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Insanity Attack v4.5

gKVS4.png

by blancfaye7

You find yourselves, the Normalizens, in the middle of nowhere.
An apocalypse broke out for reasons unknown, rendering all people to become insane and cause trouble everywhere.
Cults have sprung, other species are evolving, the mighty have fallen...
These are now called the Insanes.
People who still have their sanity are officially called the Normalizens.

You, the Normalizens, must defend yourself from becoming one of the Insanes.
The Insanes will attack you anytime soon. Use your skills to build a base and train sane people to fend off the Insanes! Anything is possible!
You never know, you might kill the source of this apocalypse sometime soon...


Gameplay
First off, the players can choose what mode they want to play in. There are 5 modes:
Very Easy, Easy, Normal, Hard, Insane.
The Insanes adjust for the Normalizens. Isn't that nice of them?

The Normalizens consist of Builders, Military, Resource Structures, Research Structures, Towers, Garrison Structures, Shops and Walls.
Builders are units that build structures vital for progression.
Military are units that are combat-able and experts on the battlefield.
Resource Structures are buildings that give Lumber and Gold resources which play an important role for spending in research, building structures and training units.
Research Structures are buildings whose purpose is to research upgrades. Upgrades include the improvement of each part of the Normalizens.
Towers are basically defensive structures to safeguard the base.
Garrison Structures are buildings that train Military units.
Shops are buildings that sells items for unit (Builder, Military and Tower) improvement.
Walls are structures that serve as a barrier, literally. They are mostly used to cover your camp from the Insanes.

Being a Normalizen, of course there is pride.
Whenever there comes rivalry or dispute between them, or when they feel like they want a contest, then there always is a PvP system.
Normalizens can declare war on each other, as well as redeclare alliance.

Being a Normalizen, there is also friendship.
Each Normalizen is a friend of the other. They can give resources to those who are in need. They can also give their own units under the command of another leader (currently disabled, though).

In the middle of chaos, the Insanes love to bring a trouble party with them just to make a Normalizen to be one with themselves. Random Events will definitely occur, and it must be expected by the Normalizens in order to survive their chaotic acts.

Even with that said, there is still one goal that the Normalizens have: To survive and defeat the Final Boss, whoever the boss is.
It is the end if All the Normalizens' Main Builders died, as it is their leader.
Also, the Final Boss seem to have an aura that makes any person insane... Whatever.
The Normalizens must survive no matter what!

To give a summary:
Normalizens can discuss which mode fits them.
Normalizens must get rid of Insane Fools out there who try to attack them.
Normalizens can declare war on one another.
Normalizens can reforge alliance.
Normalizens can give units to others, except to the Insane Folks.
Insane Fools are random because they want to be random, so Normalizens must expect for the worst.
Normalizens will win if the Insanes give up because they got bored of it or when the Final Boss is killed.
Normalizens will lose if their Main Builders die.


General Screenshots

I am going to update the screenshots using v4.1 version.
Below are screenshots that are outdated.

When the map starts...
gTVbE.jpg


A sample camp that a player can make...
gTVcm.jpg


The Insanes have started invading.
gTVc2.jpg


The Insanes have successfully destroyed the player's camp.
gTVcE.jpg


When all of the players' Main Builders die...
gTVcN.jpg


Features
Different Difficulty Modes
PvP System
Unit Sharing System [Disabled]
Camera Manipulation
Important Unit Searching
Random Events (More to come!)


Game Tips
General
• Don't be insane.
• Be coopreative.
• Don't lose hope.
• Be respectful.
• Be a fun person.

Early Game
Check for a good area. Trees play a vital role in the game. They blind you from vision, and that's not good especially for towers. Any unit whose vision is blurred cannot attack on that spot, even if enemies are in combat range of the unit. These trees also block your view, especially those large ones! In the PvP world, you can use these trees to your advantage .
Start small, Think fast. Start your camp as a small and nice place to live. 3 by 3 Walls are enough to fill your camp with a Hall, 6 Lumber Mills and 2 Towers. This is a very good starting set up.
Be efficient (Decision-making). Walls take too long to build. Well, then leave them unfinished! Place your unfinished Walls first then build them later. Your first priority is to get resources quick and fast, and have at least 1 offensive/defensive unit, in which it is just a Tower in early game. Power Build it if you must, since Pests are a problem.
Be efficient (Base architecture). All structures you can build have the same size, except walls. You must place your buildings well to maximize the small space that you have, and to also have pathways for your builders to travel to easily. Just 1 space gap is fine; all units except the mechanical ones fit through that gap. In late game, there will come Insane Freaks that are ranged. You must place buildings that are least used near the walls so that you lose only a little speck of progression. Take note also of each unit's sight range. Offensive units won't be able to attack on blind spots. Some structures have good sight range on day or night.
Do not rush. Though some things are good to be rushed, there are also some that aren't. This includes Upgrading fast to an Advanced Hall. There are times that Advanced Hall is needed fast, but not all the time. There are other factors, but you must discover them yourselves.
Assign Control Groups. Throughout the game, Control Groups will be very much important. You'll need this and you know you'll need this and abuse it to the maximum extent.

