Mercury
Jan 25 2010, 7:34 am
By: Gigins
Pages: < 1 2 3 4 5 6 >
 

Feb 3 2010, 9:20 pm Gigins Post #61



Of course. By the way, please send me the friend names you play with. I'll add them to tester list in credits when the map is out. ;)



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Feb 3 2010, 9:24 pm LooKe Post #62



My little brother: Ace_Bell
And my friend may but I'll give you his name if he actually plays it



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Feb 4 2010, 2:05 am UnholyUrine Post #63



lol, cannons may Not work... but there're better things to do than just spawn reavers...

One thing I used probes with before was a Barricader... when it builds a pylon, the pylon gets converted into a machine shop.. In your case, i'd say about 300-500 hp or less if you add armor so the barricade can resist lower Zombies....

@Squad suggestions. It's rather hard since you do not want to give players air units.. but if u allowed us to have air units (maybe make it so that the air units have to stay around the Mercenary.. have like a 10x10 location around the mercenary in which the air unit can't leave) .. then you can have units like the Sci-ves, and the Queen...

Here's a list of workable squads with protoss/zerg/terran stuff...
  • Storm Troop - 2 high HP archons (~200-300?) + 2-4 High templars (with hallu)
  • Sojourn Troop - Dragoons with range ups + probe which can build barricades/Cannons.. Can also add corsair with D-web to silence zombies
  • Heavy//Artillery - 2-3 Tanks + Sci-ves with D-matrix n Irradiate
  • Bioweaponry - 4 Hydras + Queen with Broodling n Ensnare OR Defiler, which swarm creates an infested terran
  • Assist Troop - 4 medics + 2 sci-ves with D-matrix an Irradiate.

With this however, calling reinforcements can no longer be just terran units.. Let the player choose to call in terran/Zerg/protoss units (same, hydras, and dragoons respectively?)
I'm just brainstorming ideas here ^^

With the probe, you can always make other buildings spawn reavers.. .. but you should consideo its big splash against allied units into the equation.....

@Objectives not being done as a team..
It's not that hard to do.. you just need to make 5 more triggers to account for each player...
What I meant was that the players don't have to finish together.. but just all of them have to finish before they get the next objectives. THIS would be ez to trigger.
(then you can throw in some objectives that must be done together.. :P)

@Change in Difficulty Setting
What I think you should do is key into the Rush element that you have going in your map... (Tho u don't have to)
If the players can't work as a team to complete the objectives asap.. they're fucked.

You can set zombies to lower HP% in order to create more levels, and ease the craziness (needs more testing)

I still think you should have a Final, Unbeatable Zombie difficulty level.. where it's purely Game Over in order to avoid people farming and getting bored like we did. Spawning Mutalisks and Guardians and Infested terrans as the last level would be SOOO Sweet .. ... You can also make the strongholds destroyable at the last level... so the players can just watch their bases get taken over...

EDIT: Forgot to say.. my testing friend's azala[zc] (or just azala)

Post has been edited 1 time(s), last time on Feb 4 2010, 2:23 am by UnholyUrine.



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Feb 4 2010, 2:25 am LooKe Post #64



One thing I noticed during my run through just barely, all I can provide on this "bug" or "glitch" is that it said "2 upgrades" and I looked and only had 1 gas. Thats about all I know about what happened so maybe do a quick check of the triggers? not a big deal but I think every little thing should at least be reported.



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Feb 4 2010, 11:53 am Gigins Post #65



Quote
One thing I noticed during my run through just barely, all I can provide on this "bug" or "glitch" is that it said "2 upgrades" and I looked and only had 1 gas. Thats about all I know about what happened so maybe do a quick check of the triggers? not a big deal but I think every little thing should at least be reported.
That's funny! I made it to give you +2 every 500 kills, but didn't actually make it give you +2. Fix'd.
Quote
lol, cannons may Not work... but there're better things to do than just spawn reavers...

One thing I used probes with before was a Barricader... when it builds a pylon, the pylon gets converted into a machine shop.. In your case, i'd say about 300-500 hp or less if you add armor so the barricade can resist lower Zombies....
I guess I could scrap the reaver. Maybe replace it with dragoon and spawn archon with nexus? This would add variety, at least for 1 squad. :P
Quote
@Squad suggestions. It's rather hard since you do not want to give players air units.. but if u allowed us to have air units (maybe make it so that the air units have to stay around the Mercenary.. have like a 10x10 location around the mercenary in which the air unit can't leave) .. then you can have units like the Sci-ves, and the Queen...

