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[Zillion Zerglings] The Official Thread Vanished (131) NA + EU
+ Show Spoiler +
I present to the world of Starcraft, the first version (0.1) of Zillion Zerglings.
In this Melee-esque game, you will defend from an infinite onslaught of zillions of zerglings. Each level will begin after a timed preperation period. The faster a level is finished, the more minerals you will be given. Recommended Players: 1-6
I like to work on things at my leisure, so please be patient concerning improvements and fixes.
Detailed Information:
Levels (Number of Zerglings): 100, 200, 300, 500
Level Styles: Burrow Ring - The zerglings will spawn around an invisible ring that is centered around all units. Spiral - Self-explanatory, later on, there may be double, quadruple, or even 10-spirals. You won't live that long; don't worry about it. Overlords - Overlords drop at random spots loaded with 8 zerglings each. Pulse - Zerglings come in waves of 100. This is probably one of the toughest level styles. Focus Spiral - The zerglings come in short bursts from the outer perimeter of the map. Make sure to defend this side!
Notable Features:
Team killers will be punished. SCVs are prioritized higher. Every level, an upgrade must me selected for the zerglings. Friendly-fire doesn't exist. Buildings can all be built on zerg creep. Nuclear missiles are free! (Not that anyone would dare use one) Personal highscore board.
Changes to be implemented in the future:
Balance changes will constantly be applied in nearly every patch.
Now for the eye candy you've all been waiting for:
+ Show Spoiler +![[image loading]](http://img405.imageshack.us/img405/2783/screenshot2010111417481.jpg) Hellion fortress should be formidable... Notice that you have the option to vote to skip the timer; since minerals are awarded per second, you will recieve these when a successful vote occurs. ![[image loading]](http://img339.imageshack.us/img339/5192/screenshot2010111417482.jpg) Holds up well so far. ![[image loading]](http://img573.imageshack.us/img573/3547/screenshot2010111417484.jpg) Okay well maybe not. ![[image loading]](http://img251.imageshack.us/img251/8679/screenshot2010111417504.jpg) Savvy Samaritan is a selectable talent. You get an extra civilian each round that you should protect. Minerals are awarded at the end of each round depending on how many survive.  ![[image loading]](http://img220.imageshack.us/img220/6767/screenshot2010111417512.jpg) Marines behind buildings make a great defense! ![[image loading]](http://img543.imageshack.us/img543/379/screenshot2010111417520.jpg) At the end of each round, you are given minerals based on how quickly you completed a level. ![[image loading]](http://img585.imageshack.us/img585/8840/screenshot2010111417531.jpg) Vespene is awarded based upon kills. Gas Hog is a selectable talent that allows you to regenerate gas inbetween rounds. Talents and kills are the only methods to get gas. ![[image loading]](http://img237.imageshack.us/img237/1964/screenshot2010111417532.jpg) Supply depots don't last very long without the armor upgrade. ![[image loading]](http://img594.imageshack.us/img594/6984/screenshot2010111417533.jpg) Medic! ![[image loading]](http://img242.imageshack.us/img242/3369/screenshot2010111417551.jpg) We barely survived the last round, this is probably the end. ![[image loading]](http://img139.imageshack.us/img139/6125/screenshot2010111417553.jpg) Alas, farewell courageous marines. ![[image loading]](http://img253.imageshack.us/img253/666/screenshot2010111418113.jpg) This fortress is unstoppable. ![[image loading]](http://img257.imageshack.us/img257/1273/screenshot2010111418125.jpg) Wait... overlords? Not fair. ![[image loading]](http://img689.imageshack.us/img689/9845/screenshot2010111418130.jpg) I saw this in a movie once. ![[image loading]](http://img251.imageshack.us/img251/8734/screenshot2010111418153.jpg) The rounds alternate a few interesting patterns, some more difficult than others. ![[image loading]](http://img199.imageshack.us/img199/4549/screenshot2010111418162.jpg) Factory versus 1 zillion zerglings. Game. ![[image loading]](http://img823.imageshack.us/img823/1036/screenshot2010111418214.jpg) 3199 out of 3200. One more zergling! Come on guys. Destroy it already. ![[image loading]](http://img222.imageshack.us/img222/9823/screenshot2010111418231.jpg) Planetary fortresses are unstoppable because you can repair them... or so they say. ![[image loading]](http://img404.imageshack.us/img404/7330/screenshot2010111418244.jpg) Pretty colors. ![[image loading]](http://img233.imageshack.us/img233/617/screenshot2010111418245.jpg) The mighty fortress has fallen. ![[image loading]](http://img43.imageshack.us/img43/6793/screenshot2010111418491.jpg) Micro for the win? ![[image loading]](http://img163.imageshack.us/img163/8682/screenshot2010111418493.jpg) And no... lifted buildings will not save you from the defeat triggers.
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gonna try it out :O
ill let you know my opinions soon
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i just played it with one friend. game is impossible with protoss. We walled the cannons in and still the zergligs beat the crap out of us
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This makes me want to play Zergling Blood  I'll let you know what I think of this game when I get a chance to play it with some friends
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terran with planetary fortress beats this easy
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Let's reserve this thread for tested strategies, never_toss.
And I'm not aware that anyone has beaten this game. It's not even possible, the game has infinite levels. Level 22 is over 1,000,000. I don't think anyone has gotten past level 10 or so.
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8003 points with terran. I feel like you make too little amount of minerals per round
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Select mineral man as a talent. :D
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i haven't played this game, but if its anything like the one million lings game, broodlords are gold.
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Is it even possible for my computer to support a million zerglings?
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The game only is allowed to produce a certain number of zerglings at a time. Lag is never an issue, even on my integrated graphics card laptop. :D Designed with perfection, mathematical perfection.
I use the fibonacci sequence to produce the levels, and the sum of the fibonacci sequence to conclude a level.
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On November 13 2010 09:23 never_toss wrote: terran with planetary fortress beats this easy
I've always just powered through these with a double SCV wall (holdpos-ed, repair active) and a sea of hellions with blue flame beyond, haha. I don't really understand how you can win without something cheesy like that, though.
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Repair costs minerals. You might be able to keep up repair for a few levels, but I think you need a better strategy. Maybe in combination with banshees?
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Is it even remotely possible to solo it? I tried like 10 times and I could only get to round 4, I think.
Choose Greed.
R1: 1 Barracks, 1 Factory, 2 Depot, rest into Hellion R2 : everything into Hellion R3: Tech lab addon, Hellion upgrade, rest into Hellion R4: Hellion... and depot... R5: dead
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Northern Ireland1200 Posts
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How do I find this to play? I looked through the list and couldn't find anything.
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I'd like someone trusted to upload this to Eu for me. Please contact me by PM.
You can search for this game by clicking "Create Game." Then type in Zillion.
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I had a few people contact me about publishing this to Europe, but none of them seemed to be active on these forums. If I could get a few more contestants, that would be great.
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My first thought on viewing this thread: "_____ is slowing down the game!"
I look forward to the days when not every UMS and half of league games gives me that message, though.
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I rarely recieve that message. If you look at the last picture, you will see that there is a limit to how many zerglings can spawn at a time. This prevents the map from getting into the thousands of units.
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Northern Ireland1200 Posts
What do you mean by trusted? How do you publish it? Just open up sc2 editor with map and click publish to bnet or something? If its that simple, I would do it. Really would like to play map =]
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I believe you need a Europe client to publish it to Europe.
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Is there a particular reason why workers are set on "aggressive" instead of "passive"? I mean, making SCVs actively try to kill lings on sight is really annoying when you just want them to stand behind and repair.
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On November 15 2010 22:44 Chewits wrote: Please upload to Euro.
please buddy. Was so looking forward to trying this out last night but i couldnt find it on eu
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Until I figure out a better way to force zerglings to attack harvestors, they will be set on offensive.
There is a problem with uploading this to Eu, I am constantly updating this. And you guys would never have the latest version.
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On November 18 2010 01:29 Vanished131 wrote: Until I figure out a better way to force zerglings to attack harvestors, they will be set on offensive.
There is a problem with uploading this to Eu, I am constantly updating this. And you guys would never have the latest version.
I am hoping to see the following:
1) Either having difficulty adjusted to number of players, or make it more solo-able. Right now it feels too hard to play it by myself (but since it's not very popular, I pretty much have to play it myself)
2) Can we have different terrain? The dirt really throws me off.
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I plan to add a menu to purchase certain things (such as extending the timer) at a later date.
The difficulty is already adjusted for the number of players. I will curve the difficulty slightly more for solo or duo.
What kind of terrain?
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On November 18 2010 02:18 Vanished131 wrote: I plan to add a menu to purchase certain things (such as extending the timer) at a later date.
The difficulty is already adjusted for the number of players. I will curve the difficulty slightly more for solo or duo.
What kind of terrain?
I donno. As long as it's not uniformly dirt I am good 
Since we are on the terrain issue, I am thinking that currently the centre is very disadvantageous most of the time (it depends on the method of the spawn, but building on a corner always seem to be better). Maybe you can make the game slightly more interesting by providing the players a reason to build at the centre, too.
One way to achieve this, for example, is to have a gas in the middle of a map which players can cap - which provides a small amount of resources.
It's just a random thought.
EDIT: Oh, for the difficulty thing: maybe I just suck, but I have made many [failed] attempts to survive the first wave without choosing "Greed" as my personality. It feels... kind of hard. Maybe you can do a "Level 0" which only 20-50 zerlings are sent? (kind of like a tutorial level?)
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There are no corners in the map. Building slight off center is probably the best way to go.
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On November 18 2010 02:33 Vanished131 wrote: There are no corners in the map. Building slight off center is probably the best way to go.
Yea by corners I mean off centre. The true corners are unbuildable.
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I never really meant people to solo the game. It's more a teamwork game. But it is quite fun seeing how far you can get, I think one player said they made it to level 4 or 5?
I don't see a need for a tutorial level, most of the people I've introduced the map to have figured it out real quick. 
If anyone cared to know, the levels go like so:
100 200 300 500 (Level 4) 800 (Level 5) 1300 2100 3400 5500 8900 (Level 10) . . . 1,094,600 (Level 22) . . . 777,874,204,900 (Level 49) . . . 35,422,484,817,926,191,507,500 (Level 100)
That is that level 100 is 35 sextillion, 422 quintillion, 484 quadrillion, 817 trillion, 926 billion, 191 million, 507 thousand, 500 zerglings.
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On November 18 2010 02:43 Vanished131 wrote:I never really meant people to solo the game. It's more a teamwork game. But it is quite fun seeing how far you can get, I think one player said they made it to level 4 or 5? I don't see a need for a tutorial level, most of the people I've introduced the map to have figured it out real quick.  If anyone cared to know, the levels go like so: 100 200 300 500 (Level 4) 800 (Level 5) 1300 2100 3400 5500 8900 (Level 10) . . . 1,094,600 (Level 22) . . . 777,874,204,900 (Level 49) . . . 35,422,484,817,926,191,507,500 (Level 100) That is that level 100 is 35 sextillion, 422 quintillion, 484 quadrillion, 817 trillion, 926 billion, 191 million, 507 thousand, 500 zerglings.
i know the Fibonacci sequence when i see it :D never realised that @ its 100th iteration the value was so high speaking of which, income over time eh? so keeping the rounds alive as long as possible is good for minerals or bad cause they doo too much dmg>?
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Minerals aren't regenerated during rounds. But you do get a bonus for completing a round earlier.
And the first value of the fibonacci sequence is generally considered to be the initial 1. (1, 1, 2, 3, 5...)
So my 100th level is really the 101st term of the fibonacci sequence.
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Northern Ireland1200 Posts
On November 17 2010 08:03 Vanished131 wrote: I believe you need a Europe client to publish it to Europe.
Yes. I am willing to upload. Do you have a thread on sc2mapster or anything?
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On November 18 2010 07:07 Chewits wrote:Show nested quote +On November 17 2010 08:03 Vanished131 wrote: I believe you need a Europe client to publish it to Europe. Yes. I am willing to upload. Do you have a thread on sc2mapster or anything?
Yes.
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Oh, one more thing.
Would you consider allowing more races? i.e. let the player to choose between T or P?
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![[image loading]](http://1.bp.blogspot.com/_XaTOLkShVzc/TKwJZy8dfxI/AAAAAAAAAUc/ByR5ekmaMQc/s1600/Leonardo+de+Pisa,+Fibonacci.jpg) i see what you did there
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On November 20 2010 04:42 Sufficiency wrote: Oh, one more thing.
Would you consider allowing more races? i.e. let the player to choose between T or P?
All players can select between all three races at the beginning. It's always been like that.
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On November 20 2010 10:59 Vanished131 wrote:Show nested quote +On November 20 2010 04:42 Sufficiency wrote: Oh, one more thing.
Would you consider allowing more races? i.e. let the player to choose between T or P? All players can select between all three races at the beginning. It's always been like that.
EDIT: Wait, I donno how to do it. It's locked as Terran. I just tried.
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How? Mine is locked at terran.
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Oh, I defaulted player 1 to terran while I was testing in the editor. I apologize. By the time you read this message, it will be selectable on battle.net.
My apologies.
EDIT: Cannons should be quazi-stackable, you guys can mess around with that just for fun. Enjoy!
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When will this be up on EU?
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On November 20 2010 23:39 Tripal wrote: When will this be up on EU?
Today, thanks to Qw4z1.
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Hurry Qw4z1! I want to try it :D
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Hmmm under which name ? Can't find it on EU !
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Everyone is waiting for Qw4z1. He said he checks his inbox multiple times per day, so we will see.
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Before I forgot to add, awesome terrain =)
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On November 21 2010 07:11 Sufficiency wrote: Before I forgot to add, awesome terrain =)
The terrain isn't much, it's meant to be completely neutral. Most the game is in the triggers, in fact, it's just an empty map.
As I am writing this, version 0.108 has been uploaded; that means there have been 107 revisions of the first version, so what you are looking at when you play this game is quality.
If you are playing this after this post, you will realize that every level you complete, you are asked to select an upgrade for the zerglings. If you do not choose an upgrade, one will be randomly selected for you. The zerglings can have multiple upgrades above level 3, so choose wisely.
Stack should work now also, for all buildings.
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On November 13 2010 08:30 Vanished131 wrote: And no... lifted buildings will not save you from the defeat triggers.
This should be implemented for ladder matches also 
On topic, have you tested the higher levels for the lag it would produce?
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On November 21 2010 16:04 CortoMontez wrote:Show nested quote +On November 13 2010 08:30 Vanished131 wrote: And no... lifted buildings will not save you from the defeat triggers. This should be implemented for ladder matches also  On topic, have you tested the higher levels for the lag it would produce?
*sigh* Do I have to keep answering this? Play the game first before you start critiquing it.
Lag is non-existant. If there are more than a certain number of zerglings on the map, no more are produced.
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zerglings just walk through the wall in in level 1....as P and T
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Did a quick search, couldnt see this reported. One person kept blowing up with weird messages in our games. I think the splash from his tanks is getting him marked at a TK'er ?!
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I wonder if my poor little laptop could handle 100,000 zerglings before i lag out hahaha but im going to give this a try later. Reminds me of starship troopers BUGS!
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On November 22 2010 06:34 Proto_Protoss wrote: I wonder if my poor little laptop could handle 100,000 zerglings before i lag out hahaha but im going to give this a try later. Reminds me of starship troopers BUGS!
For better or worse that does not happen. It will only spawn a set number of zerglings, well below the number of zerlings your laptop can handle... after those are killed, more will spawn.
This is good and bad. It's good that, you know, your laptop won't blow-up. It's bad because in later levels it takes a LONG time to complete.
My friend and I got to 4k-ish once, I think. After that it got really boring and we left.
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On November 21 2010 20:43 PlaGuE_R wrote: zerglings just walk through the wall in in level 1....as P and T
If someone else can vouch that this occurs, I will investigate and fix immediately.
Sufficiency,
4,000 zerglings is accumulated in the middle of the 8th level.
Since you can skip the wait timer, this should take little more than 7 minutes. I don't think you really played the latest version. If you did, could you comment on what I could improve to make it more fun?
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On November 22 2010 06:30 exKid wrote: Did a quick search, couldnt see this reported. One person kept blowing up with weird messages in our games. I think the splash from his tanks is getting him marked at a TK'er ?!
I am going to edit the tanks splash damage to avoid allied players. Please wait for this correction.
If anyone else could identify all other types of splash damage for me, this would be VERY helpful, since I am a mapper--not a melee player.
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Tanks are the only unit in the game that do friendly splash I think.
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On November 22 2010 08:02 StUfF wrote: Tanks are the only unit in the game that do friendly splash I think.
Thank you.
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On November 22 2010 07:52 Vanished131 wrote:Show nested quote +On November 21 2010 20:43 PlaGuE_R wrote: zerglings just walk through the wall in in level 1....as P and T If someone else can vouch that this occurs, I will investigate and fix immediately. Sufficiency, 4,000 zerglings is accumulated in the middle of the 8th level. Since you can skip the wait timer, this should take little more than 7 minutes. I don't think you really played the latest version. If you did, could you comment on what I could improve to make it more fun?
I am not sure how it could be made more fun. I mean, every single level is pretty uniform, for better or worse - you just get more Zerglings. You also get a very small amount of mineral (even after using a mineral-friendly personality) so there are few changes after each round except adding a couple of more Hellions. In fact, the only thing I felt was strategic was to get the upgrades for the Hellions.
If the game allows spawning of other units, say Zealots, then it should be called Zillion Zealots instead! And that should be a different map!
The only thing left to consider, probably, is to make the Zerglings receive attack/defense upgrades instead of spawning more of them. Theoretically, this should be the game just as difficult, but with a lot less waiting. I am not really sure about this, though, because it seems to go against the essence of your map.
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12170 points here... Damn, that was hard; a great map!
PF-SD-EB-SD-PF FAC--------------FAC RAX-TL-RAX-SD
Hellions and upgraded rines, pre-igniter is your friend.
I also upgraded Stim and Shields, but I don't think that that's worth it... Medivacs are too late tech and too expensive (since you only get about 60 minerals after round 5/6?
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On November 22 2010 23:05 Sufficiency wrote:Show nested quote +On November 22 2010 07:52 Vanished131 wrote:On November 21 2010 20:43 PlaGuE_R wrote: zerglings just walk through the wall in in level 1....as P and T If someone else can vouch that this occurs, I will investigate and fix immediately. Sufficiency, 4,000 zerglings is accumulated in the middle of the 8th level. Since you can skip the wait timer, this should take little more than 7 minutes. I don't think you really played the latest version. If you did, could you comment on what I could improve to make it more fun? I am not sure how it could be made more fun. I mean, every single level is pretty uniform, for better or worse - you just get more Zerglings. You also get a very small amount of mineral (even after using a mineral-friendly personality) so there are few changes after each round except adding a couple of more Hellions. In fact, the only thing I felt was strategic was to get the upgrades for the Hellions. If the game allows spawning of other units, say Zealots, then it should be called Zillion Zealots instead! And that should be a different map! The only thing left to consider, probably, is to make the Zerglings receive attack/defense upgrades instead of spawning more of them. Theoretically, this should be the game just as difficult, but with a lot less waiting. I am not really sure about this, though, because it seems to go against the essence of your map.
Thank you for proving you haven't played the game. Zerglings do recieve upgrades.
I adjusted the rate at which minerals are recieved. Everyone also recieves a constant 25 gas every round.
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This is little werid to me. I wall in and zerglings just spawn in the middle and just overwhlem me in seconds...
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On November 23 2010 12:10 JakeDaSnake wrote: This is little werid to me. I wall in and zerglings just spawn in the middle and just overwhlem me in seconds...
The first level spawns the zerglings from the ground in the center. I plan to change this soon.
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On November 23 2010 07:10 Vanished131 wrote:Show nested quote +On November 22 2010 23:05 Sufficiency wrote:On November 22 2010 07:52 Vanished131 wrote:On November 21 2010 20:43 PlaGuE_R wrote: zerglings just walk through the wall in in level 1....as P and T If someone else can vouch that this occurs, I will investigate and fix immediately. Sufficiency, 4,000 zerglings is accumulated in the middle of the 8th level. Since you can skip the wait timer, this should take little more than 7 minutes. I don't think you really played the latest version. If you did, could you comment on what I could improve to make it more fun? I am not sure how it could be made more fun. I mean, every single level is pretty uniform, for better or worse - you just get more Zerglings. You also get a very small amount of mineral (even after using a mineral-friendly personality) so there are few changes after each round except adding a couple of more Hellions. In fact, the only thing I felt was strategic was to get the upgrades for the Hellions. If the game allows spawning of other units, say Zealots, then it should be called Zillion Zealots instead! And that should be a different map! The only thing left to consider, probably, is to make the Zerglings receive attack/defense upgrades instead of spawning more of them. Theoretically, this should be the game just as difficult, but with a lot less waiting. I am not really sure about this, though, because it seems to go against the essence of your map. Thank you for proving you haven't played the game. Zerglings do recieve upgrades. I adjusted the rate at which minerals are recieved. Everyone also recieves a constant 25 gas every round.
Yea, that's what you said about being able to choose any race you want, as well.
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Would it, from a gameplay view, be possible to change the workers so that they always pass through other units? Because now it is quite frustrating to move the workers through a tight packed marine ball (mainly scvs when repair is needed).
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On November 23 2010 21:57 Sufficiency wrote:Show nested quote +On November 23 2010 07:10 Vanished131 wrote:On November 22 2010 23:05 Sufficiency wrote:On November 22 2010 07:52 Vanished131 wrote:On November 21 2010 20:43 PlaGuE_R wrote: zerglings just walk through the wall in in level 1....as P and T If someone else can vouch that this occurs, I will investigate and fix immediately. Sufficiency, 4,000 zerglings is accumulated in the middle of the 8th level. Since you can skip the wait timer, this should take little more than 7 minutes. I don't think you really played the latest version. If you did, could you comment on what I could improve to make it more fun? I am not sure how it could be made more fun. I mean, every single level is pretty uniform, for better or worse - you just get more Zerglings. You also get a very small amount of mineral (even after using a mineral-friendly personality) so there are few changes after each round except adding a couple of more Hellions. In fact, the only thing I felt was strategic was to get the upgrades for the Hellions. If the game allows spawning of other units, say Zealots, then it should be called Zillion Zealots instead! And that should be a different map! The only thing left to consider, probably, is to make the Zerglings receive attack/defense upgrades instead of spawning more of them. Theoretically, this should be the game just as difficult, but with a lot less waiting. I am not really sure about this, though, because it seems to go against the essence of your map. Thank you for proving you haven't played the game. Zerglings do recieve upgrades. I adjusted the rate at which minerals are recieved. Everyone also recieves a constant 25 gas every round. Yea, that's what you said about being able to choose any race you want, as well.
*sigh* I just realized you are on Europe... I will send that q guy another update later.
You'll like it! Trust me.
I'll send you the update as soon as you reply to me.
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Played this map on the EU server to 105000 kills (3hours approx) Then went to school and came back 5hours later and i wasn't in the game anymore. Probably dead. However, the zerglings got no upgrades during the time I played, and I basically came to a point where nothing took any damage.
The overlord drop waves were the most painful as they fed the zerglings out so slowly. Tactic was basically planetary fortresses with supplies blocking everything but 1 attacktile and bunkers with reapers/rines.
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Ouch, it's finally something both hard and interesting in EU. Thanks a lot for bringing us a map a lot of people has been waiting for.
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On November 24 2010 06:05 Wheazel wrote: Played this map on the EU server to 105000 kills (3hours approx) Then went to school and came back 5hours later and i wasn't in the game anymore. Probably dead. However, the zerglings got no upgrades during the time I played, and I basically came to a point where nothing took any damage.
The overlord drop waves were the most painful as they fed the zerglings out so slowly. Tactic was basically planetary fortresses with supplies blocking everything but 1 attacktile and bunkers with reapers/rines.