Mid Game
Get Assistants. These group of workers are a must to have! Assistant Builders are your heroes! They have inferior Fast Repairs and Power Builds, but that's something! Helpers can also help auto-repair the walls. Not only that, but only Helpers can build Tunnels, which makes travelling a lot easier especially if your camp is getting bigger.
Expand when needed. You heard me: Only expand when it is needed! Expanding needlessly can lead to your deaths. Expansions are needed for extra space. There are two kinds of expansions: the 1st one and the 2nd one. Hey, don't complain! I don't know what to name them. Anyway, the 1st one is an expansion which is extending your base from a direction. For example, you could either build walls outside of your camp which is just connected from your camp. The 2nd one is an expansion that is building a completely new camp in some place. This one is better, but harder to manage. You need some kind of defense to even pull through building a new camp.
Upgrade when there is a chance. Research those upgrades when you can! Researches take time to finish, and you wouldn't want the Insane Freaks to continuously get stronger without you getting stronger as well! Towers can get outdated, etc...

Late Game
Produce an army. At this point, you should be mass producing units to kill the Final Boss, and to reduce stress from your camp/s. This can be done in mid-game. You need to reserve a space for these, since this can become cloggy.
Research only what you have researched with a progress of 70% and up. Starting to research new upgrades can become futile. It can help, but it's better to focus what you have maximized by now.
• Get a Bank. Yep. With this, Lumber and Gold can all become as 1 type of currency. There is unity and serenity within the hearts of Wood and Money!
Always check your camp and builders. With the Insane Fools getting more insane each second, you have to check your camp regularly. Anything bad can happen, you know!

This is addressed to all the Players in cooperation. Good Luck out there, Normalizens!


Credits
World Editor by Blizzard is used for this project.

Insane BGM is made by beatdock.
Peaceful BGM is made by craigaustin.
Alarm sound effects are made by fongcheng4 and audiomicro.
(www.freesfx.co.uk)

Pickaxe sounds are made by Benboncan and an unknown artist.
(www.freesound.org and www.audioblocks.com)

Touhou Models came from THDotS.

Etrian Odyssey Models are made by harin.
(chaosrealm.info)

Dwarf Cavalry Model is made by Radagast.
Arthas Rider Model is made by Kuhneghetz.
Basic House Model is made by Ergius.
Beautiful Gate Model is made by s4nji.
Hero Glow is made by assassin_lord.
Better House and Generator Models are made by Kitabatake.
Gold Mine Model is made by Mike.
Nebula is made by WILL THE ALMIGHTY.
Destroy Button is made by CRAZYRUSSIAN.
Map Description Generator by Vengeancekael is used.
Dozer Icon is made by Hayate.
Game Logo is made by Ardenian.
Map Optimizer by Vexorian is used.
Model Editor by Magos is used.
MDX Squisher by Guesst is used.
Technical Support are given by Dat-C3, Flux, sentrywiz, Wietlol, BPower, edo494, WaterKnight, Death_Adder, spasorc, morgos14, MyTearsYourWeapon, IcemanBo, rulerofiron99, apcrabnightlive, Almia, Alright, Destiny.Knight and andreasaspenberg.
Map is tested by Yugata, kino, Mech_Warrior with his friends, Orcnet with his friends, Mammamia, Emm-A- and Flux.
(www.hiveworkshop.com and www.wc3c.net)

Infection Attack by Asiliuxas map gave me inspiration!

Thanks to my friends, namely Oblige, Oracle, Cross, CipheR, Jevichrono, eggertime, PusheenTheCat, nutellaboy, doge, Cerbus, Jamaja, MikuMikuRin, RM, thereoninguy, Transcendence, illyas, Kaku and hayahay for testing the map and giving suggestions. I needed the support you gave me!


Changelog
v0.1
- This is the first version.
- Expect this map to be buggy.
- First release: Alpha Version.

v0.5
- Second version of the map development.
- Fixed several leaks that causes lag.
- Removed Blancii C.I.W.U.N.
- Changed the central area of its terrain layout.
- Made the central area to be unbuildable.
- Fixed Tunnel Burrow.
- Reedited the buildings that the Technician can construct.
- The next version (v1.0) will have Enemy AI fixed.

v0.7
- Third version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed. Some updates were made.
- Rebalanced difficulty.
- Easy mode now available.
- Added regeneration rates of Advanced Wall and Gates.
- Decreased Imbued Wall regeneration.
- Increased Imbued Gate regeneration.

v0.8a (1st)
- Fourth alpha version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed.
- Opening and Closing Gates no longer makes a selection with other players.
- Fixed some bad unit references.
- Removed profanity on Easy Mode. All profanity will be eradicated soon.
- Hard mode is buggy due to Immolation skills of Flandre and Koishi. Thus it is disabled.
- Fixed wrong flags of the Spawn System.
- Updated Enemy Stats and Upgrades over time.