Here's a list of workable squads with protoss/zerg/terran stuff...

* Storm Troop - 2 high HP archons (~200-300?) + 2-4 High templars (with hallu)
* Sojourn Troop - Dragoons with range ups + probe which can build barricades/Cannons.. Can also add corsair with D-web to silence zombies
* Heavy//Artillery - 2-3 Tanks + Sci-ves with D-matrix n Irradiate
* Bioweaponry - 4 Hydras + Queen with Broodling n Ensnare OR Defiler, which swarm creates an infested terran
* Assist Troop - 4 medics + 2 sci-ves with D-matrix an Irradiate.
Interesting! Something might come up. I liked the Defiler idea, but you can't do it in a multiplayer game.
Quote
With the probe, you can always make other buildings spawn reavers.. .. but you should consideo its big splash against allied units into the equation.....
Yea, maybe I could use the reaver in one of the squads I should differ.
Quote
@Objectives not being done as a team..
It's not that hard to do.. you just need to make 5 more triggers to account for each player...
What I meant was that the players don't have to finish together.. but just all of them have to finish before they get the next objectives. THIS would be ez to trigger.
(then you can throw in some objectives that must be done together.. :P )
Sorry, still not ringing the bell for me. I mean there no "Hey I should really do this" thought.
Quote
@Change in Difficulty Setting
What I think you should do is key into the Rush element that you have going in your map... (Tho u don't have to)
If the players can't work as a team to complete the objectives asap.. they're fucked.

You can set zombies to lower HP% in order to create more levels, and ease the craziness (needs more testing)
That's what I'm going for in v0.92. :D



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Feb 4 2010, 7:58 pm LooKe Post #66



Oh, 1 more thing. as I just played through and beat it...I don't feel much replay ability atm because I know EXACTLY where I have to go for the next step. Maybe it's just me, and maybe the harder difficulty will make it good but just a thought. Also I know the respawn timer will help with that, but when I just played it, all I did was upgrade my armor the whole time, and had 1 medic and they couldn't kill me...not even when I got to the hydras. I think I had to pick a new squad twice.

You should really just hurry and release the next version so I can get my fix. Damn zombie addiction... :bleh:

Post has been edited 1 time(s), last time on Feb 4 2010, 8:06 pm by JB4times4.



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Feb 4 2010, 9:38 pm Gigins Post #67



I have a little problem. I was adding all the new stuff to map you guys suggested and now I tried to play and it was impossible hard. I could only do like 10 objectives before the so called game over level started. I have to reconfigure the zombie count calculations and maybe some other serious balance issues.



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Feb 5 2010, 2:04 am UnholyUrine Post #68



Was it impossibly hard by yourself?? Teamwork should play a factor

EDIT: Oh and... for that defiler idea.. you can make it so that only one person can have that squad set at one time... :)

annnd you can probably just make the "game over" level appear much later or smth.... I dunno

Post has been edited 2 time(s), last time on Feb 5 2010, 2:31 am by UnholyUrine.



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Feb 5 2010, 3:31 am Gigins Post #69



I redesigned the difficulty system. Now it's 5 levels of 15 minutes with the 6th as the game over level. Also remade the zombie calculations again. Now it's {375;450;525;600;675;750}. Added an armor limit and raised the factor.



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Feb 5 2010, 5:35 am LooKe Post #70



The suspension is killing me! I'm not sure I've been this excited for a starcraft map before.



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Feb 5 2010, 4:28 pm Gigins Post #71



Well it looks like your lucky day man. )) Mercury v0.92 closed beta is out!! :D

)) Changes
  • Fixed spelling issues
  • Fixed the award system
  • Added 2 new awards that have to be earned
  • Changed tech upgrades to +20 damage instead of +10
  • Changed infantry armor upgrade factor to 5
  • Added infantry armor limit of 20
  • Added tech armor limit of 30
  • Added protoss upgrades with tech factors and armor limit of 25
  • Remade the zombie limit calculations (twice)
  • Added CPU marine control system
  • Changed templars to hero templars in heavy support pack and power up
  • Made hero tanks stronger
  • Made illusion cheaper
  • Changed cloak cost to 230 energy
  • Changed power up energy restore cost to 25m
  • Changes power up AI mines cost to 10
  • CPU marines now spawn with full health
  • Made Ultralisk stonger
  • Removed reaver from probe build list
  • Added archon to probe build list
  • Added dragoon to probe build list
  • Added info unit to see the build lists
  • Added zombie massing triggers to mission 6, the crossroad mission
  • Remade the difficulty system
  • Added defeat triggers
  • Added respawn penalty of 20 sec.
  • Now by loosing kerigan your units are given to p12
  • Fixed a bug where get +1u instead of +2u for every 500 kills

Enjoy! ^^



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Feb 5 2010, 4:34 pm LooKe Post #72



It looks like your lucky day too.....no work...

