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For Ghost[Yoon]
CURRENT REVISION: 13a
UPDATE: Map is released! Click here to download!
UPDATE AGAIN! Map is localized so now anyone in EU or ASIA can play the map! The world can now play Turret Defense!
UPDATE TO THE THIRD POWER! I've done it again! I've remade Sniper Paintball Ultimate/Elite/Bald +Locks http://www.teamliquid.net/forum/viewmessage.php?topic_id=126178
To see how to play this map online with your friends, please visit this post that I wrote on page 2 of this very thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=125636¤tpage=2#27 ... or you can just read the below quote:
Actually, guys, there is a program out now that does this for you. I guess since ooni linked to the information that they first discovered for playing custom maps online, I can use it to segue into the actual process. How to play custom maps with your friends in SC2: http://www.sc2mapster.com/assets/sc2-custom-map-patcher/(Please note that this program works completely fine for XP Vista and Windows 7 — I know this because me and my friends collectively use each of those platforms... me being XP because my computer is so old =( ) How it works: The entire reason that you are not able to host Custom maps in SC2 right now is because the game is not programmed atm to recognize maps that are not the default ones... just like how SC2 is not programmed to recognize replay files that are not in the Replays/Multiplayer, Replays/Skirmish, Replays/Recent, etc. folders. So how to do you do it? You host a room for a default map (the one the program maker chose was Lost Temple), make a backup file for LT, then move and rename the custom map file temporarily so that it has the name of the original file. This way, when the game is launched, it thinks that its loading Lost Temple. Then when the map is finished, you restore the files to their original places and names. That is 100% of what this program does for you. So, you Alt-Tab, click the " . . . " button to load the map you want to play, then you make a Custom match of Lost Temple, then you click the Patch button after the lobby has loaded. Make sure all of the other people in the room with you have clicked Patch as well, then you launch! Then, when the game is over, alt tab and click Restore so that everything is back to normal! (Note that if you don't click restore after a match, the game will simply think you don't have Lost Temple and re-download it for you like when you first played the map in SC2) (Also note that if at least one of the people does not load the correct map, if any map at all, with the program, then he or she will have their SC2 game crash like when you were trying to quit the game in the previous patch — the freezing and then the popup window saying "what were you trying to do?" kind of crash — while everybody else loads normally) So... that is all that needs to happen for you to play Custom Maps online. Please note that it is nothing more than a file manager program — it is functionally less harmful than even PenguinPlug was for Brood War!
Eureka!
Its done. I can't believe it...
After more than 24 hours of nothing but playtesting and making this map from scratch, I have finished it! Click the download link to get it!
I'd like to thank the following testers and friends who stuck with me from the beginning, all of whom are in the US gateway:
ShadowJutsu Guz ILoveZerg Minus ShadowClaime Darius Shizot
And also a big thank you to Blizzmod and PR team for giving me their Wraith and Valkyrie models to use as targets so that this map will be even more Brood War-esque than ever!
Sincerely, Galois.evariste@US
PS: This map is dedicated to the legendary Ghost[Yoon]
![[image loading]](http://img171.imageshack.us/img171/1999/85760734.jpg) I have spent the past 24+ hours of my life without sleep whilst making the legendary map Turret Defense from scratch, and I am very happy to say that it is now 100% completed! ... And yes, it has that memorable Alert sound at the beginning of every round! (it was the very first thing I did =) ) I will add the map download link here tomorrow, though, after I wake up because I want to make sure that the Flying Drone (lol inside joke that nobody in sc2mapster's community understood when I asked about it because they're all a bunch of wc3 fags) actually works because me and my friends are having a hell of a time getting to that level! I'm putting off that fun test until tomorrow morning or whenever I regain consciousness. (if you look close enough, you can see that I kept the names of what the Brood War units were for every level — I put a lot of effort into inducing Ghost[Yoon] nostalgia in this map!)This was my #1 favorite UMS map in Brood War and I always felt that I could never be good enough to replicate it using SCMDraft2. Fortunately for me, though, I was lucky enough to find it within myself to do it in GalaxyEdit! I really feel as though I have arrived right now. I sincerely hope that you guys appreciate what I've done here, because there are no fully-made custom maps (at least Turret/Tower Defense ones) currently "on the market" right now. I know because me and my friends have personally tried/played all of the ones currently in Release state on sc2mapster.com, which is the main place for Editor help (they helped me with some of the finer points in learning this Editor so that I could translate my SCMDraft knowledge to this one, although their community was pretty obnoxious with me for most of the time, tbh, even though only a handful of them have ever even heard of SCMDraft in the first place... much less played BW at any point in their lives) I dare say that this is the first one in the history of Starcraft 2 [that wasn't made for showing off at BlizzCon]! ![[image loading]](http://img202.imageshack.us/img202/6033/38149956.jpg) I would like to emphasize that every stage of me making this map involved my friends playtesting it with me on Battle.net and is therefore 100% guaranteed to work completely for up to 4 players — because that's the current maximum number of players allowed in a single match. When I give you the map download link tomorrow I will explain how you can play this (or any custom map) with your friends over B.net, on the off-chance you don't want to play alone (which is completely fine if you do)! (And please don't say its hacking because you will only look like an ignorant fool when I get around to actually talking about it. I'd explain right now, but I'm very tired atm and I just wanted to address that talking point before it comes up) (yeah it works...)See you tomorrow! edit -- another map that I posted here a long time ago for BW... http://www.teamliquid.net/forum/viewmessage.php?topic_id=71551
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FREEAGLELAND26781 Posts
Fucking. Awesome. Nice job~
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Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work!
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Thank you all! Your positive words make me feel like...
![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg)
On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2.
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Awesome! can't wait for the download.
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When can we expect a download link?
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On May 16 2010 16:56 Garnet wrote: When can we expect a download link?
Says in the OP that it will be posted tomorrow...
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On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) Show nested quote +On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2.
So, you could shift-queue them, but you couldn't. I getcha.
...
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fuck, tomorrow?!! awesome, i love TDs
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United States2822 Posts
On May 16 2010 17:10 Duckvillelol wrote:Show nested quote +On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2. So, you could shift-queue them, but you couldn't. I getcha. ... His sentence makes perfect sense. "automatically and visually" are adverbs modifying "draw." It has nothing to do with the shift-queue. You just don't see the wireframe like you do when you shift-queue in SC2. Stop being a smartass.
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Turret defense was always quite enjoyable Will definitely check this out, thanks.
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Lol nice, Turret Defense, been so long since I've played that lol
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Wow! I was just thinking the other day about how much I was looking forward to turret/tower defense games for SC2. Can't wait to get this in my hands.
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incredible. I remember when I couldnt beat this game in sc1 no matter how hard i tried lol
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no stack :d obv good work im a fan of the bw version too
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Good job man. I will definitely waste quite a bit of my life on this.
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Dude you better not be trolling about being able to play custom games online. I am more excited to just play a decent 1v1 map than this game no offense.
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On May 16 2010 17:13 scintilliaSD wrote:Show nested quote +On May 16 2010 17:10 Duckvillelol wrote:On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2. So, you could shift-queue them, but you couldn't. I getcha. ... His sentence makes perfect sense. "automatically and visually" are adverbs modifying "draw." It has nothing to do with the shift-queue. You just don't see the wireframe like you do when you shift-queue in SC2. Stop being a smartass. Huh.. never knew that oO
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Great work!!! Love this map for SC!!