There was a slight error in the coding that gave players insane amounts of minerals. This has been fixed. I'll adjust the overlord levels; remind me later!
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On November 24 2010 08:17 Monxy wrote: Ouch, it's finally something both hard and interesting in EU. Thanks a lot for bringing us a map a lot of people has been waiting for.
Q updated this today already. Please enjoy the new version! I hope it works, as I haven't tried it yet. Ha!
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I'm not sure if it's the same in US but here in EU it's very popular.
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On November 24 2010 17:04 Monxy wrote: I'm not sure if it's the same in US but here in EU it's very popular.
It's not quite there yet.
There is currently a bug floating around on EU that allows player to gain large sums of minerals.
Q will update this as soon as possible. I also changed one of the round styles. I will post some details as to how the game works in the original thread concerning round styles in a few minutes.
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Play as protoss -> Talent in gas -> Rush to mothership -> gg (no detection)
I am currently at 43k kills
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So this doesnt ever end?
Im currently at 20k with just stacking pf but i dont think i have patience to keep this going on much longer.
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On November 24 2010 23:10 Delarchon wrote: So this doesnt ever end?
Im currently at 20k with just stacking pf but i dont think i have patience to keep this going on much longer.
On November 24 2010 22:40 Sitcaf wrote: Play as protoss -> Talent in gas -> Rush to mothership -> gg (no detection)
I am currently at 43k kills
Please refer to my previous post.
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Oh, and there's one thing I'd really like to know, what is the math sequence for "How many lings there will be in x round?"
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On November 24 2010 23:24 Monxy wrote: Oh, and there's one thing I'd really like to know, what is the math sequence for "How many lings there will be in x round?"
If you would pay attention to the original post, you would know these things.
Q will update ZZ on the Eu servers as soon as he logs on.
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On November 24 2010 23:26 Vanished131 wrote: If you would pay attention to the original post, you would know these things.
Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy... If anyone wants to know what it is then: a+b=c a - last level b - current level c - next level
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A couple of things:
1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.
2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)
3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool. Maybe if you can make sure they path correctly it won't suck as bad.
4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.
5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good.
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On November 25 2010 05:35 Neokarasu wrote: A couple of things:
1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.
2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)
3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool. Maybe if you can make sure they path correctly it won't suck as bad.
4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.
5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good.
Alright I see a lot of tears here. Let me start at the origin.
1. I will eventually pay out for the elapsed time (a few seconds?). 2. Write me the descriptions then. I guess you are volunteering? Post it here, place X in the place of the number of minerals. 3. Cry? 4. Don't pick Gas Hog then. It's called strategy; do you want some whine fries with that? 5. If you took the time to read through the thread, you would realize that there is player scaling. I'm not going to give 1 player all the minerals that multiple players would get, it's much too banal. Since when is this game 7 players?
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played it right now, and when u got like 3 ppl spamming PFs on top of each other while surrounding it with rax or cc. u just cant die, it gets too boring after wave 10 or so. nothing fancy happens the longer u stay alive and no one is going to play this map for hours to reach a higher level...
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Updated version is now online on EU. Enjoy and sorry for the delay.
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On November 25 2010 06:01 Qw4z1 wrote: Updated version is now online on EU. Enjoy and sorry for the delay.
Thanks Q!
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On November 25 2010 10:45 Faranth wrote:Show nested quote +On November 25 2010 05:57 Vanished131 wrote:On November 25 2010 05:35 Neokarasu wrote: A couple of things:
1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.
2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)
3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool. Maybe if you can make sure they path correctly it won't suck as bad.
4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.
5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good. Alright I see a lot of tears here. Let me start at the origin. 1. I will eventually pay out for the elapsed time (a few seconds?). 2. Write me the descriptions then. I guess you are volunteering? Post it here, place X in the place of the number of minerals. 3. Cry? 4. Don't pick Gas Hog then. It's called strategy; do you want some whine fries with that? 5. If you took the time to read through the thread, you would realize that there is player scaling. I'm not going to give 1 player all the minerals that multiple players would get, it's much too banal. Since when is this game 7 players? I realize that this map is entirely your undertaking, and thus all efforts and decisions are ultimately yours. However, the vitriolic tone you've taken towards legitimate criticisms is simply disgusting. Why bother posting a forum thread about your map if you are simply going to thoughtlessly dismiss what the players have to say? "Write me the descriptions then?" Is it not the very point of Neokarasu that we don't precisely understand the benefit of the talent? Expecting us to then describe it is simply absurdity. How much effort does it take to explain that "You will gain X number of minerals per civilian saved per round"? A simple quantification helps massively in determining a strategy... yet you seem to overlook this while simultaneously criticizing Neokarasu on the grounds of needing "strategy". I don't read such an intensely angst-ridden tone from Neokarasu's post, yet your response is nothing short of vicious. For the third criticism, you could at least explain that the design is intentional - sometimes they will attack the wall, other times they will not - but your best is, "Cry?" Disappointing. If you're going to look for the community for advice (which you do by opening the thread, even if you do not explicitly ask for critique), I would encourage you to respond in a mature and thoughtful manner regardless of what the critique says. Our goals are mutual in developing an enjoyable experience.
I often, and have, changed things due to complaints and suggestions.
I like to keep things brief, so you don't have to hunt for my points. So I will say a couple of things. I don't have a problem being courteous and friendly towards players who post thoughtful suggestions. But when a player posts in this thread without knowing certain obvious aspects of the game (such as the fact that buildings have always been refunded--this can easily be verified by having a command center destroyed and watch your minerals be refunded), I find it to be most likely, not-well-thought-out suggestions. And lastly, I mentioned several times in this thread that Zillion Zerglings is scaled to the number of players.
Concerning that last bit, our goals are mutually exclusive. You want an enjoyable experience. I want an efficient experience; if the work gets done, our jobs are complete. I understand your stance, and I was too harsh in my previous post.
I would appreciate it if you would understand the circumstances surrounding the angst next time you post in this thread.
Feel free to comment back though.
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On November 25 2010 03:18 Monxy wrote:Show nested quote +On November 24 2010 23:26 Vanished131 wrote: If you would pay attention to the original post, you would know these things. Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy... If anyone wants to know what it is then: a+b=c a - last level b - current level c - next level
i mentioned it was the Fibonacci sequence on page 2...
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On November 25 2010 12:15 Cyber_Cheese wrote:Show nested quote +On November 25 2010 03:18 Monxy wrote:On November 24 2010 23:26 Vanished131 wrote: If you would pay attention to the original post, you would know these things. Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy... If anyone wants to know what it is then: a+b=c a - last level b - current level c - next level i mentioned it was the Fibonacci sequence on page 2...
I am guilty of skipping pages in a thread also. For this reason, I will strive to maintain the original post.
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Played a fair number of games on the european servers with a few friends of mine and we realy like this map. We mostly wall in 2 of us go planetary fortress and the others are going full marine. now those who go full marine have allot of gass but are unable to trade it with the other players. Maybe trade can be enabled?
And furthermore the waves where the enemy spawn burowed around your base bugs a bit. The planetary fortresses and marine's kill the lings before they have a chance to fully unburrow. When this hapens the kill counter won't go up. At the moment it seems you have to move your units out to gain kills. Maybe this is fixable?
But other then that we love your map!
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Me and other guys left after 10 waves beacuse the map is a bit boring after 7° wave. You can go on for ever making a circle with command centre upgrading armor and making a mothership. So you need that 1 person use protoss.
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sound as if my computer will not get lv 100^^ but sounds funny, ill try it out later for shure.
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Easy there champ, don't want to break a leg getting off the high horse.
Some follow-up:
1. It's more than a couple of seconds really. Say you're a new player playing this map. I would imagine you would take a good 10 seconds reading each talent description. That's lost mineral generation time for Mineral/Eco build which is vital since again, this game is all about resource management. It might not make a big deal for experienced players but I don't see any negative side effect from delaying the timer (and therefore mineral generation) until a talent is picked.
2. If you tell me exactly what they do, I'd love to type out the description. But as pointed out, I don't even know exactly what they do. Greedy has such a succinct description: "400 minerals, no question asked". Why shouldn't every other talent be given a bit more specificity?
3. I'll actually retract this statement. I was only basing it on earlier observations but after testing it out, buildings do get refunded. I guess the game is generally over when they breach any wall so mostly frustrated at the pathing.
4. I like strategy. Resource management is strategy. However since I don't play in bigger teams, I can't comment on that team dynamic. What I know is minerals is the limiting factor in this map and the talents that don't boost mineral seems subpar compared to one that does. An additional method to manage resources would add another layer to the game and option is always fun (IMO).
5. I know you added some player scaling. In fact, I've played through many iterations of this map and know that you start out w/ more resources now than before. However, I also know that there's only so far you can go in the game before solo resource generation is simply not enough to keep playing. What I was asking is for the resource generation to scale. Now if you don't intend the game to be soloable then that's fine. Just say "don't solo it" and I won't try. However, adjusting the starting resource without tweaking the long-term resource generation and calling that "scaling" is hardly enough.
p.s. I said 7 because that's the number next to the map name. Since I play solo and never bothered to actually count or stop to think about the map slots, I typed out 7 
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On November 25 2010 17:02 yoeri wrote: Played a fair number of games on the european servers with a few friends of mine and we realy like this map. We mostly wall in 2 of us go planetary fortress and the others are going full marine. now those who go full marine have allot of gass but are unable to trade it with the other players. Maybe trade can be enabled?
And furthermore the waves where the enemy spawn burowed around your base bugs a bit. The planetary fortresses and marine's kill the lings before they have a chance to fully unburrow. When this hapens the kill counter won't go up. At the moment it seems you have to move your units out to gain kills. Maybe this is fixable?
But other then that we love your map!
Can someone verify that this bug still exists? I have had no problems since Q updated it on Eu.
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On November 26 2010 01:07 Neokarasu wrote:Easy there champ, don't want to break a leg getting off the high horse. Some follow-up: 1. It's more than a couple of seconds really. Say you're a new player playing this map. I would imagine you would take a good 10 seconds reading each talent description. That's lost mineral generation time for Mineral/Eco build which is vital since again, this game is all about resource management. It might not make a big deal for experienced players but I don't see any negative side effect from delaying the timer (and therefore mineral generation) until a talent is picked. 2. If you tell me exactly what they do, I'd love to type out the description. But as pointed out, I don't even know exactly what they do. Greedy has such a succinct description: "400 minerals, no question asked". Why shouldn't every other talent be given a bit more specificity? 3. I'll actually retract this statement. I was only basing it on earlier observations but after testing it out, buildings do get refunded. I guess the game is generally over when they breach any wall so mostly frustrated at the pathing. 4. I like strategy. Resource management is strategy. However since I don't play in bigger teams, I can't comment on that team dynamic. What I know is minerals is the limiting factor in this map and the talents that don't boost mineral seems subpar compared to one that does. An additional method to manage resources would add another layer to the game and option is always fun (IMO). 5. I know you added some player scaling. In fact, I've played through many iterations of this map and know that you start out w/ more resources now than before. However, I also know that there's only so far you can go in the game before solo resource generation is simply not enough to keep playing. What I was asking is for the resource generation to scale. Now if you don't intend the game to be soloable then that's fine. Just say "don't solo it" and I won't try. However, adjusting the starting resource without tweaking the long-term resource generation and calling that "scaling" is hardly enough. p.s. I said 7 because that's the number next to the map name. Since I play solo and never bothered to actually count or stop to think about the map slots, I typed out 7 
Touché. Mineral regeneration will be scaled, although it will not be the full amount as for 6 players. This is a multiplayer strategy game. A single player will always be more efficient with 1000 minerals than 2 players will be.
Talents that don't boost minerals? You still have quite a choice there. In the next version, all units will no longer cost gas in the same way you know it as. Also, the version on Europe doesn't properly award minerals and vespene based on kills. This has been fixed on US and will be updated soon on Eu.
The pathing is horrible. I'll work on this in the future. (Although, when I finally implement improved pathing, you aren't going to like it.)
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@Vanished131
A friend of mine has saved a replay of it, i will see him tomorow ill upload the replay then.
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On November 26 2010 02:36 yoeri wrote: @Vanished131
A friend of mine has saved a replay of it, i will see him tomorow ill upload the replay then.
I don't need a replay. I need someone to verify that the bug still exists.
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Just like to point out a pretty major bug in your game that got all my units removed a couple of times, and every time I was perplexed as to why it happened, but I finally figured it out:
If you have siege tanks in siege mode, they will splash unto friendly units and kill them. This is inevitable, and triggers the "friendly kill" trigger that will get all your units removed from the game.
I suggest removing friendly splash from siege tanks as this bug is kinda annoying and basically makes getting siege tanks not an option.
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ho my god!
This is just impossible!
My best record:
27.500kills in 1hour and18minutes(game time)
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On November 26 2010 03:40 mark8264 wrote: Just like to point out a pretty major bug in your game that got all my units removed a couple of times, and every time I was perplexed as to why it happened, but I finally figured it out:
If you have siege tanks in siege mode, they will splash unto friendly units and kill them. This is inevitable, and triggers the "friendly kill" trigger that will get all your units removed from the game.
I suggest removing friendly splash from siege tanks as this bug is kinda annoying and basically makes getting siege tanks not an option.
I meant to remove it, but I guess I didn't quite succeed, the next update will fix this.
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Im playing a game right now, and i found out that you might wanna create illusions, because the round after they die, they are back as normal units LOL
free collosus anyone?
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On November 26 2010 10:12 Mutaahh wrote: Im playing a game right now, and i found out that you might wanna create illusions, because the round after they die, they are back as normal units LOL
free collosus anyone?
Thank you for the bug report.
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It's same with infested terrans. You can make legions of them...
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On November 26 2010 14:44 Monxy wrote: It's same with infested terrans. You can make legions of them...
Thanks. Please point out other problems.
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Awesome map.
Noticed that in the later rounds when you're over 10k kills, they can take an extremely long time to end and because of this no matter how many PF's your team has up, you don't have minerals to sustain repairs and your PF's die.
Maybe a nice tweak allow vespene to mineral conversion and vice versa, im not sure if this is possible i havn't looked into the editor yet. Also maybe a talent to still keep 50% mineral income during rounds?
Also to mention a bug, if you build PF's along the top, and place an army behind it, zerglings get stuck on the outer ring of the map, in the black shadow part, and are unreachable!
Just a few idea's .
PS i hate having to upgrade zergs, speed > atk speed > speed > atk speed > speed > atk speed. Mmmmmmm whats that red wave running towards us at 10 speed!
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so by now, i played it a bit: over time it becomes a bit boring, and with a zerg, it gets very hard, cause you cannot place you buildings on creep. but still fun for between the laddergames^^
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I'm playing it right now with a friend, both with Planetary Fortresses (hope thats how it's called) and the 14k wave takes forever. A "Faster-Button" would be nice.
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omg. just quited a game on this map. i dont know what level were we on but that level took FOREVER!. so we just left at 22k kills.
anyway. could you do something so that zergs can play this map? i mean.. zergs sux ass on this map coz terrans and protoss cant build on creep . I'm a Zerg player. I hate playing as a fucking Terran.
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this is actually very simple for terran, just mass planetary fortress on eeach other and add build armor. I played it for like 3hours and then left when i killed like 100k zergling. Game gets really boring after first 10mins.
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remove motherships from the game, it makes it imposible to die, just afked to 70k kills and still nothing to detect the invisible buildings
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On November 26 2010 23:28 mansnicks wrote:omg. just quited a game on this map. i dont know what level were we on but that level took FOREVER!. so we just left at 22k kills. anyway. could you do something so that zergs can play this map? i mean.. zergs sux ass on this map coz terrans and protoss cant build on creep  . I'm a Zerg player. I hate playing as a fucking Terran.
Wow. Did we play togheter? Same thing happened to me ! I was green. In the end we had broodlords + hellions?
Was it us?
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On November 26 2010 19:01 shemone wrote:Awesome map. Noticed that in the later rounds when you're over 10k kills, they can take an extremely long time to end and because of this no matter how many PF's your team has up, you don't have minerals to sustain repairs and your PF's die. Maybe a nice tweak allow vespene to mineral conversion and vice versa, im not sure if this is possible i havn't looked into the editor yet. Also maybe a talent to still keep 50% mineral income during rounds? Also to mention a bug, if you build PF's along the top, and place an army behind it, zerglings get stuck on the outer ring of the map, in the black shadow part, and are unreachable! Just a few idea's  . PS i hate having to upgrade zergs, speed > atk speed > speed > atk speed > speed > atk speed. Mmmmmmm whats that red wave running towards us at 10 speed!
Making the zerglings attack 20% faster is the same thing as a +1 damage upgrade. Because of this, it may be beneficial to upgrade their damage in some instances.
"still keep 50% mineral income during rounds"
I have no idea what this is supposed to mean. Minerals will never regenerate inbetween rounds.
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On November 27 2010 02:05 Zihn wrote: remove motherships from the game, it makes it imposible to die, just afked to 70k kills and still nothing to detect the invisible buildings
Will be fixed today after Q uploads.
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Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
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Hi there, enjoyed the map a lot so far, was just wondering if there are any plans to make it so terran/protoss can build on creep currently going zerg tends to be pretty much suicide unless everyone else is also.
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On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help.
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On November 27 2010 08:36 Monxy wrote:Show nested quote +On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help.
I would like to comment on level 100. Level 100 is not the final level.
If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see?
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On November 27 2010 08:34 Grijzeham wrote: Hi there, enjoyed the map a lot so far, was just wondering if there are any plans to make it so terran/protoss can build on creep currently going zerg tends to be pretty much suicide unless everyone else is also.
Yes.
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is this actually finish-able?!?!?!?
I'm on 80k atm, think might just sleep on it let it soo how many i get :p
just get a load of PF's on same spot with mother-ship in middle of them since zerglings cant detect basically unkillable
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On November 27 2010 09:39 Vanished131 wrote:Show nested quote +On November 27 2010 08:36 Monxy wrote:On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help. I would like to comment on level 100. Level 100 is not the final level. If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see?
I disagree with the map concept. You want a future bank to store high score, do you expect players to compete by letting their comps run as long as possible? Right now the map is not only demanding long run time, but its also pretty boring after the first 30 minutes.
What is your long term goal with this map? To make a map where players have to invest xxxxx hours into it? With save? Killing lings over and over? Why?
I have play maps both for single and mutiplayers that are hours long. But those maps have a clear define goal and a winnable time frame. Your map right now feels nothing more than let the comp run as long as you can, and still impossible to achieve victory.
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On November 27 2010 11:45 mkfk1 wrote:Show nested quote +On November 27 2010 09:39 Vanished131 wrote:On November 27 2010 08:36 Monxy wrote:On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help. I would like to comment on level 100. Level 100 is not the final level. If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see? I disagree with the map concept. You want a future bank to store high score, do you expect players to compete by letting their comps run as long as possible? Right now the map is not only demanding long run time, but its also pretty boring after the first 30 minutes. What is your long term goal with this map? To make a map where players have to invest xxxxx hours into it? With save? Killing lings over and over? Why? I have play maps both for single and mutiplayers that are hours long. But those maps have a clear define goal and a winnable time frame. Your map right now feels nothing more than let the comp run as long as you can, and still impossible to achieve victory.
What you have described is not the map concept. Have you tried the latest version? The game isn't a contest of who can wait the longest. It's a strategy game. I am currently working on balance changes to prevent most games from lasting for more than a number of minutes.
Players will compete by having the best team of 6 players.
As always, please post bugs or issues. If someone could point out which aspects of the game need to be restricted, that would be immensely helpful (e.g. Planetary Fortresses).
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Ok so i tried this like 10 times and there is no way that you could possibly win... lol
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On November 27 2010 12:30 Bob300 wrote: Ok so i tried this like 10 times and there is no way that you could possibly win... lol
Some players find the game incredibly difficult, while a select few others use exploits to make themselves unbreakable.
I am trying to eliminate the exploits, while overall, create a challenging highscore game.
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I'm not sure but it seems that zerglings with upgraded claws have same attack as without it.
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Hey I just played your game... Used the "Infested Terran" exploid... My team was quite nice but left after a while... but I managed to a total of 90005 kills.
The problem is, the score screen didn't load (went straight to main menu) and the replay is not saved (also missing in the "recently played" section)
Kinda shitty because i would like to see it again or perhaps make a youtube vid out of it.
greetz Sjoerd
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There was some sort of bug in this map.
I had a hatch, greater spire, a spine crawler and 4 broodlords near the edge of the map and the "game concluded". My allies were dead though, but I was very much alive.
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On November 28 2010 00:19 Edmon wrote: There was some sort of bug in this map.
I had a hatch, greater spire, a spine crawler and 4 broodlords near the edge of the map and the "game concluded". My allies were dead though, but I was very much alive.
Same thing happened to me just a second ago. Oh and cost of the hydralisk den is still 100 minerals 100 gas, not 200 minerals 4 gas or something close.
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the FPS on slower PCs will be unbearable >.>. Also, the problem with this is that someone eventually figure out a way how to go on for infinite levels. Or so it seems.
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@Monxy, I will check the defeat trigger, and I knew I would forgot some builldings! Lol.
@Sjoerd, I believe I disabled replays. I will reenable them in the soon.
@zingmars, You obviously haven't seen my laptop run this game. Integrated graphics card ftw?
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Nice work, Vanished. Reminds me of that one Blizzard UMS in Brood War, where you played as Terran in the center of a barren map, and around the edges of the map were 8 Zerg bases that continuously assaulted you. I think it was called "Twilight Struggle" or something similar, I dunno. The point is I'm getting that vibe from your map quite a bit, and it's a nice vibe to have, since I feel it's one of the best Blizzard-made UMS's in any of their RTS games.
Keep it up, man.
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On November 28 2010 03:50 Aeres wrote: Nice work, Vanished. Reminds me of that one Blizzard UMS in Brood War, where you played as Terran in the center of a barren map, and around the edges of the map were 8 Zerg bases that continuously assaulted you. I think it was called "Twilight Struggle" or something similar, I dunno. The point is I'm getting that vibe from your map quite a bit, and it's a nice vibe to have, since I feel it's one of the best Blizzard-made UMS's in any of their RTS games.
Keep it up, man.
Thanks a lot! You ain't seen nothing yet.
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On November 27 2010 11:54 Vanished131 wrote:Show nested quote +On November 27 2010 11:45 mkfk1 wrote:On November 27 2010 09:39 Vanished131 wrote:On November 27 2010 08:36 Monxy wrote:On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help. I would like to comment on level 100. Level 100 is not the final level. If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see? I disagree with the map concept. You want a future bank to store high score, do you expect players to compete by letting their comps run as long as possible? Right now the map is not only demanding long run time, but its also pretty boring after the first 30 minutes. What is your long term goal with this map? To make a map where players have to invest xxxxx hours into it? With save? Killing lings over and over? Why? I have play maps both for single and mutiplayers that are hours long. But those maps have a clear define goal and a winnable time frame. Your map right now feels nothing more than let the comp run as long as you can, and still impossible to achieve victory. What you have described is not the map concept. Have you tried the latest version? The game isn't a contest of who can wait the longest. It's a strategy game. I am currently working on balance changes to prevent most games from lasting for more than a number of minutes. Players will compete by having the best team of 6 players. As always, please post bugs or issues. If someone could point out which aspects of the game need to be restricted, that would be immensely helpful (e.g. Planetary Fortresses).
A strategy game with no realistic victory trigger. Like I said, after a certain level, it becomes a waiting game. This pretty much makes it a who can wait the longest.
If you are tweaking this map so that it will "prevent most from lasting for more than a number of minutes", does this mean you want it to be an impossible map and encourage players to get as far they can in a impossible setting? If that is your intention, I dont think this map will be top 20 in a few weeks time. Who would want to play a ums where there is no practical way of winning but rather a last as long as you can before the map will beat you regardless scenario?
