Staredit Network > Forums > SC1 Map Showcase > Topic: Footmen Frenzy IV 0087 ENG & KR Latest vers
Footmen Frenzy IV 0087 ENG & KR Latest vers
Dec 28 2016, 10:25 pm
By: SiberianTiger  

Dec 28 2016, 10:25 pm SiberianTiger Post #1



http://v.afree.ca/ST/28573898

https://www.youtube.com/watch?v=V0W_EB9Bg48
https://www.youtube.com/watch?v=ypFBj4xyC8Y



Welcome to Footmen Frenzy IV for StarCraft Remastered!

Footmen Frenzy is a game similar to Family Guy Madness and Zergling Blood in the sense that it has spawn or mass (aka footmen), but it also is similar to Temple Siege (or other AoS type games such as League of Legends and DOTA 2) in that it involves spell casting heroes.

There are 11 heroes, 7 footmen levels, 40 hero levels, 5 spells per hero, 2~3 levels per spell, and shop with 3 potions (including teleport home, health potion, and mana potion) and 4 in-shop spells that can be purchased.

Hero learns a new spell every 5 levels.

Level 0: Battlecruiser (B, 200 gas)
Level 5: Dropship (D, 200 gas)
Level 10: Wraith (W, 300 gas)
Level 15: Valkyrie (Y, 500 gas)
Level 20: Science Vessel (V, 600 gas)

Hero spells are explained in the game in mission objective in menu after picking the hero at the start of the game.

The objective for winning is to destroy all enemy temples in the game.

There is a mana fountain at the center of the map, where heroes will regenerate mana (gas) faster if they are near it (in other words, within the 3 x 3 square dotted by laser marks).

The shop entrancess are located at mid left and mid right areas of the map, left and right of the mana fountain. If you place your hero right next to the shop to the top or bottom it will enter. Spells cannot be used in shop.

***This is important: Heroes must fight in person in order to level up. They will not level up if they sit in base!

The game items and footmen upgrades can be purchased with in-game money called coins (which are actually death counters, not mineral, gas, hero level, or kill number). You can check the coin amount at mid bottom (6' o clock) by moving the dark templar to the Hero Status Update beacon, which will also show other statistics such as available spells (which usually have cool down period after casting), hero level, and heal availability (which also has cool down period) at base temple. Coins can be acquired simply by fighting and killing enemy units.

The same dark templar at mid bottom (6 'o clock) is caster for potions. Your hero must enter shop in person and buy the potions, and then the dark templar must move to the adjacent beacon to the potions to cast them.

Heroes cannot cast spells within shop.

At mid left area of map (9 'o clock) there is also another dark templar, which is a masser. It can send footmen/troops to individual player bases, or to the 4 spots around the center of the map. The 4 beacons to the spots around the center of the map are located to the right.

At mid left area of map (9 'o clock) are also located upgraded buildings for the hero's attack. Every time the hero levels up, it gets 1000 mineral. Footmen get +0 upgrades.

At mid left area of map (9 'o clock) is also located the starport, which is the hero spell console. In order to cast a spell, you just need to build a unit at starport.

If the hero is killed, it will be reborn again after 30 seconds.

At the player base, there is also a beacon for Footmen Upgrade. 15 coins are required, and the hero needs to move to the beacon to activate the upgrade.

At the player base is also the heal beacon. Hero enters heal then must wait 20 seconds for heal to complete. It will exit automatically. Heal cannot be spammed, and there is a cool down period before heal can be used again.

Heroes:

1) Scouring Basher (Zergling Hero)

Health: 3600, Armor: 1 (useful for killing footmen in early game)
Attack: 5 + 1

Strong Against: Marine, Dragoon, Hydralisk
Neutral Against: Zealot, Ghost, Ultralisk, Vulture, Templar, Dark Templar
Weak Against: Goliath

Scouring Basher may be small in size but its attack power is amazing and can full
fill multiple roles within the game in individual player and team matches.