Want download link : DD
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awesome can´t wait for this
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Finally, can't wait
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I am so proud. Continuing the traditions of past Blizzard games xD
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thats like so hard and not safe xd could get banned for that stuff i think
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Actually, guys, there is a program out now that does this for you.
I guess since ooni linked to the information that they first discovered for playing custom maps online, I can use it to segue into the actual process.
How to play custom maps with your friends in SC2:
![[image loading]](http://fooo.fr/~vjeux/curse/sc2/assets/4.27/bnet.jpg)
http://www.sc2mapster.com/assets/sc2-custom-map-patcher/ (Please note that this program works completely fine for XP Vista and Windows 7 — I know this because me and my friends collectively use each of those platforms... me being XP because my computer is so old =( )
How it works: The entire reason that you are not able to host Custom maps in SC2 right now is because the game is not programmed atm to recognize maps that are not the default ones... just like how SC2 is not programmed to recognize replay files that are not in the Replays/Multiplayer, Replays/Skirmish, Replays/Recent, etc. folders.
So how to do you do it? You host a room for a default map (the one the program maker chose was Lost Temple), make a backup file for LT, then move and rename the custom map file temporarily so that it has the name of the original file. This way, when the game is launched, it thinks that its loading Lost Temple.
Then when the map is finished, you restore the files to their original places and names.
That is 100% of what this program does for you.
So, you Alt-Tab, click the " . . . " button to load the map you want to play, then you make a Custom match of Lost Temple, then you click the Patch button after the game has loaded. Make sure all of the other people in the room with you have clicked Patch as well, then you launch!
Then, when the game is over, alt tab and click Restore so that everything is back to normal!
(Note that if you don't click restore after a match, the game will simply think you don't have Lost Temple and re-download it for you like when you first played the map in SC2)
(Also note that if at least one of the people does not load the correct map, if any map at all, with the program, then he or she will have their SC2 game crash like when you were trying to quit the game in the previous patch — the freezing and then the popup window saying "what were you trying to do?" kind of crash — while everybody else loads normally)
So... that is all that needs to happen for you to play Custom Maps online. Please note that it is nothing more than a file manager program — it is functionally less harmless than even PenguinPlug was for Brood War! I highly encourage you to play my map when I post the download link later on. I just woke up, so I need to test to make sure that my Drone can fly!
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really good work.. wanna play this soon with my friends :D
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Really awesome, can't wait until I get to play it!
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sick! can't wait
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Very cool. I do remember playing this map quite a bit. It's a shame that these types of maps will probably die out with BW. Everyone seems so obsessed with third-person shooters and hero maps.
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The map is released!! GO FORTH AND PLAY!
YAYYYYYY (edited the op)
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Sorry about the double post, but I just finished localizing the map!
Now everyone all over the world can play the map, regardless of gateway! Have fun. EU!
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is the marine not suppose to have stim?
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If you can convince me to give him the Stim then I'll give it to him!
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I tried it and alone i couldnt get past the 4th stage, is it meant only to be played with people?
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Almost no wave is the unit the text states at the beginning of a wave, zealots running in the air, flying banelings, one wave is just an interceptor flying while the real units are invisible or just stacked under the interceptor. The high yield mineral patch gives you 5 minerals for 5 zerglings while the normal one also does that.
Sorry for not giving notes on where all the weird stuff occured but just played it once :p
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Any number of players up to 4 (because 4 is the current maximum) can play it!
I can personally make it to level 9... but then again I'm really good at the map after having played it for like 24 hours constantly both by myself and with my friends!
When I'm with my full group of 4, we get to like level 23 because we get owned by the final boss, and since I've been tweaking the hitpoints and difficulties of each level personally in between every test I can personally assure you 100% that the map is balanced. I started each level out with low hitpoints and then gradually increased each level so that even the best group (us) could just barely squeak by each level. That's how you know the map is challenging and therefore fun!
So my advice: get more skill!
edit:
On May 17 2010 07:31 Ighox wrote: Almost no wave is the unit the text states at the beginning of a wave, zealots running in the air, flying banelings, one wave is just an interceptor flying while the real units are invisible or just stacked under the interceptor. The high yield mineral patch gives you 5 minerals for 5 zerglings while the normal one also does that.
First, I kept the Level names the same as in Brood War for nostalgia's sake. As I said in the original post that I wrote last night, I made every effort to induce Ghost[Yoon] nostalgia into this map! So I don't think that this complaint is really valid.
Second, the high yield patch goes 5 zerglings for 9 minerals, while the blue mineral patch goes for 3 zerglings in exchange for 5 minerals... so I haven't the slightest clue as to what you're talking about!
And yes the interceptors are stacked because that's just how they spawn. Nothing wrong with that!
And who doesn't love the idea of Flying Banelings?
Re-edit: I've updated the map file and re-Localized it to fix for a minor, rare bug that occurs in Level 4.
Re-Re-edit: If anyone out there is good at Photoshop and is willing to make me a Splash image for the Loading screen, I would love you forever and personally thank you on the loading screen (if you don't put your name on the picture that is)!
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i made it to 10 on my own
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On May 16 2010 17:10 Duckvillelol wrote:Show nested quote +On May 16 2010 16:52 wanderer wrote:Thank you all! Your positive words make me feel like... ![[image loading]](http://1.bp.blogspot.com/_Wb7gmBhM3z4/SGOo4u0184I/AAAAAAAAAdo/hlftNBeLK8w/s400/sallyfieldOscars.jpg) On May 16 2010 16:46 Chrispy wrote: Wouldn't turret defense be infinitely easier with the addition of shift-queue building? Anyways still this is awesome and thank you for your work! Actually man, you could shift-queue buildings in Brood War as well. They just didn't automatically and visually draw the building there for you like they do in SC2. So, you could shift-queue them, but you couldn't. I getcha. ...
rofl you're an idiot.. and your native language is actually english?
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[ Second, the high yield patch goes 5 zerglings for 9 minerals, while the blue mineral patch goes for 3 zerglings in exchange for 5 minerals... so I haven't the slightest clue as to what you're talking about!
I think the high-yield is bugged. I have received 5 minerals for 5 zerglings multiple times.
Also, on level 5? ("Queens"), sometimes one or two fly off course and make it impossible to go to the next level.
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I'll look into it, thank you!
edit -- you're completely right man! I wrote to give you 5 minerals when it was advertise for 9. I will edit this post when I upload the fixed version to the website.
re-edit -- revision completed and uploaded!
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Roffles
Pitcairn19291 Posts
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So we can play 2v2 BGH now with this. Blizzard, just open up 3v3 and 4v4!
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Roffles
Pitcairn19291 Posts
Easy mode my ass. That shit's fucking hard as hell.
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the corrupter level is waaaayyyyy to much. edit: seems like if you dont get all kill on the interceptors, it will spam like 70 corrupters. I coudl be wrong.
I bought the stalker, its so slow its garbage. (the dps) best money is probably the 3 for 5, unless the 5 for 9 is fixed.
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The Stalker is actually 30% faster than its default self δ_δ
protip: level 9 is Brood War Valkyries !!!! (level 22 is Tom Kazansky — oh yeah, I got the original Wraith in this map... what about it?)
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Nice! Good job. I think even though you're trying to adhere strictly to the original, however, you can do a few things to make the game a little better (non-collision SCV, maybe stacking, etc.) Just a suggestion though Thanks!