No offense, but your current version of the map feel worse than those korean MMO where they expect players to grind for a year or too to have their character level up to 100.
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On November 28 2010 09:06 mkfk1 wrote:Show nested quote +On November 27 2010 11:54 Vanished131 wrote:On November 27 2010 11:45 mkfk1 wrote:On November 27 2010 09:39 Vanished131 wrote:On November 27 2010 08:36 Monxy wrote:On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help. I would like to comment on level 100. Level 100 is not the final level. If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see? I disagree with the map concept. You want a future bank to store high score, do you expect players to compete by letting their comps run as long as possible? Right now the map is not only demanding long run time, but its also pretty boring after the first 30 minutes. What is your long term goal with this map? To make a map where players have to invest xxxxx hours into it? With save? Killing lings over and over? Why? I have play maps both for single and mutiplayers that are hours long. But those maps have a clear define goal and a winnable time frame. Your map right now feels nothing more than let the comp run as long as you can, and still impossible to achieve victory. What you have described is not the map concept. Have you tried the latest version? The game isn't a contest of who can wait the longest. It's a strategy game. I am currently working on balance changes to prevent most games from lasting for more than a number of minutes. Players will compete by having the best team of 6 players. As always, please post bugs or issues. If someone could point out which aspects of the game need to be restricted, that would be immensely helpful (e.g. Planetary Fortresses). A strategy game with no realistic victory trigger. Like I said, after a certain level, it becomes a waiting game. This pretty much makes it a who can wait the longest. If you are tweaking this map so that it will "prevent most from lasting for more than a number of minutes", does this mean you want it to be an impossible map and encourage players to get as far they can in a impossible setting? If that is your intention, I dont think this map will be top 20 in a few weeks time. Who would want to play a ums where there is no practical way of winning but rather a last as long as you can before the map will beat you regardless scenario? No offense, but your current version of the map feel worse than those korean MMO where they expect players to grind for a year or too to have their character level up to 100.
This game has little to nothing in common with an rpg. This game started out as a map concept for me in broodwar. Then people really liked the idea, and suddenly, I actually had an audience that enjoyed the game every now and then.
This game isn't meant to absorb your whole life. Have you tried the latest version? I will send Q the update for Europe right now.
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I've been trying this game out, and it seems a bit too challenging to be honest. Anyhow, good idea and I like the spawns the zerglings have.
I've encountered a bug where there are a couple zerglings doing NOTHING (sitting idle in the middle of the map) and I can't kill them because my units are gone, and I can't lift anything off (planetary fortesses <3). Just so you know.
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On November 28 2010 09:06 mkfk1 wrote:Show nested quote +On November 27 2010 11:54 Vanished131 wrote:On November 27 2010 11:45 mkfk1 wrote:On November 27 2010 09:39 Vanished131 wrote:On November 27 2010 08:36 Monxy wrote:On November 27 2010 07:59 mkfk1 wrote: Your map is meaningless. Once you get to 10k kills, it gets boring, and players will leave. I just have a match with 5 players leaving, 2 mothership and a ring of pf.
I left it at that and watch movie, 3 hours later, and 120k kills and is the same thing. That wasnt even level 20.
What is the point of this map if it physically not possible to beat it? From what I heard, the max b net will let you be in a map is 9+ hours. This pretty much means noone can beat this.
No offense, but I dont like how this map is currently at the top in EU server. Given that this map is meaningless after level 5. Is basically, build mother ship + defense, and leave your computer on for 9 hours before b net cut you off and see how many kills you get. But you wont reach level 100, cuz that would take months.
Motherships aren't that good anymore as the lings have detection, now you can just play with vortexes but that's not gonna help. I would like to comment on level 100. Level 100 is not the final level. If I recall, a player reached over 100,000 in about an hour game time. By the time you read this message, you should see a list of goals I currently have listed in the original post, please take a look and comment if you would like. Do you agree? Do you disagree? What else would you like to see? I disagree with the map concept. You want a future bank to store high score, do you expect players to compete by letting their comps run as long as possible? Right now the map is not only demanding long run time, but its also pretty boring after the first 30 minutes. What is your long term goal with this map? To make a map where players have to invest xxxxx hours into it? With save? Killing lings over and over? Why? I have play maps both for single and mutiplayers that are hours long. But those maps have a clear define goal and a winnable time frame. Your map right now feels nothing more than let the comp run as long as you can, and still impossible to achieve victory. What you have described is not the map concept. Have you tried the latest version? The game isn't a contest of who can wait the longest. It's a strategy game. I am currently working on balance changes to prevent most games from lasting for more than a number of minutes. Players will compete by having the best team of 6 players. As always, please post bugs or issues. If someone could point out which aspects of the game need to be restricted, that would be immensely helpful (e.g. Planetary Fortresses). A strategy game with no realistic victory trigger. Like I said, after a certain level, it becomes a waiting game. This pretty much makes it a who can wait the longest. If you are tweaking this map so that it will "prevent most from lasting for more than a number of minutes", does this mean you want it to be an impossible map and encourage players to get as far they can in a impossible setting? If that is your intention, I dont think this map will be top 20 in a few weeks time. Who would want to play a ums where there is no practical way of winning but rather a last as long as you can before the map will beat you regardless scenario? No offense, but your current version of the map feel worse than those korean MMO where they expect players to grind for a year or too to have their character level up to 100.
There are plenty of games with no realistic victory. Look at all those nigh-endless arcade games that are extremley popular, and for a more recent example, last stand mode in Dawn of War 2. I haven't played this map, but I think your criticisms are rather harsh and unneccessary.
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First off, I like this map. I am currently at a lan party but we have more people then the number of player slots, by like two people. I tried to load it in the editor to add in a few more players but the editor doesn't see your map. Is there a way I can add more people in or would that be something you would consider? We really want to play this map but we don't want to exclude the couple people either. Thank you for this awesome map!
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On November 28 2010 13:40 keyan wrote: First off, I like this map. I am currently at a lan party but we have more people then the number of player slots, by like two people. I tried to load it in the editor to add in a few more players but the editor doesn't see your map. Is there a way I can add more people in or would that be something you would consider? We really want to play this map but we don't want to exclude the couple people either. Thank you for this awesome map!
I will add support for 8 players soon.
It's not quite so easy as just adding a few more user slots to edit the map.
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Is this in NA server only? I would love to see it in the SEA server. Great map, definitely 1st equal for best custom maps ive seen on Sc2. Thnx!
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How to never lose:
1. At least 2 players.
1st level, engineering bay, 2 planetary fortress.
2nd level, Building armor
3rd level, save
4th level, 3rd command center
5th level, 3rd planetary fortress
6th level+, more planetary fortress and scvs
Zerglings do 5 damage, planetary fortress with armor have 5 armor. Always choose carapace for the ling upgrades.
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maybe make this map FFA so everyone has the same amount of lings to beat, and the best management wins? something competetive? (maybe with fog of war so people cant steal eachother building placement,
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On November 28 2010 18:39 xHassassin wrote:How to never lose: 1. At least 2 players. 1st level, engineering bay, 2 planetary fortress. 2nd level, Building armor 3rd level, save 4th level, 3rd command center 5th level, 3rd planetary fortress 6th level+, more planetary fortress and scvs Zerglings do 5 damage, planetary fortress with armor have 5 armor. Always choose carapace for the ling upgrades. 
I don't think this works. Can you even get planetary fortresses the first level?
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On November 29 2010 02:17 Vanished131 wrote:Show nested quote +On November 28 2010 18:39 xHassassin wrote:How to never lose: 1. At least 2 players. 1st level, engineering bay, 2 planetary fortress. 2nd level, Building armor 3rd level, save 4th level, 3rd command center 5th level, 3rd planetary fortress 6th level+, more planetary fortress and scvs Zerglings do 5 damage, planetary fortress with armor have 5 armor. Always choose carapace for the ling upgrades.  I don't think this works. Can you even get planetary fortresses the first level?
You can make planetary fortresses 1st level. Whole build, however wouldn't work, PFs turn too slowly.
Anyways I found some bugs. First of all, researching burrow takes time (it's not instant like everything else). Second thing is the cost of burrowing itself. Every time I try to burrow a baneling, it costs about 50 gas and gives me about 50 minerals so burrowing is not an option here. Same with siege mode for siege tanks. Oh, and I'm not sure if it's fixed but raven seeker missiles should do friendly splash.
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On November 29 2010 02:37 Monxy wrote:Show nested quote +On November 29 2010 02:17 Vanished131 wrote:On November 28 2010 18:39 xHassassin wrote:How to never lose: 1. At least 2 players. 1st level, engineering bay, 2 planetary fortress. 2nd level, Building armor 3rd level, save 4th level, 3rd command center 5th level, 3rd planetary fortress 6th level+, more planetary fortress and scvs Zerglings do 5 damage, planetary fortress with armor have 5 armor. Always choose carapace for the ling upgrades.  I don't think this works. Can you even get planetary fortresses the first level? You can make planetary fortresses 1st level. Whole build, however wouldn't work, PFs turn too slowly. Anyways I found some bugs. First of all, researching burrow takes time (it's not instant like everything else). Second thing is the cost of burrowing itself. Every time I try to burrow a baneling, it costs about 50 gas and gives me about 50 minerals so burrowing is not an option here. Same with siege mode for siege tanks. Oh, and I'm not sure if it's fixed but raven seeker missiles should do friendly splash.
Okay it looks like I need to know exactly how much each of these cost in game, so I can counteract them with negative costs. Does someone care to investigate burrow and siege for me?
Scratch that idea, I just need to set equal costs for burrowed and unburrowed units. Thanks anyways girls.
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I'm not sure but it seems like upgrading claws does nothing except for writing 1,2,3, etc.. The zergling's attack is still 5 no matter what. It's the most important thing I can think of, as zerglings with upgraded damage kill PFs nicely.
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On November 29 2010 03:40 Monxy wrote: I'm not sure but it seems like upgrading claws does nothing except for writing 1,2,3, etc.. The zergling's attack is still 5 no matter what. It's the most important thing I can think of, as zerglings with upgraded damage kill PFs nicely.
Someone mentioned this earlier and I ignored it. I don't see why this would be true.
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On November 29 2010 03:44 Vanished131 wrote:Show nested quote +On November 29 2010 03:40 Monxy wrote: I'm not sure but it seems like upgrading claws does nothing except for writing 1,2,3, etc.. The zergling's attack is still 5 no matter what. It's the most important thing I can think of, as zerglings with upgraded damage kill PFs nicely. Someone mentioned this earlier and I ignored it. I don't see why this would be true.
Could someone else check it? I'm pretty sure it's this way.
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On November 29 2010 00:35 Mutaahh wrote: maybe make this map FFA so everyone has the same amount of lings to beat, and the best management wins? something competetive? (maybe with fog of war so people cant steal eachother building placement,
so what you're saying is you want a game that will insta-kill your computer at the last level
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On November 29 2010 04:48 OmgIRok wrote:Show nested quote +On November 29 2010 00:35 Mutaahh wrote: maybe make this map FFA so everyone has the same amount of lings to beat, and the best management wins? something competetive? (maybe with fog of war so people cant steal eachother building placement, so what you're saying is you want a game that will insta-kill your computer at the last level
Exactly.
There are many tower defenses on battle.net already. This isn't a tower defense.
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everytime i use strom the entire games crashes.....
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On November 29 2010 06:47 Hotzenplotz wrote: everytime i use strom the entire games crashes.....
I must've created a huge bug. And by the way, I LOVE ADOM!
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Is this map published on the US Server?
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On November 29 2010 07:28 DarkJackalX wrote: Is this map published on the US Server?
Click show more a few times, and you will see it.
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On November 28 2010 15:31 TheDominator wrote: Is this in NA server only? I would love to see it in the SEA server. Great map, definitely 1st equal for best custom maps ive seen on Sc2. Thnx!
I currently don't have a SEA publisher. If someone would like to volunteer to keep up with the updates, that would be fantastique.
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Hi, I've been playing your map a while now on the EU servers, and found that around when you get 25k kills, some zerglings simply stay outside the map in the corners where you can't actually kill any of them. Every once in a while new ones pop up but I doubt that this continues forever.
Also the way you make sure you never ever die is by simply building some buildings in a circle, put a bunch of hellions with weapons upgrade in the middle and then leave two or three small runways into your base. Now the zerglings will simply try to attack the hellions rather than your buildings simply because they draw more aggro than the supply depots. The lings just run down the opening and straight into the line of fire of the hellions, every single one getting insta-killed and they will never run fast enough to actually get to the hellions if you do this properly.
Also PFs are useless, eventually they just get overrun by lings. The key to long lasting games is making sure you NEVER get hit.
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On November 29 2010 09:41 Superjuden wrote: Hi, I've been playing your map a while now on the EU servers, and found that around when you get 25k kills, some zerglings simply stay outside the map in the corners where you can't actually kill any of them. Every once in a while new ones pop up but I doubt that this continues forever.
Also the way you make sure you never ever die is by simply building some buildings in a circle, put a bunch of hellions with weapons upgrade in the middle and then leave two or three small runways into your base. Now the zerglings will simply try to attack the hellions rather than your buildings simply because they draw more aggro than the supply depots. The lings just run down the opening and straight into the line of fire of the hellions, every single one getting insta-killed and they will never run fast enough to actually get to the hellions if you do this properly.
Also PFs are useless, eventually they just get overrun by lings. The key to long lasting games is making sure you NEVER get hit.
I have improved the AI in the new version. Please stand by for continuous updates.
I will submit the US version to Q to be updated on EU.
I will also submit my other map, Bunker Wars: Choices to Q to upload to EU.
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On November 29 2010 09:41 Superjuden wrote: Hi, I've been playing your map a while now on the EU servers, and found that around when you get 25k kills, some zerglings simply stay outside the map in the corners where you can't actually kill any of them. Every once in a while new ones pop up but I doubt that this continues forever.
Also the way you make sure you never ever die is by simply building some buildings in a circle, put a bunch of hellions with weapons upgrade in the middle and then leave two or three small runways into your base. Now the zerglings will simply try to attack the hellions rather than your buildings simply because they draw more aggro than the supply depots. The lings just run down the opening and straight into the line of fire of the hellions, every single one getting insta-killed and they will never run fast enough to actually get to the hellions if you do this properly.
Also PFs are useless, eventually they just get overrun by lings. The key to long lasting games is making sure you NEVER get hit.
What you said is not exactly true. The AI works in a way that when there are too many Zerglings, they will attack your wall even though it's incomplete.
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On November 29 2010 09:44 Sufficiency wrote:Show nested quote +On November 29 2010 09:41 Superjuden wrote: Hi, I've been playing your map a while now on the EU servers, and found that around when you get 25k kills, some zerglings simply stay outside the map in the corners where you can't actually kill any of them. Every once in a while new ones pop up but I doubt that this continues forever.
Also the way you make sure you never ever die is by simply building some buildings in a circle, put a bunch of hellions with weapons upgrade in the middle and then leave two or three small runways into your base. Now the zerglings will simply try to attack the hellions rather than your buildings simply because they draw more aggro than the supply depots. The lings just run down the opening and straight into the line of fire of the hellions, every single one getting insta-killed and they will never run fast enough to actually get to the hellions if you do this properly.
Also PFs are useless, eventually they just get overrun by lings. The key to long lasting games is making sure you NEVER get hit. What you said is not exactly true. The AI works in a way that when there are too many Zerglings, they will attack your wall even though it's incomplete.
Actually, the AI is quite horrible on the European server, they will not attack buildings when too many accumulate. They only attack buildings when they cannot find a target in their range.
Regardless, the version that I will submit to Q will have improved AI--and you may find it quite difficult.
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What you said is not exactly true. The AI works in a way that when there are too many Zerglings, they will attack your wall even though it's incomplete.
The key to avoiding this is by leaving enough openings so that one is always clear of zergling or at least making sure that there is always room for more, this is usually done by simply killing them all.
As of yet of course I've only gone to around 25k kills, meaning there might be point where the amount of lings which actually enter the battlefield becomes to large that it's simply impossible to kill all of them at a rate at which this actually works. However at this point I think my computer will probably just crash because it can possibly render that amount.
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On November 29 2010 09:50 Superjuden wrote:Show nested quote + What you said is not exactly true. The AI works in a way that when there are too many Zerglings, they will attack your wall even though it's incomplete.
The key to avoiding this is by leaving enough openings so that one is always clear of zergling or at least making sure that there is always room for more, this is usually done by simply killing them all. As of yet of course I've only gone to around 25k kills, meaning there might be point where the amount of lings which actually enter the battlefield becomes to large that it's simply impossible to kill all of them at a rate at which this actually works. However at this point I think my computer will probably just crash because it can possibly render that amount.
I believe (not 100% sure) that the game makes complex calculations about whether or not it should break the partial wall or take the longer route.
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On November 29 2010 10:02 Sufficiency wrote:Show nested quote +On November 29 2010 09:50 Superjuden wrote: What you said is not exactly true. The AI works in a way that when there are too many Zerglings, they will attack your wall even though it's incomplete.
The key to avoiding this is by leaving enough openings so that one is always clear of zergling or at least making sure that there is always room for more, this is usually done by simply killing them all. As of yet of course I've only gone to around 25k kills, meaning there might be point where the amount of lings which actually enter the battlefield becomes to large that it's simply impossible to kill all of them at a rate at which this actually works. However at this point I think my computer will probably just crash because it can possibly render that amount. I believe (not 100% sure) that the game makes complex calculations about whether or not it should break the partial wall or take the longer route.
Well, regardless, BWC and ZZ have been submitted to Q. So they might be up!
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i was gonna go to sleep but noooooooo, you have distracted me
EDIT: nvm, takes too long just to wait for a second person to play with playing as one person is impossible, best record is 568
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If you get a mothership you can't lose. I played for over 2 hours and even went for a shower in the middle of the game and it didn't make a difference. I quit after I realised the next wave could take around half an hour to complete and after that it could go up to taking the best part of a day...
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I found a interresting bug.... so mothership is autowin, but when u shoot at the mothership the next round u have 20 o_0 dunno what happened, but at least u should ahve two if u buy another in the same round, so the killed will respawn?!
btw: for fast autowin with mothership just let youre teammates build archons...and vortex all
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This is strange... I had DTs once, guess what happened? They died, how strange. Later on I made a mothership. Whoops, what's that? I guess my nexus just blew up. Doesn't it kinda say they have detection? Later on, my friend made DTs, died too. Now, when I see someone making a mothership I feel like "haha, this guy doesn't know lings have detection". Strangely they don't, cloak worked now.
Is there any explanation for this phenomenon?
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Played it for the first time yesterday, and this game is absolutely horrible from a zerg's perspective...
terrans get planetary fortresses and kill everything, all zerg gets to do is make like 10 zerglings against the waves of 100?
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On November 29 2010 22:00 Marksel wrote: Played it for the first time yesterday, and this game is absolutely horrible from a zerg's perspective...
terrans get planetary fortresses and kill everything, all zerg gets to do is make like 10 zerglings against the waves of 100?
banelings banelings ohhhh banelings banelings ohh, like a deadly green landmine
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On November 29 2010 22:00 Marksel wrote: Played it for the first time yesterday, and this game is absolutely horrible from a zerg's perspective...
terrans get planetary fortresses and kill everything, all zerg gets to do is make like 10 zerglings against the waves of 100?
Thing about zerg is... It's for fun :D You get refunded for dead buildings so it's nice
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This map is great fun! Go play the latest version on EU now =)
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I've found something about current broodlords. Broodlods don't allow you to lose. This is kinda cheaty and takes so long time...
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On November 29 2010 21:11 Monxy wrote: This is strange... I had DTs once, guess what happened? They died, how strange. Later on I made a mothership. Whoops, what's that? I guess my nexus just blew up. Doesn't it kinda say they have detection? Later on, my friend made DTs, died too. Now, when I see someone making a mothership I feel like "haha, this guy doesn't know lings have detection". Strangely they don't, cloak worked now.
Is there any explanation for this phenomenon?
Not sure. Let me know if it continues to happen.
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I have seen this in the join game lobby. I haven't tried it yet since I thought it was just another tower defenece, but I gotta say, this sure looks fun! :D
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This is from an old version. The new version has a new display for kills with the goal below.
I appreciate the screenshot. The new version should offer a new challenge.
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Hmm... Is the FF on siege tanks fixed now? I hope so, but there's something else that does friendly damage. Raven seeker missile.
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On November 30 2010 21:04 Monxy wrote: Hmm... Is the FF on siege tanks fixed now? I hope so, but there's something else that does friendly damage. Raven seeker missile.
Not yet...! Next update, I promise.
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Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse.
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On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse.
Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful.
Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious.
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On November 30 2010 08:20 Vanished131 wrote:This is from an old version. The new version has a new display for kills with the goal below. I appreciate the screenshot. The new version should offer a new challenge.
http://yfrog.com/69oldversionp
Are you sure it was from an old version? When was the last version of this game?
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Q uploaded the map 11/28/10, I believe.
The new version has a new display for the number of kills.
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On November 30 2010 23:35 Vanished131 wrote: Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious.
Oh, it's great. First page. However, few players understand the point of it. Everyone thinks it's about winning the boring way while it is the opposite, losing the fun way.
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On December 01 2010 00:38 Monxy wrote:Show nested quote +On November 30 2010 23:35 Vanished131 wrote: Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious. Oh, it's great. First page. However, few players understand the point of it. Everyone thinks it's about winning the boring way while it is the opposite, losing the fun way.
Exactly! The game is interesting because it uses a mathematical function to create an infinite number of levels. You know what might be interesting. What if I gave everyone just enough minerals to make 1 marine--and I made the levels start with 10 zerglings.
10, 20, 30, 50, 80, 130, 210, 340, 550, 890, 1440...
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On November 30 2010 23:35 Vanished131 wrote:Show nested quote +On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse. Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful. Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious.
Ah ez fix for zerg creep would be to remove the requirement for zerg buildings to be built on creep
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On December 01 2010 00:44 Marradron wrote:Show nested quote +On November 30 2010 23:35 Vanished131 wrote:On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse. Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful. Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious. Ah ez fix for zerg creep would be to remove the requirement for zerg buildings to be built on creep
I'm not quite a retard. You would still have creep generated from hatcheries, and zerg buildings would need their negative life regeneration buff removed.
I prefer zerg buildings to remain confined to creep.
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On December 01 2010 00:48 Vanished131 wrote:Show nested quote +On December 01 2010 00:44 Marradron wrote:On November 30 2010 23:35 Vanished131 wrote:On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse. Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful. Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious. Ah ez fix for zerg creep would be to remove the requirement for zerg buildings to be built on creep I'm not quite a retard. You would still have creep generated from hatcheries, and zerg buildings would need their negative life regeneration buff removed. I prefer zerg buildings to remain confined to creep. Well everybody would like that... But wouldn't it be easier (and dumber) to just remove the spawn creep behavior and do what Marradron said? However maybe thing what I just said won't work or is even impossible to achieve, I'm not an expert (I don't make maps at all).
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On December 01 2010 01:22 Monxy wrote:Show nested quote +On December 01 2010 00:48 Vanished131 wrote:On December 01 2010 00:44 Marradron wrote:On November 30 2010 23:35 Vanished131 wrote:On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse. Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful. Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious. Ah ez fix for zerg creep would be to remove the requirement for zerg buildings to be built on creep I'm not quite a retard. You would still have creep generated from hatcheries, and zerg buildings would need their negative life regeneration buff removed. I prefer zerg buildings to remain confined to creep. Well everybody would like that... But wouldn't it be easier (and dumber) to just remove the spawn creep behavior and do what Marradron said? However maybe thing what I just said won't work or is even impossible to achieve, I'm not an expert (I don't make maps at all).
It would work, but let me think for a little while.
