Staredit Network > Forums > SC1 Map Production > Topic: Survive the Apocalypse
Survive the Apocalypse
Jul 17 2009, 5:48 am
By: Demented Shaman  

Jul 17 2009, 5:48 am Demented Shaman Post #1


I had Golden-Fist claim he made it and submit it for me

I made this map a long time ago for the Dec 06 mapping contest. It actually won first place too.

I just played it again with Moose and others at op SEN and I thought it actually had a lot of potential. I looked at the triggers again and I was surprised at how organized it was which would make it really easy to pick up and edit again.

Before I get started making any changes I'm going to list all the info here.

Also, this is pretty much inspired by Raccoon City and it has the same concept. In my opinion, this is a much faster paced game with a greater variety of enemies and things to do.

Done, In Progress, Not Started

Collapsable Box

Collapsable Box

Collapsable Box

Collapsable Box

Collapsable Box

Civs awarded every two minutes
5 ore/1 gas per kill
Minerals for killing alien buildings
4 players, 1 ally comp, 3 enemy comps

Collapsable Box

Collapsable Box

Will be re-done and organized at some point. Not everything is covered yet. I'll add to it once I'm actually able to beat the map :P

Post has been edited 20 time(s), last time on Dec 24 2009, 8:11 pm by Jeraziah.


Jul 17 2009, 6:08 am Demented Shaman Post #2

I'm always in need of testers. If you want to test post here.


Jul 17 2009, 7:07 am LokiArexon Post #3

This map looks pretty cool, I could help test at some point. What are you testing for? General debug? It looks like everything in your post is tagged as 'done' (nothing listed in-progress or 'not started'.


Jul 17 2009, 7:12 am Demented Shaman Post #4

Balance, balance, and more balance. And then along the way I might get new ideas or make some tweaks to existing things.

What's your account?


Jul 17 2009, 11:45 am Zell. Post #5

I love these maps, and I'm sure it would be a good map, but damn raccoon city style maps have gotten old. Make sure to keep it fun, and add new things.


Jul 17 2009, 5:05 pm samsizzle Post #6

i'll test, my is samsizzle- WITH THE DASH they destroyed my samsizzle account. If im on im always in op sen.


Jul 17 2009, 7:50 pm Demented Shaman Post #7

Quote from Zell.
I love these maps, and I'm sure it would be a good map, but damn raccoon city style maps have gotten old. Make sure to keep it fun, and add new things.
I just played RC a couple days ago for the first time in years probably, and it's definitely more boring and less fun than I remember it being.

Compared to Survive the Apocalypse it's much slower and less intense. I was also surprised that there's only a few different kinds of enemies. I'm also using 3 comps for enemies which allows for a lot of variety and increasing difficulty. Also, the events add extra challenges and change the environment too.

It's somewhat like special forces but with less grinding and not based on extremely overpowered units.


Jul 17 2009, 9:34 pm Vi3t-X Post #8

Heh. Well, we've already tested it. And I've already told you a lot of the things that could be added/changed.

But remember, like I said. Needs more probe. :P


Jul 17 2009, 10:43 pm Demented Shaman Post #9

I need decent people willing to play, who won't be lame and leave halfway into the game, because I can't tell whether we struggle due to an imbalance or because we're short a player.


Jul 18 2009, 12:49 am Demented Shaman Post #10

Here's an epic picture with all the preplaced units and stuff so you can get a better idea of how the map looks.


Jul 18 2009, 6:27 pm Demented Shaman Post #11

I've added warp gates that you can use to teleport to the other side of the map. It's just an added convenience making travel easier. You still have to kill the creep colony blocking it, but it's only set to 10% health. The new ramp and high ground access also makes it a nice defensive position, although the air spawn is right there.

Another more significant change I've made is to the spawning. I made it so the creation of enemies is more distributed, taking into account the existing number of enemies in each lane.

Before this change it would just create enemies at each spawn at the same time as long as the total number of enemies was below a certain number. However, the result was that a certain area could become clogged with enemies while another area was empty.

White kills also give 1 mineral now which gives you a little more income in the beginning, but not much.

And since it's hard to find testers I've been playing alone. The only change is that I start with more units and I get rewarded more civs. This allows me to get a feel for how difficult it would be in a full game with the same amount of units you'd have. It takes a lot more multitasking though.

Post has been edited 2 time(s), last time on Jul 18 2009, 6:35 pm by Pariah.