B 200: Zergling Attack and Defiler Entanglement Spell. It entangles and confuses nearby enemy footmen and hero units. The spell is temporary.
D 200: Scout Attack Spell. It gets stronger as the hero moves and gains speed and momentum. It's effective in pursuing enemy units that are running away. The spell is temporary.
W 300: Civilian Wall Spell. It lays a wall of invincible civilians that are useful for dividing enemy troop movements or trapping enemy heroes. (Two caveats: do not stop moving while casting this spell, and do not bump into other units because if you do the civilian wall will spawn on top of your hero and trap your own hero.) The spell is temporary.
Y 500: Lurker Missile Spell. It spawns 8 lurkers around the hero, and when the hero moves towards one of 8 directions, a lurker missile is shot towards that direction. The spell is temporary.
V 600: Poisoning Spell. It sets nearby enemy hero HP to 25~30% and nearby enemy footmen HP to 1~10%. The spell is temporary.


The Scouring Basher is good at getting footmen kills and assassinating enemy heroes. It has one of the strongest attack power in the whole game. It can enter a battlefield and get kills quickly before exiting.

2) Phalanx Captain (Marine Hero)

Health: 2400, Armor: 1 (useful for killing footmen in early game)
Attack: 4 + 2

Strong Against: Dragoon
Neutral Against: Goliath, Hydralisk, Zeaslot, Templar, Dark Templar
Weak Against: Zergling, Ghost, Ultralisk, Vultlure

Phalanx Captain may lag in terms of health and attack in the beginning, but it surpasses other heroes in those areas from the mid game and onwards (level 15~ and onwards)

B 200: Battlecruiser Attack And Medic Heal Spell. It is a temporary spell that is effective against enemy heroes if they are by themselves, without any footmen to distract the battlecruiser's aim.
D 200: Shuttle Loaded with Dragoons Which Spawn 4 Footmen When Unloaded Spell. It can be stacked so that 8, 12, or 16 footmen are spawned at the same time. It can be effective tool in trapping and assassinating enemy heroes or gaining favorable position by the rear or flank of the enemy lines. The shuttle must be unloaded before the time limit, at which the shuttle disappears.
W 300: Charge With Footmen And Hero Spawning Firebats, Led By Carrier Spell. A carrier is spawned on top of the hero, and all nearby footmen and hero charge toward the carrier, which can be controlled. Firebats spawn next to the footmen and hero and deal massive splash damage. The spell is temporary.
Y 500: Archon Attack Spell. It spawns a carrier and a large number of kakaru birds, which are then amassed near the carrier. The kakarus are then converted into temporary archons, which deal massive damage. This spell is compatible with V spell.
V 600: Hero Invincibility Spell. It spawns kakaru birds which are then captured by the hero, giving it temporary invincibility. More kakaru birds mean a longer invincibility. This spell is compatible with Y spell.


Phalanx Captain is a hero that resides over an army that is always bigger than the enemy's. It can overwhelm enemy forces and destroy the temple in the later part of the game simply by outnumbering them.

3) Goblin Tinker (Goliath Hero)

Health: 4200, Armor: 0
Attack: 12 + 3

Strong Against: Zergling, Hydralisk, Dark Templar, Zealot, Vulture
Neutral Against: Marine
Weak Against: Dragoon, Templar, Ghost, Ultralisk

Goblin Tinker is a hero that is sturdily built in both offensive and defensive capabilities.

B 200: Reaver Scarab Attack Spell. It makes reavers appear briefly, more in sequence at higher hero levels. It is highly effective against footmen that have been weakened in midst of combat.
D 200: Temporary Teleportation To Safety Spell. It teleports the hero to safety in a distant location and then teleports it back to its original location. It is useful for avoiding powerful enemy attack or stun spells.
W 300: Siege Tank Tower Spell. It spawns 1~2 siege tanks that cannot be unsieged without self destructing. The siege tank towers are permanent as long as they remain in siege and are not destroyed by enemy fire.
Y 500: Carrier That Lays Mines And Steals Enemy Hero's Mana Spell. It spawns a temporary carrier that lays mines on enemy footmen and steals mana (gas) from enemy heroes.
V 600: SCV That Repairs Spell. It spawns a permanent SCV that repairs hero and siege tank towers with incredible speed. It can also build supply depots that serve as walls to protect the siege tank formation.


4) Arachnoid (Dragoon Hero)

Health: 3800, Armor: 0
Attack: 15 + 4

Strong Against: Golaith, Hydralisk, Vulture
Neutral Against: Dark Templar, Ultralisk
Weak Against: Zergling, Marine, Templar, Zealot, Ghost

Arachnoid is a tower builder and missile launching hero. Buildings are crucial to its strategy.