v0.8a (2nd)
- Fourth alpha version of the map development.
- Fixed more leaks.
- Fixed Gate Bug.
- Fixed some bad unit references.
- Removed some profanity. All profanity will be eradicated soon.
- Hard mode is buggy. Thus disabled.
- Fixed wrong flags of the Spawn System.
- Updated Unit Stats, Upgrades and Spawn Times.
- Upgrades for enemies are updated on Easy Mode for testing.
- Updated AI, but not completely perfect yet.
- Added a new track.
- Set a maximum cap for gold and lumber.
- Fixed upgrading system to actually upgrade affected units.
- Added Fast Repair for Assistants.

v0.8b
- Fourth beta version of the map development.
- Added Chen and her Champions as bosses.
- Extended Survive Time.
- Updates only available on Easy mode for testing.
- Disabled Normal Mode temporarily.
- Added Pests.
- Normalized game economy (Ongoing).
- Fixed Assitant Builder Upgrade bug.
- Major Update on Military Units.
- Added Vertical Gates.
- Changed Burrow Mechanics.
- Will implement Spacebar Points.

v1.0 (Alpha)
- Stable Version of the map (Alpha Testing).
- Added a Tutorial Mode.
- Unimplemented Spacebar Points.
- Soon to implement Normal and Hard Modes.
- Technician and Manager are downgraded upon the death of Imbued Town Hall.
- Fixed Mining Sound Set.
- Readjusted Enemy stats for a reasonable difficulty increase.
- Added a PvP system.
- Changed all Background Music.
- Added a Shop entity.
- Creator now officially named as blancfaye7!

v1.0 (Beta)
- Stable Version of the map (Beta Testing).
- Map now open to public for beta testing.
- Readjusted enemy health and variable upgrading.
- Readjusted Military and Tower variable upgrading.
- Fixed Unit Sharing to avoid giving units to enemy players.
- Updated Tutorial.

v1.1 (Beta)
- Stable Version of the map (2nd Beta Testing).
- Major Model Updates (Added Team Color and Unit Glows).
- Enemy A.I. updated.
- Increased Map Size.
- Added in-game Tips.
- Sight Range decreased for most units.

v1.2 (Beta)
- Quick Update of the Map (2nd Beta).
- Decreased Map Size and Playable Area Bounds.
- Fixed Sight Range absurdity.
- Updated Reveal Skill.
- Fixed careless AI bug.
- Added camera reset chat command.
- Added new structure: Scout Beacon.
- Replaced Battleship with Locomotive.
- Changed and added Camera Chat Commands.
- Single Player Modes now get more resources to at least survive.

v1.3
- First Official Release of the Map.
- Adjusted pitch of "-cam far".
- Fixed A.I. of Chen.
- Fixed the freeze bug of the Champions.
- Fixed Immolation of Koishi and Flandre.
- Decreased Dice Damage of Advanced Military Units.
- Increased Tower Damage.
- Updated Upgrade Tooltips to a more specific description.
- Increased Normal and Hard difficulty.
- Decreased 2nd-Tier Resource structures' costs.
- Fixed Sound Sets of Ranger and Marines.
- Quitters will not have some of their units to be removed and their resources are now divided among User Players.
- Fixed Player List Multiboard.

v2.0
- Second Official Release of the Map.
- Increased Pulverize chance of Bull that became intelligent.
- Decreased Advanced Hall and Imbued Town Hall's HP and armor.
- Decorated Terrain on the edges.
- Reduced Decay Time.
- Added 2 new Random Events; 2 Insane units added.
- Changed Healing Wave of Nurse to Slow.
- Changed name of Nurse to Witch; corresponding upgrades and tooltips also updated.
- Changed name of Priest to Cleric; corresponding upgrades and tooltips also updated.
- Fixed Hostile Sound Effect from looping.
- Fixed registration of units even when in PvP mode.

v2.1
- Third Official Release of the Map.
- Removed Tutorial as it is pointless.
- Added Spawn Limit.
- Updated the Blink Spell; 150 to 1000 range, 200 second cooldown, 5 second cast time.
- Will implement Sanity System if supported by many.

v2.2
- Fourth Official Release of the Map.
- Fixed Death of Main Builders condition for defeat.
- Removed Single Player Limiter.
- Will implement Sanity System if supported by many.
- Changed Destroy button.
- Fixed Quitter's unit removal.
- Fixed Multiboard disappearance bug.

v2.3
- Fifth Official Release of the Map.
- Nothing major changed.
- Updated Tooltips with information of Tech Upgrades.
- Refactored some Triggers.

v2.4
- Sixth Official Release of the Map.
- Removed Casting TIme of Blink. Cooldown is now 220 seconds, and the minimum range is now at 250.
- Increased resource production of Advanced Lumber Mill, Gold Mine, Excavation Sitr and Underground Green House.
- Decreased building time of some buildings, from small scale change to large scale change.
- Increased repair rate of all buildings with variations, from small scale to large scale change.
- Added a Very Easy Mode.
- Refactored some triggers again.