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where do you save the map?
Is there a way to play this without that 3rd party program?
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On May 17 2010 08:31 Slardarxt wrote: where do you save the map?
C:\Documents and Settings\YourUserName\My Documents\StarCraft II Beta\Maps
That's where I save them and then I just open the file.
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Roffles
Pitcairn19291 Posts
Fucking rofl level 22 really IS Tom Kazansky the original SC1 wraith.
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Put the .SC2Map file in:
My Documents > Starcraft II Beta > Maps
Then open it with the Starcraft Editor (or go on Battle.net, make a Lost Temple match and follow the instructions on Page 2) and click Test SC Map.
edit -- Thank you very much for the feedback! Your positive views are like a badge of honor for me!
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Roffles
Pitcairn19291 Posts
Heroes are too weak IMO. Medivacs are slow as hell too. Some levels need some serious tweaking. Don't understand why carriers are so easy, but warp prisms are so damn hard. And they're like one after the other.
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On May 17 2010 08:38 Roffles wrote: Heroes are too weak IMO. Medivacs are slow as hell too. Some levels need some serious tweaking. Don't understand why carriers are so easy, but warp prisms are so damn hard. And they're like one after the other. The easy levels that I give you guys are there for free kills so that you can have more money and be adequately prepared for the later ones. They're like milestones to let you know that difficulty is about to kick it up a notch.
Level 1, Level 3, Level 11, at least, are basically free kill levels. If you like, I can buff the Carriers for you.
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Roffles
Pitcairn19291 Posts
On May 17 2010 08:40 wanderer wrote:Show nested quote +On May 17 2010 08:38 Roffles wrote: Heroes are too weak IMO. Medivacs are slow as hell too. Some levels need some serious tweaking. Don't understand why carriers are so easy, but warp prisms are so damn hard. And they're like one after the other. The easy levels that I give you guys are there for free kills so that you can have more money and be adequately prepared for the later ones. They're like milestones to let you know that difficulty is about to kick it up a notch. Level 1, Level 3, Level 11, at least, are basically free kill levels. If you like, I can buff the Carriers for you. No. Don't buff carriers. Weaken warp prisms please. =(
Beat the game on Easy with 4. Don't see how you're supposed to beat Medium.
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So we (4 players) just played some games
Game 1 - Medium, crushed us, we had pretty erratic turret placement. Game 2 - Easy, did a lot better, but one guy got a ghost, which wasn't effective enough on certain stages. Game 3 - Easy, we all went pure turret and won with about 5 lives left. Probably would've been more if we focus fired a little better.
It was a pretty fun map to play, but odds are I'm not going to pick it up again anytime soon. I think the heroes really need a buff. The game where we got the ghost, it seemed like it wasn't doing enough damage to justify buying it instead of spending $6 on 10 turrets or whatever the number is. If heroes were stronger, and medivacs were faster, that would make the skill ceiling of the map higher.
One big bug we all experienced was the gold mineral patch wasn't giving us full minerals. I only used it once and didn't see my counter, but we definitely didn't get all the money that was advertised.
All in all though, it was a fun map, we had some good laughs, and I definitely appreciate all the hard work. Thanks! :D
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first wave always comes out 24 Overlords instead of 25.
@megaman, there is a minor update on the map, it fixes the 5ling for $9
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Sorry for the noob question, but where do i put this? /Maps/Cache ?
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I fixed the Gold Mineral Patch bug in Revision 3 -- please update the map!
You've convinced me to buff the heroes and make the Medivac faster — I'll make them a little bit faster than normal and I'll make their damage output increase by at least 5. Hopefully that can suffice. I will edit this post when its done.
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On May 17 2010 08:43 anch wrote: first wave always comes out 24 Overlords instead of 25.
@megaman, there is a minor update on the map, it fixes the 5ling for $9 That is correct -- the Unit count for each stage in this map is exactly the same as in each corresponding level of the original Brood War map.
It balances out so that if you get all 24 kills, you won't get that extra dollar for the minerals. You'll have to wait for next round!
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Yeah, we found a lot of varying peaks and valleys when it came to difficulty within the waves. One of the problems with the theory of free waves is that you need 15 kills to buy anything, and with 4 people, the kills are going to be more spread out (in theory, assuming somebody doesn't build turrets in your lines and killsteals), so you could end up with 4 players all at 14 kills with no way to prep for the hard level.
Assuming you can give him a regular attack, I really think that the HT would make a good hero. Psi Storm can Feedback are good skills to cater towards specific levels. We had a lot of problems with BCs, and a couple of good storms when they all clump up at the beginning would've got us through the level without losing lives.
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I think that the HT suggestion is a very good one, but I think that the way to know a map is challenging is to look at how easily you can squeak through the levels.
I spent a lot of time trying to make the difficulty increase (and have a couple easy breaks in a level from here to there so you have more money to spend) throughout the game. I suppose I should've made more of an effort to getting rid of the valleys =(
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After a few tries I've only gotten' up to level 9 in medium. Will try more later~
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On May 17 2010 08:34 wanderer wrote: Put the .SC2Map file in:
My Documents > Starcraft II Beta > Maps
Then open it with the Starcraft Editor (or go on Battle.net, make a Lost Temple match and follow the instructions on Page 2) and click Test SC Map.
edit -- Thank you very much for the feedback! Your positive views are like a badge of honor for me!
Ty I didn't even realize they added in the Editor(oh what a ladder scrub I am) Saved it where you said, Loaded it up in the editor and then test map. Done deal.
For anyone else confused the Editor is found under C:/ > Program Files > SC2 Folder not under My Documents.
Not bad, I guess I'm awful at this cause level 3 wipes me out and I can't beat 2 without leaking. Lawl maybe I should get some friends up in this maw.
Quick thing I noticed and or suggestion. Why is the Medivac in the game? It moves exactly the same speed as the SCV so it's useless unless you get stuck.
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Heh, this was impossible with one player :D Only got the mutalisks.
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On May 17 2010 08:55 Slardarxt wrote:Show nested quote +On May 17 2010 08:34 wanderer wrote: Put the .SC2Map file in:
My Documents > Starcraft II Beta > Maps
Then open it with the Starcraft Editor (or go on Battle.net, make a Lost Temple match and follow the instructions on Page 2) and click Test SC Map.
edit -- Thank you very much for the feedback! Your positive views are like a badge of honor for me! Quick thing I noticed and or suggestion. Why is the Medivac in the game? It moves exactly the same speed as the SCV so it's useless unless you get stuck.  The Medivac is there for two reasons:
1) When you have minerals and need to get from one side of the map to the other in time. I've edited and made the Medivac faster so that it could do its job better. Please download the updated map!
2) When you are in the later parts of the game, and there are Turrets in every orifice, its more and more likely that your SCV will get stuck! That means you need a Dropship to rescue him! If its useless to you because you forget to keep it nearby your SCV then that's your own fault (sorry but its true)
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Is anybody willing to hosts this? My buddies dont play SC...so looking for people to play with. my ID is mintyblood.civilcervix
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I recommend going on TL Ventrilo and putting like "Come to channel for Turret Defense!" in your comment or something. That way you guys can coordinate yourself better with Map Patching. That's basically what we did when we were testing it (and looking for people to test it)!