Jul 18 2009, 8:12 pm Tempz Post #12

yay, its finally at sen...
anyways hows maplantis going XD

on a side not this seems like that other game, i hope theres going to be blance ;D


Jul 18 2009, 8:39 pm Demented Shaman Post #13

Quote from Tempz
yay, its finally at sen...
anyways hows maplantis going XD

on a side not this seems like that other game, i hope theres going to be blance ;D
Well, the reason I'm testing and looking for testers is so I can balance the map.

If you want to know how maplantis is going look at my name over there. :lol:

And what other game are you talking about?


Jul 19 2009, 7:10 am Demented Shaman Post #14

A change I made is that if you play with less than 2 people or alone it will give you more civs so you'll have the same amount of units 4 people would have. I haven't done anything for having 3 people in the game so right now it's the same as having 4 people so overall you'll get less civs if you're playing with only 3. I'll have to do something slightly more complex for that, such as alternating giving an extra civ to a player. EDIT: Done, civ amount now adjusts for 1, 2, 3 and 4 players.

This will allow me to continue testing alone if I can't find any testers or with another person rather than having to find 3 other people to get a full house.

Post has been edited 1 time(s), last time on Jul 19 2009, 7:42 am by Pariah.


Jul 19 2009, 11:34 pm Demented Shaman Post #15

Along with the balance testing I've been doing, I've also been adding some virtual sounds when you reach certain areas and stuff, such as when you encounter the Archons in the medic area it will play the "Annihilate" wav.

One thing that's particularly helpful when playing is the wav that plays when the spawns change to a new enemy. It is also accompanied by pings to alert you of the change.


Jul 20 2009, 1:28 am Tempz Post #16

I'm refering to your old map made in 06 lol


Jul 20 2009, 2:16 am Demented Shaman Post #17

Quote from Tempz
I'm refering to your old map made in 06 lol
It's the "same" map.


Jul 20 2009, 2:41 am Zell. Post #18

Tester---> Zell.@USEast


Jul 20 2009, 3:27 am Demented Shaman Post #19

I changed the way recruitment works after you do the recruitment quest. Instead of getting access to a barracks, command center, and factory, you get a gateway instead. From the gateway you can build zealots which gives you civs.

I like this better because not only does it simplify a lot of triggers and the recruitment process, it also allows me to make repairing vehicles free and also set their repair rates.

Prior to this change, I was alerted to the problem with repair and its cost by Loki when we were playing a game of this.


Jul 20 2009, 10:25 pm Demented Shaman Post #20

I've made the sunkens that spawn during the Alien Infestation event invincible. I did this so they wouldn't get in the way of unit pathing, because they were very hard to kill and would often distract units and it was more of an annoyance rather than a challenge because by the time they spawn their damage is a nonfactor. However, I didn't want to make them easy to kill because I like the atmosphere they provide with the creep and stuff. That's why I think making them invincible is the best solution.

Maybe at one point much further into the game I will have a way to remove their invincibility. I'm thinking maybe casting dweb on a sunken will remove its invincibility.

EDIT: Alright I made it so that once you unlock defilers, which previously only had plague, you can use dark swarm to remove sunken invincibility by casting it over a sunken.

Post has been edited 1 time(s), last time on Jul 20 2009, 10:51 pm by Pariah.


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[2022-6-29. : 8:18 am]
GGmano -- I would have released my New map yesterday if scmdraft didnt fail on saving the merged file
[2022-6-29. : 8:17 am]
GGmano -- Not cool when I made such Nice system and I could make it even better if more trigger allowed
[2022-6-29. : 8:16 am]
GGmano -- Damn now I have reduce trigger amount impossible to save fil
[2022-6-27. : 11:03 pm]
jjf28 -- GGmano
GGmano shouted: its not possible to move around a p12 owned preplaced a
when I tried - ya not possible
[2022-6-27. : 11:02 pm]
Zoan -- idk, maybe if you change a setting with euds you can do it. Something like the Unit List and Palletes thing or whatever it's called
[2022-6-27. : 9:42 pm]
GGmano -- i thought that would be easy but dont work on my test
[2022-6-27. : 9:42 pm]
GGmano -- its not possible to move around a preplaced p12 owned dark swarm?
[2022-6-27. : 9:41 pm]
GGmano -- dark swarm
[2022-6-27. : 9:41 pm]
GGmano -- its not possible to move around a p12 owned preplaced a
[2022-6-27. : 1:08 pm]
jjf28 -- having played the architect just fine - no not necessarily
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