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On December 01 2010 02:23 Vanished131 wrote:Show nested quote +On December 01 2010 01:22 Monxy wrote:On December 01 2010 00:48 Vanished131 wrote:On December 01 2010 00:44 Marradron wrote:On November 30 2010 23:35 Vanished131 wrote:On November 30 2010 22:17 Monxy wrote: Oh and I hate how the NO ZORG attitude is growing. The longer players can't build on creep the worse. Building on creep is a difficult problem, if anyone wants to offer solutions, that would be incredible helpful. Could you possibly tell me what position ZZ is on the Eu popularity list? I am curious. Ah ez fix for zerg creep would be to remove the requirement for zerg buildings to be built on creep I'm not quite a retard. You would still have creep generated from hatcheries, and zerg buildings would need their negative life regeneration buff removed. I prefer zerg buildings to remain confined to creep. Well everybody would like that... But wouldn't it be easier (and dumber) to just remove the spawn creep behavior and do what Marradron said? However maybe thing what I just said won't work or is even impossible to achieve, I'm not an expert (I don't make maps at all). It would work, but let me think for a little while.
But we don't want that do we? Think about how cool zerg without creep will be. It would be awful.
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I have no intentions of removing creep. It would be awful and terrible--this is why don't listen to everything that everyone has to say.
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Can you please make it so other races can build on creep? Because i just had a game where a couple of zerg built some hatcheries after evry1 else had placed there buildings so i couldn't get the building positioning i wanted which was quite annoying. Also i dont see the point of having this mechanic (other races not being able to build on creep) in this custom game because all the human players are on the same side.
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On December 01 2010 02:54 Weken wrote: Can you please make it so other races can build on creep? Because i just had a game where a couple of zerg built some hatcheries after evry1 else had placed there buildings so i couldn't get the building positioning i wanted which was quite annoying. Also i dont see the point of having this mechanic (other races not being able to build on creep) in this custom game because all the human players are on the same side.
Whole last page was about that, it has not been dealt with yet.
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Good news! Build on creep will be supported very very soon. I figured it out.
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On December 01 2010 03:19 Vanished131 wrote: Good news! Build on creep will be supported very very soon. I figured it out.
Yay, how did you do that? Or keep it secret if you want :D
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On December 01 2010 03:25 Monxy wrote:Show nested quote +On December 01 2010 03:19 Vanished131 wrote: Good news! Build on creep will be supported very very soon. I figured it out. Yay, how did you do that? Or keep it secret if you want :D
When I changed the footprints before, the buildings were built on creep just fine--but all units could walk through them.
I recopied their default shapes from the parent footprint, and they functioned like normal again. Yay! Let me correct the footprint for tech labs and reactors, then I will post this to US and test.
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On an other topic, claws upgrade attack now. It's much harder from now on.
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On December 01 2010 04:15 Monxy wrote: On an other topic, claws upgrade attack now. It's much harder from now on.
Should be. We are trying to get to a point where it's not too difficult, but difficult enough so that every level is a challenge.
I submitted the build on creep version to Q, so you guys just have to wait until he uploads it. In the meantime, US is up! But we've seen a significant decrease in the number of games played. (Down to 25 from 50.
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There is a bug someone discovered (not in this map, in the actual game) where you can get siege tanks to stack. I imagine if you stack enough of them, no number of zerglings could get into range.
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On December 01 2010 15:23 DiracMonopole wrote: There is a bug someone discovered (not in this map, in the actual game) where you can get siege tanks to stack. I imagine if you stack enough of them, no number of zerglings could get into range.
Not a bug.
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Oh yeah, the NO ZORGs will have to cry now. Checked and working, we can build on creep :D
EDIT: Erm, I didn't play a lot of zerg earlier. But I just realized, zerg won't get refunded for the drone that is used to build something, and it won't respawn. It's so annoying because drones cost gas so... It kinda cripples the zerg.
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On December 02 2010 00:09 Monxy wrote: Oh yeah, the NO ZORGs will have to cry now. Checked and working, we can build on creep :D
EDIT: Erm, I didn't play a lot of zerg earlier. But I just realized, zerg won't get refunded for the drone that is used to build something, and it won't respawn. It's so annoying because drones cost gas so... It kinda cripples the zerg.
Zerg are refunded minerals for the drone, or in the specific case of hatcheries--it is replaced.
I am going to refund the gas in the next update, sorry about that.
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Are we still far, far away from the levels going 10,20,30,50 instead of hundreds and beginning with very small amount of money?
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On December 02 2010 05:50 Monxy wrote: Are we still far, far away from the levels going 10,20,30,50 instead of hundreds and beginning with very small amount of money?
No one responded to the idea, but if you would like it, then I will change it immediately.
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Got to 30264 with a total of 3 people. We did TTP, the two terrans built basically only planetary fortresses and we left a one tile opening which the P blocked off with a zealot(s). A bunch of things we noticed:
-Building armor is essential. Planetary Fortress are really good early on. -Sentries are very good mostly because they mess up the pathfinding ai so much. -A zealot being healed by a medivac can basically live forever if only a single zergling attacks it at a time. Giving an ally control of units does not do anything, and medivacs don't automatically heal friendly units, it must be done manually. -Eventually we abused the pathfinding by placing ebays around the pfs to sort of funnel the lings into small places. This does not work when a whole bunch of lings spawn at once in a ring. -Colossus are really good, but when we died we only had two of them, maybe the upper tier units are too expensive. -Repairing is really expensive. -Cloaked units being worthless was not fun when we found out, but are probably over powered unless some detection was added for the lings, maybe on later rounds spawn overseers in increasing numbers.
I would not want to see the game start off much slower than it does already. With 3 people it wasn't hard to survive the first couple rounds at all, even after making mistakes with building placement.
Can't wait to get more than 3 people in a game to see how far we can go.
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Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanished131. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later.
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On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later.
That is simply what I hate, why didn't you make mass ghosts or mass banshees? This is the point of the map. Don't win the boring way, just lose the fun way. Everyone used to say "zerg sucks, NO ZORG" I ask why if not because of creep "zerg is bad, we won't win". Almost nobody got the sense of the map. You shouldn't go for any classical mass PF or colossi. Be creative, I take zerg for let's say, banelings. You can never win with pure banelings, why do I do it? Because it's funnier than to stack PFs or make pure colossus. I hate when everyone says (or thinks) " what a lame map, all I can do is stack PFz lolol".
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On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later.
The game is set to spawn a maximum of 100 zerglings per second. If the level is taking too long, your strategy isn't very effective.
Level 10 should take about 90 seconds, ideally. If you beat it in 2 minutes, I will forgive you.
And respect the name, bro.
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54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p
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On December 03 2010 10:00 ste0731 wrote: 54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p
If anyone could post a list of tentative changes they would make (balance changes) that would be extremely instrumental. That is, perhaps you think planetary fortress should cost vespene. I do plan to add a vespene cost to them.
I would also like to mention that someone said that in order to make my map more professional, I should remove refineries, extractors, and assimilators from the command card. I disagree politefully.
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On December 03 2010 10:20 Vanished131 wrote:Show nested quote +On December 03 2010 10:00 ste0731 wrote: 54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p If anyone could post a list of tentative changes they would make (balance changes) that would be extremely instrumental. That is, perhaps you think planetary fortress should cost vespene. I do plan to add a vespene cost to them.
Anyway to spawn lings faster? On 91k/98k now and the level is taking FOREVER. 1hr 26into the game. wanted to try hiy 1mil before bed but i'ma have to retire 
Get rid of the burrow/drops (from level 8+) as they are ultimate lag fest, and the dropping of 2k lings takes FORRRRRREVER!
Erm PF's are slightly OP but if u nerf them then the game becomes unplayable... Brood lords soak up SO much damage as well.
Edit: 61k droplings? Srsly xD Time to call it a night
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On December 03 2010 10:24 ste0731 wrote:Show nested quote +On December 03 2010 10:20 Vanished131 wrote:On December 03 2010 10:00 ste0731 wrote: 54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p If anyone could post a list of tentative changes they would make (balance changes) that would be extremely instrumental. That is, perhaps you think planetary fortress should cost vespene. I do plan to add a vespene cost to them. Anyway to spawn lings faster? On 91k/98k now and the level is taking FOREVER. 1hr 26into the game. wanted to try hiy 1mil before bed but i'ma have to retire  Get rid of the burrow/drops (from level 8+) as they are ultimate lag fest, and the dropping of 2k lings takes FORRRRRREVER! Erm PF's are slightly OP but if u nerf them then the game becomes unplayable... Brood lords soak up SO much damage as well.
The zerglings spawn as fast as you kill them. If you read a few posts up, you would know this.
Kill them faster to make the levels go faster. (Hint: Planetary fortresses kill zerglings very slow.)
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On December 03 2010 10:31 Vanished131 wrote:Show nested quote +On December 03 2010 10:24 ste0731 wrote:On December 03 2010 10:20 Vanished131 wrote:On December 03 2010 10:00 ste0731 wrote: 54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p If anyone could post a list of tentative changes they would make (balance changes) that would be extremely instrumental. That is, perhaps you think planetary fortress should cost vespene. I do plan to add a vespene cost to them. Anyway to spawn lings faster? On 91k/98k now and the level is taking FOREVER. 1hr 26into the game. wanted to try hiy 1mil before bed but i'ma have to retire  Get rid of the burrow/drops (from level 8+) as they are ultimate lag fest, and the dropping of 2k lings takes FORRRRRREVER! Erm PF's are slightly OP but if u nerf them then the game becomes unplayable... Brood lords soak up SO much damage as well. The zerglings spawn as fast as you kill them. If you read a few posts up, you would know this. Kill them faster to make the levels go faster. (Hint: Planetary fortresses kill zerglings very slow.)
The game is set to spawn a maximum of 100 zerglings per second. If the level is taking too long, your strategy isn't very effective.
Thats 15mins for 90k lings Still a LONG time.
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On December 03 2010 10:32 ste0731 wrote:Show nested quote +On December 03 2010 10:31 Vanished131 wrote:On December 03 2010 10:24 ste0731 wrote:On December 03 2010 10:20 Vanished131 wrote:On December 03 2010 10:00 ste0731 wrote: 54mins in, 45k killed and counting xD This is a cool map, can see it dragging a bit though :p If anyone could post a list of tentative changes they would make (balance changes) that would be extremely instrumental. That is, perhaps you think planetary fortress should cost vespene. I do plan to add a vespene cost to them. Anyway to spawn lings faster? On 91k/98k now and the level is taking FOREVER. 1hr 26into the game. wanted to try hiy 1mil before bed but i'ma have to retire  Get rid of the burrow/drops (from level 8+) as they are ultimate lag fest, and the dropping of 2k lings takes FORRRRRREVER! Erm PF's are slightly OP but if u nerf them then the game becomes unplayable... Brood lords soak up SO much damage as well. The zerglings spawn as fast as you kill them. If you read a few posts up, you would know this. Kill them faster to make the levels go faster. (Hint: Planetary fortresses kill zerglings very slow.) The game is set to spawn a maximum of 100 zerglings per second. If the level is taking too long, your strategy isn't very effective. Thats 15mins for 90k lings  Still a LONG time.
Most players won't expect to survive that level.
For the few that follow my game, I appreciate you guys! Let me tell you about the new up and coming changes.
The difficulty will be properly scaled to the number of players. This means that 1 player will get the same resources as 8 players (not just starting resources).
I am adding a time limit to each level to discourage planetary fortress play and force people to come up with new strategies.
Upgrades will now be preassigned in this order:
Carapace Claws Carapace Claws Andrenaline Glands
Drones will properly be refunded also.
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On December 03 2010 04:10 Vanished131 wrote:Show nested quote +On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later. The game is set to spawn a maximum of 100 zerglings per second. If the level is taking too long, your strategy isn't very effective. Level 10 should take about 90 seconds, ideally. If you beat it in 2 minutes, I will forgive you. And respect the name, bro.
Didn't mean any disrespect. I actually played the map quite a few times AND I never mass PF'ed, my teammates did. It's still a sick joke lol.
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On December 03 2010 12:54 photohunts wrote:Show nested quote +On December 03 2010 04:10 Vanished131 wrote:On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later. The game is set to spawn a maximum of 100 zerglings per second. If the level is taking too long, your strategy isn't very effective. Level 10 should take about 90 seconds, ideally. If you beat it in 2 minutes, I will forgive you. And respect the name, bro. Didn't mean any disrespect. I actually played the map quite a few times AND I never mass PF'ed, my teammates did. It's still a sick joke lol.
I was half kidding. 
And planetary fortresses now cost 300 minerals and 6 gas. It seems to be working quite nicely.
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On December 03 2010 01:58 Monxy wrote:Show nested quote +On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later. That is simply what I hate, why didn't you make mass ghosts or mass banshees? This is the point of the map. Don't win the boring way, just lose the fun way. Everyone used to say "zerg sucks, NO ZORG" I ask why if not because of creep "zerg is bad, we won't win". Almost nobody got the sense of the map. You shouldn't go for any classical mass PF or colossi. Be creative, I take zerg for let's say, banelings. You can never win with pure banelings, why do I do it? Because it's funnier than to stack PFs or make pure colossus. I hate when everyone says (or thinks) " what a lame map, all I can do is stack PFz lolol".
Sorry if that was your impression of my post. You misunderstood. I never said (or thought) the map was lame. I was merely commenting on how futile it is to try to get through the rounds quickly. I know your approach to this map first hand...I play COD Zombies. Relax and enjoy the map and pay no attention to everyone that says it's lame.
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On December 03 2010 13:10 photohunts wrote:Show nested quote +On December 03 2010 01:58 Monxy wrote:On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later. That is simply what I hate, why didn't you make mass ghosts or mass banshees? This is the point of the map. Don't win the boring way, just lose the fun way. Everyone used to say "zerg sucks, NO ZORG" I ask why if not because of creep "zerg is bad, we won't win". Almost nobody got the sense of the map. You shouldn't go for any classical mass PF or colossi. Be creative, I take zerg for let's say, banelings. You can never win with pure banelings, why do I do it? Because it's funnier than to stack PFs or make pure colossus. I hate when everyone says (or thinks) " what a lame map, all I can do is stack PFz lolol". Sorry if that was your impression of my post. You misunderstood. I never said (or thought) the map was lame. I was merely commenting on how futile it is to try to get through the rounds quickly. I know your approach to this map first hand...I play COD Zombies. Relax and enjoy the map and pay no attention to everyone that says it's lame.
Oh, sorry for this misunderstanding, I hope it'll be the last one.
Anyways I want to report the infested terran problem. They respawn each round (without timer on them) and they cost only energy. I don't even want to say how good they are compared to marines. They can have 11 damage each burst they fire. And broodlords take time to finish, they're not instant like everything else.
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On December 03 2010 23:33 Monxy wrote:Show nested quote +On December 03 2010 13:10 photohunts wrote:On December 03 2010 01:58 Monxy wrote:On December 03 2010 00:26 photohunts wrote:Played this with 5 other people. They were all Terran and I was Protoss. Basically they just massed PF's and I teched up to Colossus. At about Round 10, we just gave up...not because we were being overwhelmed, but because it was just taking too damn long to even get through the round. So the map beats us through our impatience, and I just don't know how anyone can sit through more rounds of that. This is a sick joke Vanish. Are you laughing at us right now? lol. I may or may not put up a vid of our last round on my youtube channel. Later. That is simply what I hate, why didn't you make mass ghosts or mass banshees? This is the point of the map. Don't win the boring way, just lose the fun way. Everyone used to say "zerg sucks, NO ZORG" I ask why if not because of creep "zerg is bad, we won't win". Almost nobody got the sense of the map. You shouldn't go for any classical mass PF or colossi. Be creative, I take zerg for let's say, banelings. You can never win with pure banelings, why do I do it? Because it's funnier than to stack PFs or make pure colossus. I hate when everyone says (or thinks) " what a lame map, all I can do is stack PFz lolol". Sorry if that was your impression of my post. You misunderstood. I never said (or thought) the map was lame. I was merely commenting on how futile it is to try to get through the rounds quickly. I know your approach to this map first hand...I play COD Zombies. Relax and enjoy the map and pay no attention to everyone that says it's lame. Oh, sorry for this misunderstanding, I hope it'll be the last one. Anyways I want to report the infested terran problem. They respawn each round (without timer on them) and they cost only energy. I don't even want to say how good they are compared to marines. They can have 11 damage each burst they fire. And broodlords take time to finish, they're not instant like everything else.
Fixed.
Also, I'd like to mention that this next patch is going to blow everyone's mind.
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Your map is boring vanished. Many people on this thread have stated it. And now it is steadily dropping in popularity as I had predicted last week. And yet you still come back and argue with the players that we are "playing it wrong". Players play to win. We always look for the best strategy to beat games like this.
I dont like your attitude vanished. Why make a thread and ask players opinion when you dismissed them? Unless you change your attitude, your map will keep falling on the popularity scale. 3 more months max.
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On December 04 2010 06:16 mkfk1 wrote: Your map is boring vanished. Many people on this thread have stated it. And now it is steadily dropping in popularity as I had predicted last week. And yet you still come back and argue with the players that we are "playing it wrong". Players play to win. We always look for the best strategy to beat games like this.
I dont like your attitude vanished. Why make a thread and ask players opinion when you dismissed them? Unless you change your attitude, your map will keep falling on the popularity scale. 3 more months max.
This map is going to be around for a very long time. I'm sorry to disappoint you.
I personally think Desert Strike and Nexus Wars are boring, but we don't see them dropping in popularity. Also, I will try to do my best to make the map less "boring." I promise!
Europe hasn't seen an update in a few days, I have one on the way.
You Will Like It
Promise!
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Highscore boards now active on Europe and US!
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Nice, now we can finally fight against eachother. But... Won't it just make more people use PFs and other I-can't-lose strategies?
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This is just insane, I'm 2 hours and 45 minutes into 1 game and we've killed 110.000 so far. After a while it gets kinda boring since it's mostly waiting then.
Also, you might want to consider adding new talents with more extreme buffs, but with extreme setback too.
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Could you explain how does highscore work here? Is it amount of games played/personal best?
Oh and enemy zerglings have speed buff on creep, I'm not sure if it's made on purpose.
EDIT: Erm, just a second ago (I'm on alt-tab) a round finished before the zerglings died. My SCV didn't respawn and I had no CC. In fact, nothing respawned. Next round (we somehow survived) same thing happened. This is really awful.
2nd EDIT: Oh is the splash on siege tanks still doing damage to units owned by the owner of siege tanks? Kinda got that feeling after buildings made by me died to ST explosions.
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On December 04 2010 21:58 vortex1994 wrote: This is just insane, I'm 2 hours and 45 minutes into 1 game and we've killed 110.000 so far. After a while it gets kinda boring since it's mostly waiting then.
Also, you might want to consider adding new talents with more extreme buffs, but with extreme setback too.
How the heck did you manage to kill 110.000? I've only been able to kill about 30.000. I'll consider adding more talents while I fix other things.
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On December 04 2010 22:55 Monxy wrote: Could you explain how does highscore work here? Is it amount of games played/personal best?
Oh and enemy zerglings have speed buff on creep, I'm not sure if it's made on purpose.
EDIT: Erm, just a second ago (I'm on alt-tab) a round finished before the zerglings died. My SCV didn't respawn and I had no CC. In fact, nothing respawned. Next round (we somehow survived) same thing happened. This is really awful.
2nd EDIT: Oh is the splash on siege tanks still doing damage to units owned by the owner of siege tanks? Kinda got that feeling after buildings made by me died to ST explosions.
I'm going to need some more detail as to what occured. I have no experienes of this myself. But I do have experiences of the game's triggers completely crashing--but I fixed that for now.
I'll fix the self damage from tanks in the next patch.
Try typing "rank" in game. The top number is your overall rank for the last 10 games. 92.5 is a D-, 120 is an A+. The bottom number is your current placement in the current game. 1.000 (1,000 for EU) means you have killed your fair share. 0 means you haven't killed anything. Games played and personal best also affect the rank a tiny bit. This is subject to change.
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Oh, and few other bugs. Broodlords can always win, by this I mean as long as there are any broodlings, you can't lose. Flying buildings still won't lose, you could stay like that for ever.
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On December 05 2010 02:47 Monxy wrote: Oh, and few other bugs. Broodlords can always win, by this I mean as long as there are any broodlings, you can't lose. Flying buildings still won't lose, you could stay like that for ever.
With flying buildings you could... but I'll fix that. I don't think broodlings could sustain themselves.
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On December 05 2010 02:57 Vanished131 wrote: I don't think broodlings could sustain themselves.
They do, actually. One broodlord barely survives, but more than that survive much more easily. And as broodlords reload broodlings so fast it's not a big deal.
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On December 05 2010 03:26 Monxy wrote:Show nested quote +On December 05 2010 02:57 Vanished131 wrote: I don't think broodlings could sustain themselves. They do, actually. One broodlord barely survives, but more than that survive much more easily. And as broodlords reload broodlings so fast it's not a big deal.
The game now excludes air units from the defeat triggers. This should help. Before, it just required that units be ground units.
Scores are being reset also due to balance changes. You keep your number of games played and your rank though.
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i cant find the map to download on your thread in sc2mapster.... what am I doing wrong? >_>'
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On December 05 2010 04:45 DayJP wrote: i cant find the map to download on your thread in sc2mapster.... what am I doing wrong? >_>'
You don't have to download it. You can search for it on battle.net.
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On December 05 2010 04:49 Vanished131 wrote:Show nested quote +On December 05 2010 04:45 DayJP wrote: i cant find the map to download on your thread in sc2mapster.... what am I doing wrong? >_>' You don't have to download it. You can search for it on battle.net.
erm... i know that, i think i poorly expressed the issue i'm afraid the map isn´t in brazil servers yet
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On December 05 2010 04:56 DayJP wrote:Show nested quote +On December 05 2010 04:49 Vanished131 wrote:On December 05 2010 04:45 DayJP wrote: i cant find the map to download on your thread in sc2mapster.... what am I doing wrong? >_>' You don't have to download it. You can search for it on battle.net. erm... i know that, i think i poorly expressed the issue i'm afraid the map isn´t in brazil servers yet
They have seperate servers for brazil?! That's crazy. Send me a PM and you can be my brazil sponsor.
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Huh, my team just skipped the round and no recources were given for the time that was skipped.
And salvaging bunkers gives you: salvage money+refund That's kinda cheaty, you can get millions like that.
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102k on the game I'm in right now and still counting, will hit the 150k mark at the rate my team is going.
![[image loading]](http://imgur.com/tVR7c.jpg)
to the map maker: Level 8 is a lag fest, might want to fix the spawn pattern. If anyone can get past level 8, they are pretty much set till 10/12 I think.
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Planetary Fortresses are really rigged. I've made it to something like 40k+ zerglings with just PF spam, and a couple SCVs in the middle to repair them. The levels don't really get harder... they just get longer, which in my opinion makes the game boring (I had to leave because I was literally just sitting there clicking repair over and over again).
I did this solo, too, as the rest of my teammates were all in their first game and died/left immediately. I can't imagine how easy this would be with a full group of competent players.
I enjoy the concept, but the balance needs to be adjusted a lot (as stated, PFs are pretty much guaranteed to result in a win, and things such as cannons and spine crawlers seem to be rather useless and don't even pull their weight in the first round). You also need to figure out some way to make the game less repetitive and bland. I understand there are limits to how many zerglings can spawn at once, so you're gonna have to be creative and find another way to ramp up the difficulty.
EDIT: That 40k number must be from somewhere else, because my game lasted closer to 3 hours, which according to a poster above would have put me at well over 100k lings.
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There is also a glitch where overlords don't leave the map after dropping their load of zerglings, might want to fix that too.
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On December 06 2010 03:36 IrT4nkz wrote: There is also a glitch where overlords don't leave the map after dropping their load of zerglings, might want to fix that too.