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Is medium possible? I've tried all sorts of turret placements and even tried to get an early marine but the only way I can get past lvl 2 is if I buy minerals, I then leak 2 anyway. Was able to kill off all of the interceptors and I was feeling pretty awesome lol. But yeah, this is insanely hard, like really really hard. I really doubt it's possible. The game in its current form is also quite bland, turret placement is not really a big deal because everything is air units and you don't need to maze or anything. Other than that it's pretty sweet, I'll definitely be trying this out with some mates in the future to try and beat medium (holy shit).
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I assure you that Medium is indeed possible — the only thing I can recommend is to improve your Turret placement!
I also updated the map to fix an error that Alissy in the TL IRC found where not all units are killed at the end of the Level. Please update the map (Revision 7)!
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I can't get past level 3 on easy, I spammed as many turrets as I could at the end of the path but it's not enough :-/
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On May 17 2010 09:45 Teogamer wrote: I can't get past level 3 on easy, I spammed as many turrets as I could at the end of the path but it's not enough :-/
You have to put them at the optimal spots. Just look at the circle as you're placing, and look to place it so that the pathing of units results in them being in range the longest. Putting the turrets on the straight paths results in less fire time for the turrets.
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On May 17 2010 09:53 QueueQueue wrote:Show nested quote +On May 17 2010 09:45 Teogamer wrote: I can't get past level 3 on easy, I spammed as many turrets as I could at the end of the path but it's not enough :-/ You have to put them at the optimal spots. Just look at the circle as you're placing, and look to place it so that the pathing of units results in them being in range the longest. Putting the turrets on the straight paths results in less fire time for the turrets.
Even with correct spots, it is really tough to get pass level 8 or more. =/ And it was easy mode!
O, and there was a bug where the banshee didn't explode on great spire, resulting the game to halt.
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Right I fixed that part of the glitch in an earlier revision - please make sure the map is updated!
btw I'm fixing a problem with a while loop stalling the game
edit -- its done! Revision 8 is out. Sorry about the bug I inadvertently made in 7!
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Despite your claims of rigorous playtests, it feels ludicrously unpolished. I played Easy mode, and it seemed impossible. The level names are SC1 units, and the units themselves are completely different than the units named. The units have egregious pathfinding bugs, especially the Interceptor ("Scourge"), which are all stacked on top of each other so it's impossible to see how many. The SCV and the dropship move way too slow; an artifact of the feeble SC1 editor which need not plague us in 2010. And the brightness! Dear God, the brightness! Does this game take place inside the Sun or something?
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This looks really cool. Well done.
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On May 17 2010 11:57 GX.Sigma wrote: Despite your claims of rigorous playtests, it feels ludicrously unpolished. I played Easy mode, and it seemed impossible. The level names are SC1 units, and the units themselves are completely different than the units named. The units have egregious pathfinding bugs, especially the Interceptor ("Scourge"), which are all stacked on top of each other so it's impossible to see how many. The SCV and the dropship move way too slow; an artifact of the feeble SC1 editor which need not plague us in 2010. And the brightness! Dear God, the brightness! Does this game take place inside the Sun or something? I'm not in the mood right now to even think about where I should begin with this ignorant babble of yours. Read the original post and go buy Brood War.
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good job man! sigma can go suck a dick
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problem with $5 mins give only 5 not 9
problem with broodlords not following the path and just floating around.
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So our group of 3 keep making it to phoenix and we lose. We had I think 10 lives and 6 got in, it lags, red text on side (trigger something) then we lose.
Additionally it seems like pure turrets are more effective than heroes. I've gotten the hydra 2 times and marine once making full use of it (attack,move,attack,move + using drop ships on every corner but it doesn't seem as effective).
I've forgotten if some units count as 2 or 3 lives, but perhaps you could make the game trigger a delay of 1 second per unit so it: 1) Doesn't lag 2) Suspense 3) Not error and deduct more than 1 life per unit.
Thanks!
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On May 17 2010 12:23 VX14 wrote: problem with $5 mins give only 5 not 9
problem with broodlords not following the path and just floating around.
I fixed those things in earlier Revisions man -- I think you should update!
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On May 17 2010 12:32 Ner0 wrote: So our group of 3 keep making it to phoenix and we lose. We had I think 10 lives and 6 got in, it lags, red text on side (trigger something) then we lose.
Additionally it seems like pure turrets are more effective than heroes. I've gotten the hydra 2 times and marine once making full use of it (attack,move,attack,move + using drop ships on every corner but it doesn't seem as effective).
I've forgotten if some units count as 2 or 3 lives, but perhaps you could make the game trigger a delay of 1 second per unit so it: 1) Doesn't lag 2) Suspense 3) Not error and deduct more than 1 life per unit.
Thanks! You were probably playing with Revision 7 -- I already fixed it and apologized. I tried to fix an error in R6 but I inadvertently caused an even more severe error to occur, so I fixed the problem in R6 a different way and released R8, which is the most frequent one.
I apologize for that shitty occurance -- please update the map — I promise it won't happen again
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On May 17 2010 12:16 wanderer wrote:Show nested quote +On May 17 2010 11:57 GX.Sigma wrote: Despite your claims of rigorous playtests, it feels ludicrously unpolished. I played Easy mode, and it seemed impossible. The level names are SC1 units, and the units themselves are completely different than the units named. The units have egregious pathfinding bugs, especially the Interceptor ("Scourge"), which are all stacked on top of each other so it's impossible to see how many. The SCV and the dropship move way too slow; an artifact of the feeble SC1 editor which need not plague us in 2010. And the brightness! Dear God, the brightness! Does this game take place inside the Sun or something? I'm not in the mood right now to even think about where I should begin with this ignorant babble of yours. Read the original post and go buy Brood War. I've been playing Brood War my whole life, and much of the time it was Turret Defense 8000. I'm criticizing your map because I loved Turret Defense too, and I feel you're taking it in the wrong direction. Ghost[Yoon] will not turn over in his grave if you call a Corrupter a Corrupter. Having Turrets come out of slow-moving SCVs (rather than just being able to build them anywhere on the map instantly) isn't nostalgic, it's just annoying.
Care to respond to my arguments rather than just insulting me?
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Again, I'm not in the mood. Read the original post, if its true that you're not new to Brood War. I've already answered your criticisms in the thread.
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On May 17 2010 12:50 wanderer wrote: Read the original post, I did. Apparently I missed something.
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you seem to miss a lot of things because i've said twice that i'm not in the mood right now
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On May 17 2010 12:58 wanderer wrote: you seem to miss a lot of things because i've said twice that i'm not in the mood right now Honestly, neither am I. Good luck and have fun.
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Seems really unfinished. Didn't the heroes in SC1 have abilities? I remember there being plague and ensnare and stuff. So what we have is a really boring TD cut and paste from SC1, with no innovation whatsoever. You build missile turrets, the end.
Brood lords seem to path out of the map every time we played it too.
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This map is really tough single player, even if you've played lots tower defense games. I've gotten to the phoenix on easy, was fun, but took a lot of tries.
My suggestions - increase shuttle speed a little more. It just feels like it moves slightly too slow and makes heros less useful. - for easy mode, give 2 scvs and 2 mins per level completion. this lower the barrier of entry for people new to td ums maps. - change the stacking on the interceptor, it is frustrating to waste lives or place unneeded turrets near the end of the course because you don't know how many are left.