B 200: Probe Summon And Building Shield Regeneration Spell. It summons a permanent probe that can build buildings such as photon cannons, nexus, gateway, and cybernetics core. It also temporarily enables shield regeneration on buildings such as photon cannon.
D 200: Line of Temporary Siege Tank Towers Between Hero and Nexus/Gate/Cyber Spell. It spawns a line of temporary siege tank towers between the Hero and the "Strike" Buildings such as Nexus, Gateway, and Cybernetics Core. With more distance between the strike building and hero, more siege tanks are spawned. But if the hero is too far away from the strike building, the spell cannot be activated.
W 300: Stackable Scout Attack Spell. Temporary scouts spawn on top of the hero, which are stackable. More scouts mean the spell lasts longer. With more stacking, the spell will be stronger and last longer, becoming more effective with each spell.
Y 500: Long Distance Siege Tank Missile That Launches From Strike Location Spell. The spell is activated when the hero is near the Nexus, Gateway, or Cybernetics Core (aka "strike" building). Eight exploding wraith icons appear, and the hero must move towards one of the 8 icons to pick a direction in which the missile should be launched. When the direction is determined, a homing missile launches from the strike building, targeting enemy footmen, heroes, and buildings.
V 600: Devourer That Lures Enemy To Hero Spell. It spawns a temporary devourer which sends enemy units near it towards the hero. The hero becomes stationary but can still fire at the enemy. It is very effective against the enemy with a group of photon cannons or ranged footmen set up by the player around the hero.

5) Undead Swamplord (Hydralisk Hero)

Health: 2800, Armor: 0
Attack: 11 + 3

Strong Against: Goliath
Neutral Against: Ultralisk, Vulture, Dark Templar, Zergling, and Marine
Weak Against: Dragoon, Templar, Zealot, Ghost

Undead Swamplord is a hero that is a tower builder (sunken colony and hatchery). It can also summon ghosts. The buildings and the ghost summons enable the hero to amass forces that are greater in volume.

B 200: Drone Summon Spell. It summons drone(s) that can build hatcheries and sunken colonies. Hatchery activates powerful underground turrets. Both sunkens and hatcheries are permanent.
D 200: Healing Sunken Tower Spell. It heals sunken colonies to full health per current hero level.
W 300: Queen Ensnare Spell. It spawns a queen with ensnare capability designed to slow down movement and attack speed of enemy units. The queen is temporary.
Y 500: Ghost Summon Spell. It spawns permanent ghosts that have long range, low health, and high armor. It is almost invincible against lower-level footmen.
V 600: Lurker Attack Spell. It spawns lurkers that attack in powerful bursts. It is temporary.


6) Paladin of Light (Zealot Hero)

Health: 4400, Armor: 0
Attack: 8 + 2
Max Shield (D Spell): 125

Strong Against: Hydralisk, Ghost, Ultralisk
Neutral Against: Goliath, Dark Templar, Vulture, Marine
Weak Against: Dragoon, Templar, Zergling

Paladin of Light is a hero that can absorb a great deal of enemy attack and also freeze enemy units. Minus the spells, the hero has the greatest overall physical power of any hero in the game.

B 200: Archon Summon Spell. It summons an invincible archon that disappears after a certain amount of time has passed. While summoning, the hero cannot move or attack.
D 200: Shield Regeneration Spell. It gives the hero additional shield. It is temporary.
W 300: Dark Archon Maelstrom Spell. It spawns a dark archon that can maelstrom and stun enemy units. The dark archon then disappears.
Y 500: Blind Enemy Heroes Spell. When the hero is near an enemy hero, the player controlling the enemy hero is blinded. The enemy player's vision is repeatedly moved to the center of the map, as long as the zealot hero is near the enemy hero.
V 600: Arbiter Stasis Field Spell. An arbiter is spawned to freeze enemy units via stasis field. The arbiter then disappears.

7) Demon Hunter (Ghost Hero)

Health: 5000, Armor: 0
Attack: 8 + 2

Strong Against: Hydralisk, Ultralisk, Goliath, Dragoon, Templar
Neutral Against: Vulture, Marine
Weak Against: Zealot, Zergling, Dark Templar

Demon Hunter is an assassin. It has all the capabilities to quickly assassinate enemy heroes.