I think you meant before they dropped lings. This can really lose the game if everyone has pure PFs.
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Yeah u should make the levels harder and not longer , and somehow the overlord dropping takes way to long , and i dont get the "kill faster get more money system" works ....
Sometimes overlorddropping is bugged and the only way to get to the next round is to kill all the overlords
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Hahaha u cant even finish map cuz of the spawnrate ?!
If you kill 20 lings a sec u need
56942008773672,5 years for the last level if im correct?!
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On December 06 2010 04:24 Onioncookie wrote: Hahaha u cant even finish map cuz of the spawnrate ?!
If you kill 20 lings a sec u need
56942008773672,5 years for the last level if im correct?!
There is no "last level", and you can survive 10+ only with some really bugged/explioted stuff.
Anyways I personally think overlords shouldn't have so high armour. Maybe it's a bad idea but it's kinda slow to kill an overlord using 2 marines, especially if he hasn't dropped the zerglings because of the bug.
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Okay I've been listening to your comments girls, and the following changes will be made for the next patch.
The Infested Terran exploit has been fixed on US, so that's the end of that.
Planetary Fortresses have had their gas cost increased from 6 -> 12, same with building armor for terran.
Fixed an issue where players 7 and 8 could not be "best player."
Fixed some issues with the defeat triggers.
Fixed some issues with players editing their own scores.
Mineral regeneration is now 50% slower. Gas regeneration has been halved. The efficiency mineral bonus has been increased by 50%
Changed the way friendly fire works.
Added some info in game about ranking.
Two new talents have been added!
And there are so many little things adjusted that I cannot even begin to describe them. I will take a look at two things, the skip timer, and the overlords.
All scores will be reset, so don't get too happy. Ranks and games played will remain.
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But is the salvage bug taken care of? I just made 200/200 marines and I'm unstoppable because of that. I hope the scores will be reset though, I couldn't live while having 150k kills because of cheats
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On December 06 2010 05:58 Monxy wrote:But is the salvage bug taken care of? I just made 200/200 marines and I'm unstoppable because of that. I hope the scores will be reset though, I couldn't live while having 150k kills because of cheats 
Yes. I'll give the version to Q once I am happy with it on US. A few minutes or so, then you will have to wait hours.
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My friend just told me hallucinations become real units every round and that he made a 564 supply army using them. Could someone confirm this please because I'm not sure about it.
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I'm actually playing it. Broodlords seem to do a too much effective job : They're walling with broodlings to avoid any zerglings swarm. I could let it like that for years, we wouldn't die.. I'll probably let the game go on until tomorrow. I got two games running background now on my Pc. Starcraft 2 and Open transport tyccon 8)
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On December 06 2010 07:39 hommedumatch wrote:I'm actually playing it. Broodlords seem to do a too much effective job : They're walling with broodlings to avoid any zerglings swarm. I could let it like that for years, we wouldn't die.. I'll probably let the game go on until tomorrow. I got two games running background now on my Pc. Starcraft 2 and Open transport tyccon 8) ![[image loading]](http://tof.canardpc.com/preview2/2a2924ef-e22c-4c5d-ad7f-0bfd680bc181.jpg) How did you manage to get that many BL's most I managed to reach was 4, with the Mineral talent
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some of the guys had left and shared their bases, so we grab money the next round. We're still three on the map, Terrans couldn't manage to keep their buildings alive so they lifted at least one of their buildings, i kept my base alive and we're farming glings.
Edit: Map error :D just right now
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On December 06 2010 08:17 hommedumatch wrote: some of the guys had left and shared their bases, so we grab money the next round. We're still three on the map, Terrans couldn't manage to keep their buildings alive so they lifted at least one of their buildings, i kept my base alive and we're farming glings.
Edit: Map error :D just right now
Details?
The new version should fix some of these issues.
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Walling in with supply depots and using blue flame hellions, I got ~10k kills before I quit from boredom.
(The lings try to reach the hellions instead of attacking the supply depots, so it's almost impossible to lose).
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Such a fun game
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I've been plaything game for about 1 hour and 20 minutes now. I am at 2nd overlord wave (14200)
there were some trigger errors and there are 3 overlords left dancing.. what is up with 5+ armor? i got one sentry working on them but its gonna take another 40 minutes. My fear is that what if killing them won't finish the round?
Can you please work on this error on your next patch? This isn't the first time and I am wasting time trying to beat unbeatable game due to trigger errors.
KilgoreTrout 471
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On December 06 2010 12:09 HowardMoon wrote: I've been plaything game for about 1 hour and 20 minutes now. I am at 2nd overlord wave (14200)
there were some trigger errors and there are 3 overlords left dancing.. what is up with 5+ armor? i got one sentry working on them but its gonna take another 40 minutes. My fear is that what if killing them won't finish the round?
Can you please work on this error on your next patch? This isn't the first time and I am wasting time trying to beat unbeatable game due to trigger errors.
KilgoreTrout 471
We call this the threshold of Blizzard's map editor. The iterations are a bit too long for the game to recognize that 9 or so kills just took place when you kill an overlord. I will work on increasing the efficiency of my triggers.
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There is an extremely game breaking bug. If your team builds in a corner, sometimes the zerglings spawn in the black area of a cliff. They can't get out and stay there, motionless, until you go shoot them down. Sometimes they're out of range, and if enough spawn there then the game can't continue unless you have some form of air unit, but this usually happens early round.
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9h 06mins, duration of the game.
My team went afk after the 3rd hour, and went to well deserved sleep after going crazy and imagining that our fort is a battle ship ( we took jobs like gunnery, engineering, etc.) ^^`. Map is quite easy after all have chosen terran, spamming PF-s in a circle and narrowing the possible attack places with ordinary flying CC-s.
With 10-15 armor/100-200k zerglings couldn't even land a blow onto our impregnable fort.
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Broodlords seem to replenish broodlings instantly - firing two every shot instead of how they normally work.
Also spawn rate seems sooo slow in some patterns, seems like the 98,300 wave takes at least an hour to do.
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On December 06 2010 17:54 VladCepesh wrote: Map is quite easy after all have chosen terran, spamming PF-s in a circle and narrowing the possible attack places with ordinary flying CC-s.
With 10-15 armor/100-200k zerglings couldn't even land a blow onto our impregnable fort. I had tried going for 4 PFs (as a wall) and the rest reapers in bunkers, but that didn't work out. I guess due to what Vladcepesh said, PFs are superior to reapers. Damn, I thought I was onto something. Did you repair the PFs also? would they attack the CCs at all or not? (if they didn't, barrack would be a better buy to cover)
I did get to something like 37000 before dying though I think.
I'm wondering some things though: 1. how do civilians spawn?I've never seen them? 2. in the original post it said zerglings get 1 upgrade each level, but I never noticed more than 2 attack upgrades (2-0 is where I died), 0 armor upgrades, and possibly metabolic/adrenal if those are considered upgrades. 3. Does the game scale everything effectively based on the number of players? Doing the map solo I had good starting money and seemingly pretty good income, I was just wondering if it was 100% of what a party would get. Secondly though, I hardly ever got money for killing zerglings. One in every 100 kills would maybe be +1 mineral (not sure if it gave +1 gas also).
Lastly, aside from BLs, which seem OP (don't know how any zerg is supposed to get to them in a multiplayer game though), zerg is extremely underpowered. All of zerg's units suck except baneling (which still isn't very good.) due to the design of the race, and no modifications of the race are made for the game, which I think is bad.
Terran's obviously crazy OP because they have PFs, armor upgrade, repair, reapers, hellions and FREE nukes. I think a bit more balance would be nice. I guess the other option would be to make it a terran-only game... since protoss isn't so geat either aside from colossus
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On December 06 2010 17:50 SpikeNeedle wrote: There is an extremely game breaking bug. If your team builds in a corner, sometimes the zerglings spawn in the black area of a cliff. They can't get out and stay there, motionless, until you go shoot them down. Sometimes they're out of range, and if enough spawn there then the game can't continue unless you have some form of air unit, but this usually happens early round.
Circles don't have corners.
I will work on this issue later. For now, try not to build on the edges.
On December 07 2010 03:24 Xapti wrote:Show nested quote +On December 06 2010 17:54 VladCepesh wrote: Map is quite easy after all have chosen terran, spamming PF-s in a circle and narrowing the possible attack places with ordinary flying CC-s.
With 10-15 armor/100-200k zerglings couldn't even land a blow onto our impregnable fort. I had tried going for 4 PFs (as a wall) and the rest reapers in bunkers, but that didn't work out. I guess due to what Vladcepesh said, PFs are superior to reapers. Damn, I thought I was onto something. Did you repair the PFs also? would they attack the CCs at all or not? (if they didn't, barrack would be a better buy to cover) I did get to something like 37000 before dying though I think. I'm wondering some things though: 1. how do civilians spawn?I've never seen them? 2. in the original post it said zerglings get 1 upgrade each level, but I never noticed more than 2 attack upgrades (2-0 is where I died), 0 armor upgrades, and possibly metabolic/adrenal if those are considered upgrades. 3. Does the game scale everything effectively based on the number of players? Doing the map solo I had good starting money and seemingly pretty good income, I was just wondering if it was 100% of what a party would get. Secondly though, I hardly ever got money for killing zerglings. One in every 100 kills would maybe be +1 mineral (not sure if it gave +1 gas also). Lastly, aside from BLs, which seem OP (don't know how any zerg is supposed to get to them in a multiplayer game though), zerg is extremely underpowered. All of zerg's units suck except baneling (which still isn't very good.) due to the design of the race, and no modifications of the race are made for the game, which I think is bad. Terran's obviously crazy OP because they have PFs, armor upgrade, repair, reapers, hellions and FREE nukes. I think a bit more balance would be nice. I guess the other option would be to make it a terran-only game... since protoss isn't so geat either aside from colossus
0. You can't get 10-15 armor. 1. Every time a planetary fortress is built, 1 civilian spawns in the next available game. Also, a counter is added to a secret bank. When the bank accumulates 1 million counters, I will add boss levels. 2. I haven't updated the original post. Later. 3. It's pretty darn close. 4. It will never be made a terran-only game.
Also, it looks like Q hasn't even published the update I sent him yesterday. Please be patient, the name of the game has changed a bit.
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I was doing my Favourite tech.. PF with a funnel and it works well. just don't build center cause the un-borrowing rounds don't select attackers they select whichever is closest. I managed to solo 30,000 zerglings with this tech.
Secondly THERE IS A GLITCH I don't know if its the game or if its SC2's issue, but it only seems to happen on this map. During the map my comments become duplicated for no reasons what-so ever, and after the match it throws me in a blank screen where the menu's don't work, causing me to have to relog. Also somewhere around 12,000 points it removes your previous score and counts you a new one..
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On December 07 2010 06:14 buffdoggy wrote: I was doing my Favourite tech.. PF with a funnel and it works well. just don't build center cause the un-borrowing rounds don't select attackers they select whichever is closest. I managed to solo 30,000 zerglings with this tech.
Secondly THERE IS A GLITCH I don't know if its the game or if its SC2's issue, but it only seems to happen on this map. During the map my comments become duplicated for no reasons what-so ever, and after the match it throws me in a blank screen where the menu's don't work, causing me to have to relog. Also somewhere around 12,000 points it removes your previous score and counts you a new one..
The duplicated comments were from a debug test I was performing, they have no effect on the game.
The blank screen after the match is battle.nets problem, not mine.
Q reset all the scores on Europe today with the update.
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Hi
Just wanted to let you know that protoss has a major imbalance. I played you map 5 times now and found 2 bugs. Don't know if somebody already told you about these.
Terran: Salvage bunker while in a level will get you 100% minirals back + an additional 100 at the end of that level because you "lost" the builing in that level.
Protoss: This one is quite of a huge bug. Hallucination research does cost 100/100 but its still imba. All hallucinations made are spawned as real units the next level because it thinks you lost that unit.
Hope this was of any help
Cypriser
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On December 07 2010 06:43 Cypriser wrote: Hi
Just wanted to let you know that protoss has a major imbalance. I played you map 5 times now and found 2 bugs. Don't know if somebody already told you about these.
Terran: Salvage bunker while in a level will get you 100% minirals back + an additional 100 at the end of that level because you "lost" the builing in that level.
Protoss: This one is quite of a huge bug. Hallucination research does cost 100/100 but its still imba. All hallucinations made are spawned as real units the next level because it thinks you lost that unit.
Hope this was of any help
Cypriser
Very helpful, thank you. Although, the bunker issue should have been fixed. And Hullicination should only cost 100/2
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Lurker Den can be built, but lurkers cannot. And lurker den takes full morph time unlike any other buildings.
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On December 07 2010 07:32 Jlad wrote: Lurker Den can be built, but lurkers cannot. And lurker den takes full morph time unlike any other buildings.
What? Who put in lurker dens? Lol...
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Not sure if I'd argue for or against their presence. Zerg is kind of weak to the point people yell and scream if you choose it. Then again, since cloak does nothing lurker is basically a way more expensive hellion that requires hive tech and three shots lings instead of two. Two shotting takes two range weapon upgrades...at which point they become hellions with longer range (9 with seismic spines upgrade) and a slower attack (3.08 vs hellion's 2.5).
So...one spawning pool, lair, hive, hydralisk den, lurker den, evolution chamber, seismic range upgrade, and two range upgrades later...zerg gets a competitive unit. I'm not even sure it's viable. Are you refunded hive/lair upgrade cost if a hive dies? I think destroying that is the first thing I'd do. That's one hugely expensive wall.
Then again, on the other hand...looking at above costs I'm not even sure it would be worth it. If it's not, people would go for it anyway. Making pug games even less stream-lined than they already are.
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Don'T forget the creep bonus for the other zergies.
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Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
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On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
Is this single player? Can someone support this?
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On December 07 2010 08:06 Vanished131 wrote:Show nested quote +On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored. Is this single player? Can someone support this?
Yes it's single player. No, it's wrong. 30,000 is when that strategy is overwhelmed.
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On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored.
Yeah thanks for spamming my thread. When I wake up in the morning, my only hope is for my thread to be full of losers who don't bother to read the original post or think they have a winning strategy.
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Voting to skip prep round doesn't work in single player.
Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12.
Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people." 
Any thoughts on lurker post?
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On December 07 2010 08:53 Jlad wrote:Voting to skip prep round doesn't work in single player. Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12. Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people."  Any thoughts on lurker post?
You want me to add lurkers? If I did that, then I would add medics and firebats.
Covering the whole map in creep would be my preference.
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It's the general consensus that zerg aren't useful. Lurkers would basically give them a tier 3 unit that's roughly equivalent to a tier 2 terran unit. They're somewhat degraded here as they get their damage bonus vs armored. After the 2 ranged attack upgrades and 1 range upgrade they become slightly more powerful because the range of 9 vs hellion's 5 probably makes up for the slower attack (3.08 vs 2.5) and damage decrease (since both two shot at that point...though with mixed units hellions soften the pack more than lurkers do). I can't find any data on the width of attack.
However to get to this point the cost requires 1575 in buildings and 800 in upgrades vs 575 in buildings and 300 in upgrades (This assumes non-necessity of command center, add 400 optionally). Then it's 300 minerals 3 supply per lurker vs 100 minerals 2 supply hellion. That's quite a cost increase for +4 range, -0.58 attack speed and -5 damage. Since range is the only bonus, seismic spines range upgrade must be included if they were added (upgrades 6 to 9).
So, yeah, it might help zerg better balance with the terran/protoss counterparts, but it hardly warrants the inclusion of firebats as a counterbalance.
That said, neglecting zerg entirely and looking solely at terran: firebats probably would be awesome for this map. My concern here would be the infinite stacking of bunkers might lead to firebats trivializing the scenario. They'd definitely be a lot of fun if they didn't make it horribly easy.
At that point, though, you might as well take the other races out of the game.
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Registered just to comment about this map.
First, thanks for making it, it's a good bit of fun!
My one issue; the overlord drop waves take forever! I'm playing solo and currently leaving my PC running in the midst of the 159200 wave. I have a marine heavy build and since this wave is pretty light in volume, the marines actually kill a lot of the overlords thus slowing down the rate of clear for these kinds of waves.
The counter goes up at about 5 zerglings a second, varying a good deal but it's a rough enough estimate. With about 30k zerglings left to kill in the wave that's 100 minutes. This wave was around 96-98k if I recall right, 300 minutes to clear!
Lastly, the pulse waves make me sad 
A simple fix might be to raise overlord HP to a couple thousand. If you can bump their armor up further it would help too.
Thanks again for the fun map!
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During a 3 hour long game, me (T) and my 3 teammates (TTP) managed to last to about wave 14 or 15, (150,000) where the overlords have 15 armor. Terrans all built PFs, one stacked PFs, one had Banshees, and I had hellions. Protoss had collossii. Hellions and collossii could survive normal levels outside the wall no problem, but once the overlords came, we had to go back to save the wall.
If we plugged the whole in our donut wall, we could've lasted forever, but it simply went too slow. Also plugging the middle up with barracks (causing overlords to drop lings outside the wall) would cause some error with unitdeath2 or close to it and the wave would go incredibly slow. When our PF stacker left, his buildings disappeared. Is this Working As Intended?
Could you somehow make the overlords have the Hercules's insta-drop ability? That way it would move along a bit faster. Dropping 50,000 lings in total 1 at a time per ovie simply drags.
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Surprised someone even managed to spend 9hours on this map in a game o.O
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On December 07 2010 08:53 Jlad wrote:Voting to skip prep round doesn't work in single player. Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12. Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people."  Any thoughts on lurker post?
I'm aware the of the single player issue.
I'm surprised the game still works that far into it. Lol!
I am going to change the system soon; and when I do, there will no longer be any levels that exceed 2,000 zerglings.
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Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug?
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On December 07 2010 08:53 Jlad wrote:Voting to skip prep round doesn't work in single player. Been testing zerg to try to come up with more viable strategies. Completely goes against this logic, but bugs are no good. Banelings say they cost 50. They even require you to have 50 minerals. But when you actually morph them it only costs 12. Creep spread speed is a little slow and makes building a ring kind of annoying since you have to wait. Thoughts on this: fofa2000's logic is sound in that creep is actually a hindrance as it speeds up the enemy. Annoys partners. On the other hand, faster zerglings mean they die faster which means more efficiency bonus. Possible solutions is make creep spread faster or make it so hatcheries don't spread it and buildings (and queens? creep tumors?) don't need it. If choosing second option recommend overlords still retaining the ability to spread creep. Gives player the choice. This isn't as big an issue as the first two notes. Moreso thoughts so far. Could always just cover the whole map in creep and say "screw you, dead people."  Any thoughts on lurker post?
I'm aware the of the single player issue.
On December 07 2010 12:54 combatjoe wrote:Registered just to comment about this map. First, thanks for making it, it's a good bit of fun! My one issue; the overlord drop waves take forever! I'm playing solo and currently leaving my PC running in the midst of the 159200 wave. I have a marine heavy build and since this wave is pretty light in volume, the marines actually kill a lot of the overlords thus slowing down the rate of clear for these kinds of waves. The counter goes up at about 5 zerglings a second, varying a good deal but it's a rough enough estimate. With about 30k zerglings left to kill in the wave that's 100 minutes. This wave was around 96-98k if I recall right, 300 minutes to clear! Lastly, the pulse waves make me sad  A simple fix might be to raise overlord HP to a couple thousand. If you can bump their armor up further it would help too. Thanks again for the fun map!
Thanks, please see the message below. This will fix most issues with other races being underpowered. 20 zealots just can't match up to 40 marines behind supply depots, but with smaller levels--they may be superior!
Stay tuned!
I'm surprised the game still works that far into it. Lol!
I am going to change the system soon; and when I do, there will no longer be any levels that exceed 2,000 zerglings.
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On December 08 2010 03:14 unifo wrote: Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug?
I'm aware of no such thing. I haven't edited any abilities.
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On December 08 2010 03:16 Vanished131 wrote:Show nested quote +On December 08 2010 03:14 unifo wrote: Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug? I'm aware of no such thing. I haven't edited any abilities.
Yeah you have to target the unit to heal it.
Also Vanished do you want the replay from the game to see if you see anything you want to fix?
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On December 08 2010 03:53 jdblues34 wrote:Show nested quote +On December 08 2010 03:16 Vanished131 wrote:On December 08 2010 03:14 unifo wrote: Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug? I'm aware of no such thing. I haven't edited any abilities. Yeah you have to target the unit to heal it. Also Vanished do you want the replay from the game to see if you see anything you want to fix?
I've had enough messages in game actually. We can talk about more issues after the update on 12-10-10.
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I'd just like to offer a balance thought on this map: I believe it heavily favors Terran as the only useful race due to the extreme effectiveness of the +2 armor upgrade versus these Zerglings, as well as how well bunkers tend to work out.
You may want to heavily consider this as you balance.
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On December 08 2010 04:02 Polatrite wrote: I'd just like to offer a balance thought on this map: I believe it heavily favors Terran as the only useful race due to the extreme effectiveness of the +2 armor upgrade versus these Zerglings, as well as how well bunkers tend to work out.
You may want to heavily consider this as you balance.
That is exactly the ideology around smaller round numbers. Will do.
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Awarded same amount of mineral regeneration for mineral man, econ, and savvy sumeritan. Only 100% confirmed for first round. Talent chosen as quickly as possible, nothing bought, combat round begins with 1922 minerals regardless of talent. Don't know exactly how much the 1400+ starting cash is, but assuming 1450, this is 'regeneration' income of roughly 570 for those 2 minutes. 20 second sample in round 2 with mineral man yielded 90 minerals. Rough estimate of 90*6=540...which is far less than the double to be expected, suggesting problems with economy talents specifically and not just the first round. This was in single player.
Overlords get stuck trying to drop in places they can't...had to destroy buildings. Sure you're aware of this, including for completion.
Drones don't always spawn when needed. Might want to implement a check of some sort. Had base annihilated yesterday, won fight, no drones. Can't rebuild. Went on like this for another 3 rounds...
I can see the problem arising in how do deal with disappearing drones and the building cost. I'm assuming it awards mineral + drone cost for most buildings but mineral + drone for hatchery? It seems to award 1 drone when needed...most of the time. So I'm guessing this was just a nasty bug. Since you can't award drones without basically giving 50 minerals is there a way to implement some other safety mechanism? Larva would just die without the creep...a shop to sell peons if needed? Physical shop would be bad, because creation of barrier.
On 5,000 this bug wouldn't be so bad. But at 100,000 it's annoying to have to start over.
Not sure how relevant this is to the 12/10 update, but I figured at least some of it might be.
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On December 08 2010 05:22 Jlad wrote: Awarded same amount of mineral regeneration for mineral man, econ, and savvy sumeritan. Only 100% confirmed for first round. Talent chosen as quickly as possible, nothing bought, combat round begins with 1922 minerals regardless of talent. Don't know exactly how much the 1400+ starting cash is, but assuming 1450, this is 'regeneration' income of roughly 570 for those 2 minutes. 20 second sample in round 2 with mineral man yielded 90 minerals. Rough estimate of 90*6=540...which is far less than the double to be expected, suggesting problems with economy talents specifically and not just the first round. This was in single player.
Overlords get stuck trying to drop in places they can't...had to destroy buildings. Sure you're aware of this, including for completion.
Drones don't always spawn when needed. Might want to implement a check of some sort. Had base annihilated yesterday, won fight, no drones. Can't rebuild. Went on like this for another 3 rounds...
I can see the problem arising in how do deal with disappearing drones and the building cost. I'm assuming it awards mineral + drone cost for most buildings but mineral + drone for hatchery? It seems to award 1 drone when needed...most of the time. So I'm guessing this was just a nasty bug. Since you can't award drones without basically giving 50 minerals is there a way to implement some other safety mechanism? Larva would just die without the creep...a shop to sell peons if needed? Physical shop would be bad, because creation of barrier.