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Thanks for the feedback mucker -- I'll look into doing that tomorrow when my head clears up a bit. I've been at this constantly for 2 and a half days now it seems.
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On May 17 2010 12:35 wanderer wrote:Show nested quote +On May 17 2010 12:32 Ner0 wrote: So our group of 3 keep making it to phoenix and we lose. We had I think 10 lives and 6 got in, it lags, red text on side (trigger something) then we lose.
Additionally it seems like pure turrets are more effective than heroes. I've gotten the hydra 2 times and marine once making full use of it (attack,move,attack,move + using drop ships on every corner but it doesn't seem as effective).
I've forgotten if some units count as 2 or 3 lives, but perhaps you could make the game trigger a delay of 1 second per unit so it: 1) Doesn't lag 2) Suspense 3) Not error and deduct more than 1 life per unit.
Thanks! You were probably playing with Revision 7 -- I already fixed it and apologized. I tried to fix an error in R6 but I inadvertently caused an even more severe error to occur, so I fixed the problem in R6 a different way and released R8, which is the most frequent one. I apologize for that shitty occurance -- please update the map — I promise it won't happen again Alright I'll give it another go, hopefully the lives bug will make it more clear if getting that hydra is worth it.
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Yeah fix the corruptor level spawning a million if you dont kill all the interceptors. Add more heroes/upgrades or something. It's very basic and difficult right now ^_^ Other than job well done, Got to the flying zealot level.
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Yeah I also got about 200 corruptors... ah well.
edit: made it to battlecruisers now, but yeah I dunno about 'easy' mode (solo at least), or maybe I got double spawns (again), I don't know. Giving up for now.
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yeah, i got a double spawn on the floating sentries i think.
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by myself i cud only get up to battle cruisers and im am pretty sure my turret placement is flawless.
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Got to level 21, i loved the flying ground units. great game!
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Any one wanna do some games together?
Footymd.justin
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Trying the final version, and there's no proper text at all. Every time some kind of trigger goes off, the text on the left is HY83GA785 or something similar. Corruptor level spawned triple one time.
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is it possible to do any sort of "stacking"? off with the lights
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On May 17 2010 17:31 Lobo2me wrote: Trying the final version, and there's no proper text at all. Every time some kind of trigger goes off, the text on the left is HY83GA785 or something similar. Corruptor level spawned triple one time. It sounds to me like there is a problem with the Localization on the maps. I will talk to the admin on sc2mapster who walked me through to process to see if it works. A German guy earlier told me that the map was fine for him, so maybe its just a Norwegian thing, even though I set it to be Neutral language.
I'll double check for you man — if I notice that I didn't do something right then ill fix, update, and edit this post saying so. Otherwise I'll just wait for that admin guy.
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ya last version is not localized  
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On May 17 2010 20:14 wanderer wrote:Show nested quote +On May 17 2010 17:31 Lobo2me wrote: Trying the final version, and there's no proper text at all. Every time some kind of trigger goes off, the text on the left is HY83GA785 or something similar. Corruptor level spawned triple one time. It sounds to me like there is a problem with the Localization on the maps. I will talk to the admin on sc2mapster who walked me through to process to see if it works. A German guy earlier told me that the map was fine for him, so maybe its just a Norwegian thing, even though I set it to be Neutral language. I'll double check for you man — if I notice that I didn't do something right then ill fix, update, and edit this post saying so. Otherwise I'll just wait for that admin guy.
I'm using the EU version with english language.
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On May 17 2010 20:54 Lobo2me wrote:Show nested quote +On May 17 2010 20:14 wanderer wrote:On May 17 2010 17:31 Lobo2me wrote: Trying the final version, and there's no proper text at all. Every time some kind of trigger goes off, the text on the left is HY83GA785 or something similar. Corruptor level spawned triple one time. It sounds to me like there is a problem with the Localization on the maps. I will talk to the admin on sc2mapster who walked me through to process to see if it works. A German guy earlier told me that the map was fine for him, so maybe its just a Norwegian thing, even though I set it to be Neutral language. I'll double check for you man — if I notice that I didn't do something right then ill fix, update, and edit this post saying so. Otherwise I'll just wait for that admin guy. I'm using the EU version with english language.
me too, same problem.
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If anyone wants to try to set up a game PM me.
US server
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intrigue
Washington, D.C9933 Posts
hey, i was trying to play this yesterday with the loader but i suppose i didn't close it properly so now the restore button gives me some 'unhandled exception' error blah blah
now i can't play ladder matches! it simply won't begin looking for a game for me =[ how do i fix my sc2? i got a new sc2 maps folder from someone and replaced my old one but it doesn't help
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your map "Lost Temple" was modified. And because you didnt close the loader properly, it didnt modify it back to normal state.
Now you have a Lost Temple which is not really Lost Temple, so you cant play ladder.
Solution: Use the backup you made from Lost Temple before you used third party programs, which you know, modify that map, because you read the information about the third party program before using it.
If not = :/
Ask an US mate to send you the map cache files of lost temple and put them into your maps folder. (i cant give detailed instructions here, ask some mappers^^)
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Very nicee. Cant wait for SC2 custom maps to come active, Even though the map editor is VERY similar to the Wc3 editor with just new buttons, i think alot of awesome maps will be made.
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intrigue
Washington, D.C9933 Posts
fixed. i just deleted my cache folder in c:\users\whatever\appdata\local\blizzard entertainment\battle.net\cache\
deleting the one in documents and settings didn't prompt a redownload. i should be good to go again!
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Great job!!! My friends and I stayed up all last night playing this =)
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if 4 players are playing this, how many minerals does each one gets in the start?
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anyone in US want to try playing ?
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Alright guys, I took some extra time to look and make sure that I've done each my changes correct after my hasty mistake with Revision 6. (sorry again about that!)
Download link: http://www.sc2mapster.com/maps/turret-defense-2010-final/files/10-turret-defense-2010-final-localized-revision-9/
Here's what I did:
For Revision 9, I've changed the way that units are killed at the end of the track so that the levels don't start multiple times at once. The reason why it happened is logical: the game is set to start a level once all units die, and sometimes when multiple units die at the same time the computer performs the same action of moving onto the next level twice because it forgot to kill them all at the same time. This change should be fine now.
Also for Revision 9, I've made Interceptors not overlap one another anymore so that you can properly see their real numbers. I've also made the Ghosts, Hydralisks, and Marines faster by increasing their speeds from 3 to 4. I did the same for the Medivac by popular demand and increased its acceleration rate so that it reacts more swiftly to your orders when it is idle.
Lastly, for Revision 9, I've re-done the way that the map is Localized because in Revision 8 there was an issue with Europeans not being able to load the English text properly for some weird reason. Hopefully this will take care of that.
I hope that this will be the last one!
If I make a new version I will look into Turret Stacking for the lolz.
edit -- thank you very much for the positive words!
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I think with revivsion 9 more lives are being lost per unit leaked
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in the new version some of the interceptors got stuck and didnt move for me
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Its not like I'm all too familiar with the sc1 version, but I don't think it is intended to lose a random amount of life if more than one attacker gets through? The trigger will kill a random amount of spires between 1 and the units currently in the spire-zone per attacker as far as I can see.
Apart from that I'd love to see more innovations as well. Sure it has its nostalgic theme (moving zerglings to a bunker ), but I think some tweaks like tower-upgrades or whatever wouldn't really hurt while adding more fun to the map.