v3.0
- Seventh Official Release of the Map.
- v3.x series will be the final versions.
- Fixed Hard Mode Enemy Scaling over time System.
- Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
- Units cannot no longer transport to another unfinished burrow.
- Increased Final Boss's Tentacle Spawn cooldown.
- Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
- Melee Military Units' acquisition range slightly increased.
- Marines are nerfed in terms of damage, attack rate, HP and food cost.
- Added tooltips on Blueprints for Mechanical-only items to work correctly.
- Decreased Military Expedite's upgrade to 15% Attack Rate.
- Changed Military Expedite's Movement Speed Increase to 15.
- Fixed Quest Logs for long texts being unreadable.

v3.0a
- Seventh Official Release of the Map. This is a quick update.
- v3.x series will be the final versions.
- Reverted Shop Client Acquisition range to default (350).
- Fixed Final Rush completion bug that makes it repeat.
- Added a Damage System to Emergency C4 for PvP purposes.
- Increased Chen and her Champions' HP and regeneration.
- Decreased production time for Life Orb.
- Decreased item cost of Critical Necklace to 350.
- Decreased Golden Bracelet Damage Output to 10.
- Slightly decreased production time for Golden Bracelet.
- Changed Hall upgrade sequence requirements from Gate to Walls.
- Reduced Battle Golem's Taunt to 45 seconds.

v3.1
- Eighth Official Release of the Map.
- v3.x series will be the final versions.
- Reworked on Chen and her Champions.
- Chen has less Evasion now.
- Chii and Faye both have less base HP now.
- Decreased damage output of Chii and Faye.
- Reworked on Chen's attack speed so that it is dependent on Chii's buff.
- Increased Crazed Pickpocket's HP.
- Decreased upgrade time of all Mines and Mills.

v3.2a
- Updated from v3.1 to add missing key features.
- Added a Bulk Buying system for Military Units and Trinket Boutique only.
- Fixed a misplaced icon positioning for Critical Necklace.

v3.2b
- Updated from v3.1 to add missing key features.
- This map is still for testing purposes for v3.3.
- Decreased Faye's buff of damage increase to Chen.
- Chen's attack speed decreased.
- Decreased Jamaja's splash damage over structures.
- Decreased armor and health regeneration of Jamaja.
- Bounce attacks will not hit the same enemy anymore.
- Bounce radius increased.
- Helicopter Multishot range increased.
- Houses are now faster to build and repair.
- Better Houses now give 5 food, and is now faster to build and repair.
- Vacant Lots and their upgrades now produce 3 food.
- Vacant Lots now have a limit of 15.
- Jamaja's Tentacle spawn rate increased.
- Fixed Tentacles AI and beefed them up.
- All items balanced.
- Added -find functions. Check Logs for instructions.
- Improved dependency equivalence.
- Disabled -give command... for now.
- Charger has now a limit of 4.

v3.3
- New official and stable release of the map!
- Fixed multiple Manager creation bug.
- Power Build of Assistant Builder is now instant, and cooldown is reduced.
- Fixed misplaced icon of Lighting the Beacon.
- Reverted Chen's attack speed from the nerf hammer.
- Slightly increased Chen's evasion. She's too easy now even with Champion buffs.
- Heavily refactored enemy AI.
- Improved some of the unique abilities of enemies.
- Nothing would spawn anymore after winning the game.
- Slightly nerfed Tentacles.
- Slightly beefed Jamaja from the nerf hammer last version.
- Slightly increased Tentacle Spawn rate.
- Fixed the PvP system from giving projectile vision.
- Fixed Cold Tower model problems.
- Added Helper Towers.
- Buildable Cold Towers removed.
- Reassigned techtree requirements, shortcuts and button positoin of structures.
- Refactored the structures that can be built to fix a dependency equivalence bug.
- Modified Point Values for Triggering and as well as Score Board Calculation.
- Gate does not reposition anymore and is not allowed to be opened if there is a unit in it's pathing.
- Improved Imbued Splash Tower and Tank splash range.
- Fixed Locomotive's attack type.
- Fixed attack animation v.s. projectile launch of Tank and Locomotive.
- Changed and swapped a few projectile arts for relevance.
- Added exploding death effects to all units.
- Increased slow duration of Bolt Discharger.
- Fixed Witch's stats and cost.
- Increased aquisition range of all allied units.
- Main Builder Power Build now only sets the construction progress to 99%.
- Charger Repair icons now have a proper autocast button art.
- Barriers now have a limit of 5.
- Removed Test Mode completely.
- Accordingly colored tooltips for readability.

v4.0
- Major stability update of the map.
- Map player size has decreased to 7 from 10.
- Insanes now have 5 color identifiers.
- Choppy movements severely reduced.
- Pests now belong to Brown Insanes only.
- Quitter's Chargers won't get destroyed anymore.
- Slightly buffed Chen in stats and abilities.
- Fixed a fatal bug in stopping enemy stat improvement over time.
- Refactored Spawn limit.