B 200: Defiler That Aims And Casts Dark Templars Attack Spell. It summons a defiler that can cast dark swarm to cast dark templars on the target location where they can deal massive damage. The defiler and the dark templars are temporary.
D 200: Defiler That Aims And Teleports Hero Spell. It summons a defiler that can cast dark swarm to teleport hero to the target location and enable brief invincibility for the hero. The defiler disappears, and the cool down time is brief before the spell can be used again.
W 300: Defiler That Aims And Stuns Enemy Spell. It summons a defiler that can cast dark swarm to stun enemy units at the target location. The defiler disappears afterwards.
Y 500: Defiler That Aims And Curses Enemy Hero Spell. It summons a defiler that can cast dark swarm to curse enemy hero units at the target location. The enemy hero that is affected by the curse is returned to the spot after several seconds and explodes in mines. The enemy hero cannot use any spell for several seconds.
V 600: Defiler That Aims And Casts Siege Tanks Attack Spell. It summons a defiler that can cast dark swarm to spawn siege tanks that fire 2 rounds of shots. An infested terran appears afterwards to explode at enemy units.


8) Fangrine Pathcutter (Ultralisk Hero)

Health: 3600, Armor: 2 (very useful for killing footmen in early game)
Attack: 11 + 3

Strong Against: Marine, Goliath, Vulture, Ghost
Neutral Against: Hydralisk, Dragoon, Zergling
Weak Against: Zealot, Dark Templar, Templar

Fangrine Pathcutter is a "tank" hero with a lot of armor and hit points. The hero is a powerful unit that runs around anywhere and everywhere and traumatizes the enemy by unleashing a relentless fury onto them.

B 200: Goliath and Siege Tank Attack Spell. It creates goliath and siege tank attack that briefly appear in sequence and is effective in pursuing lone enemy heroes that have been weakened.
D 200: Hallucination And Heal Spell. It creates a hallucinated hero unit in place of the hero, which is then teleported to its own death trap where it is healed by a medic. The hero also regenerates mana (gas) more quickly. When the hallucination ends or is destroyed, the hero returns to the location where the hallucination was last at. It is compatible with V spell.
W 300: Trampling Spell. It allows the hero to trample against the enemy footmen, essentially displacing the enemy and pushing them aside, so that the hero can escape or have direct access to the enemy heroes.
Y 500: Dragoon Attack Spell. It spawns dragoons that specifically target nearby enemy heroes. Dragoons then disappear.
V 600: Consume Nearby Enemy Spell. It teleports nearby enemy units to a death trap where they are attacked by missile turrets. If an enemy unit survives, the hero is moved to the death trap and killed.d If no enemy unit survives (aka, fully digested) the hero drinks a free health potion that restores its health.

9) Cattle Bruiser (Vulture Hero)

Health: 6500, Armor: 1
Attack: 5 + 1

Strong Against: Marine, Dark Templar
Neutral Against: Zergling, Zealot, Ghost
Weak Against: Dragoon, Templar, Goliath, Hydralisk, Ultralisk

Cattle Bruiser is a hero that can play the role of an assassin and also lay traps for enemy heroes.

B 200: Guardian Attack Spell. Guardian spawns in sequence and attacks enemy units. It is temporary.
D 200: Mine Attack Spell. Spider mines are laid and deal explosive splash damage against nearby units. It is highly effective in killing enemy footmen in the early part of the game.
W 300: Siege Tank Tower Spell. It spawns 1~2 siege tanks that cannot be unsieged without self destructing. The siege tank towers are permanent as long as they remain in siege and are not destroyed by enemy fire.
Y 500: Trap For Enemy Hero Spell. It immobilizes the hero while setting up the trap. When the trap is complete and an enemy hero steps on the trap, the enemy hero is immobilized with an exploding science vessel sign. The trap lasts very long but is temporary.
V 600: Battlecruisers with Yamato Cannon Spell. It spawns 12 battlecruisers with high damage and ability to fire yamato cannons. It is a hero killer but must be used immediately before the battlecruisers disappear.


10) Mage (Templar Hero)

Health: 6000, Armor: 0
Attack: 10 + 3
Max Shield (D Spell): 200

Strong Against: Dark Templar, Vulture, Zealot, Ultralisk, Hydralisk, Goliath, Dragoon
Neutral Against: Marine, Zergling
Weak Against: Ghost

Mage is a support "tank" hero. It may be slow, but its defensive shield and health
are one of the greatest in the whole game.