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can anyone get past corsairs playing by themselves or am I really bad
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I think with revivsion 9 more lives are being lost per unit leaked
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You guys are completely right. Like I said, I re-did the way that units and spires are killed off. Apparently I miswrote something. I'll get right on it, and also check into stacking turrets again while I'm at it.
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no dont do stacking turrets thats for noobs
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i'll make it so that you can stack if you want to, at least
but first, my sandwich!
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Update: I've made Revision 10
In this update: turret stacking! and Fixed Spire deaths! 1 for 1 guaranteed or your money back!
actually its just turret overlapping
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UPDATE! Revision 11
For Revision 11, I've added the Protoss Shuttle to replace the Medivac as the SCV's main dropship for the sake of extra nostalgia! Credit for the Shuttle model and textures go to Skizot, one of the main guys in the Blizzmod and PR team who worked on Project Revolution mod for Warcraft III!
Its quite possible that this may be the last update because all bugs appear to be completely gone now. If I ever update it again, it will be to add more Brood War units.
Thanks for playing and for the support, guys!
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Does it have the ability to play single player?
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yes! 1 to 4 players (because 4 is the max right now)
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Would it be possible to get more/better heroes?
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I can work on that if its really desired. I'll need the unit statistics though for the Photon Cannon damage also, because I don't have the map decoder nor the original map from Brood War anymore.
High Templars shouldn't be a problem -- just another Bunker. My main concern about adding more stuff is that the bunkers might get cluttered.
edit -- made a poll in the original post for those who care.
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I apprieciate the efforts and that, but one turret seems kinda lame unless i just fail so hard that i haven't unlocked any new ones yet (which i do btw )
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I played the version with the shuttle, once a intercepter got stuck @ the start, and a corruptor got stuck in the end, above the buildings that suppose to be lives
more to fix 
love it though, however its so hard alone
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Luca I appreciate you taking the time to comment but I think that you very much misunderstand the premise of this map. I think you should look at the original post.
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Thanks a bunch, I've been playing it and having lots of fun But it just seems pretty damn hard to solo the map after wave 7 or 8...
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Anyone going to be playing this tonight? I would like to try a few games. My ID is deranged.overlord.
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Just tried the newest version and I got up to the scourge level (interceptors). Only half of the interceptors came out while the other half were frozen at the edge of the map.
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On May 19 2010 09:39 Niteo wrote: Just tried the newest version and I got up to the scourge level (interceptors). Only half of the interceptors came out while the other half were frozen at the edge of the map. I have never heard of this -- I'll look into it right now man. I think I know what might be causing it.
edit -- I knew it. I told the Interceptors to spawn at a random point, and it seems you got unlucky because they spawned along the edge of the Location. I fixed it and updated the map, but didn't make it a new revision because its a little thing.
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Hey guys, since over 90% of the ones that voted wanted more heroes, I've given you the High Templar and the Probe!
The High Templar costs $8, can attacks like an Archon for 15 splash damage, can cast Psi Storm for 20 Energy at the default damage rate, but it is very slow and therefore requires you to micro him with your Shuttle in order to put him to good use!
The Probe costs $10 and pretty much replaces your SCV, although you get to keep him if you want to keep building turrets for whatever reason. The Probe will build you Pylons for free and Photon Cannons for 1 Mineral. The Photon Cannon does 15 damage per shot, compared to the Missle Turret's 9 damage per shot. Its important to note, though, that the photon cannon fires a little slower than the Missle Turret!
The Download link should be at the top of the original post!
PS: Have you seen my remake of Sniper Paintball Ultimate?
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I understand your idea for Nostalgia and that's awesome, but I think it needs a little bit... more. Here are some of my thoughts: I find it frustrating to see the units named incorrectly, and I understand why you did that, and I suppose that is your choice but personally it is pretty meh. I haven't played it with anyone else yet, but I will be trying it soon. Some units clip the corners a little. I find it still a waste of money to buy the heroes, but this could very well be a factor that is more desirable with more than 1 person. WAY more Spires are dieing than units are slipping through. I very clearly let 6 units through with 17 Spires and I had 3 left at the end. Unless units are needlessly stacking, which they shouldnt.
More thoughts. This is an awesome map... for SC1. This brings me back to my childhood and brings back happy memories. I did indeed love this map. But we are in 2010 and you advertise that in your game... You have access to the most powerful map making tool ever created for a game. So roll with it. You call this the final version and you seem so content with it... I really don't know what to say about that. This map is great for SC1, but now that we are in SC2 you have SO much further to go with it. Don't just take a map created by a feeble limited engine and remake it in better graphics. Make it what the original designer wishes he could have done back in the day. Here are some ideas I had. Advance it, and make it better or it will never be accepted.
Something criminally simple: More towers. Turrets turrets turrets and the occasional Photon cannon, that is likely not worth the cost. BORING. Allow us to do a MBS of the Spires or enemy units in order to do a quick scan of how many are left. This would add something to the game I believe. Flashier graphics. Many attacks, big explosions. Less archaic systems. Moving an SCV onto a Circle of Power, when you can easily place a menu to select. Moving Zerglings called $ on bunkers in order to buy things when you can have a building that buys this stuff with Minerals. TONS more Heroes that are actually worth it, and while they shouldn't be amazingly powerful, they should SEEM like it. This may seem odd, but when I got my first Marine, I thought, HELL YEAH! Then I saw him attacking SO SLOWLY doing such small damage and being outrun by most air units. I was just thinking how I wasted my money, not because he wasn't effective but because he SEEMED like a liability because he is so slow and boring. Cooler Interface. If you look around you will see some amazing interfaces that fit very well into the game. Camera Angle Options maybe? Top down would be an interesting choice for this one.
The map editor you have is so powerful and this map currently doesn't even stand CLOSE to the ones that were made on the WC3 engine. Don't call this the final version, because there are SO many places you can go! Take it and run with it. Improve it, impress people and push the limits!
I do enjoy this map. But again, I feel like I am playing SC1, so the enjoyment doesn't even last as long as the Tetris or Tower Defense maps I downloaded, even though they are far simpler or less complete. This one has more potential than both of those combined. So use it.
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I really appreciate the commentary man.
I just disagree with you on all counts. I never had any intention going into making this map of using all (or even any!) of the new features in this editor. To be honest with you, I actually had SCMDraft2 open in another window the entire time that I was making this map so that I would be able to keep it as "true to scripture" as possible. I wrote this in the comments section of the sc2mapster page when someone else brought up the same point you're making now:
"Perhaps in another map I can make a map LIKE this one with more modern features and whatnot... but right now I just want this map to remain as it was. Think of it as like a memorial. A modern example of what we appreciated in the past, if you will."
I think that that kind of sums up my feelings and intentions with making the map. Perhaps just Turrets and maybe a Photon Cannon is nowadays considered to be not enough, but as for me I very much appreciate the way things used to be. I think I'm just a rather traditional person who appreciates old things too much to bother trying to improve on it, that's all.
I'm like the kind of guy who appreciates SNES games just as much as XBOX360 games, if not more... or like the guy who plays Brood War and CounterStrike instead of Gears of War and HALO 3 or whatever it is nowadays that people play. I think that everyone in this community can at least empathize with me here on this.