I'm glad I reported that gas bug, I wasn't sure if I just missed it or something :lol:

[EDIT]

I love it. I got stuck at the cross road because of a money management. Trying round 2 now!

[EDIT 2]

Ok, round 2 I got stuck at crossroad again....One thing I've noticed is that from about 400 to 600 kills you get flooded with gas, which I wasn't expecting so when I finally gave up i had 6 gas and 100 minerals. I'll try again without buying gas this time.

[EDIT 3]

Ok, do you have some trigger that spawns like 50,000 zombies when you have 20 seconds left on your crossroad mission? I got the 30 second message and then a few seconds later a whole ton of shit comes and eats...3 times in a row :><:

[EDIT 4]

Wow. I just beat it, and I have to say, the difficulty peaks right around 30 minutes. up until that its really hard, then once you get established in that difficulty its fairly easy.

Good Annoyances:
  • cross roads is terribly hard
  • Slime mutants are hard at the time of the objective
  • the ultralisk (forgot official name) is very hard to catch up to sometimes

Bad Annoyances/Bugs:
  • If you have guys in a bunker and your mercenary dies, you don't lose, you have to wait for your bunker to die, or unload the guys
  • The cloak... besides the kill 200 guys, kill 5 slime mutants, and kill the ultralisk, I could easily do all other objectives by cloaking my guy and then refreshing energy so I have 250 seconds to do what I need. I can then refresh it everytime it gets low effectively completing all objectives.
  • The marines are a lot better, but your medic still chases them sometimes if they get hurt. I've found killing them as they go by is the best solution.
  • Your units might not die even though they are given away when your mercenary dies. I found a medic 10 minutes after I died that was player 12's but obviously couldn't use him
  • Not really that annoying but: you don't get to watch your guys die because you aren't visioned with player 12
  • When you beat the game and get the "bonus" objective it's a pain in the ass to find all the zombies. Maybe give us vision since we regained control of the city.

If you would Like I can try a 6 player game tomorrow with my friends. I will only have the map on my computers so there isn't a chance it would leave my house. I don't want to do this unless you are ok with it, but it might be good to help out with balancing a full house as well.

Post has been edited 4 time(s), last time on Feb 5 2010, 7:11 pm by JB4times4.



None.

Feb 6 2010, 6:12 am Gigins Post #73



Quote
Ok, do you have some trigger that spawns like 50,000 zombies when you have 20 seconds left on your crossroad mission? I got the 30 second message and then a few seconds later a whole ton of shit comes and eats...3 times in a row
No it's only a big location once the zombies wonder in they charge the bunker. No additional zombies spawned.
Quote
* the ultralisk (forgot official name) is very hard to catch up to sometimes
Didn't happen to me, it's pinging all the time and it likes to stop by everything trying to kill it.
Quote
If you have guys in a bunker and your mercenary dies, you don't lose, you have to wait for your bunker to die, or unload the guys
I noticed this as well, I'll fix it easy.
Quote
The cloak... besides the kill 200 guys, kill 5 slime mutants, and kill the ultralisk, I could easily do all other objectives by cloaking my guy and then refreshing energy so I have 250 seconds to do what I need. I can then refresh it everytime it gets low effectively completing all objectives.
That is correct, but obviously there is no way around. Either cut the cloak out or leave it as it is. You guys choose. I for example use it always I do the mission where you have to reach the left bottom spot in the map.
Quote
The marines are a lot better, but your medic still chases them sometimes if they get hurt. I've found killing them as they go by is the best solution.
It's not that bad I guess, at least much better than it was in v0.90.
Quote
Not really that annoying but: you don't get to watch your guys die because you aren't visioned with player 12
You can't be visioned with extended players.
Quote
* When you beat the game and get the "bonus" objective it's a pain in the ass to find all the zombies. Maybe give us vision since we regained control of the city.
I guess that's a good idea. Since I did the mission with black sheep wall on. :P
Quote
If you would Like I can try a 6 player game tomorrow with my friends. I will only have the map on my computers so there isn't a chance it would leave my house. I don't want to do this unless you are ok with it, but it might be good to help out with balancing a full house as well.
You have 6 computers? Either way, go ahead! A full house test would be a good idea. Just post their names for credits. Oh and post me how much kills you have at the end of the game and by the kill 1000 mission, I think I should raise it a bit. Also thinking of some new awards. ^^

Keep up the good job.