On 5,000 this bug wouldn't be so bad. But at 100,000 it's annoying to have to start over.
Not sure how relevant this is to the 12/10 update, but I figured at least some of it might be.
The code says otherwise.
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On December 08 2010 08:22 Vanished131 wrote:
The code says otherwise.
That's why it's common practice to make experiments repeatable. It's very easy to start a single player game, pick a talent, don't build anything and see for yourself. It takes four minutes to compare mineral man to savvy samaritan. Clearly, though, the code is infallible. We should disregard any easily reproducible evidence that insinuates otherwise.
Drone problem was an anomaly that deserved noting as it was game ruining outside the intended ruleset. Large issue when game spans hour or (infinitely) longer.
Don't solicit bug reports on the load screen if you're going to meet them with hostility. I've done nothing to warrant that.
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On December 08 2010 09:26 Jlad wrote:That's why it's common practice to make experiments repeatable. It's very easy to start a single player game, pick a talent, don't build anything and see for yourself. It takes four minutes to compare mineral man to savvy samaritan. Clearly, though, the code is infallible. We should disregard any easily reproducible evidence that insinuates otherwise. Drone problem was an anomaly that deserved noting as it was game ruining outside the intended ruleset. Large issue when game spans hour or (infinitely) longer. Don't solicit bug reports on the load screen if you're going to meet them with hostility. I've done nothing to warrant that.
Relax, a number of people have posted issues that aren't even issues. No hostility was meant.
It is indeed a bug, but it only occurs in single player. And to a lesser extent in 2 player. Non-existent in 3 or more players.
By the time you read this message, it will have been fixed. As always, I appreciate your persistence in making this bug evident to me. The bug occurs because I only compile mineral gain every 0.2 seconds. This is not quite fast enough to catch the excess in low numbers of players. This was not apparent to me at first.
Lastly, I love you. And I wish more people would actually post relevant content in this post. Thanks!
I take that back, give me a few minutes to improve the efficiency mineral bonus formula. Taking too long to complete a round will result in 0 minerals, but completing it more quickly will result in a nice increase.
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Just one random thought, doesn't creep speed up enemy zergling movement?
I guess you need to buff zerg somehow, so we zerg players wont get yelled at. (played terran for that reason on the 9h game) -.-`
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Fun game, but after the 100k mark (2.5hrs), I got bored and quit. Hopefully the new version will increase the difficulty a bit. Terran + bunker stacks + planetary fortresses + massive wall of ghost academies on single player = overpowered. My buildings lost a total of about 50 HP on the wave before 98,000 or whatever the exact number was.
Would it be possible to allow peons to walk through buildings so you can repair the outside wall of your base, or would that be overpowered? The double mineral option left me with an absurd amount of minerals and no gas, though I suppose it might not be much of an issue outside of single player.
On a side note, I had an extra SCV that was taking up extra space. I tried killing it myself, but it came back. Maybe I just missed it, but a sell button would be nice.
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On December 09 2010 14:27 Nipin wrote: Fun game, but after the 100k mark (2.5hrs), I got bored and quit. Hopefully the new version will increase the difficulty a bit. Terran + bunker stacks + planetary fortresses + massive wall of ghost academies on single player = overpowered. My buildings lost a total of about 50 HP on the wave before 98,000 or whatever the exact number was.
Would it be possible to allow peons to walk through buildings so you can repair the outside wall of your base, or would that be overpowered? The double mineral option left me with an absurd amount of minerals and no gas, though I suppose it might not be much of an issue outside of single player.
On a side note, I had an extra SCV that was taking up extra space. I tried killing it myself, but it came back. Maybe I just missed it, but a sell button would be nice.
I want players to keep any units they build. So I do not plan to implement any options to sell.
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took me 8hours but I got to 350K (had to stop because I had to go out =[ damn life) Your game is awesome ^^ and I'll be watching for more updates ^^
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oops I forgot to mention that I was a key defender and was using zerg ^^ so zerg aren't really gimpy, they only have one strategy of rushing to broodlords, everything else seems obsolete and will force other players to yell at you
-Mineral Man (skip useless buildings using refund trick by saving enough money to upgrade into lair/hive and build the required building on the outskirts of the creep to get it killed and refund the money to later upgrade more)
ex: build hatch then build pool away from def and upgrade lair the next wave kills pool (you get 200mins back) and you use that 200mins to further skip tech trees etc ^^ *does this count as an exploit???
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On December 09 2010 23:19 LSRomeo wrote: took me 8hours but I got to 350K (had to stop because I had to go out =[ damn life) Your game is awesome ^^ and I'll be watching for more updates ^^
You.... played for 8 hours, and you're telling me you didn't get bored? And you didn't stop until life kicked in? Lol. Thanks, man.
On December 09 2010 23:25 LSRomeo wrote: oops I forgot to mention that I was a key defender and was using zerg ^^ so zerg aren't really gimpy, they only have one strategy of rushing to broodlords, everything else seems obsolete and will force other players to yell at you
-Mineral Man (skip useless buildings using refund trick by saving enough money to upgrade into lair/hive and build the required building on the outskirts of the creep to get it killed and refund the money to later upgrade more)
ex: build hatch then build pool away from def and upgrade lair the next wave kills pool (you get 200mins back) and you use that 200mins to further skip tech trees etc ^^ *does this count as an exploit???
Except, you have to wait a round to get the money.
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Last night I played a 2 hour game where I just went reapers and microed them. My hand still hurts. Tonight I'll try a game with hellions.
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After playing some more i noticed that the overlord type of wave doesn't really work . at early waves it's fine but as soon as you reach high numbers of zerglings it just takes too long. Perhaps overlords with more than 8 zerglings? Or waaaaaaaaaaaaaaaaaaaaaaaaaaaay more overlords per wave?
Even though it's a late response :D, i achieved that 110k easily. we started with 8 players, 5 of em left after they thought we were gonna lose and raging at me because i was zerg. So we had 3 players, 1 protoss, 1 terran and me as zerg. The toss was just, terrible late game because colossi are so damn expensive to reach/build. The terran just build ALL of his PF's on 1 spot (my hive) and i had 8 Broodlords. They kept the lings at bay on south-west west and south. and the 8 PF's annihilated the rest. It was mainly waiting late game.
Waiting a round to get the money is not a downside, due to the fact that you rarely build more stuff during waves.
Now for my list of preferred changes:
- Add talent where units are cheaper (wouldn't know how much) but give them building time instead of instant training. - The talent where you're invincible for the first 30 secs of a game, change the invulnerability so that you can trigger it whenever you want in the wave, but only once per wave - Decrease attack speed on broodlords (right now it's 3 broodlings per second or so)
So far my recommended changes. I will play more games to try and find out more changes.
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I think there may be a bug with ghosts. I can use a ghost to nuke itself and nothing happens (which I like). But if I use one ghost to nuke another ghost, the second (non-nuking) ghost dies. Is this supposed to happen?
Also, is cloak supposed to work for the ghosts? The zerglings seem to have detection.
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On December 10 2010 05:04 lalib wrote: I think there may be a bug with ghosts. I can use a ghost to nuke itself and nothing happens (which I like). But if I use one ghost to nuke another ghost, the second (non-nuking) ghost dies. Is this supposed to happen?
Also, is cloak supposed to work for the ghosts? The zerglings seem to have detection.
They have received detection after everyone was making motherships and being invulnerable. In my opinion, zerglings should prefer attacking visible units so that ghosts and infestors would make some sense. Then after visible units are dead/invisible, zerglings would attack everything cloaked.
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On December 10 2010 06:17 Monxy wrote:Show nested quote +On December 10 2010 05:04 lalib wrote: I think there may be a bug with ghosts. I can use a ghost to nuke itself and nothing happens (which I like). But if I use one ghost to nuke another ghost, the second (non-nuking) ghost dies. Is this supposed to happen?
Also, is cloak supposed to work for the ghosts? The zerglings seem to have detection. They have received detection after everyone was making motherships and being invulnerable. In my opinion, zerglings should prefer attacking visible units so that ghosts and infestors would make some sense. Then after visible units are dead/invisible, zerglings would attack everything cloaked.
How many visible units have to die before they attack cloaked units? 50%? 10%?
It's nice to say, but the trouble is, you can't write an AI for it. It would be broken. I would just surround 9 marines with 20 dark templars.
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I let my allies take care of first round or two get planetary fortress, then a second one, then armor upgrade ghosts with nukes are useful too, since the nukes dont affect buildings
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With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you.
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On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you.
Is this a protoss fail? Or are you trolling my thread again?
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On December 10 2010 11:59 Vanished131 wrote:Show nested quote +On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you. Is this a protoss fail? Or are you trolling my thread again?
How is it a troll? It's a truth. Terran get building armour, zerg and protoss don't so their buildings get taken out easier
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On December 10 2010 13:47 Dakkas wrote:Show nested quote +On December 10 2010 11:59 Vanished131 wrote:On December 10 2010 11:45 Ghost-z wrote: With toss i was able to stack cannons under my nexus for an effective counter early on. Eventually though your lack of building armor catches up to you. Is this a protoss fail? Or are you trolling my thread again? How is it a troll? It's a truth. Terran get building armour, zerg and protoss don't so their buildings get taken out easier
The trolls have taken over! Oh my...
On a side note, the patch I said was out today is up for US
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What are you on about? How was he trolling? Was he posting incorrect information in anyway?
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Few things i have to say about the new map.. Woefully merciless for having noobs on your team. Woefully merciless for having leavers on your team. zerglings do an INSANE amount of damage real early on, making it more intense, yes, but also making it more frustrating when you have people that have no idea what they are doing, which in turn makes it less fun for everyone.
Guess i won't be playing pub games of this ever again, until its patched to be more pub-friendly. Personally this should be an option at the start of the game for people that WANT to play a harder difficulty. Should not be mandatory.
Thank you and have a nice day.
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Don't mean to be a jerk, but you went and made a good game suck, the update is horrible, I liked the game the way it was before but now it's just too damn hard. Not gonna be playing it anymore, I wonder if there's a correlation between the update and the fact that it dropped in popularity...
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On December 10 2010 15:07 CuZi wrote: Don't mean to be a jerk, but you went and made a good game suck, the update is horrible, I liked the game the way it was before but now it's just too damn hard. Not gonna be playing it anymore, I wonder if there's a correlation between the update and the fact that it dropped in popularity...
Gotta agree with this one actually. Blue level just seems impossible now... I can get past the first round but then I can't spend the money fast enough on buildings and place them. How am I sposed to build 25 rax and place them as well as reorganize units under my buildings in 1:30?, and I don't like the gas being needed for nearly everything forcing you to spend these extra tons of minerals on buildings
The idea of making levels and switching up what the lings do is cute but doesn't really make it a "zillion zerglings" imo. I'm sure this reduces lag and what have you but it is a totally different strat scenario and much less fun.
edt:
On December 07 2010 08:24 Vanished131 wrote:Show nested quote +On December 07 2010 07:58 KevinIX wrote: Just stack a bunch of planetary fortresses on top of each other and the zerglings will never ever reach you.
Got to 30,000 then got bored. Yeah thanks for spamming my thread. When I wake up in the morning, my only hope is for my thread to be full of losers who don't bother to read the original post or think they have a winning strategy.
Maybe I shouldn't have left my opinion. Seems like you have trouble with negative feedback.
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On December 08 2010 10:28 Vanished131 wrote:
Relax, a number of people have posted issues that aren't even issues. No hostility was meant.
It's cool. Another issue kept slipping my mind. That other guy that posted was right about the brood lords. I don't know if their actual attack speed is too fast because too much is happening to tell. But they were definitely spawning too many broodlings. Way too many. Once you get 4-6 or so you can pretty much do whatever you want and be ok. I got the bright idea to use my overlords as baneling bombers...which was a cool idea in theory...but in practice there's too much lag and nowhere to land lol.
Don't know about the brood lords now. Haven't played new version.
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Planetary fortresses and Brood lords win this game.
My only problem is how long the rounds last. Once you go to auto-pilot and the rounds start lasting 20-30 minutes each, but you can't watch them because of the sheer number of zerglings and broodlings slow down your top of the line computer even when you have it on lowest settings... it just makes me want to quit and go do something else.
Also, Overlord drop levels take stupidly long amounts of time and frequently bug out. *Somebody* has to get a unit that can shoot air to clear them out so the zerglings start spawning again.
Map has potential, but needs a lot more work.
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New update jumps the difficulty way too drastically. From 35 hp and 5 dmg to 140 hp and 20 dmg, seems extremely ridiculous, especially considering how little minerals you get across that gap. x4 stats of lings >> x4 number of lings. At the very least, give some bonus minerals upon reaching a new color or something so we can make funnels for the PFs. Otherwise it's pretty much impossible to get past orange in a pub, especially for Zerg.
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Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines.
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You need to stop postng in my thread.
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Hmmmm, i noticed that units are quite useless late game.
Some more changes i would make:
- Make standard gas regen faster. As it stands it's quite slow OR - Make units cost less gas. 2 gas per marine or 12 gas per bc is too much. - Do NOT allow buildings to be built INSIDE main structures (Nexus, etc.) - Make upgrades a bit cheaper, right now if you make a PF build or unit build you can't afford to spend your gas and such on upgrades - Decrease armor on overlords, THEY JUST WON'T DIE!!!!!!!!!!!!!!!!!!!! - Improve zerg and protoss building armor by 1 - Slightly decrease cost on banelings - Increase Broodlord cost - Do NOT allow people to destroy their own buildings, this exploiting with: 1. build pool, 2. upgrade to lair, 3. destroy pool for money (and the likes) next round is just not right
Some more fixes that might work. Will try to see if any more are necessary.
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Well, i'm sure vanquished plays his own map and knows what tricks people use and will take that into account when balancing.
I don't hate the new update, but if it would be possible to scale the zergling health/damage based on how many people are in the game, would make it more playable in pubs. Programming said function might be hard, i have no idea. It wouldn't have to work in real time at first, example.. you start the game with 3 people, damage/hps levels are set for 3 people. but perhaps later ( if you can find somebody to code it if you don't know how? perhaps? or you could learn? if you start with 6, and two leave, it would reset in realtime to health/damage levels of 4 people. (obviously removing all items/minerals said leavers had at the end of the round ( or resetting the countdown timer if people left between rounds).
Just an idea, don't kill me =D
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On November 13 2010 08:30 Vanished131 wrote:
I like to work on things at my leisure, so please be patient concerning improvements and fixes.
Getting upset at people in your thread and talking shit at them for pointing out bugs and gameplay problems that existed *yesterday* makes you a douche.
Keep telling people who are trying to give you feedback to stop posting in your thread. Whatever. I'm done with your BS attitude.
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On December 11 2010 04:02 themorningstar wrote:Show nested quote +On November 13 2010 08:30 Vanished131 wrote:
I like to work on things at my leisure, so please be patient concerning improvements and fixes.
Getting upset at people in your thread and talking shit at them for pointing out bugs and gameplay problems that existed *yesterday* makes you a douche. Keep telling people who are trying to give you feedback to stop posting in your thread. Whatever. I'm done with your BS attitude.
The broodlord issue has been mentioned numerous times in this thread. Are you angry because protoss really can upgrade plasma shields for their buildings?
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On December 11 2010 00:06 Vanished131 wrote: Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines.
Hmm I'll try using bunkers instead of PF's then. The main reason I go for the PF is because of it's high HP and better armor but it's also more expensive.
One thing though, I feel like lings shouldn't start do more damage per attack but rather more attacks with the same damage or something similar so armor still has some importance. Like for orange lings, instead of a flat 20 damage, 4 attacks of 5 damage. Armor seems like it becomes pretty much useless when lings start doing that much damage per single attack.
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On December 11 2010 05:02 Acayex wrote:Show nested quote +On December 11 2010 00:06 Vanished131 wrote: Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines. Hmm I'll try using bunkers instead of PF's then. The main reason I go for the PF is because of it's high HP and better armor but it's also more expensive. One thing though, I feel like lings shouldn't start do more damage per attack but rather more attacks with the same damage or something similar so armor still has some importance. Like for orange lings, instead of a flat 20 damage, 4 attacks of 5 damage. Armor seems like it becomes pretty much useless when lings start doing that much damage per single attack.
Once you complete the 4 orange rounds, their stats are removed.
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On December 11 2010 05:16 Vanished131 wrote:Show nested quote +On December 11 2010 05:02 Acayex wrote:On December 11 2010 00:06 Vanished131 wrote: Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines. Hmm I'll try using bunkers instead of PF's then. The main reason I go for the PF is because of it's high HP and better armor but it's also more expensive. One thing though, I feel like lings shouldn't start do more damage per attack but rather more attacks with the same damage or something similar so armor still has some importance. Like for orange lings, instead of a flat 20 damage, 4 attacks of 5 damage. Armor seems like it becomes pretty much useless when lings start doing that much damage per single attack. Once you complete the 4 orange rounds, their stats are removed.
Hmm so the main issue is getting past 4 rounds of 20 dmg lings.
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On December 11 2010 05:29 Acayex wrote:Show nested quote +On December 11 2010 05:16 Vanished131 wrote:On December 11 2010 05:02 Acayex wrote:On December 11 2010 00:06 Vanished131 wrote: Concerning the comments about the update, I know. I just had to put the system in place that created the frame for me to adjust the color leagues.
I will try to add difficulty selection at the start.
Hanners - The game is updated frequently, your opinion is no longer valid.
Acayex - Above. And if you are making PF, you are wasting 24 gas that could be spent on 3 bunkers and 12 marines. Hmm I'll try using bunkers instead of PF's then. The main reason I go for the PF is because of it's high HP and better armor but it's also more expensive. One thing though, I feel like lings shouldn't start do more damage per attack but rather more attacks with the same damage or something similar so armor still has some importance. Like for orange lings, instead of a flat 20 damage, 4 attacks of 5 damage. Armor seems like it becomes pretty much useless when lings start doing that much damage per single attack. Once you complete the 4 orange rounds, their stats are removed. Hmm so the main issue is getting past 4 rounds of 20 dmg lings.
I was able to complete the first 2 levels while they had twice as much HP as they have now.
All 4 levels should be an amateur task. Let me know if this is not the case.
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I got up to the 10Kish round and then lost. Combination of people leaving (= more money), stacked bunkers/cannons, and nukes.
Though again, a ghost can kill another ghost (but not itself) when nuking. Is this supposed to be the case?
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On December 11 2010 12:14 lalib wrote: I got up to the 10Kish round and then lost. Combination of people leaving (= more money), stacked bunkers/cannons, and nukes.
Though again, a ghost can kill another ghost (but not itself) when nuking. Is this supposed to be the case?
If you can read this, it has been fixed.
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Thanks for the thoughtful response Faranth. Indigo isn't the final color, nor do I mean for you to die at it. As mentioned before, there are no plans to support a sell feature of any sort.
Could you comment on the previous colors?
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The reimburse is a bug, as galaxy code doesn't like to do what it says it is doing. *sigh*
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The new version is very well done. I actually enjoy the fact that the lings now become extremely powerful after a few rounds, although people still seem to think that it's the same version as before when they enter the games and tend to ignore my warnings about orange lings being 4x more powerful as normal lings.
I haven't gotten past the final round of orange lings, myself. I find it's usually because of my partners, but the challenge is always fun. I'll have to find some better strats to use with random teammates.
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And people are telling me I ruined the game. It was ruined before. Infinite levels of infinite zerglings?
It's better this way, with infinite levels of hundreds of zerglings that pose a threat and make a challenge! :D
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I just tried this map. Funner than 'Zombie' Defense. That's not saying much. q:
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Yay! Probably my best idea so far! Limit the amount of zerglings in later waves (not waves of 50k zerglings or something) but make it so that if you take too long, the next wave will come charging in without a time in between, encouraging more aggressive builds instead if a massive PF turtle fest.
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Erm... I wasn't posting here for some time not because I don't like ZZ anymore. EU is like ten versions back, last update is 12-4-10. Do you send updates to Q or is he just away all the time?
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On December 11 2010 20:48 Monxy wrote: Erm... I wasn't posting here for some time not because I don't like ZZ anymore. EU is like ten versions back, last update is 12-4-10. Do you send updates to Q or is he just away all the time?
Oh no! I forgot about Eu! LOL. Okay, sending a version to Q immediately!
Sorry, I love you Monxy!
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If you rapidly spam the greed button you can get up to 1600 free minerals.(glitch I think)
Also I made it to the wave with 42k hp and with 7 ghosts and 6 broods lords me someone beat it. Next wave is the same thing kill 100 lings same hp we gave up because it took FOREVER to beat the first wave.
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Also nukes still kill your own units and other ghosts. You should make it so the nuke cancels at the end of the round as so it dont land and kill all your units that just spawned back.
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On December 12 2010 02:54 Flyjum wrote: Also nukes still kill your own units and other ghosts. You should make it so the nuke cancels at the end of the round as so it dont land and kill all your units that just spawned back.
Ah! Real monsters!
I shouldn't, really.
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This game == impossible.
I actually know how to beat it, it's just that my team doesn't have a sniff.
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On December 12 2010 02:48 Flyjum wrote: If you rapidly spam the greed button you can get up to 1600 free minerals.(glitch I think)
Also I made it to the wave with 42k hp and with 7 ghosts and 6 broods lords me someone beat it. Next wave is the same thing kill 100 lings same hp we gave up because it took FOREVER to beat the first wave.
Cool story bro.
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Very fun when theres a group of friends playing it.
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If I can give a suggestion; is it possible to lower the life on the Indigo wave - it took way too long. I was at the 2hour mark by the end of it.
Also, Broodlords aren't on par with other units. They cost 500 minerals and 4 gas - 4 gas is the equivalent of 1 spinecrawler. In the game where we made it to Indigo, I had 14+ broodlords and plenty of minerals (I quit the game because of time) I would suggest increasing the gas cost of Broodlord and making the broodling spawning in line with the original broodlord.
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I'm way ahead of you, bro.
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What did you change, if I can ask?
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More damage, less health--to make the game more fast paced.
This isn't sims, and this isn't a waiting game. One of my favorite thing in life is selecting spectator and watching a bunch of noobs die to a millon zillion zerglings (yes, I am a nerd).
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On December 05 2010 03:37 Vanished131 wrote:Show nested quote +On December 05 2010 03:26 Monxy wrote:On December 05 2010 02:57 Vanished131 wrote: I don't think broodlings could sustain themselves. They do, actually. One broodlord barely survives, but more than that survive much more easily. And as broodlords reload broodlings so fast it's not a big deal. The game now excludes air units from the defeat triggers. This should help. Before, it just required that units be ground units. Scores are being reset also due to balance changes. You keep your number of games played and your rank though.
I know this was already addressed, but I just wanted to mention that broodlings will still prevent the defeat trigger from occurring. I'm no map editor at all, is there some way to actually prevent broodlings from counting as ground units? I played a 2 hour game last night where our base would get eradicated within minutes, but the broodlings would keep us alive until the next round.
On December 08 2010 03:16 Vanished131 wrote:Show nested quote +On December 08 2010 03:14 unifo wrote: Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug? I'm aware of no such thing. I haven't edited any abilities.
I'm unsure if you've looked into this, but I can confirm that it does happen from time to time. One of my partners had a medivac and 4 ghosts; none of the ghosts were getting healed automatically. It was quite strange.
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Yeah BL + nukes is the only way to get really far in this game... and the zerg player is not going to get kills so his score and rating are going to be crap despite going all the way to blue league or whatever.
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This Mod could be really fun but the extreme difficulty makes it almost unplayable. It should be more about trying out new things to see how long you can last, and less about brood lords and Planitary fortresses. Basically just making the zerglings too strong too early is the biggest problem. Also I don't understand why everything costs more than it normally does in this mod. I would prefer if you kept the costs the same as they are in the normal game.
Good work though, this could really be lots of fun!