In my mind, this map (or rather its predecessors at least) is the epitomy of Tower Defense. I find nothing wrong or boring about building my turrets and trying to focus fire them to beat each level. I think its really fun, actually!
Besides, if I wanted to make a Tower Defense map that used more of the editor's engine, I wouldn't have dared to use this name because then it wouldn't really be Turret Defense, would it? I don't think it would, personally.
You're completely correct that I did did not use this powerful engine to its fullest extent... but what if I did? I personally think that if I had done that, I would have made something very messy and unrecognizable... like when Hollywood makes a sequel to a movie or something based on a novel (or even worse, "a true story!") or whatever that ends up having hardly anything to do with the original, then justify it with the word "re-imagining!" or "reboot!".
I hate that shit!
And I know that there are people out there who very much appreciate this kind of thing like I do, because the guy who tried to recreate Brood War in Warcraft 3 as a mod before SC2 was announced literally gave me his old unit models and textures and shit that he made for the mod before it was scrapped when SC2 was announced back in May 2007. I used some of them in this map!
In fact, the very same guy, when he heard that my next effort was to recreate Sniper Paintball for SC2, which I finished last night actually, he just volunteered out of the blue to create the Brood War Flag unit for me right after I announced that I was doing it (which is necessary in order to call dibs on a map idea) on the website! I also used the original Ghost sound effects for the Sniper Paintball Bald +LocksSniper Paintball Bald +Locks map.
PS: I swear I fixed that "kills too many units" spire thing! I've tested that out extensively over the past few days. It works for me in my tests and when I release it I still hear about it happening. UGH!
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Ooooh, fucking A!
Btw, it's also way easier because you can select multiple buildings and target fire individual units really easily 
At any case, HUUUGE props for making this dude. So awesome
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Update: I've completely redone the way that the Spire death happens at the end of each Level for the third time and this is my most efficient methodology yet! I'm very confident that this will be the last we hear of that problem.
Revision 13 is downloadable from the link in the op. Thanks for playing!
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On May 20 2010 06:50 wanderer wrote:I really appreciate the commentary man. I just disagree with you on all counts. I never had any intention going into making this map of using all (or even any!) of the new features in this editor. To be honest with you, I actually had SCMDraft2 open in another window the entire time that I was making this map so that I would be able to keep it as "true to scripture" as possible. I wrote this in the comments section of the sc2mapster page when someone else brought up the same point you're making now: Show nested quote +"Perhaps in another map I can make a map LIKE this one with more modern features and whatnot... but right now I just want this map to remain as it was. Think of it as like a memorial. A modern example of what we appreciated in the past, if you will." I think that that kind of sums up my feelings and intentions with making the map. Perhaps just Turrets and maybe a Photon Cannon is nowadays considered to be not enough, but as for me I very much appreciate the way things used to be. I think I'm just a rather traditional person who appreciates old things too much to bother trying to improve on it, that's all. I'm like the kind of guy who appreciates SNES games just as much as XBOX360 games, if not more... or like the guy who plays Brood War and CounterStrike instead of Gears of War and HALO 3 or whatever it is nowadays that people play. I think that everyone in this community can at least empathize with me here on this. In my mind, this map (or rather its predecessors at least) is the epitomy of Tower Defense. I find nothing wrong or boring about building my turrets and trying to focus fire them to beat each level. I think its really fun, actually! Besides, if I wanted to make a Tower Defense map that used more of the editor's engine, I wouldn't have dared to use this name because then it wouldn't really be Turret Defense, would it? I don't think it would, personally. You're completely correct that I did did not use this powerful engine to its fullest extent... but what if I did? I personally think that if I had done that, I would have made something very messy and unrecognizable... like when Hollywood makes a sequel to a movie or something based on a novel (or even worse, "a true story!") or whatever that ends up having hardly anything to do with the original, then justify it with the word "re-imagining!" or "reboot!". I hate that shit! And I know that there are people out there who very much appreciate this kind of thing like I do, because the guy who tried to recreate Brood War in Warcraft 3 as a mod before SC2 was announced literally gave me his old unit models and textures and shit that he made for the mod before it was scrapped when SC2 was announced back in May 2007. I used some of them in this map! In fact, the very same guy, when he heard that my next effort was to recreate Sniper Paintball for SC2, which I finished last night actually, he just volunteered out of the blue to create the Brood War Flag unit for me right after I announced that I was doing it (which is necessary in order to call dibs on a map idea) on the website! I also used the original Ghost sound effects for the Sniper Paintball Bald +LocksSniper Paintball Bald +Locks map. PS: I swear I fixed that "kills too many units" spire thing! I've tested that out extensively over the past few days. It works for me in my tests and when I release it I still hear about it happening. UGH! Thank you for this. Hopefully this is the last time we will hear about how "out of date" your TRIBUTE map is.
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Just from your descriptions the HT seems very imbalanced 
Thanks for keeping very up to date with the thread and updating.
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Thanks mizz I appreciate the support
Ner0 -- I was pretty skeptical about what I was doing when I wrote all of that stuff up, but I've heard nothing about the heroes other than "they're too weak!", so I figured that if I made it more [than] worthwhile to get, people would stop complaining. If you guys play it and think he's too imba then let me know and I'll nerf him.
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Honestly I was just expecting a small damage buff to heroes.
I really want to get testing this map but unfortunately I have work to do. (Stacked turrets on corners vs. spread) (Saving early for temp/probe) etc.
Thanks again.
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Game crashes after first wave is complete and will not send the next wave with the newest version.
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wtfuuuuuuuuu
I swear I can NEVER get this right. let me check it out.
edit -- DONE. i didn't make it a new version though because i just forgot to change an equal sign to a < sign.
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was able to make it to lvl 15 with the templar by my self
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Sounds like a good sign of imbalance to me!
Suggestions? More Energy required in order to Storm? That's my first impression.
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grats on making this map man
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If this is supposed to be a tribute map then congrats you succeeded. I immediately recognized it and it brought back memories of my Brood War days. So I assume you aren't expecting to ever see it on the Custom Maps list when Map Publishing comes out eh?
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On May 20 2010 09:46 wanderer wrote: Sounds like a good sign of imbalance to me!
Suggestions? More Energy required in order to Storm? That's my first impression.
the dmg seems ok as it is kinda hard to get a good hit, but i could storm 4 times each round
30 may seem like a good number
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Money is not an element of the basis of the vector space that is my motivation when projected to the dimensions of doing what I want and what i feel is right or otherwise needs to be done. If it were, I would have waited until after the Map Publishing->Money feature was released before I essentially gave this map to the community.
edit -- I'll get right on the 30 energy thing after I finish playtesting the remake of Marine Special Forces 2, my next project with KewlColor, with a friend.
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Map publishing means being able to put maps on battle.net. It has nothing to do with earning money. I would have said "Premium Publishing" if I meant making money off a map.
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On May 20 2010 04:32 wanderer wrote: The High Templar costs $8, can attacks like an Archon for 15 splash damage, can cast Psi Storm for 20 Energy at the default damage rate, but it is very slow and therefore requires you to micro him with your Shuttle in order to put him to good use!
Was this changed? Because the HT no longer has a standard attack it seems
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If you were not trying to hint at money being my motivation, you wouldn't have brought up map publishing because there is no reason why it wouldn't be there when the retail comes out. Stop trying to disguise your dick behavior and just come clean so that the moderators can warn you.
edit -- yes it was changed because i thought that the ht was powerful enough with the psi storm. i forgot to edit it out, i'm sorry!
edit edit -- I updated the map!
