more important than harassment and relying on specialized units, hopefully resulting in a solid mix of tactics and strategy.

Finally, this is the kind of game where players can field hundreds of units at a time so it has the potential to go on for a while, but keep in mind that you never have to drag out the game and kill every single unit, every game I've played the winner(s) of the match is decided when everyone else concedes. Basically you win when everyone else types "gg".

Starting the game:


Instead of choosing race in the map lobby players choose a color. Upon starting the map players are on the race selection panel, with each race represented by some of its' core units (most units have their race in their name). Players choose their race by directing their civilian onto a beacon, but each color only has certain races available. This is represented by the colored flags next to each beacon.

Currently the Space Marines and Tau races can be chosen by two players, while every other race can only be played by one.

After choosing races players will choose their starting location. The flags in this section roughly represent the location of capitals on the map. Touching one with a DT will select it. When all players have chosen the game begins.

Space Marines and Chaos have unit upgrades for marine units (range and stims, respectively) that are free and researched before the beginning of the game. After choosing Chaos or Marines, players' screen will snap to their upgrade buildings where they will be prompted to research. The capital selection is stalled until this is done.

Finally be aware if your race has a sworn enemy, sworn enemies are races that cannot ally with each other. These are listed in the race overview section and shown in-game when you choose your race.

Important concepts:
Economy is based off of control of territories. Regular territories (terran beacons) give 100 minerals a turn and capitals (zerg beacons) give 400 minerals. To capture a territory build any building next to it.

Since the base broodwar tech trees cannot be directly replaced, many units are made by making a certain other unit in the base tech tree which is then replaced. All the race's tech trees are listed in Race Overview, pay attention to where it says "builds from 'x'" as this tell how to create the unit. Some units are also created from buildings, most commonly the shield battery. Some races will have certain buildings available from tech trees it does not use, for example Chaos and Imperial Guard use zerg and protoss tech trees respectively but have access to some terran buildings such as supply depo, eng. bay, bunker, armory. However structures that create unit will be automatically replaced and the ore returned.

Upgrades are very important, they represent the tech level of your armies' weapons and armor. Both weapons and armor take a few turns to complete however armor takes about 70-75% of the time as weapons does. Max attack for most ground is 4 and air is 3, while armor goes up to 5 for both.

Shields are modified from how they work in broodwar, each point of shields on a unit will completely negate a single attack, making them very useful when dealing with heavy-hitting units and defenses.

Air units have their own armor class, meaning they take 1 damage from any attack that is not anti-air specific damage. Air units have 100 base armor (with some exceptions), to see how much damage an anti-air attack does take the damage, subtract 100 and multiply by amount of projectiles (a space marine dreadnought (goliath) with 2 attack upgrades does 105 AA damage, 105-100 = 5 *2 missiles = 10 damage per attack). Be sure to have some source of anti-air cover for your ground armies as they cannot offer much resistance to an enemy fleet. Large groups of infantry can significantly damage enemy air forces however sufficiently large fleets will overpower infantry.

Race Overview:

-Imperial Guard
Guardsman, Light Infantry (ghost, builds from zealot) - 35 minerals for 2
Chimera APC, Support Vehicle (vulture, builds from dragoon) - 175 minerals
Sentinel, Shielded Vehicle (dragoon, builds from dark templar) - 220 minerals
Kommissar, Tactical Infantry (firebat, builds from templar) - 120 minerals, max 5
Leman Russ Battle Tank, Heavy Vehicle (tank, builds from reaver) - 400 minerals
Basilisk Artillery, Fixed Artillery Gun (siege mode tank, builds from shield battery) - 750 minerals
Lightning Fighter, Air Superiority (wraith, builds from scout) - 555 minerals
Firestorm Frigate, Heavy Air Support (battlecruiser, builds from carrier) - 1000 minerals
Imperial Battleship, Capital Ship (carrier, builds from arbiter tribunal) - 2550 minerals

Sworn Enemy: None

Specials:
Placing spider mines with the Chimera APC will spawn two guardsmen, so each APC starts with 6 free guardsmen inside.

The Kommissar is a buff to all infantry in his range, guardsmen near him come invincible. However every turn one guardsman near the Kommissar is reduced to 10% hp. The range of the ability can be seen by selecting guardsmen, if they are flashing that means they are affected.

