Staredit Network > Forums > SC1 Map Production > Topic: Squad Defense
Squad Defense
Nov 22 2017, 3:11 am
By: Ultraviolet  

Nov 22 2017, 3:11 am Ultraviolet Post #1




SQUAD DEFENSE
Choose one of six squad commanders, each with a unique set of 6+ units available for purchase into their squad. Each commander has a primary, secondary, and passive ability for inflicting mayhem and protecting themselves. You will be tasked with defending your headquarters against 30+ waves of troublemakers and rabble-rousers.


SPECIFICATIONS
  • Players
    1-5
  • Map Tileset
    Space
  • Map Size
    256x192


INTRODUCTION
You begin the game humbly, with a mining station, miner, construction unit, commander, headquarters, and 500 minerals. You must quickly turn this into a profitable defense capable of withstanding 30+ increasingly difficult waves. In the early stages, one should attempt to build as strong of an economy as possible while still managing to survive. Later on, it will become necessary to have very strong defenses built up.


FEATURES
  • Six (12 in final version) unique squad commanders with different abilities and squads available to choose from
  • Beacon purchasing system for squad units; units priced according to one of six tiers (100, 200, 300, 500, 1000, 2000 minerals)
  • Squad Commanders and units respawn inbetween rounds
  • Squad Commanders start with three unique abilities, each upgradeable five times. Final upgrade generally bestows some sort of increased ability
  • All Squad Commanders start with a builder unit appropriate for their race. Builders are capable of building defensive buildings with high armor. These buildings can be essential to survival
  • Defensive buildings do not respawn if killed, but they do regenerate HP and shields inbetween rounds
  • Resources mineable from your mining station. Additional workers cost 500 minerals each
  • Gas is a precious resource, considerably harder to attain than minerals. It is used for upgrading unit abilities and squad commander abilities
  • Enemy color coding system: green is easy, yellow is medium, and red is hard


DETAILS
  • Squad Commanders
    • Gui Montag Infantry - Terran infantry build, low health units focused on bunkering up and killing from afar
    • Edmund Duke Artillery - Terran vehicle build, medium health units with good range and damage
    • Infested Kerrigan Brawler - Zerg air focused build with powerful spellcasting abilities
    • Unclean One Grenadier - Zerg melee and range focused build with powerful spellcasting abilities
    • Zeratul - Protoss ground focused build with late game mind control ability
    • Tassadar - Protoss ground focused build with strong shields and psionic abilities
    • Six more to come in future

  • Special Abilities
    • Primary Ability - Generally a short cooldown quick attack ability
    • Secondary Ability - There is a greater variety here, but usually these are high damage abilities with greater cooldowns
    • Passive Ability - These are usually defensive abilities with some sort of regeneration and long cooldowns

  • Squad Units
    •• Six purchaseable tiers of units, each commander generally has one unit from each tier available for purchase into their squad
    • Units stats and price scale according to tier, generally late game you will only be using tier 4+ units
    • Units sellable for 50% mineral refund

  • Unit Upgrades
    •• Each commander has appropriate buildings for upgrading their units
    • Weapon upgrades are more expensive and take longer than armor upgrades
    • Unit abilities and squad commander abilities cost gas to upgrade


SCREENSHOTS


Squad Commander Selection


Start mining ASAP


Commander Special Abilities described in Mission Objectives


Fight the good fight


Make sure to keep up with your armor upgrades


Storm can be your best friend


Defensive buildings are invaluable during the early game


Always keep detection on hand for those cloaked waves


Anything can be a tank if your armor is high enough!


Power overwhelming :3


Units tend to overpower buildings in the long haul


PROGRESS
  • IDEAS (100%)
  • TERRAIN (100%)
  • UNIT PLACEMENT (100%)
  • TRIGGERS (75%)

UPDATES
  • 7/9/2017
    Started production
  • 11/21/2017
    Thread creation. Beginning alpha testing. Half of the squad commanders have been implemented. 30 rounds of enemies in place at the moment. ~100 increasingly challenging waves planned as a future feature. This part of the game should not be beatable, the goal will simply be to get as far as possible.
  • 11/22/2017
    Fixed bugs involving units respawning after the death of Headquarters. Still need to clean up strings to reflect current accurate values.


Made with the Map Production template.

Attachments:
Squad Defense 0.029.scx
Hits: 1 Size: 355.46kb

Post has been edited 5 time(s), last time on Nov 22 2017, 5:29 am by Ultraviolet.



None.

Dec 7 2017, 3:49 am MTiger156 Post #2



I love the concepts you've got here. It reminds me of the old "Dawn of the Dead" maps.




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