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On December 13 2010 05:07 DominicxD wrote: This Mod could be really fun but the extreme difficulty makes it almost unplayable. It should be more about trying out new things to see how long you can last, and less about brood lords and Planitary fortresses. Basically just making the zerglings too strong too early is the biggest problem. Also I don't understand why everything costs more than it normally does in this mod. I would prefer if you kept the costs the same as they are in the normal game.
Good work though, this could really be lots of fun!
It should be a lot more fluid now. I played through 4 colors myself, and it was pretty beautiful.
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For those curious in how to beat the game, one of my friends and I got a strategy working that involves stacking blue flame hellions under planetary fortresses. We ended up killing around a 150,000 or so lings and it took about 3 and a half hours.
[url blocked]
Thats the replay. I hope it works(first time uploading a replay)
edit: This is without using any air units. We know broods work and all that jazz but we tried it without being cheap and going air.
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I found a bug that devastated me.
It appears that nukes kill my own units. That's ok, I don't mind too much. But one time, I landed a nuke after the round was over, instantly (and permanently) killing everything I own, including my own SCV. Because I had no cc's, that essentially killed me as I have no other means of production.
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Thanks for the replay Moriarity. I have since then changed the level system, try it out again and let me know how it works.
Sufficiency, this bug bothers a TON of people! Let me make another attempt at really fixing it. Thank you guys for your concern! (I just fixed this successfully, I nuked my own ghost with 3 marines around him--nothing died.)
And if you don't know about it, check out my other game, Bunker Wars: Choices.
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hey I like your Zillion Zerglings map. I used to play the original from BroodWar and I like the new updates that you've put into the game. played 30+ games so far and I want ed to make som suggestions for improving the game.
some suggestions from me would be: - add refunds for lost add-ons for terran b/c they don't get refunded after rounds - make the add-ons neutral when they are not being used i.e. there is no building attached to it. This adds a better aspect to the "Wall" because zerglings will prioritize you vs a neutral building. - allow for armory to be built so units can upgrade weapons and armor past level 1 and for vehicles and ships to be upgraded as well. - like in zombi defence with upgrades, you can add more than just 3 upgrades and keep increasing price for the upgrades so that players can continue to make their units stronger rather than topping out at a low damage for such high health zerglings. - add mineral income for every zergling you kill during rounds and to add gas rewards for efficiency rewards and for time remaining rewards. - add trade between players.
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- add refunds for lost add-ons for terran b/c they don't get refunded after rounds Can someone verify this? I am only 1 man, and although I am well mated with the editor--I am an amateur. - make the add-ons neutral when they are not being used i.e. there is no building attached to it. This adds a better aspect to the "Wall" because zerglings will prioritize you vs a neutral building. This is not Brood War. Not gonna happen. - allow for armory to be built so units can upgrade weapons and armor past level 1 and for vehicles and ships to be upgraded as well. I build armories all the time. Do you do drugs? - like in zombi defence with upgrades, you can add more than just 3 upgrades and keep increasing price for the upgrades so that players can continue to make their units stronger rather than topping out at a low damage for such high health zerglings. Are you really comparing my map to Zombie Defence? - add mineral income for every zergling you kill during rounds and to add gas rewards for efficiency rewards and for time remaining rewards. Time remaining is a bug. I will consider adding a gas bonus at the end of rounds, just like the minerals. - add trade between players. I have not seen a large enough desire to override my beliefs. No.
Thank you for your comments; as always, they help me make ZZ a better game.
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I confirmed it as well, Add-ons to buildings dont get refunded. I built only add-ons during the first wave and allowed them to be destroyed and i was short the mineral ammount i used to build them.
Small suggestion - Give the zerglingsthe detector icon noting that they do in fact see cloaked units. Ive met a handful of players who denied the fact that they can see them as they amass dark templars or rush mothership only to be greatly dissapointed when thier buildings and units are wiped out.
For the green wave with 40 armor/17 hp, would it be possible to change thier armor type to armored? For one it would be surprising for those using damage vs light units and 2 it would fit thier theme since they shrug off damage like its nothing anyways, with PCs dealing .5 damage and PF dealing fat 1 damage. Nukes on the other hand wipe them off the map which makes it not as entertaining to watch =)
Just bringing this up becuase you probably know about it already, and most players dont realize it. Tom Sawyer Exploit. I wont go into details becuase i dont want to play multiple games with permanently invincible units.
Would it be possible to reduce plasma shield upgrade costs or is that a no go? 400-600-800 is a pretty huge investment compared to terran armoring, and theres not much i can say for zerg.
Also, dont know if its a glitch that happened with th enew patches, but hosile units that are landed on have stoped attempting to move through them and continue to attack, they just get tuck and do nothing. They used to just continue on with thier attack. Was this intended?
Oh, and i would like a surprise, like a single giant zergling that used /dance before it attacks hahahaa
Will we ever be able to build hero units from the 3 races? =P
Adn i dont see a useful thing in 200 Supply. you save 100 minerals here and there but, thats it. The majority of units you can build within the scope of low income isnt worth unlimited supply. And finally, the new wave structures are definitely much faster paced, the drop in HP made it alot simpler to clear each wave and the damage increase kept the difficulty intact =) Great game!
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Just to list my opinions.... Terran Bunkers + Mass Marines and Foward Marauder with Concussive on a Choke = Win. Double-sided Nukes = Win Hellion Kite with good micro or Hellion stack = Win Protoss Mass Photon Cannons on Choke = Win Units = ... crap. Although with HP changes, void rays actually do something useful. Pheonixes are fun, wiping out air waves before they even drop is satisfying. Zerg fail fail fail fail. Lurkers under buildings + crawlers on Choke does good, but requires some manual targeting to make them work. So do it! Ultralisk with a choke.. doesnt work so well either. Brood Lords = ZzZzZz... I must be retarded but i cant see zerg stacking up to terran.
By the way, i just played a game, lurkers dont benifit from zerg ranged attack upgrades. could you look into this?
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After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.
You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.
And Zerg may never stack up to Terran, but the gap has become much smaller.
Thanks.
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for everyone complaining about the difficulty
if you host the game yourself you can change the percent of the computer's health to modify difficulty.
you still dont get very far, even with the zerglings at half health. they just do way too much damage.
also @VANQUISHED: I can understand having a cost for nukes, but it should be way lower. who the heck is going to pay 100 minerals per nuke... 
my suggestion would be 20.
but i guess if you are trying to get the other races closer to terran, than making nukes super costly works
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Danr, I really liked the add-on wall though, and sorry, but didn't see the armory as I usually don't go marines or siege tanks except for one round where I noticed that I couldn't upgrade my marines. and I wanted to do upgrades past lvl 3 because the zerglings get to be so high in health that they are nigh impossible to kill for the longest time. I just thought it might be nice to have something to upgrade and get more damage to kill lings faster. I was only comparing your map (which is way better) to ZD because of the upgrade thing. Sorry if it offended you about mentioning another map.
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I'd like to increase upgrades past level 3, I'll worry about this soon.
I am looking for a terrainer. Not just any terrainer--your terraining skills must be specific and meticulous. You must be able to make beauty, as I do with my triggers. Knowledge of the data editor is a plus. This is for another project, and if you know the quality of my work, you will know what is coming...
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On December 13 2010 22:42 Vanished131 wrote: After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.
You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.
And Zerg may never stack up to Terran, but the gap has become much smaller.
Thanks.
I think 100/2 is a bit much if you don't get it back. If you use it youre basicly gaurandeed not to make it further since you wasted so much money. Maybe it would be a good idea to reduce the cost to something manegable but not spamable like 25/1. Another option would be to keep them expansive and refund a portion of them. That way the only way to nuke a lot is to keep arround a large sum of money
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On December 13 2010 22:58 Marradron wrote:Show nested quote +On December 13 2010 22:42 Vanished131 wrote: After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.
You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.
And Zerg may never stack up to Terran, but the gap has become much smaller.
Thanks. I think 100/2 is a bit much if you don't get it back. If you use it youre basicly gaurandeed not to make it further since you wasted so much money. Maybe it would be a good idea to reduce the cost to something manegable but not spamable like 25/1. Another option would be to keep them expansive and refund a portion of them. That way the only way to nuke a lot is to keep arround a large sum of money
I picked economy as my talent, and when I got to blue, I had 2500 minerals and 80 gas, 3 ghost academies, and 3 ghosts.
When a nuke completely devastates half of a whole wave, there needs to be a price. Now you understand my point of view.
Let the price sit for a little while, then come back and complain.
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price is fine, and is still spammable. If anything make them require a build timer. you dont even need more then 1 acadamy since its instant build =) But would my suggestion be pissing off the people who cant think past the "Circle In Beginning"? that fail strategy doesnt work without a proper spacing and choke points which most if not all players cant seem to get past thier thick skulls even when advice is given.
Problem with 100/2 price in a full game is unlike in single mode, your not divvied the other 5 players economy. and what happened to 8 players? lag issues? =(
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oh ad if i could throw another suggestion out if it doesnt take too much time?
Patch Note Tip. Makes it easy for "People" to keep up with the changes since i know "new players would probably not bother to read them anyways but is still appreciated". like having peopel know that so and so recieved changed such as Nukes or Lurker Den is now free with 100 second timer =)
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Nuke pricing seems perfectly fine, even though you dont make back the difference, i hold th enuke out for the right moment and save the team. You get reimbrsed 1 ore every ling you kill with it as well. In the later waves, i was able to 1 hit green any ways so it made up the difference. your team has to cover you but using mineral man instead of econ covered my losses in between rounds as any unused minerals go towards another nuke. Towards blue wave it was difficult to decide whether or not to drop a nuke now or later as you have to plan ahead to maximize damage output to cost effectiveness, adding a new level of difficulty to nuke spammage. If you had a well-rounded team then it wont be surprising if you dont even have to drop a nuke to half-life the lings, which is critical for you in Indigo becasue every mineral counts towards surviving that league. I would say drop the price maybe to 75/2 due to the lack of coordination between PUG games and a group of friends that work cohesively, if anything. Or leave it as is because its more challenging and requires at least some form of strategy besides nuke bombardment to victory.
And please make boss waves! lol i wanna see how well skilled players can manage against speed upgraded boss ling the size of a command center hahaha
EDIT: cant make it past indigo, yet. really damn difficult haha! Let alone 90% of the game end by the yellow league. PUGs need to brush up on theirskills.
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There are so many changes, it would take me twice as much time to edit the list every time I changed something. There have probably been a thousand changes since 0.1
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aww. i wasnt asking for the impossible like that of listing every change since the beginning =) You know how when Blizzard patches SC they only list the changes of that patch? It would be helpful to list the changes that are most prominent, such as:
Nukes now cost 100/2 Lurker Den no longer requires 150 gas. Broodlords attack now fixed to normal gameplay. Buildings no longer heal due to force attack. Greedy now gives +400 minerals +10 gas. Planetary Fortress now cost 600/24 to build. etc.
A short pop up much like how your tips pop up on the side to say "New Patch Notes!"
Because i know that its difficult to fit every little change into the splash screen.
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Okay, I'll work on better relaying that information to the public.
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thanks =) it's always frustrating when you hop into a game thats been recently patched and is left in the dark with whether or not something has been changed drastically or may even affect your overall strategy. I think a large part is due to the fact that some people donn't bother with checking the forums page and then to look through the text for any changes is tedious (You know who you guys are). Although it is an inconvience to the mapmaker, having knowledge provided without the need to work makes for happy people (Lazy, or in better terms, ignorant), or for those who dont want to think too much, and just log in and have fun!
I've been in plenty of games last weekend when the entire team would fall flat on its face because the Terran players who opted to rush Planetary Fortress in the beginning got smacked in the face with the new patch edits without prior knowledge of what happened. the same occured with the sudden change in gas prices prior to the mineral boost, as well as the change in wave composition. The players who are not as well versed in abrupt change of strategies or seconday planning in case of a failure to the first route will also deem it unplayable and leave the game to revise themselves or stubbrnly attempt the same. this leaves me as well as those who stay behind an empty game room and it just gets boring =).
By the way i've wanted to ask about the palyer reduction from 8 to 6. Was there a reason behind this?
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8 player games are mosh fest 2010. It's difficult for 6 players to work together, and it's impossible for 8.
I think it's just a more enjoyable experience with 6 players. If you have a desire to play with 7 friends, you are just going to have to get less friends--or leave someone out. Sorry.
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ah i see. Its only because when there was 8 people, with 7 who listen, each can have a diversified position in which to hold down, without fear of losing on the first waves due to the number of people. With 6 the planning stages are more difficult and it would be the same with 4, since in PUGs most just play for fun. But that mentality ends up having people not have fun because of the lack of unity the team has and the end results is a failed game heh. Keep up the good work, this game has made me happy on so many occasions i've lost count.
Game where we pulled through to the 300k waves with sheer perseverance. Game where it started off as a bunch of newbies that quickly picked up the essence of teamwork and had fun because the task was accomplished to the bitter end. teams where even the most despicable kinds of asshats and assholes got with the team and managed miracle after miracle. teams what were able to allow each individual player to explore the game as is without fear of being ostracized. All tha comes with the bad of just plain horrible games but thats what makes a game fun =)
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I'll put in firebats, sure. I'm glad you had such a good time with this game, but this game is just a project that helped me learn galaxy code and the editor.
By the way, I decreased the starting minerals by 10 just to make every die more often. Mwuhahaha MWUHAHAHAHA MWUHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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=P 10 minerals oh noes i cant build my ghost rush or drop my 4th marine =P lol. Looking foward to your new map =O
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Vanished, you have a cruel sense of humor... can't wait to see firebats though, they will be VERY useful for choking. Oh, and the upgrade system past lvl 3: anytime soon?
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firebats, and autohealing medivacs. oh shit Terrans again.
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On December 14 2010 03:07 DChen wrote: firebats, and autohealing medivacs. oh shit Terrans again.
I know exactly how to fix this. Motherships will be able to be built out of a larva, and there are no tech requirements. They also only cost 50 minerals.
EDIT: They shoot battlecruisers that explode like banelings too.
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On December 14 2010 03:08 Vanished131 wrote:Show nested quote +On December 14 2010 03:07 DChen wrote: firebats, and autohealing medivacs. oh shit Terrans again.
I know exactly how to fix this. Motherships will be able to be built out of a larva, and there are no tech requirements. They also only cost 50 minerals. EDIT: They shoot battlecruisers that explode like banelings too.
roflmfao. If you can even make the game do something like that just for fun that would be amazing.
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another glitch: Broodlords can attack teamates. still playing, friend accidentally got my factory to half hp before i realized what was happening.
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On December 14 2010 04:56 Sky]-[awk wrote: another glitch: Broodlords can attack teamates. still playing, friend accidentally got my factory to half hp before i realized what was happening.
I can't stop stupidity.
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but you possibly could stop this: Player griefing, especially vs zerg players. asshats landing/building directly ontop of larve. thats annoyance. oh well.
to the joke post, you should make battle cruisers cost 50 minerals and shoot out nukes at 0.23 attack speed lol.
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On December 14 2010 05:11 DChen wrote: but you possibly could stop this: Player griefing, especially vs zerg players. asshats landing/building directly ontop of larve. thats annoyance. oh well.
Select a hatchery, then press S. You can also highlight larva.
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they wont build is what im saying. if there is enough obstacles they are stuck in egg form. and thanks for fixing Tom Sawyer =)
Nice note on cloacked units, how about burrowed? i know someo people would like the ambush part of this game. yelling "Surprise makes it not R@93".
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So you are saying you want a vote ban feature?
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vote ban is too much of a hassle. you can guess at the abuse a system like that can induce.
isnt there anyway to make zerg eggs not take up movement space so units will build under the building?
Funny glitch and i think its the game engine itself.
Building with zerg (so far) inside another structure that takes the drone, but it didnt actually build. it acknowledge the crawler building, took the 100 and never refunded afterwards. and i still had my drone saying its built the crawler. haha.
Ive also noticed workers can now showve thier way through units to go build, excellent!
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I think he was really just complaining about trolls. Thanks for the trade feature! we were able to get almost to wave 7 of indigo b/c we could send our zerg friends minerals for broodlords to build aggro.
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Is there anyway to allow past the 200 unit cap? I would really like to be able to stack bunkers of marines, but I can only do so many.... I know 200 marines is a lot too, but still! and firebats would be a most welcomed update.
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easily. let them die, and build more. you can breach the 200 cap if youve managed to play that long.
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I never thought of that, but In my case it's not really possible since my barracks is destroyed along with my supply depots before they get into my bunkers, and later it becomes harder to create more units while trying to defend yourself when you need less than 200 units present to build more and the more units you have the longer it takes before there are few enough to create more. I think dr.depot talent should just remove any limit at all a.k.a. 9001 supply.
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lurkers still dont benefit from zerg upgrades. could you take a look into it or is it intended?
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Oh dear, trade has been implemented? That makes me kind of sad. It'll make people even less responsible with how they use their resources now.
Would it be possible to have unburrowed spine crawlers burrow on other buildings? I've accidentally pressed R while stacked crawlers selected, only to be forced to spread them all over the creep in sub-optimal positions afterward. Sure, it was my fault, but still...would be nice to have.
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thats asking too much, zerg is supposed to be bottom tier in this game and only fit for support role.. heh.
and units inside bunkers need to be applyed the round end heal as well.
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doood I totally agree! stimpacks would be actually worth getting at that point! way to go on putting the Zerg where they belong. Zerg actually hinders the ability to get through green league because the zerglings regenerate faster on creep, aka they have like, 25 health and 40 armor vs only 17, which is about equivalent to like, 400 hp vs 250.
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On December 14 2010 07:09 Sky]-[awk wrote: doood I totally agree! stimpacks would be actually worth getting at that point! way to go on putting the Zerg where they belong. Zerg actually hinders the ability to get through green league because the zerglings regenerate faster on creep, aka they have like, 25 health and 40 armor vs only 17, which is about equivalent to like, 400 hp vs 250.
ehh, zerg units dont regenerate faster on creep. Atleast not in the normal game, was this some edit ?. They just move faster.
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you and your goddamn pink wave after indigo. you sick bastard. as if 40 attack from indigo wasnt enough you make then rapid attack? sickening.
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Ha! i knew there was another wave! you cant foolz me >
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by the way, the whole share control at the beginning idea is great and all, but bumfuck annoying while your turning it off. just saying.
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I noticed it was instrumental in public games. Subject to change.
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issue poped up, floating buildings somehow was counting as if it was still on the ground, game stalled until we decided to land. Could you take a look to see if the defeat trigger got messed up in the patch process?
Also, SCVs in Command Centers have a tendency to not respawn at end of round whent he CC is destroyed. hmm.
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can't wait for lvl 3+ upgrades and firebats. That will be so cool!
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Not an issue. Checking all command centers for units inside is not fun. Let me know if it continues to happen.
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Sharing control.. is definitely subject to change. For those too stupid to uncheck a damn box. ive watched an idiot attack himself due to ally control.
+Forced attacks with units that can 1-hit another will result in the units death. ( I noticed that you've made it so that it would do no physical damage, but protoss still gets thier shields taken away down to nothing as a form of griefing players. I suggest reimplementing instant kill of the offenders units, prevent the damage, all while keeping the integrity of the target intact in its pre-targeted state, much like how it is affected now when attacked )
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Why would someone attack themselves because of shared control? You have to press A or click attack to do that.
I will change the allied damage for you. Changed.
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When players leave, should their buildings be given or refunded to the remaining players, instead of just blowing up? Otherwise it can kinda ruin it...
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I've only played this once since the latest patch on the EU server (last weekend) so some of my observations and queries might be obsolete. My last game before that was on 07-12-2010, during which the game crashed after nearly 9 hours (my last screenshot showed 8:43:43 on the timer and the game crashed some time after that while I was afk). After experimenting and observing various builds in numerous games two things became apparent: 1) broodlords could keep the game going indefinitely ("fixed" in later patches according to posts in this thread) and 2) manually created "fake" or "timed" units (hallucintaions and infested terrans) would respawn at the end of the wave. In one of the later patches the infested terrans no longer respawned but hallucinations did. My question is, were those working as intended?
(I just wanted to add that while you addressed the cost of researching hallucination was a "bug" you did not address the former issue in this post:
On December 07 2010 06:43 Cypriser wrote: Hi
Just wanted to let you know that protoss has a major imbalance. I played you map 5 times now and found 2 bugs. Don't know if somebody already told you about these.
Terran: Salvage bunker while in a level will get you 100% minirals back + an additional 100 at the end of that level because you "lost" the builing in that level.
Protoss: This one is quite of a huge bug. Hallucination research does cost 100/100 but its still imba. All hallucinations made are spawned as real units the next level because it thinks you lost that unit.
Hope this was of any help
Cypriser
On December 07 2010 06:52 Vanished131 wrote:
Very helpful, thank you. Although, the bunker issue should have been fixed. And Hullicination should only cost 100/2
The reason I ask is because with just 6 sentries it is possible to create a protoss army of hundreds of units.)
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I am currently on wave 7 of indigo. Is there a violet league?
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On December 14 2010 23:40 Sky]-[awk wrote: I am currently on wave 7 of indigo. Is there a violet league?
What the... There should be no wave 7 of indigo. Lol... IT'S A MONSTER! MY GAME IS CREATING ITS OWN LEVELS!
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he meant wave 6 with 1300 indigo lings. staring at a frozen screen because its so fucking lagged.
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hallucination still costs 100/100
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On December 15 2010 01:10 DChen wrote: he meant wave 6 with 1300 indigo lings. staring at a frozen screen because its so fucking lagged.
That's not supposed to happen.
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Oh, well me and a buddy 2-ed it out I stacked photon cannons he went broodlords. we died at an indigo wave that was 5.5k and we killed a total of 13.7k indio zerglings. I think it was wave 9 or 10 of indigo.. His record now stacks at 11k and mine at 6.5k. firebats please? lvl 3+ upgrades plz? tyvm
EDIT: is there any possible to get a screen shot or post a reply (clipped) of the game that I played without having to re watch the whole 2:30:00 (hr:min:sec) video!?!?
45 minutes into replay after about 5-10 of waiting.......this is going to be a while........
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I sat and did nothing while my allies kept me alive. then popped out a mothership. Game ran all night until it finally crashed after 7 hours.
Achievement? The funniest part was as soon as the Mother popped... 2 allies dropped. :D
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I don't know where protoss research Hallucination.
Found it, Cybernetics core... it was hiding!
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sounds like an upgraded version of zombie defense.
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think we need an actual experience based game rather then personal best kill counts and games played. Since they always reset and what not, trolls get their epeens all hardup on "oh shit i got moar killzors then yoos so i do what i want foo". Quit, rejoin lobby. Shit, if i tell you your a retard for rushing a PF and then say "WTF 600 minzerals roflcops" then your an idiot. Pain in the ass too when you also have peopel commenting on your defenses "yo that shits weak" " fail game". and end up crawling back after getting owned by red1. thats just sad. and then i look at the color coded names and it really doesnt make sense after that. probably just got carried by a team is all.
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Yes could indigo be fixed please it seems to be stuck in a loop of doubling each wave. Could the waves be perhaps capped at 600 at the most at once? Anymore it lags the game and those who uses heavy micro are force to sit out coz you could'nt do anything under 1fps.
The difficulty could be increased by quality instead of quantity :D thx :>
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Confirmed, heres another glitch that prevents game to end when there are no "Ground" Units in play.
If there is a building or most likely a unit with a transport, wait until all other buildings/units are destroyed and then as the enemy is approaching lift off/load up unit. For some reason this prevented the game to end due to no ground units on the field, most likely because it was still on the ground as it lifted off itself and the unit was loaded up.
I watched for a couple of minutes as marines were loaded and unloaded over and over again.
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On December 15 2010 04:34 gcoin wrote: sounds like an upgraded version of zombie defense.