When the Battleship is constructed a special area will become available in the bottom right corner of the map with a Battleship-shaped graphic, containing a factory and two barracks. This represents the inside of the ship, when units constructed there are moved to the flag area they will deploy at the location of the Battleship.

(Imperial Guard playstyle)

-Eldar
Eldar Guardian, Light Infantry (ghost, builds from firebat) - 35 minerals
Aspect Warrior, Elite Infantry (zealot, builds from marine) - 60 minerals
Shield Generator, Tactical ability (psi emitter, builds from ghost) - 150 minerals, max 4
Fire Prism, Heavy Vehicle (reaver) - 400 minerals
Exarch Scorpion, Support Infantry (dark templar, builds from medic) - 115 minerals
Falcon Grav Tank, Hover Tank (scout) - 550 minerals
Wraithlord, Heavy Mech (dragoon, builds from shield gen) - 750 minerals
Warlock, Spellcaster (templar, builds from arbiter) - 950 minerals
Hemlock Wraithfighter, Air Superiority (valkyrie, builds from carrier) - 1000 minerals

Sworn Enemy: Dark Eldar

Specials:
Guardian infantry has a cloaking ability available, the infantry will periodically have an energy charge for a total time of 7 seconds during which they can cloak, after this time the energy will go down to 0 for 5 seconds and they will automatically uncloak. After the 5 seconds the energy will come back again.

Shield generator can be built from the ghost unit, this is an area of effect buff to unit shields. Units near the shield generator will replenish their shields twice as fast. The probe holding the generator will also have bonus shields.

The Warlock has the regular hallucination and psi-storm spells available. Psi-storm does raw damage, ignoring shields and air armor, making it useful when fighting shielded enemies and lethal to air units and Ork wartraaks.

(Eldar playstyle)

-Chaos
Astartes, Infantry (marine, builds from hydralisk) - 50 minerals
Khorne Berzerker, Heavy Melee Infantry (broodling, builds from zergling) - 295 minerals for 2
Chaos Obliterator, Heavy Mech (archon, builds from queen) - 400 minerals
Aspiring Champion, Elite Infantry (ghost, builds from ultralisk) - 240 minerals
Hell Talon, Shielded Flier (mutalisk) - 515 minerals
Psyker, Spellcaster (defiler) - 750 minerals
Daemonic Beast, Assault Beast (ultralisk, builds from upgraded spire) - 950 minerals
Daemon, Air Superiority (devourer, builds from scourge) - 800 minerals
Herald of Chaos, Hero (scout, builds from arbiter tribunal) - 2550 minerals

Sworn Enemy: Space Marines
Specials:
Chaos Marines lack the weapons range and extra health of their uncorrupted counterparts, but having the stim ability allows them a very high damage output.

The Hell Talon is a shielded air unit, taking 1 damage from any attack including anti-air. However they are unable to deal anti-air damage of their own.

The Psyker has plague available which functions as normal, the dark swarm spell however activates the Chaos Warp effect, which warps enemy infantry and one heavier unit to the center of the Chaos player's capital.

Herald of Chaos can be summoned by building an arbiter tribunal in a special area near the upgrade buildings on the bottom left. The Herald is an air unit with high hp, attack, and strong armor. However due to its bloodlust it will temporarily go berserk at the start of every turn, for 3 seconds. During this time the Herald is hostile to all players including the owner, it is also invincible and its attack power is double that of its base.

(Chaos playstyle)

-Tau
Kroot Warrior, Melee Infantry (zergling, builds from zealot) - 35 minerals
Tau Fire Warrior, Gunner Support Infantry (hydralisk, builds from dragoon) - 175 minerals for 2
Vespid Stingwing, Airborne Infantry (wraith, builds from vulture) - 115 minerals
Crisis Battlesuit, Light Mech (high templar w/ attack, builds from templar OR goliath) - 295 minerals
Stealthsuit, Shielded Support Mech (dark templar) - 220 minerals
Hammerhead Gunship, Airborne Weapons Platform (battlecruiser, builds from siege tank) - 400 minerals
Hammerhead Ion Cannon, Mobile Artillery (reaver, builds from shield battery) - 750 minerals
XV88 Broadside Battlesuit, Heavy Mech/Artillery (archon, builds from stargate) - 750 minerals
Force Commander, Hero (corsair, spawns at capital) - 600 minerals, max 1

Sworn Enemy: Orks
Specials:
Tau Force Commander will spawn in when the player has acquired at least 8 territories and has the necessary minerals. It does not deal any extra damage against air units, its main function is in the disruption web ability. This functions as normal except that ground units controlled by the player will become invincible while under the web. It is also used to activate Broadside Battlesuit Cannons.

