***Edit**** Version .02 now available. Changes include Added immortal Difficulty now scales based on # kills. Increase in difficulty at 50 and 100 kills Health regeneration reduced. Killing the high templar that spawns every 15 seconds provides 20 health. EMP now costs 3 energy. Each attack restores roughly 3 mana. Made arena smaller / more rounded
Let me know what you think
I made a little custom map. It's currently in alpha alpha stage but is playable.
You get a ghost and every 10 seconds a cloaked banshee ghost observer and DT attack you from various direction (N/S/E/W) randomly. The observer has the void ray's attack. The objective is to stay alive for as long as possible by emping the various units and then using the ghost's attack (which one shots everything) to kill the units.
** For those unaware - emping a unit uncloaks it for a brief time.
Health regeneration is set to several points per second.
My highest score right now is 76 kills in one life. Before I added the void ray observers Drewbie had 102 kills.
Sounds cool and usefull, im downloading it right now and im sure it will improve my skill with ghost because i haven't used EMP to decloak units before, so never had a chance to give it a try
Umm im a noob at this but is there any way to play it besides running it through test mode in galaxy editor? I tried putting the file in the maps folder but it won't appear in game, do i need to create some sort of sub-folder or something?
On April 30 2010 21:36 Felicitous wrote: 808 before deciding I had it down pat. That was try #3.
This thing is GREAT! I can't wait to see what other kinds of skill-building maps we get. Grats on being one of the first!
Not trying to bring you down, but make sure that game speed is on fastest, map testing defaults to normal speed. I think most decent players will be able to do normal speed forever. I had similar results when the speed was on normal. Its not much different playing on fastest but its definitely more challenging (and fun).
On April 30 2010 22:01 Skvid wrote: Umm im a noob at this but is there any way to play it besides running it through test mode in galaxy editor? I tried putting the file in the maps folder but it won't appear in game, do i need to create some sort of sub-folder or something?
Blizzard has not allowed custom map hosting yet. I'm almost positive that in order to play a map you have to play in galaxy editor test.
i always die around 20+ when the randomness throws 2 or 3 stacked units on me. i detect em al fine before they start to shoot at me...but the thing is before my ghost gets em all down they usually kill me. no microing backwards usable here, because the obs just keeps on hammering. no idea what i am missing here.
i've still hope that one day some genius will figure out how to keep stacked mutas from spreading out using the galaxy editor. then maybe blizzard will patch it in 1 or 2 years later!
Any specific units / concepts people think would be interesting for the next build?
I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.
Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.
On May 01 2010 02:04 Zelniq wrote: awesome map kevin
i've still hope that one day some genius will figure out how to keep stacked mutas from spreading out using the galaxy editor. then maybe blizzard will patch it in 1 or 2 years later!
dear god no
with unlimited unit selection zerg would never build a non-muta unit past spire. Except for broodlords
On May 01 2010 02:21 qxc wrote: Any specific units / concepts people think would be interesting for the next build?
I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.
Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.
fitting the ghost theme, you could say, goto location and nuke a target (hopefully you can reduce nuke placing time).
also, i would suggest making emp not unlimited and/or having a small cooldown so you can't just spam emp..you have to be somewhat accurate
you probably want to make emp cost just like 1 or 2 energy or something. its very easy to just spam emp at the moment. got like 179 on my first try without a sweat by doing that.
edit: oh also, obviously hide in a corner so that you only have to emp 1/4th the area.
Very nice man, very nice. It's difficult and everything. One thing though, I noticed that when I EMP the EMP doesn't really go where I click but like 3 pixels to the right, and that happens in your video as well, any idea why it does that?
On May 01 2010 02:21 qxc wrote: Any specific units / concepts people think would be interesting for the next build?
I was considering having the difficulty ramp up as the game went on and also giving the ghost some abilities such as blink or psionic storm.
