Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Desert Strike improvements
Desert Strike improvements
Sep 21 2009, 10:52 pm
By: theleo_ua
Pages: < 1 2 3

Mar 27 2011, 12:11 am theleo_ua Post #41

Ok, now I understand the problem


Apr 12 2011, 12:58 am m.0.n.3.y Post #42

Hey I was wondering if anyone had any ideas for different specials that could be used in desert strike.
Basically, I'm making a red vs blue remake and I want to add specials, but ones different than d strike.
My ideas so far are:
Protoss - Plasma Beam: Creates some effects and creates zealots and corsairs down the middle of the map
Terran - Artilary Strike - Creates Tanks and Missile turrets on the outside of the map for a short period of time
Zerg - Swarm - Creates a bunch of lings or infested terran or something

Anyone have any ideas?

:nude: :)

also, i would like to play nude's d strike version but i cant find it, all that's played on is that damn night version


Apr 12 2011, 8:59 pm theleo_ua Post #43

Quote from m.0.n.3.y
also, i would like to play nude's d strike version but i cant find it, all that's played on is that damn night version

Give me your ICQ Skype or Email (via PM for example)

I often host nuderaider's DS in iccup (but can play on west\east\europe if you want)


Apr 30 2011, 3:40 am Lanthanide Post #44

I'm going to be making another version of Night Fixed fairly soon. One idea for the imbalanced team thing that I'm toying with, is instead of the weak team getting a (huge) refund when they use their special, instead the weak team gets money back from when the stronger team uses a special. Eg if it is 1 protoss vs 3 terran, each time one of the terrans uses a nuke, the protoss will get 1/3rd of their special price, so 2333 minerals if playing on 2x speed mode (7000/3). The idea behind this is that it stops the weaker team from dictating how the larger team must play. Looking at the maths, from the scenarios I've drawn up, the weak team would still be disadvantaged overall in this situation in terms of numbers of specials they can build and the retaliation possibilities, so I think I would also retain the mineral bonus that I currently have, although drop it down to 10%/20% from the current 15/30%.

Another thought I've had is to get rid of the generators / khaydarin crystals that block your building area until you get enough gas. In Nude's original DS (and descendants), building space was actually at a premium. But in DS Night Fixed, especially as protoss, I've never seen building space as a primary reason to build gas extractors - you build gas extractors to get more income. So it seems that these blocking buildings aren't serving any gameplay purpose any more, and might as well be removed.

I'm also tempted to change the down-time for building gas extractors. At the moment it's 15/30/45/60/70/80 (total 300 seconds) and on the final one you get 100 bonus minerals instantly (essentially meaning it costs $650 instead of $750). At the moment best gameplay opening is to build 2 gas extractors straight away, and then start building units. If everyone in the game does this, everyone is at equal footing, but if you *don't* do it, then you become considerably disadvantaged. I might change it to 20/35/50/60/70/80 (total 315 seconds) to help discourage early gassing. I have another feature up my sleeve that will give a definite incentive to early gassing, but I think adjusting these timers wouldn't hurt either.


Jun 13 2011, 11:37 pm theleo_ua Post #45

Have you created new versions?


Jun 13 2011, 11:42 pm Lanthanide Post #46

Yeah, I've released 2.12, 2.14 and 2.15 since that post. Check the Desert Strike Night - Fixed thread in map showcase forum. I've made most of the changes for 2.16 which I plan to release this weekend. So if you've got any input, I'd be keen to hear it before then.


Jun 13 2011, 11:50 pm The_UrChai Post #47

Have you thought about making the silo weaker to encourage rushes instead of early gas? might work. but then again it might be too good of a tactic to get all those minerals and win. just putting this out there


Jun 14 2011, 12:04 am Lanthanide Post #48

I've already added in a new mechanic in 2.12, which was hinted at in the end of that post.

There are now 2 prison cells on the map, 1 for each time, near the centre. They have 3500 hp, 8 armor, and the team that destroys their cell first gets:
1. A reinforcement spawn (eg, they spawn units while enemy team doesn't)
2. $150 per team member
3. A Hybrid Destroyer (Tassadar/Zeratul Archon) with stats that are a bit weaker than a regular Archon, that is ordered to directly attack the enemy's silo.

There is very strong incentive to build units early now, and very seldom do you see people gassing straight off - usually newbies. The rewards are a definite advantage, and generally I will use the opportunity to build gas. But if you lose, it isn't the end of the world and is still recoverable.


Jun 14 2011, 2:08 pm theleo_ua Post #49

Quote from Lanthanide
Yeah, I've released 2.12, 2.14 and 2.15 since that post.

Haha - sorry Lanthanide - I asked not you:) Because there is your own topic where can I see all what you released.

NudeRaider - have you released new version?


Jul 15 2020, 11:29 pm GGmano Post #50


I rolled up some good stuff with My ds. I Like to read these old post about ds, cause theres more or less discussed All about the exackt improvements i did on desert. Like subject about imbalanced specs, refunds on uneven games, ccmu glitch unit ais. Actually ive seen vultures laying Mines on very rare occasion without beeing triggered for it im pretty sure it had some to do with an run Ai script tho, but just saying that its not fully impossible to make vultures using Mines by Ai script. I must say i started My ds Journey from playing ds revolution and ds Queen final. I think ive managed to solve nearly All glitches, bugs and imbalacies. But ideas for improvements is very welcome to me. So Please post up your ideas i might use em in my ds classic

Trust is everything

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