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probe says it costs 10 but only costs 8. also, probe is awesome.
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oh yeah and some weird bug where u dont get a gas for the last kill of the level anymore...?
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I just got a double round of Queens/Broodlords, two sets just randomely spawned at once for whatever reason, may have had something to do with summoning a marine at the time, iOno
Still having fun though!
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Thanks for telling me about this guys -- I'll get right on figuring out tonight how those things could have happened. If I don't get anywhere in about half an hour though, I'll put it off until tomorrow because I'm watching a movie atm and feel like drinking afterwards... and my brain isn't able to do that kind of logical stuff when I'm intoxicated =(
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On May 20 2010 11:22 wanderer wrote: If you were not trying to hint at money being my motivation, you wouldn't have brought up map publishing because there is no reason why it wouldn't be there when the retail comes out. Stop trying to disguise your dick behavior and just come clean so that the moderators can warn you.
edit -- yes it was changed because i thought that the ht was powerful enough with the psi storm. i forgot to edit it out, i'm sorry!
edit edit -- I updated the map!
Map publishing has nothing to do with money. I mean when maps are able to be shared, and distributed on battle.net and up for download amongst the community, this map will not be played all that often. It is exactly the same as in SC1 and takes no advantage of the potential of the editor. It is inferior in almost every way to every other tower defense map on the market currently.
Sorry, but that is the truth. But you know who I am. You should have a look at the criticism you are getting and rather than dismissing it as assholery and trolling, you should attempt to improve your map.
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My spidey senses tell me that this clown needs to stop judging brood war maps by the standards of warcraft 3's mapping community and calling my map a disgusting pile of shit on sc2mapster.com then call it constructive criticism.
i got some constructive criticism for you: gtfo.
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the creator of this map doesn't seem to be able to handle criticism well, but at least he is continuing to work on the map
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Made it to level 20 I think with a friend (Sentries) then it started spawning stuff and we won even though all our spires were dead.
http://i48.tinypic.com/2aguiiq.jpg
*Also the HT can storm itself might want to fix that.
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i defeated it by myself , thats the skills
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ner0 -- LOL nice. that is just pure awesome, man! I'm fixing up Snipe Paintball atm but after that I'll take a look at how that glorious mess could've happened. I'm sorry, I just find that so hilarious that that was how the map ended for you. I promise, that's not what was supposed to happen, although I wish right now I had made it to be like that!
edit - about the HT thing, there's nothing I can do about that actually. Damage is always dealt in the area and I'd have to get into the game's hard coding to alter that. I'm sorry man =(
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On May 20 2010 14:54 wanderer wrote: My spidey senses tell me that this clown needs to stop judging brood war maps by the standards of warcraft 3's mapping community and calling my map a disgusting pile of shit on sc2mapster.com then call it constructive criticism.
i got some constructive criticism for you: gtfo.
Seriously? I still have no idea where you got the idea that I am from the WC3 community... I played Turret Defense in Brood War and I loved it. But this isn't a Brood War map. This is a SC2 map. Turret Defense 2010. I didn't call it a disgusting pile of shit. I said it has great potential then told you some things you can do in order to make it great, because right now, it is not great. The Brood War version was great. If you think that this map will be great in the SC2 community just because it was great in the SC1 community, you are deluding yourself. The SC2 community will pick up the most sophisticated map making tool ever created and they will use it to make greatness. I assumed you wanted to make a great SC2 map too. I assumed wrong. Really, I am sad that you have set your sights so low that to pick up the Galaxy editor and create something that the SC1 Map Editor could create.
I am glad someone else is making an updated version of this map too. Maybe he has greater aspirations than this.
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On May 21 2010 02:08 Zanez.smarty wrote:Show nested quote +On May 20 2010 14:54 wanderer wrote: My spidey senses tell me that this clown needs to stop judging brood war maps by the standards of warcraft 3's mapping community and calling my map a disgusting pile of shit on sc2mapster.com then call it constructive criticism.
i got some constructive criticism for you: gtfo. If you think that this map will be great in the SC2 community just because it was great in the SC1 community, you are deluding yourself. http://www.teamliquid.net/forum/viewmessage.php?topic_id=125636¤tpage=7#140
I've already answered your criticisms, both on this website and on sc2mapster. You're just repeating yourself like a broken record. Now gtfo.
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This map is, i mean, alright I guess, but the author is incredibly childish and full of himself.
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The author deleted the comments on SC2mapster that criticized him.
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Not exactly "final" if there are 13 updates and counting...
Yeah, I know, I'm leaving.
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Can someone answer me where do you put the maps and how do you launch them?
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On May 21 2010 17:34 Jimmy Raynor wrote: Can someone answer me where do you put the maps and how do you launch them?
You can put it anywhere you want, just drag it onto your starcraft 2 shortcut
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Why are you sitting on here criticizing the map so hard... If it's so terrible why don't you create a better one. It's not like there will only be one tower defence game made for SC2
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On May 21 2010 21:45 MementoMori wrote: Why are you sitting on here criticizing the map so hard... If it's so terrible why don't you create a better one. It's not like there will only be one tower defence game made for SC2
I think people took issue with the map being called final when it clearly wasn't
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I think the map was quite manageable. Getting nothing but ghosts gets you through all the waves savely, as long as you micro them well. Their high damage/cost ratio goes very niceley with their long attack cooldown. The only letdown was the "boss" at the end. Finally an enemy with shields to EMP and then it dies instantly...
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Hey guys -- I was able to fix the spawning problem created by the latest patch, however I'm in a different city living in a different house and am using a public computer at the moment. It will be a while before I'm able to get internet at my new place and then be back into consistently updating and whatnot regularly again. If I can find a blank CD to copy/paste, I will update the map and post here again, but I'm just posting to let you guys know that the problem is taken care of.
In the past I've essentially redone the logic involved with ending and starting a new round... but this time I just added an extra line or two saying "ONLY START THE ROUND ONCE FFS" essentially because I was tired of just trying to make it work without explicity saying "don't do this bug" like I did here.
I promise that I will update the map on sc2mapster as soon as I can!
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Hey guys. I heard from a friend that the map peaked at #2 on the custom map charts on B.net! I was extremely happy to hear it! Thank you so much for supporting me this past few weeks.
Revision 14 is now uploaded to sc2mapster.com. After posting this I'm going to talk to my friend and he'll walk me through the whole publishing thing because I've been afk for the past week due to pressing matters irl. Cheers!
edit -- some jerk named Cerp reserved the name Turret Defense 2010. God damn it!
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Update: I had to change the name to "Turret Defense by Galois" because that jerkoff Cerp reserved the name Turret Defense 2010 and all variations thereof when he published the name. That is VERY frustrating!
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On May 27 2010 04:56 wanderer wrote: Update: I had to change the name to "Turret Defense by Galois" because that jerkoff Cerp reserved the name Turret Defense 2010 and all variations thereof when he published the name. That is VERY frustrating!
What a bummer
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Yeah it really sucks... but on the bright side, my friend online told me that this map peaked at #2 in popularity! When I finally got on sc2β for the first time since last thursday, I looked and saw my map at #11! I was so happy.
I think that since the name "Turret Defense" is now reserved and there's nothing I can do about it now, I will abandon the thing and just let nature take its course.
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