UPDATE: Localized! And a scoring system was added. Minimizing damage taken and casualties will result in a much higher score!
I was creating abilities for a contest at SC2 mapster and got bored, so I decided to make a little remake of the Thaddius boss fight from WoW. It turned out to be a very difficult and micro-intensive fight. Even I have only beaten it once on faster speed.
The three abilities are:
Polarity Shift: After 10 seconds, units next to units of the opposite polarity create an explosion of electricity that damages all nearby units.
Shocking Grasp: A random Target will be paralyzed and take damage over time. If any other unit comes within range of the afflicted unit, shocking grasp will jump. This can create a chain reaction.
Spawn Volatile Spark: Two volatile sparks are spawned, serving as summoned adds that should be DPSed down right away.
You can use game speed as a difficulty. Slower is easy, whereas faster is very difficult.
I can already see the flames at the blizzard boards about guilds only stacking marines, zealots and queens at this boss, making all other units useless.
This is a really cool idea. Good to see some more of the potential of the map editor. Do the units have single attacks? It might be interesting to see a map in the future where you could get a high-level game going with hero units/abilities and multiple players. Really will add some depth to the RPGs people make.
On June 12 2010 02:20 Zelniq wrote: this doesn't seem like it'd hardly improve your micro, it's more about strategy on how to beat thaddius wow boss, knowing what's needed, etc
The strategy is simple, pulling it off is the hard part. That's why it's easy on slower game speeds and harder on faster game speeds.
The micro practice I'm referring to is training your effective APM. You have 10 game seconds (about 6 real time seconds on faster) to spread out over 20 units based on their polarity. You also need to make sure they're always a certain distance from eachother to minimize damage from shocking grasp, which can quickly eat the heal mana. Lastly, archons (sparks) are spawned every so often and need to be focused down. Attacking with the wrong marines can move them out of your positioning, or ignoring them / mis-clicking can cost you many units.
Also, the timings begin to overlap as time goes by and you need to deal with multiple instances of these problems at the same time.
On June 12 2010 02:25 Whole wrote: This is brilliant. See if you could recreate Yogg-Saron. That would be neat.
I'd vote for c'thun 40 unit perfect circle spread with the occasional mass lazerbeam where you have to move stuff and spread. Oh dear, I can see a whole map beeing made for certain wow zones with respective encounter where you have to micro!
On June 12 2010 02:32 banana wrote: I'd vote for c'thun 40 unit perfect circle spread with the occasional mass lazerbeam where you have to move stuff and spread. Oh dear, I can see a whole map beeing made for certain wow zones with respective encounter where you have to micro!
I am considering creating a map like this. Maybe multiplayer, and whoever lasts longest or kills it first is the winner of the round.
Actually yea, I'm kinda curious to see whether or not certain raids could be replicated with the galaxy editor. I'm sure it'll be fun and certain fights could be really intensive on the micro.