Broadside Battlesuits will activate a special firing mode when aimed by a disruption web. This turns the unit into a stationary artillery (3 siege tanks) which are active for 40 seconds. Using the web subsequently will reset the timer. At the end of the timer the Broadside will resume its previous form at full health.

(Tau Playstyle)

-Space Marines
Astartes, Heavy Infantry (marine w/ range) - 60 minerals
Terminator, Heavy Infantry (firebat) - 70 minerals
Apothecary, Support Infantry (medic) - 115 minerals
Dreadnought, Heavy Mech (goliath, builds from reaver) - 400 minerals
Vanguard Captain, Tactical Infantry (dark templar, spawns at capital) - free, max 2
Combat Servitor, Support Infantry (ghost) - 150 minerals
Land Raider, Assault Vehicle (tank, builds from nuke silo) - 950 minerals
Space Marine Strike Cruiser, Fleet Carrier (carrier, builds from battlecruiser) - 1150 minerals

Sworn Enemy: Chaos

Specials:
Space Marines have more health and weapon range compared to Chaos Marines, but they do not have the stim ability.

The first 3 territories Marines capture will spawn a free bunker.

Combat Servitor has access to the ghost abilities, however both cloaking and lockdown will take up most of their energy. They can also be used to launch nukes.

Vanguard Captains spawn in periodically after several turns. They are free but have a maximum of two. Fusing them will activate either their Recall or Orbital Deployment ability. Orbital Deployment activates if there are dropships at the Marine capital beacon. A maximum of 3 dropships will appear at the location of the Vanguard Captains and instantly unload. The Vanguard Captains will regain maximum health. Recall activates when there are no dropships at the capital. The Vanguard Captains will jump back to the capital and regain health.

Nuclear missiles can be activated by buying the valkyrie (2500 minerals) at the starport. Each valkyrie buys one nuke silo (max 3) where nukes can be armed for 500 minerals each. Nukes ignore shield and armor values.

(Space Marine playstyle)

-Orks
Shoota Boys, Light Infantry (marine) - 30 minerals
Slugga Boys, Melee Infantry (zealot, builds from firebat) - 35 minerals
Ambush Mine, Tactical ability (drone, builds from medic) - 115 minerals, max 4
Flashgit, Demolitions (infested terran, builds from ghost) - 75 minerals
Wartraak, Shielded Light Vehicle (hydra, builds from vulture) - 115 minerals
Killa Kan, Heavy Mech (goliath) - 295 minerals
Squiggoth, Assault Beast (ultralisk, builds from nuke silo) - 950 minerals
Kill Kroozer, Heavy Air Support (battlecruiser, has yamato gun) - 1150 minerals
Ork Warboss, Hero (aldaris, builds from valkyrie) - 2500 minerals, only one per game
Waaagh! Banner, Spellcaster (defiler, spawns at capital) - free, max 1

Sworn Enemy: Tau

Specials:
The Waaagh! Banner spawns at the beginning of the match and will respawn automatically with 0 energy if killed. Casting Dark Swarm will summon a host of ork infantry (8 Sluggas 8 Shootas) where the spell is cast. Costing 120 energy, this spell ensures that ork players will always have a supply of basic infantry.

Wartraaks are shielded vehicles, meaning they only take 1 point of damage per hit. Their shields and speed make them valuable support, screening the rest of the army from damage from powerful foes.

Ork Tunnels are activated by building a machine shop through a factory, which turns into a building with the name 'Ork Tunnels'. This unlocks an area at the bottom right corner representing the underground, with the creep area to the left being the exit of the first tunnel and the right being the exit of the second (you can only have 2). At the start of every turn (when the timer hits 1:20) any infantry, wartraaks or warboss standing near the tunnel will be transported to the center of the tunnel area. Units may leave the tunnels at any time via the tunnel exits.