v4.0a
- Major stability update of the map.
- Fixed a buggy remnant of the fatal bug said from the previous version.
- Fixed a few tooltips as well.

v4.0b
- Major stability update of the map.
- Patch fix for versions v4.0 and v4.0a.
- Fixed the fatal bug problems of v4.0 and v4.0a. Problems still persisted even when the said fix was done.
- Fixed more tooltip errors. Minor details only, though.

v4.1
- Balance changes of the map.
- Strengthened Towers.
- Greatly improved Military Unit stats.
- Removed game end time.
- Treated projectile vision alliance bug a feature... for now. Just added a few lines to remove vision of unused player slots.

v4.5
- Adjusted enemy stats.
- Power spikes reduced for all modes.
- Removed "Ping" art since the minimap is not accurate.
- Adjusted Item prices from what they're worth.



Old Map Development Thread: Check it out here.

Other Old Map Development Thread: Check it out here.

Development Threads will stay dead from now on.

► Map Description Generator 「By Vengeancekael」
Contents

Insanity Attack v4.5 (Map)

Reviews
15:38, 7th May 2015 Orcnet: Damn I manage to last a few minutes from those excessive siege units attacking me from everywhere, it would be nice if siege units has level hp and damage, while pierce or normal units have big base damage and...
Level 3
Joined
Jan 28, 2015
Messages
48
* Boss with death coils causes lags. The while one.

> I just changed the MS upgrade to a constant of 15 per research. The bug lies within the Movement Speed (%) upgrade.

Interesting.

Updated post 40
 
Last edited:
Level 9
Joined
May 21, 2014
Messages
580
Map updated to v3.0. Check the details for info (mainly changelogs only anyway)

Dang i think you should make another post for new suggestions. I completely missed all of those.

16.05
* Power plant's tooltip states that in can repair multiple mechanical UNITS, but in reality it AoE regenerates HP to buildings, while repairs only ONE.
* Lit scout beacon consumes 10 gold and lumber per 3 secons instead of listed 1.
* Military artifacts replenish time needs reworking.
>-(rt- replenish time)
>- + - Faster
>- - - Slower
Corrupt orb - fine.
Lifesteal - extremely situational, but useful. -25% rt
Crits - Joke item for the cost. (+4%dps for 450g!?)
Stun - good-ish item for late game marines. Almost no other unit can benefit from it (6-12 units with this can be effective against boss, but no guarantees)
+5 def costs like a unit, but gives almost nothing. Faster replenish and lower cost if it was intended for melee units)
+15 dmg is fine, but needs faster repl. x3 or x4
+15 AS is fine, but needs faster repl. x3 or x4
Bottle? somewhat ineffective, because units can't swap items.
Boots? IDK. Never felt the need for them.

Machinery items need to be tested. only three things I found of use:
blink on the taunt golem
+15 dmg on buggies
+1k hp for buggies.
Troll's cloack. installed into buggies and towers could surround bosses for further beatdown))
mid-lategame 25 dmg/sec immolation?
Suicide? - Time and money down the drain. +units scaling is far superior.
3 sec invul with 120 sec cd? What for? spell dodging? :)
3 hp regen... :) powerplant + 1k hp + some micro is far superior. 6-7 with 650 cost sounds more attractive.

I already said my side on Power Plant. I also have fixed the tooltip on Scout Beacon at v3.0.
I lost track after that and just read them today...

Anyways, all of these can be updated quickly to 3.0a.
These items exist for PvP use as well. My other testers have been pumping the map with PvP without PvE anymore, so your suggestions play very well for PvE side. In PvP For example, the suicide is for breaching other player's walls. faster Movement speed than your opponent's can make retreating easier, or they can reach the tower at range quickly. the 3 second cooldown can be of good use along with suicidal tanks to beatdown other enemy player's walls.
I'll take a look at the list and decide though.

** Add (Y) hotkey to Destroy. Unlikely to be clicked randomly.

I won't. Accidents would still happen. I want the player to think still when going through the destroy button by hovering.
I wanted to change it's position because it's very accident prone on the very first box (lol ._.) but other players say I shouldn't anymore.

** Sorcs appear without activated slow autocast
** Bank spell X should be 1000 instead of 100

Fixed.

17.06
** Map description in loading screen: "Survive the insaniest onslaught" would sound better.

I already made the line catchy in my place. I can't change it anymore lol.

*** - Suggetions
*** Rework the Chen battle.
1. Give her -30% ms & as "Goddess descend" aura with 2600 radius for firs 25 seconds. Ascend of the goddess shouldn't be unnoticed.
2. Split her buff in two separate abilities: I. "Holy shock" +200% dmg, 25 armor II. "Second wind" +25% DMG, 500 ARMOR.
When she engages in combat - use firs one. She should wreck faces, but player must have a feeling that she is beatable. When her HP drops to 40% - she uses second one and spreads havoc in the military lines.
3. That evasion should also scale corresponding to HP lost.
100% HP - 60 eva
70 - 80
40 - 90
20 - 95

Righ now it feels like she has 99% evasion.