Drewbie suggested that I should make some kind of objective. IE go to X location and kill the 'boss' and then return while cloaked units are attacking the whole time.
fitting the ghost theme, you could say, goto location and nuke a target (hopefully you can reduce nuke placing time).
also, i would suggest making emp not unlimited and/or having a small cooldown so you can't just spam emp..you have to be somewhat accurate
If you wanted to make the map more of a game, than raw training, I have some suggestions.
You could make it so that killing a unit restores some % or all of the EMP mana cost to the ghost, thus rewarding accuracy. Maybe you could disable the ghost's regeneration completely or nearly completely, and have a stage system where the ghost's mana is completely restored at the beginning of a stage, but the waves of enemies coming get increasingly more difficult to deal with. The last levels would require 100% accuracy with EMP to kill them all + have enough mana to EMP them all. Maybe you could also have one type of cloaked enemy not attack you, but try to evade you (disappearing after a short time, maybe?) and killing it would restore some health to the ghost. Maybe the life-restoring unit could be paired with other attacking units, thus forcing the player to make a decision about what units he wants to kill first/how to spend his mana.
What about something like Missile Command? Use the Ghost's EMP to destroy numerous AI as they come down. Much like the game, the EMP is AOE and can take out numerous units at one time. Although, slow firing means you'll have to aim it just right to take out as many as possible, otherwise you may miss one! Maybe have some units behind the Ghost that if the AI gets down there and touches it, dies.
Give you practice at taking a quick situation and learning the best location to EMP in a short amount of time, or just getting used to EMP in general.
I'm really liking the idea of having to nuke a target. That sounds cool. It could eventually evolve into co op where the nuking player needs to be protected by his teammates.
In terms of the restoring health thing I could make non attacking enemies that give health when killed.
The only reason I've held off on making EMP cost mana is because you can emp yourself but I suppose I could just make it so emp only affects non self and then that would work. It would definitely add more tension to know you can run out of emp
I enjoyed the map as training, as I have problems spotting observers and ghosts during a game, although it would be better if there was some scaling in terms of difficulty and constancy => I sometimes had 5 units popping almost simultaneously within the first 10-20 kills, but then when I got over 100-200 kills, it gets quite redundant.
also, best score is 250 (2nd best is 50-ish), for some reason I had a hard time focusing at that point :\
On May 01 2010 05:36 qxc wrote: I'm really liking the idea of having to nuke a target. That sounds cool. It could eventually evolve into co op where the nuking player needs to be protected by his teammates.
In terms of the restoring health thing I could make non attacking enemies that give health when killed.
The only reason I've held off on making EMP cost mana is because you can emp yourself but I suppose I could just make it so emp only affects non self and then that would work. It would definitely add more tension to know you can run out of emp
something else was to drop the range (and then maybe increase damage) of the observer void ray. when it comes from the top you have almost no chance to see it before it shoots you, so its given away by the attack
You could do a challenge like this for infestors as well. The infestor could have to use fungal for cloaked units and infested Terran and mind control (on units with a set lifespan) for the necessary firepower.
I know this might be a really newbie thing to ask, but where do we necessarily place this file? Cause i placed it in the My documents\Starcraft2beta\maps and dont know what to do next?
will there be a multiplayer function or just single? quick question regarding SC2 UMS how do you find UMS maps to play with other people or are there none
When map publishing comes around I may expand into some kind of co op survival map. It could also be turned into a sort of horror survival game where the tension comes from the cloaked units constantly assaulting you. Dunno yet... still a long way to go
How about a force field map with sentries with chokes,ramps and open areas with small squads of dudes attacking you. Also maybe with some templar to do ff storms.
sentry with high templar micro in more open spaces (force field + storm)
infestor micro (not sure how this would work)
2/3 reapers vs zerglings on a map with cliffs
hellions trying to kill drones with a queen chasing (try to get as many drones as possible before queen kills you - similarly this can be done with reapers, you can also do something like each drone kill heals you a percentage of your HP)
vikings vs BCs
dodging HSM where the only way is to separate the one unit from the others (no room on map to run)