The Ambush Mine ability works in conjunction with the Tunnels. The drone unit will turn into a mine when burrowed (not instantaneously), when the mine is set off 12 units from the ambush area in the tunnels will appear at the mine. These units are invincible for 3 seconds.

Ork Kill Kroozers come with the Yamato gun ability, this ability does raw damage ignoring armor and shield strength. As such it is very effective against heavily armored or shielded units, as well as air units.

The Ork Warboss is summoned by building a valkyrie at the starport, he is a unique hero and cannot be remade if he is killed. Heavily armed and armored, the Warboss can hold his own at front-line combat, however his true strength is in rallying Ork forces against their enemies. At the start of every turn (when timer hits 1:20) the Warboss spawns free units, the quantity varying depending if he is in combat. Out of combat, the Warboss will spawn 2 Shootas, 2 Sluggas and a Wartraak, if he is in combat and there are less than 8 enemies near him he will spawn 4 Shootas 3 Sluggas 2 Wartraaks and 1 Kan, and if there are more than 8 he will spawn 6 Shootas 6 Sluggas 3 Wartraaks and 2 Kans.

(Ork playstyle)

-Dark Eldar
Kabalite, Light Infantry (kerrigan ghost, builds from zealot) - 35 minerals
Hellion, Anti-Armor Infantry (zergling, builds from dragoon) - 175 minerals for 2
Dark Eldar Reaver, Light Vehicle (vulture) - 115 minerals
Dark Eldar Wych, Elite Heavy Infantry (infested kerrigan, builds from goliath) - 295 minerals
Talos Pain Engine, Heavy Vehicle (lurker, builds from siege tank) - 400 minerals
Dark Eldar Raider, Gunship (mutalisk, builds from shield battery) - 750 minerals
Dark Lance, Hover Artillery (guardian, morphs from mutalisk) - 100 minerals
Voidraven, Air Superiority Fighter (scout, builds from devourer, mutalisk morph) - 100 minerals
Void Field, Defensive & Field Support (arbiter w/ recall, builds from starport) - 750 minerals, max 1
Haemonculus, Spellcaster Hero (dark archon, spawns at capital) - free, one per game

Sworn Enemy: Eldar

Specials:
The Wych has a periodic cloaking spell which resets energy at the start of every turn, as well as the ensnare ability.

When researched at the machine shop, the Reaver can drop mines.

Raiders can deploy into Dark Lance Artillery or Voidraven Fighters, when deploying they eject 3 Kabalite infantry and a Hellion.

Void Field can be made by building a starport, they have the recall ability.

The Haemonculus is the unique spellcaster unit of the Dark Eldar, his energy is charged every 20 kills for +50 (one spell cast) and his spells are activated by casting maelstorm. The specific spell depends on what is in the vicinity of the caster (not the maelstorm spell itself). If the caster is at maximum energy and the players gets 20 more kills they will instead receive 200 minerals.
Haemonculus spells: -Effect- (Condition)
-Summon Reinforcements: Summons 2 Kabalites, a Wych and a probe (No units (own or enemy) near caster)
-Replenish Forces: Heals units, charges energy, +200 minerals (Only own units near caster)
-Projection Field: Creates a host of hallucinations, summons Wych (Both own and enemy units near caster)
-Siphon Minerals: Steals 400 minerals from target player (Enemy building but no units near caster)
-Soul Echo: Kill one unit and reduces 4 more to 10% hp (Only enemy units near caster)
-Summon Warp Beasts: Summons hostile Daemonic Beast at 30% health, 2 Hell Talon, 3 Hellions (Enemy units AND buildings near caster)

(Dark Eldar playstyle)


Future work on the map:

Edit: possible balance change for Eldar gravtanks, a max limit on Marine strike cruisers (to avoid max units issue from too many interceptors).

As mentioned above only Tau and Marines can be played by two players per match. I had intended to have that feature available to all races but I switched my focus to creating additional spells, improving certain trigger sequences and fixing bugs. This is both because doubling races is tedious work and that it is more efficient to create duplicate trigger sets when I don't have to worry about making additions or looking for bugs in the future. Since this was planned from the start I do hope to go back in and finish it, however I might compromise by making this only for one or two more races so that I can move on to other work, and perhaps incrementally add the others to future versions of the map should I be inclined to. So you may see this in updates to 2.5 or future versions.

