Staredit Network > Forums > SC1 Map Production > Topic: Mini Grid Defence
Mini Grid Defence
May 16 2008, 10:48 pm
By: jandii  

May 16 2008, 10:48 pm jandii Post #1



Mini Grid Defence



Overview:
Mini Grid Defence is an individual defense map for up to 6 players. Each player uses their starting cash to buy heroes from the centre, and place them on their grid with their corsair (disruption web).



40 levels of monsters (and bosses) will try and get to the end of each of the players paths and when 10 units (or 1 boss) have gotten through, it's game over!



Killing units provides cash to the player, who can then upgrade weapons, or evolve the unit into a stronger hero.



Last person remaining, or the first person to kill the end boss is victorious!

Map Features
• Simple user interface, all selections are made with the civilian, all placements/unit selections are made with the corsair
• The inclusion of melee units as viable defenders
• Advanced pathing to stop the computer cutting corners
• A variety of enemy types and spawn patterns
- Normal, left to right
- Reversed, Right to left
- Simultaneous, Ground units from the left, Air units come from the right
- Alternating, Units that draw fire combined with neutral units which aren't attacked
- Hero Units (mini bosses)
- Semi cloaked units, units start with limited mana and uncloak
- Cloaked units (there are no permanent detectors, you must use spells)
- Protoss shields (255), which require fast firing weak units to 'grind' down
- Extremely armoured units (ideally to use spells against)
- Bosses which spawn units
- Mutating Bosses
• Map secrets
• Modified Supply Limits (with no trace on the map) for 1 certain secret
• Upgrades start at level 4, so no 'junk' buildings are required
• Balanced for multiple strategies
- My intention was to make spamming 1 or 2 units not a viable option
- I also wanted spells to play a significant part, so unit hp are roughly around 500 max, but armour and unit speed increases

To do
• Set up kills to cash
• Set up all 40 levels (10 done so far)
• Furiously balance everything
• Complete Player 1 triggers, then copy/paste/edit them for Players 2 - 6
• Clean up text displays/names/errors
• Set up map briefing/ingame help

Full Map Image


Post has been edited 8 time(s), last time on May 17 2008, 12:23 am by jandii.



None.

May 16 2008, 10:51 pm DevliN Post #2

OVERWATCH STATUS GO

Looks fun, I like the layout a lot.

Did you make it so you can't web on the track?



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 16 2008, 11:17 pm jandii Post #3



There's preplaced spidermines which force units to spawn within the grid, and never on the path. Also it detects if a unit is already there (yours, or enemy) and throws an error :) So no chance of simply blocking.

I made the layout with a few ideas in mind:
• Enough corners to slow down units (most of my locations are corners)
• The path should backtrack slightly to get rehit by starting/ending units
• Straights for lurkers to be effective
• 'Spell pockets' 4x4 areas where you can hit multiple units
- Same for infested terran!
• Places where melee can hit 2/3 times (to be viable)

So ya, hopefully this planning means a quality map when it's done :D



None.

May 16 2008, 11:27 pm DevliN Post #4

OVERWATCH STATUS GO

Quote
Edit: How do I make images thumbnails, and you have to click them for the full version?
You can host the screenshots on http://www.imageshack.us and post the thumbnail versions here.

The more I think about it, I really like this concept. It's rare to you see melee units used in defense maps, nowadays.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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