Good guess! She has a 99% evasion!
She is actually beatable. I just want the players to discover how. I won't give any clues about that now... *insert evil giggle here*
 
Last edited:
Level 3
Joined
Jan 28, 2015
Messages
48
Thanks for fast reaction on suggestions ^_^

> Dang i think you should make another post for new suggestions. I completely missed all of those.

Ok)

> Accidents could still happen.
Yes, they could, but it's highly unlikely because main control keys are QWER line based.
Unless managing the control groups it's almost never to be clicked accidentally, but even then, people who play at least 6-10 times will get accustomed to it.
Having it on a hotkey is way more convenient then not.

> I already made the line catchy in my place. I can't change it anymore lol.
Yes, it is catchy, but it just doesn't sound right). Just give it a try ;)

> She is actually beatable. I just want the players to discover how. I won't give any clues about that now... *insert evil giggle here*

Yes. I have a pretty good idea about how to do it.
When you engage her in combat the first thing comes to mind is "WTF is going on here?" and keeps frustrating you for the whole period of "battle". More like Benny Hill, when she runs rampant in your base, while your army tries to keep up with her.

My suggestion was about changing the feel and the flow of the battle from "WOW! She twoshots walls and units, but she is killable." to "She runs around like crazy with tons of armor nuking everything down HEALING in the meantime!" and finally to 99% eva threshold "WTF can I do to her!?!?"

This would be a good touch to the map. If you want her to be beaten in only one way that you thought of - then increase her HP, so when the last phase starts she would have 8k left or so. (this values are valid for Normal mode)

In Easy mode she is perfectly beatable with troops rightclick.

BTW, is C4 has piercing damage type?
 
Last edited:
Level 3
Joined
Jan 28, 2015
Messages
48
* Opened Imbued gate do not count as a proper requirement to advanced hall.

* disable in the center portal trigger once worker got there.

** Convenience measure: Make machinery artifacts castable on workers, so they can be installed within the certain range using inventory hotkeys. When worker unit acquires machine artifact it is replaced with worker version. Of course 11 artifacts should be doubled in editor as worker version.
(You can decline this idea, but it would be cool to see and use)

** Increase the range on shops to 400-450 because managing army in a confined space is quite a trick.

Eidt:
** Make Main worker a forever lvl 1 HERO UNIT. Nothing else to be changed. Idea behind it is the ability to always keep tabs on his HP and be able to access him via F1. In PVP this is most useful because he has the highest kill priority, while also most vulnerable unit in the whole game. There is no way to hide him in BUNKER, for example, so 4 gyrocopters or artillery cars with invis will surely kill him in a no time.

* Oh yes, Invis. Units become visible if attack or detected. Wait, what? DETECTED? What dark magic or trickery can detect them in the entire game?) 2-4 invis buggies can block the enemy worker, so other units would clean him up.

* Since Scout beacon has such a big appetite you might as well give it a true sight in a smaller radius. Let's say 900.

* Golem's taunt ability should have lower cooldown, since he is a one trick pony anyway.


** "Map reveal" spell for the first three seconds reveals map and for the remaining two shows position of units. So what is the point?

** Map informativeness. Right now it carries from little to no useful information. Yes, you can see the positions of allies, but that's it. Other dots is just a complete mess that gives almost no information.
Mark bombers, turtles and other non-standard wave monsters with another color.
Custom hero icon like circle with X inside for bosses. In the current state of affairs when Chen with her sidekicks descends she rapes your army and you can't even track where are they.

** Placement of the spawned trees is a very crucial part of the game, because if you can't find a wide enough space in time - the whole stratagy is literally screwed. Either generate them right at the start or add 5-7 second of free time to look around the map before choosing the game mode. This way people will have a moment to decide where they want to build and inform others with a ping.

** Add main worker to selection on spawn, because you still want camera to be in the same sweet spot you found pre game ^_^

*** - other stuff
*** Decorating the map is a different matter, but still needed, because the prettier it looks - the better the chance that people will remain engaged. It's been a long time since I played the WC3 "Iceborn" campaign, but the vision of those beautiful sceneries keep reemerging in my head again, and again and again.
It doesn't have to be the first priority, but at least something to catch an eye would be nice.
 
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** Convenience measure: Make machinery artifacts castable on workers, so they can be installed within the certain range using inventory hotkeys. When worker unit acquires machine artifact it is replaced with worker version. Of course 11 artifacts should be doubled in editor as worker version.
(You can decline this idea, but it would be cool to see and use)

I don't know what you mean and what it is achieved from here. Do you mean it gets the nearest mechanical unit? If that was the case it could cause problems since Towers can be installed with these too.

* Opened Imbued gate do not count as a proper requirement to advanced hall.

I will change the requirements of the Hall. I remember Gates when opened and closed are replaced; thus the "tree that connects where the wall came from on previous upgrades" are lost.


Is C4 piercing?

No. It's Pure. Thanks for pointing out though. I have not implemented the PvP damage type.