I'm always on the lookout for bugs when I play and although I consider the game to be well balanced I might make slight adjustments to units as I see fit. Feel free to contact me about bugs and balancing. These will also be in updates to 2.5.

Eventually what I want to go for is a version 2.6 with multiple sub-versions that all are mechanically the same but have different terrain maps. I may also remake 2.2 as a subversion to 2.6 with the same terrain and Necron race, but having the completely updated features of the newer maps.

Attachments:
Warhammer40kDiplo2.5.scx
Hits: 2 Size: 312.94kb

Post has been edited 9 time(s), last time on Jul 27 2016, 8:02 pm by Zoko-TkZ.



None.

Jul 17 2016, 7:05 am Oh_Man Post #3

Find Me On Discord (Brood War UMS Community & Staredit Network)

This actually looks pretty baller. Anyone wanna play this on channel donuts at ICCUP?




Jul 17 2016, 8:15 pm Zoko-TkZ Post #4



The page is still in progress, hence why the download isn't on there yet, but we did a game yesterday and I wanted to share it for the sake of reference.



None.

Jul 20 2016, 5:57 am Zoko-TkZ Post #5



Bump: new version is uploaded!

Quote from Oh_Man
This actually looks pretty baller. Anyone wanna play this on channel donuts at ICCUP?

I've never tried ICCUP servers but I'd be interested to find a server where people are more receptive to UMS games and diplomacy specifically. Is channel donuts anything like that, or does anyone know of any other servers that might be? I play on Gameranger and while we have a small core group of people that play the map it can be difficult to introduce to new players.

But yeah if anyone wants to play a game I would be happy to host and I could bring a couple people as well.

Post has been edited 1 time(s), last time on Jul 20 2016, 6:30 am by Zoko-TkZ.



None.

Jul 20 2016, 8:15 am iCCup.xboi209 Post #6



I personally don't recommend Garena or Gameranger at all because it's so decentralized. I would encourage you to try to migrate everyone to a server like ICCup or Fish. I rarely see any diplo games on ICCup, but I know that there are some UMS games here and there.



None.

Jul 20 2016, 9:23 am Oh_Man Post #7

Find Me On Discord (Brood War UMS Community & Staredit Network)

In donuts all we do is play ums.

Don't use fish unless you can speak Korean lul.




Jul 21 2016, 9:10 pm Zoko-TkZ Post #8



Quote from iCCup.xboi209
I personally don't recommend Garena or Gameranger at all because it's so decentralized.

Do you mean that it's not specifically made for starcraft or that its not regionalized? I've been using GR for years and it's had a consistently active starcraft scene, and since its used for many games people will be online more often. Several of the friends I play with now I met play playing other games on GR and introduced to starcraft. And yeah there are plenty of people who are from different countries and may or may not know english and it definitely makes it more difficult to play ums games like these, but it can also be very interesting when those people are patient and willing to work with you. Our current gaming group has someone from Peru, Argentina, Lithuania, Vietnam and Russia :D


Quote from Oh_Man
In donuts all we do is play ums.

We would be interested to check it out! Perhaps this weekend we could meet you on there for a game?

Post has been edited 2 time(s), last time on Jul 21 2016, 11:09 pm by Zoko-TkZ.



None.

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[10:50 pm]
Vrael -- Ultraviolet
Ultraviolet shouted: How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
hey cut it out I'm getting all the minerals
[10:11 pm]
Ultraviolet -- :P
[10:11 pm]
Ultraviolet -- How about you all send me your minerals instead of washing them into the gambling void? I'm saving up for a new name color and/or glow
[2024-4-17. : 11:50 pm]
O)FaRTy1billion[MM] -- nice, now i have more than enough
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- if i don't gamble them away first
[2024-4-17. : 11:49 pm]
O)FaRTy1billion[MM] -- o, due to a donation i now have enough minerals to send you minerals
[2024-4-17. : 3:26 am]
O)FaRTy1billion[MM] -- i have to ask for minerals first tho cuz i don't have enough to send
[2024-4-17. : 1:53 am]
Vrael -- bet u'll ask for my minerals first and then just send me some lousy vespene gas instead
[2024-4-17. : 1:52 am]
Vrael -- hah do you think I was born yesterday?
[2024-4-17. : 1:08 am]
O)FaRTy1billion[MM] -- i'll trade you mineral counts
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