This is a completely different from Zombie Defense! Do not bring this game down to that troll level of map editing.
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On December 15 2010 08:33 DChen wrote: Confirmed, heres another glitch that prevents game to end when there are no "Ground" Units in play.
If there is a building or most likely a unit with a transport, wait until all other buildings/units are destroyed and then as the enemy is approaching lift off/load up unit. For some reason this prevented the game to end due to no ground units on the field, most likely because it was still on the ground as it lifted off itself and the unit was loaded up.
I watched for a couple of minutes as marines were loaded and unloaded over and over again.
Sounds like you'd be doing this all day.
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>_>. still your sneaky. increasing indigo to 60 damage doesnt solve the issue of us staying alive =O.
EDIT: and you know how it works. expliot the hell out of something to make sure it works then report it and get it fixed.
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On December 15 2010 10:31 DChen wrote: >_>. still your sneaky. increasing indigo to 60 damage doesnt solve the issue of us staying alive =O.
Indigo ends at wave 4.
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thanks for the heads up, we are currently I3 right now =)
EDIT : LOL i alt tab thinking i had time and the game ended when i tabbed back./ FAIL.
You do need to see if you can fix the aforementioned exploit. Im messing around with it and its so easy, a caveman can pull it off in the middle of a wipeout round.
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That should fix it, and maybe some issues with overlords were fixed as well.
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sweet thank you, lemme go give it a try =)
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The game essentially crashed around round 6 of violet, 2:30 game minutes in. I have a screenshot if that helps any. The error, if you can't read it, is a stack overflow. It's trying to point to 2^16 if I understand it correctly.
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Is the inability to stack lurkers (a la SC:BW) due to SC2's game engine or can this be changed via the editor?
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On December 15 2010 11:05 grindl wrote:The game essentially crashed around round 6 of violet, 2:30 game minutes in. I have a screenshot if that helps any. The error, if you can't read it, is a stack overflow. It's trying to point to 2^16 if I understand it correctly.
You got to violet in 2:30 game time? I bow down to thee.
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In the process of trying to figure out what would make the Ultralisk work, etc. i have him in a 1 point space facing out to a 3 point opening to maximize cleave but at 60 damage, 5 armor does jack shit for the poor thing hahahahaha.
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On December 15 2010 11:55 DChen wrote: In the process of trying to figure out what would make the Ultralisk work, etc. i have him in a 1 point space facing out to a 3 point opening to maximize cleave but at 60 damage, 5 armor does jack shit for the poor thing hahahahaha.
Well noted. I will change the damage to be a maximum of 5.
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i gotta see how that would work out =)
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On December 15 2010 12:09 DChen wrote: i gotta see how that would work out =)
There is only one round that does 20 damage now.
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nice =) feels much better already ive got a handful of fun ideas to toss around as well.
One wave could be armored subtype you know, green league lol. One wave could be massive subtype, you know, to shatter force field strategies. One wave could have say, rapid attack/high movement speed upgrades to shutdown kiting. One wave could be lings with wings lol. each wave to be unique. like a Carrier Ling.. hahah. fuzzy bunny ling?
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On December 15 2010 12:28 DChen wrote: nice =) feels much better already
Let me know which rounds were the easiest, if you could like them in order from easiest to most difficult, that would be great.
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willl do, running through the levels as we speak, although theres still games wher eit fails on first wave >_>
I will keep this updated as i progress along.
Red League -Well balanced. -Easiest. Notes: its a normal damn zergling. stop failing on the first damn wave.
Orange League -Still good, i noticed a 30 hp drop. that makes a pretty big difference for Infernal Hellions and other units. Note: i like this wave. it cleans out the garbage.
Yellow League - Still good, 20 damage is here i suppose, and at 56 life is a good range. seperates alot of players and shows them that their shit isnt up to par. so far everything is the same.
Green wave feels much better, 40 armor is a tough cookie without nukers, but the 5 damage fix was welcomed, they still managed to run us over even with 5 damage so its good. played out smoother too as buildings lasted slightly longer and the waves felt shorter because buildings werent ripped apart. Note: my ultralisk was a happy ultralisk =) EDIT: will have to start fresh. the jackass terran decided to ignore my calls for a nuke and built battle cruisers instead. and lost the game.
The damage change allowed ultralisks to really shine as the biggest badest unit waller known in the Starfract universe =) comboed with a medivac it was near impossible to kill.
i remedy that having the zerglings gain weapons upgrade normally +1 +2 +3 respectively as opposed to +45 would balance out the armor distribution towards the later portion of the game. i have yet to reach blue and indigo with the pub games tonight but ill keep trying so i can leave some solid feedback.
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On December 15 2010 11:30 Vanished131 wrote:Show nested quote +On December 15 2010 11:05 grindl wrote:The game essentially crashed around round 6 of violet, 2:30 game minutes in. I have a screenshot if that helps any. The error, if you can't read it, is a stack overflow. It's trying to point to 2^16 if I understand it correctly. You got to violet in 2:30 game time? I bow down to thee.
Two hours, thirty minutes. To elaborate on the error, the game moved forward at a crawling pace in that round, maybe one game second for every ten real seconds.
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On December 15 2010 12:38 DChen wrote: willl do, running through the levels as we speak, although theres still games wher eit fails on first wave >_>
Removing vespene costs from certain offensive structures...
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Btw, for those upgrades that increases starting energy, i find that useless. why not change it to increases maximum energy by 25 instead? that would be much more useful =)
SCV dissaperance happend again, just randomly did not respawn at end of wave.
The lack of gas needed for defensive structures feels weird, but this opened up new possibilities with mineral man =)
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Hallucination glitch still hasn't been fixed. I was also wondering if you were ever going to put firebats into the game at all and weapon/armor upgrades lvl3+
EDIT: and Why does blue league have -0.39 (- 0.19) attack sped!?!?!? 1st wave we all died in less than a 1minute, despite blue lings only doing 5 damage.
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i second that, hallucination has not been fixed.
the Blue League isnt too much of an issue when your playing with a toss that was smart enough to max shields. and my ultralisk tanked those bastards easily =)
Green wave at 0.15 attack speed = nuke.
oka. maybe that was absurd. it was negative 0.39. wow.
red, orange, yellow, green, blue. bluw was just insane. i didnt notice at first but it was because my Ultra was maxed armor and was being healed by a medivac. but DAMN -0.39 attack speed? it was doing like, .5 damage to ultra.
but then again, protoss units suck balls. and got its ass kicked by green wave aspd.
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On December 15 2010 15:18 Vanished131 wrote: Too fast? considering the attack animation doesn't even have time to occur, yes... too fast.
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I think they are fine, if you nerf them it will be too easy. Atm on Violet 800 and and they are -1.48 (-2.18) attack speed. It is already heaps easier than old indigo...
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Well we finally died on the 14200 wave of violet... up to 3200 basically everyone just went afk or to bed lol... then we somehow lasted until 14200
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I believe to a point that when going into th enegatives and the attack animation doesnt even have time to occur, it doesnt go any faster then 0 attack speed. they only reason it seems easier is that they dont kill broodlings in one hit any more.
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I made it to violet last night, the only problem was that the violet zerglings have 140 health and 0 armor, but they still take a long time to die. why is that?
firebats please
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Back to the exploits on how to stall end of game due to no units on the ground that needs to be addressed. *Im thinking just have a trigger that checks for no ground units constantly.*
Following Methods will stall end of game trigger: Changing a Viking into Fighter Mode if its the only unit left on the ground. Morphing out any air unit from a larve if its the only larve alive. Lifting off Any Terran Building if its the last one alive. Loading up units into a transport if its the last unit alive. Broodlords broodling attacks =)
Though seldom seen in use, it provides a chance for those who failed another one, and is much appreciated by those of the Hallucination Void Ray Army crowd...
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The game does check every x seconds during a round.
And can someone confirm Hallucination still causes the holos to respawn?
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been confirmed.the holos respawn as regular units thats why its being brought up recently.
and for the defeat trigger check, i went to grab lunch and came back. my overlord was still flying around after 15 minutes and no Score screen.
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When spectating, you're given unit control. I would probably remove that because it could cause a lot of griefing.
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On December 16 2010 06:20 tinkLe wrote: When spectating, you're given unit control. I would probably remove that because it could cause a lot of griefing.
Sounds like tears.
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Ah, my mistake, you changed it so everyone is granted control. Probably a bad call, lol.
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Might be, but you can always turn it off. I don't see spectators griefing too much.
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Why would people choose to spectate anyway?
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you'd be even cooler with firebats in the game.
EDIT: First!
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typing /Dance with Marines, Zerglings, Zealots, Thors, or Ultralisks will give you bonus minerals if done during a wave. secret found =O
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Oh no.. now everyone knows the secret.
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![[image loading]](http://i400.photobucket.com/albums/pp84/djchen011032/Violet6.jpg)
You are sick Vanished. Sickening.
EDIT: BTW, 100 missile turrets turns the airwaves into no wave. Wish i had the screenies for that one. The rest of the team left on wave 5 when all our buildings got raped... i was microing hellions in circles around void rays.
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Got to the second orange wave, and then the game got unplayable bc of all the lagg... =P prob just over heated though... Really addictive map and a perfect escape from studying for my exams... Are we up to date on EU btw? Would be nice with a revision number in the loading screen.
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Game bugged out on the orange overlord level, stopped sending lings. Also, please fix the hallucination bug, it's pretty cheap.
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So far the best strategies I've seen is the hallucination bug / trick, and just massing brood lords asap. Like 6 broods clear everything in no time. However the broodlords make the game lagg immensly. Either way gg.
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You mean the ONLY strategies that seem to work are
Hallucination Exploit Broodlord Spammage Nuke Pooling
Nothing else even comes close. Game is starting to get repetitive with every single person in every single game using the exact same strategies. getting stale.
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Would you rather me take out Hallucination temporarily, until I fix it?
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On December 18 2010 03:07 Vanished131 wrote: Would you rather me take out Hallucination temporarily, until I fix it?
I don't think that anyone will use it without the exploit, so deleting it is kinda same as fixing it. It would be bad to take it out for ever though... That would kinda look strange in front of everything else that's kept in ZZ.
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It's been removed. I can't fix this issue because Blizzard's editor cannot detect behaviors on a unit. Hallucination - Timed Life is a behavior. Piece of junk...
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Good fix. I've been working on a Dynamic Block based off of Priority settings of units and buildings in conjunction to Threat generated by attacks. Works like a Spring Buffer in that sense. Seems like zerg is th eonly one who can pull it off at the moment.
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Let me attempt to explain in detail this block that i've cooked up, it works fairly well as long as it constantly monitored.
Zerg Spine Crawler, while uprooted has almost 0 Threat Level to the zerglings, as long as something is shooting at the ling within close proximity.
Leaving it in Hold Position Infront of an attacking unit with High Priority ie: Ultralisk, Roach, Hydra, Thor, Seige Tank, Maruarder, Reaper, any high DPS or tech 2 and up unit, etc Will force upon the AI to attack the eminent threat and prioritize that target.
The Situation:
Surround the Crawler with low priority buildings such as: Barracks, Evolution Chambers, Forges, Gateways and Spawning Pools. Supply Buildings are higher up on the priority list for auto attack, as per game AI. You want to keep the Crawler sandwiched between 2 of these buildings with enough space for units to walk through the "Lane" example [Building] (Crawler) [Building] and sealing off only 3 directions leaving one side open, effectively a "Choke Point". Load up the "Lane" with units of your choice, large units may require them to move through buildings and it is a must for them to be ranged, Ultralisks are an exception since it has 1 range, and Crawler takes up 1 space.
Now going back to priority listings and threat level generation per unit attack, all the zergling will converge onto the opening point and ignore the Spine Crawler, which is doing absolutely nothing but standing in its way. The Zerglings will hence attempt to run through it until it meets resistence, but this never happens as the Crawler is a non-attacking, low threat, low priority, "Mobile" Building that moves with the flow of the zerglings push. So the zerglings will push up against the crawler and even under hold position if enough zerglings amass infront of it attempting to push through it to attack the target behind it, it will create a "Spring Effect" As zerglings dies the Crawler will be forces back forward by th eunits sandwiched behind it, reseting its position, and the Spring Effect takes place where it is shoved back and forth like a buffer.
One key note is to hug one of th ebuildings to the side with the crawler, effectively creating a "Dead Space", roughly 1/2 of a space in which the zergling will see, recognize, and attempt to run through it. there are time where the crawler will be attacked as the zerglings pile on and if it cannot move, the zergling will engage in combat. this becomes much more apparent as the levels progress and zerglings become harder and harder to kill and the prolonged lack of movement will result in the zergling attacking the nearest target, the crawler.
Also to note is massive waves of zerglings, when the pile exceeds threat range of attackking unitsand no longer fits into the choke point, it will begin attacking other buildings. For this a seperate lane is created as the game progresses facing the Opposite direction to accmodate increased number of zerglings.
Further more, comboing this with higher teched units such as lurkers under the units or better for everyone Broodlords, the block becomes indefinite comboed with Medivac supervision and Queen transfusions.
That is all.
Edit to note, you do NOT want to put bunkers behind it as the bunker itself has relatively low priority for the units accomadated inside and takes up a 3x3 space. The AI reads it as not as important as say the Command Center to your left or what else.
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I wonder if anybody will read through that post and try it?
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So we got to the first wave after beating blue(or violet whatever is later), then it crashed: In 'RegionContainsPoint'(value:65535) Trigger Error in 'gt_Every001s_Func': Stack overflow
here is the screenshot: + Show Spoiler +
Btw. we used broodlords and ridiculus hellion micro to stay alive. We called it a victory. What I'm wondering is does the game ever end?
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I hate noobs. why? Because They Dont Listen They Dont Read And Worst Of All, Because Of The First 2 Reasons, They Fail And Leave.
The quality of the games have gone down the shitters. maybe its time to implement a "Training League" Option to teach them how to play Starcraft.
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All buildings have the same attack target priority, which is 11. Combat units typically have a priority of 20 (much higher).
Barracks are not attacked less than supply depots, it's just that supply depots have a third of the health. The game AI is not very complex, I order the zerglings to attack a random starting location (where you place your first command center), then when they become idle (stop for whatever reason), I order them to attack a random unit anywhere. All buildings are equally likely to be attacked.
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thats strange, because even in Melee games if you send your units off onto auto attack, they are more likely to attack the supply building even though it is farther away.
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My experience is that a marine would always attack the closest building if only buildings are present.
Off topic:
xxxxxx: hey You: hi xxxxxx: what u up to? You: nm xxxxxx: WHAT PLAYING? srry for caps You: where sentence? xxxxxx: lol xxxxxx has disconnected.
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Nuclear Holocaust all the way to violet. but it fails. 30 damage a nuke lol.![[image loading]](http://i400.photobucket.com/albums/pp84/djchen011032/12927.jpg)
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Have you played bunker wars: choices? A much better game in my opinion.
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its not in the offered games list, and ive checked the whole damn list.... On BNet.
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It's next to ZZ if you live in the United States. Not very far from it...
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its not there...![[image loading]](http://i400.photobucket.com/albums/pp84/djchen011032/Screenshot2010-12-1800_23_41.jpg)
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What the... Your top 10 is different than my top 10.
Get rid of the "custom" filter.
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Zillion Zerglings... I remember how motherships cloaked and won, PFs ruled, Zerg sucked... A lot has changed since then, great job Vanished.
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After going through a couple of games with Mass Battlecruisers, its become apparent that for 700/12 its a useless flying resource hog. Although Pre-Levels Patch a mass of BC would decimate wave after wave of zerglings before it would even come close to a base (Without The Lag of Broodlords), the Current usage of Battle Cruisers = 0. On top of that, Starting with the Green WAve the BCs are literally useless.
Thors and Colossi are also equally useless in the inclusion of a game, it would be better if they werent included or modified to suit the change of the game, or even swapped for another unit. The Ultralisks does fairly well with the Damage capped at 5 since its max armor is 6, but it has to be walled in and supported by queens and medivacs =)
Breaking it down to other air units,
Vikings are an obvious failure. Even Vs. Air Targets they are usesless compared to mass turrets which are killed on drop and refunded.
Banshees, 15x2 and upgrades nets you 18x2 are also useless as their DPS is too low, even compared to Marines of equal value.
Pheonixes, Air only, and the micro required to actually ammount is completely irrelevant due to lag combo broodlords. They however have some of th ehighest burst dps vs light units in the game, and can strafe fire an entire air drop wave with ease.
Voidrays, completely useless even en masse due to all units being light and its potential is armored. 9 damage max upgraded with 3 charge levels increasing the damage to roughly 15, a Hydralisk can out damage it. PLus it takes around 6~8 seconds on a target to fully charge.
Carriers, Highest Burst DPS in the game, reaching a staggering 8x2 attacks by 8 interceptors, but lags so bad it doesnt even matter. A Swarm of Mutalisk equal to CArrier costs doesnt fare any better.
The only relevant air unit is the broodlords. hell, guess i'll leave it at that.
EDIT: Everything in this post is pointless because there are other set-in-stone strategies to get to violet. But its getting boring using the same methods over and over again.
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Orbital Command does not have the same properties as the other buildings, it cannot land on units or other buildings to stack.
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Terrans can now do Buffer Blocking, using calldown MULEs. They dont attack and pose no threat to zerglings being attacked by a unit behind them, though they are timed and are far lower in HP. stray hits will kill them. *They fail horribly with a bunker behind them, same with cralers who are blocking for bunkers.
Protoss just fails at life. ive tried every unit and they all dont work. Except dark templars but the faggot is cloaked to begin with for 30seconds.
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you should have options to do some sort of, start on high ground, start on low ground to make things more interesting in my opinion. make things even more interesting.
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i want the option to nuke a retard in game.
And a way to reset yourself.
Another 2 hour game, with 144 marines in 24 stacked bunkers i was one shotting violet zerglings. And they werent even upgraded. Sigh.
Broodlords carry it all man,
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Units that die should be refunded in the same way buildings are, that way I won't get to the upper waves with units that don't help me anymore tying up a fair amount of resources.
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Reset your own score? Or sell everything you own? As I've stated before, a sell option is not planned to be implemented.
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this game and my computer are not friends.
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i want to reset my score back to 1 game and 0 points.
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mm, where would i find that?
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nice got it reset, now i look like every other noob. hahahhaah. thanks.
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No problem, be sure to take a look at what I started on with Rogue.
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What was that? Rogue? your new game?
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One problem with zerg right now is they always take a 50 mineral loss because the builder is used up when the building is constructed, and you don't get that mineral loss back when the building is destroyed. Any chance you can make the game refund you the 50 minerals when you build a building, or add 50 minerals to the refund for every zerg building?
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The code specifically has a line that says +50 minerals if itès a zerg building.
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And herein lies the problem.. the game has droped past the 3rd page listings and now its play by yourself or dont play at all it seems. And playing by yourself is too easy.
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Zillion Zerglings was merely something that helped me learn the editor. For now, I work with Rogue, please join me.
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error- every time i get to the overlord level, this really annoying error comes up. even though all the zerglings are dead, the ovie just stay on the map, and nothing happens.
gt_unitdies2_func
it started happening only recently, no idea why
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![[image loading]](http://imgur.com/c4kY7.jpg)
![[image loading]](http://imgur.com/i8wbQ.jpg)
![[image loading]](http://imgur.com/AO2LV.jpg)
200 limit broad lords solo zerg
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I just managed to score 9000 kills as protoss. Basically just made a choke with gateways and threw down a ton of cannons inside (had 240 before I died). I also had sentries forcefielding the entrance and high templar for splash damage. I'm curious, is there anything beyond violet? After a while it just kept increasing the wave sizes rather than upgrading the lings.
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Hey guys
1st post here, just wondering if this game actually has an end to it? I've only started playing it this season 5 times, and after reaching black level, we were starting to wonder if this game had an end. Pop up google, and apparently not many people have gone through violet yet. So I wait it out, and after 3hours 12min, at white level 5, the game crashes. + Show Spoiler +DID I WIN? 
Replay
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Against all expectation that the permabanned maker of a zillion zerglings will never see this post and I bump the thread in vain, I would like to report a bug. Hopefully Vanished or anyone that takes over development of this UMS will fix this bug on b.net.
The Bug: If you let your buildings get destroyed in a drop wave, but manage to kill all the lings, the game neither gives you the next wave nor tells you that you lost. I'm guessing the trigger requires all units to be killed of the player and also of the computer side. So if e.g. hellions persist on the player's side, and overlord persist on the computer side, the wave will continue forever.
Here's the replay of this happening (skip to the end): http://drop.sc/296759
+ Show Spoiler [Entertainment] +For those curious as to why Vanished was banned, I found these PMs he send to a mod after being temp-banned. It's a great read...
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On January 20 2013 08:29 Ghanburighan wrote:Against all expectation that the permabanned maker of a zillion zerglings will never see this post and I bump the thread in vain, I would like to report a bug. Hopefully Vanished or anyone that takes over development of this UMS will fix this bug on b.net. The Bug: If you let your buildings get destroyed in a drop wave, but manage to kill all the lings, the game neither gives you the next wave nor tells you that you lost. I'm guessing the trigger requires all units to be killed of the player and also of the computer side. So if e.g. hellions persist on the player's side, and overlord persist on the computer side, the wave will continue forever. Here's the replay of this happening (skip to the end): http://drop.sc/296759+ Show Spoiler [Entertainment] +For those curious as to why Vanished was banned, I found these PMs he send to a mod after being temp-banned. It's a great read... Exact same problem happened to me... Except that I didn't lose all of my buildings nor units.
Here's the replay: http://drop.sc/297108
Basically, I finished the wave perfectly fine, but an overlord persisted on the side of the map, seemingly attempting to move out of it, but unable to. I tried killing it with a marine, but it didn't seem to do anything.
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On January 20 2013 08:29 Ghanburighan wrote:Against all expectation that the permabanned maker of a zillion zerglings will never see this post and I bump the thread in vain, I would like to report a bug. Hopefully Vanished or anyone that takes over development of this UMS will fix this bug on b.net. The Bug: If you let your buildings get destroyed in a drop wave, but manage to kill all the lings, the game neither gives you the next wave nor tells you that you lost. I'm guessing the trigger requires all units to be killed of the player and also of the computer side. So if e.g. hellions persist on the player's side, and overlord persist on the computer side, the wave will continue forever. Here's the replay of this happening (skip to the end): http://drop.sc/296759+ Show Spoiler [Entertainment] +For those curious as to why Vanished was banned, I found these PMs he send to a mod after being temp-banned. It's a great read...
You have to kill one of your units to continue to next round. You can kill a larva or make an scv or whatever and kill that.
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![[image loading]](http://i.imgur.com/2UesNJ2.png)
I would like to go on record as having gotten the farthest ever in this map. White round 8. (this picture is actually from white round 7, we got past it because some broodlings lived) died next round.
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I just scored 18348 playing as solo zerg. There's a bug where if a spine crawler dies it returns more minerals than it costs to make (including the drone) and you can tell spines to kill eachother, so you have infinite minerals. Each break I stacked spines higher and higher and threw in a few spores for the drop rounds, strategy works very nicely while you are waiting to get enough gas to get a full army of brood lords. Once you get to higher rounds of white zerglings (not sure if there are any ling types after white) all of your buildings that have any sort of agro will die super fast, but I found I could last indefinitely with a max army of brood lords hovering over a small squad of un-burrowed spore crawlers. Spore crawlers get almost no agro, and the sheer number of broodlings is enough to keep the white lings busy throughout the round. If anyone successfully beats the game or finds a color above white lings, I wanna know.
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I remembered loving this game back in the day and decided to try it again and got further than I ever had before -- I got over 31k kills as solo zerg with 50 broodlords and got up to White 11 before my game crashed. White 9 was a huge drop wave and White 10 was over 8k lings alone.
EDIT: picture: https://i.imgur.com/2MktzSB.jpeg
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