Yes. I have a pretty good idea about how to do it.
When you engage her in combat the first thing comes to mind is "WTF is going on here?" and keeps frustrating you for the whole period of "battle". More like Benny Hill, when she runs rampant in your base, while your army tries to keep up with her.

My suggestion was about changing the feel and the flow of the battle from "WOW! She twoshots walls and units, but she is killable." to "She runs around like crazy with tons of armor nuking everything down HEALING in the meantime!" and finally to 99% eva threshold "WTF can I do to her!?!?"

This would be a good touch to the map. If you want her to be beaten in only one way that you thought of - then increase her HP, so when the last phase starts she would have 8k left or so. (this values are valid for Normal mode)

In Easy mode she is perfectly beatable with troops rightclick.

Let me see... I still want the users to retain that feeling of having a terrified presence on the field. I also want the PvP'rs to collaborate using this theme.
I'll see what I can do, but probably I won't change how she acts because I have already forgotten most dependencies.
I still think that Easy Mode should remain that way, but there is something in me that I want her to become as you said. We'll see.

> Accidents could still happen.
Yes, they could, but it's highly unlikely because main control keys are QWER line based.
Unless managing the control groups it's almost never to be clicked accidentally, but even then, people who play at least 6-10 times will get accustomed to it.
Having it on a hotkey is way more convenient then not.

Added. Used the "L" hotkey instead.

+5 def costs like a unit, but gives almost nothing. Faster replenish and lower cost if it was intended for melee units)

+5 armor is something not to be looked down on. It is stackable as well.

I also updated some items.
 
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> I don't know what you mean and what it is achieved from here. Do you mean it gets the nearest mechanical unit?
I meant that worker could cast this artifact as a targeted spell on a desired mechanical unit instead of moving it from one inventory slot to another. This action would remove item from worker's inventory and give it to the unit. This could be handy in a couple of situations like in the heat of the battle when you have only hand full of tanks, you could cast Stun hammer and then in 0.5 stconds install the blink and use it, when moving it takes about 2.5-3 seconds. Surrounding high priority targets LikeAPro would be much easier. Since it is not only a PVE, but also a PVP - this little time saver can be crucial from tactiacal point of view.

> No. It's Pure. Thanks for pointing out though. I have not implemented the PvP damage type.
Right now 120 armor and 7,5k HP golem that uses C4 deals 280 dmg to another golem. 120 arm = 90% phis resist. With a a simple math:
280/10*100 = 2800 (full damage caused by explosion if unit had no armor)
2800/7500 = ~0.36 (this is a damage multiplier for piercing attacks vs hero armor... unless you changed the default values, of course :) )

> +5 armor is something not to be looked down on. It is stackable as well.
Ok, let's run some numbers. Armor upgrade lvl 5+ gives everything one needs in terms of survivability.
70*5*5/2 = 875g for 25+ armor and 25% hp for the whole army.
Only bludgeon units may benefit from +15 armor artifacts could give them, BUT who will use them in the firs place? Swordsman's damage scales way better with speed upgrade, while their inherit armor scaling covers 30-50% difference in HP. Since there are few to none nukes (damaging spells), the effective HP (EHP) vs phisical is almost identical.
Casters you say? Well, if they come to the brunt of attack you are either missmicroed or screwed anyway)

> Added. Used the "L" hotkey instead.
Good. But try "J" insted. When fingers lie on QWER it is within the thumb's reach.
When I design hotkeys for further use I look from ergonomic point of view. If person has to use awkward shapes or look for it every time - then it is just a little better then having no shortcut at all. They called shortcuts for a reason))

If you need some real references then compare Starcraft 1 to his older brother Starcraft 2. Building a pylon shortcut: (I) B P. (II) B E. While P is more intuitive, E is far more convenient to use. If one takes into account that your map is fairly high paced then ease of control should be obvious priority.

Updated post 55
 
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> I don't know what you mean and what it is achieved from here. Do you mean it gets the nearest mechanical unit?
I meant that worker could cast this artifact as a targeted spell on a desired mechanical unit instead of moving it from one inventory slot to another. This action would remove item from worker's inventory and give it to the unit. This could be handy in a couple of situations like in the heat of the battle when you have only hand full of tanks, you could cast Stun hammer and then in 0.5 stconds install the blink and use it, when moving it takes about 2.5-3 seconds. Surrounding high priority targets LikeAPro would be much easier. Since it is not only a PVE, but also a PVP - this little time saver can be crucial from tactiacal point of view.