B 200: Health Regeneration Of Nearby Footmen Spell. It restores the hit points of all footmen nearby the hero. The spell is temporary.
D 200: Shield Regeneration Spell. It gives the hero additional shield. It is temporary.
W 300: Stackable Scout Attack Spell. Temporary scouts spawn on top of the hero, which are stackable. More scouts mean the spell lasts longer. With more stacking, the spell will be stronger and last longer, becoming more effective with each spell.
Y 500: Disabling Enemy Attack Spells Spell. A temporary field of hallucinated kakaru birds appear in which the enemy heroes cannot use any attack spells whatsoever.
V 600: Stunning Nearby Enemy Units Spell. A temporary field of green gas appears and moves with the hero, and nearby enemy units are unable to move. The hero gains infinite energy that enables it to cast multiple psionic storms.


17 min ago

11) Phantom Joker (Dark Templar Hero)

Health: 2800, Armor: 1 (useful for killing footmen in early game)
Attack: 35 + 5
Max Shield (D Spell): 150

Strong Against: Ghost, Ultralisk, Dragoon
Neutral Against: Marine, Zealot, Zergling, Hydralisk
Weak Against: Templar, Vulture, Goliath

Phantom Joker is an assassin hero. It may be slow but it has tremendous attack and is the only hero in the game that can turn invisible for an extended period of time.

B 200: Turning Off Shared Vision Spell. It turns the hero invisible for a brief moment, but the spell is stackable. The invisibility spell is also compatible with V spell that spawns arbiters.
D 200: Shield Regeneration Spell. It gives the hero additional shield. It is temporary.
W 300: Stunning Nearby Enemy Units Spell. A temporary field of green gas appears and moves with the hero, and nearby enemy units are unable to move. It is compatible with V spell which is arbiter attack.
Y 500: Stealing Enemy Footmen Spell. It steals nearby enemy footmen.
V 600: Arbiter Attack Spell. It spawns a massive number of temporary arbiters that move and attack slowly. It is compatible with B spell which enables invisibility by turning off shared vision, and it is also compatible with W spell which stuns nearby enemy units.


The END of tutorial!

Post has been edited 28 time(s), last time on Dec 9 2017, 7:35 am by SiberianTiger.



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Jul 9 2017, 7:37 pm SiberianTiger Post #2



map is attached here

Attachments:
Footmen Frenzy IV 2.46ENG.scx
Hits: 0 Size: 383.01kb

Post has been edited 14 time(s), last time on Feb 19 2018, 9:58 pm by SiberianTiger.



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[03:44 am]
Lanthanide -- but you just don't get units snagging on terrain in general at all
[03:44 am]
Lanthanide -- now SC1's shenanigans when it came to choke points was too much
[03:44 am]
Lanthanide -- like if there's a choke point, the units will seemlessly stream through it
[03:44 am]
Lanthanide -- I guess part of it is that units are not really inconvenienced very much by terrain
[02:42 am]
Broflamingo -- Lanthanide
Lanthanide shouted: You know I think part of the problem with SC2 is that all units move at a constant speed. There's none of the sliding, jerking movement that a lot of the SC1 ground units have
Lanthanide
Lanthanide shouted: Just gives everything this weird floaty feeling where walking animations don't directly correspond to their movement speed
jjf28
jjf28 shouted: Lanthanide Lanthanide one of my pains with sc2 is that they pretty much gave up on pathing, giant balls of units just contract and expand like liquid
Sums it up. I do not know how to express it but, it feels like in SC1 units felt 'tangible' and had 'weight' but in SC2 everything just feels light/floaty/ethereal.
[10:11 pm]
Pr0nogo -- homo
[09:31 pm]
jjf28 -- Pr0nogo
Pr0nogo shouted: nothing from sc2 was compelling, saying that doesn't constitute hate in my book
https://youtu.be/35099B2qiyI
[09:26 pm]
Pr0nogo -- nothing from sc2 was compelling, saying that doesn't constitute hate in my book
[09:25 pm]
Pr0nogo -- Wing Zero
Wing Zero shouted: Ya but you hate everything tho
i hate very few things actually
[09:07 pm]
jjf28 -- Lanthanide
Lanthanide shouted: You know I think part of the problem with SC2 is that all units move at a constant speed. There's none of the sliding, jerking movement that a lot of the SC1 ground units have
Lanthanide
Lanthanide shouted: Just gives everything this weird floaty feeling where walking animations don't directly correspond to their movement speed
one of my pains with sc2 is that they pretty much gave up on pathing, giant balls of units just contract and expand like liquid
Please log in to shout.


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