Edit:Any comments on the terrain? Anyone?

Post has been edited 1 time(s), last time on Feb 6 2010, 6:55 am by Gigins.



None.

Feb 6 2010, 8:28 am LooKe Post #74



Quote from Gigins
No it's only a big location once the zombies wonder in they charge the bunker. No additional zombies spawned.
Oh man, well it's hard :bleh: (in a good way)

Quote from Gigins
Quote
* the ultralisk (forgot official name) is very hard to catch up to sometimes
Didn't happen to me, it's pinging all the time and it likes to stop by everything trying to kill it.
I guess the annoyance was when he killed me that it got annoying running across the map, but like I said it's a good annoyance.

Quote from Gigins
Quote
If you have guys in a bunker and your mercenary dies, you don't lose, you have to wait for your bunker to die, or unload the guys
I noticed this as well, I'll fix it easy.
It was kinda handy for the cross roads objective. :D

Quote from Gigins
Quote
The cloak... besides the kill 200 guys, kill 5 slime mutants, and kill the ultralisk, I could easily do all other objectives by cloaking my guy and then refreshing energy so I have 250 seconds to do what I need. I can then refresh it everytime it gets low effectively completing all objectives.
That is correct, but obviously there is no way around. Either cut the cloak out or leave it as it is. You guys choose. I for example use it always I do the mission where you have to reach the left bottom spot in the map.
That is a tough decision but I almost would lean towards cutting it out.

Quote from Gigins
Quote
The marines are a lot better, but your medic still chases them sometimes if they get hurt. I've found killing them as they go by is the best solution.
It's not that bad I guess, at least much better than it was in v0.90.
Ya, Like I said they are a lot better.

Quote from Gigins
Quote
Not really that annoying but: you don't get to watch your guys die because you aren't visioned with player 12
You can't be visioned with extended players.
Maybe have them die or something so they don't linger? I got confused once as to which was mine when I had to go back to the same spot. Not a big problem, but annoying.

Quote from Gigins
I guess that's a good idea. Since I did the mission with black sheep wall on. :P
CHEATER!!!!

Quote from Gigins
You have 6 computers? Either way, go ahead! A full house test would be a good idea. Just post their names for credits. Oh and post me how much kills you have at the end of the game and by the kill 1000 mission, I think I should raise it a bit. Also thinking of some new awards.
Unfortunately (or fortunately) I do. I will see how many people show up and hopefully get a game going. I for sure will have 4 of us though.

Quote from Gigins
Edit:Any comments on the terrain? Anyone?
What are you looking for on this topic? Just what we like/dislike about its functionality and looks?



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Feb 6 2010, 1:50 pm Gigins Post #75



Quote
What are you looking for on this topic? Just what we like/dislike about its functionality and looks?
Like anything? I mean nobody has commented the terrain at all. I want to know is it good/bad, does it need improving.



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Feb 6 2010, 5:23 pm LooKe Post #76



Haha, I haven't really paid to much attention to it which could be both a good and a bad thing. Good because there isn't any major complaints and could be bad because there isn't anything outstanding? I will pay more attention when I play next and give you better input then this.



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Feb 6 2010, 10:03 pm Centreri Post #77

Relatively ancient and inactive

The terrain is nothing special, but nothing to complain about. Is there any extended terrain? :wtfage:



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Feb 6 2010, 10:15 pm Gigins Post #78



A little bit. :P



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Feb 6 2010, 11:34 pm Echo Post #79



I couldn't get past the crossroad bunker mission because the units were too strong. I don't know if it's my fault for farming early in the game for upgrades or that the map is meant to be played in multiplayer.

My base was eventually overrun by Slime Mutants and it was destroyed lol.



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Feb 7 2010, 1:59 am atto Post #80



This game looks awesome and I'd love to try it out, but i can't seem to find it? lol, any help? Is it within the Topic?



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