> No. It's Pure. Thanks for pointing out though. I have not implemented the PvP damage type.
Right now 120 armor and 7,5k HP golem that uses C4 deals 280 dmg to another golem. 120 arm = 90% phis resist. With a a simple math:
280/10*100 = 2800 (full damage caused by explosion if unit had no armor)
2800/7500 = ~0.36 (this is a damage multiplier for piercing attacks vs hero armor... unless you changed the default values, of course :) )

> +5 armor is something not to be looked down on. It is stackable as well.
Ok, let's run some numbers. Armor upgrade lvl 5+ gives everything one needs in terms of survivability.
70*5*5/2 = 875g for 25+ armor and 25% hp for the whole army.
Only bludgeon units may benefit from +15 armor artifacts could give them, BUT who will use them in the firs place? Swordsman's damage scales way better with speed upgrade, while their inherit armor scaling covers 30-50% difference in HP. Since there are few to none nukes (damaging spells), the effective HP (EHP) vs phisical is almost identical.
Casters you say? Well, if they come to the brunt of attack you are either missmicroed or screwed anyway)

> Added. Used the "L" hotkey instead.
Good. But try "J" insted. When fingers lie on QWER it is within the thumb's reach.
When I design hotkeys for further use I look from ergonomic point of view. If person has to use awkward shapes or look for it every time - then it is just a little better then having no shortcut at all. They called shortcuts for a reason))

If you need some real references then compare Starcraft 1 to his older brother Starcraft 2. Building a pylon shortcut: (I) B P. (II) B E. While P is more intuitive, E is far more convenient to use. If one takes into account that your map is fairly high paced then ease of control should be obvious priority.

Updated post 55

1. I'd say no to this. Installation is a process anyway and I want it this way. I want them to actually "give the item to the mechanical unit", literally in-game. Even if it's for convenience; I want the installation process to be rather "tiring".

2. Let me check, I may have misunderstood these words called Damage Type and Attack Type.

3. I'd say that the numbers here have an effect, but only a part of it. I've done some math before but it's still all about the situation and position. If a tactic needs breaching through the base, you'll need armor. I decreased the armor to 5 from 10 because the item became op. after some tests the people I have tested with suggested this number. I argued the same concept of math, but it's still all about the experience of how it is used, they said. I can't decline because these people knows best than me (I'm a noob gamer).
I might by then decrease the cost of armor items/reincrease slightly, because i kinda agree with you, but I want to also trust the explanations of these other testers, and others have already agreed upon the decision.

4. We, the people here, have petite hands.... lol. We can only reach G. Decided L because it's far and we usually move our hands through the keyboard fast then return. The middle finger usually lands on L.


** Make Main worker a forever lvl 1 HERO UNIT. Nothing else to be changed. Idea behind it is the ability to always keep tabs on his HP and be able to access him via F1. In PVP this is most usefull because he has the highest kill priority, while also most vulnerable unit in the whole game. There is no way to hide him in BUNKER, for example, so 4 gyrocopters or artilery cars with invis will surely kill him in a no time.

* Oh yes, Invis. Units become visible if attack or detected. Wait, what? DETECTED? What dark magic or trickery can detect them in the entire game?) 2-4 invis buggyies can block the enemy worker, so other units would clean him up.

* Since Scout beacon has such a big appetite you might as well give it a truesight in a smaller radius. Let's say 900.

* Goolem's taunt ability should have lower cooldown, since he is a one trick pony anyway.

1. I'll think about this. Making the builder a hero will destroy AI priorities. Hero + Worker will increase malice, and thus can be abused negatively. Hero and Worker classifications don't have an equal malice as well.

2. I am already switching to this idea, I'm going to add true sight on some things, OR I can just lower the Invi duration. I personally don't want to add true sight in the game.

3. Golem? Let me check that out. I thought I have edited that.

---2nd edit---
 
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Updated post 55. 16:40 http://www.hiveworkshop.com/forums/2685221-post55.html
Note, that I will make another post similar to 55 on the next page, but until then I will be posting update message with time stamp on top of my last message.


4. That is my point exactly. As a middle-of-a-pack gamer and fellow developer I can state that the less you need to move around to do stuff - the better it is.

> Making the builder a hero will destroy AI priorities.

You can take another way around: For each player in the game create a dummy hero outside of the visible part of the map, so when it is selected (f1) - select main worker unit for the player.

> +5 def. other testers have already agreed upon the decision.

Need a wider sample size to make right judgment.

> 2. I am already switching to this idea, I'm going to add true sight on some things, OR I can just lower the Invi duration. I personally don't want to add true sight in the game.

It is understandable. Shota with spirit link+heals is a hard one to crack if your army consist of unit with slow projectile speed such as buggy, locomotive, hell, even every non-rapid shot tower, but even then mobs keep swarming you over.

> 1. I want the installation process to be rather "tiring".
I would object to that. In SC1 Zerg's main production building - the hatchery- had only one rally point, so when workers morphed they would all gather in one point withe the army. In WC3 they made rally point smarter, so if pointed on the mine/tree trained worker would automatically start harvesting. Then Came SC2 with major upgrade for Zerg - Hatch had two different rally points - one for workers and another one for military units.
In SC2 right at the start of the game player should have manually select all workers and sent them each to different mineral patch to maximize the mining efficiency.
With new Hart of the Swarm patch came out the gameplay was a little bit simplified. Workers would automatically start harvesting minerals at the start of the game. Many argued that it wasn't the right desigion, but after the initial storm weathered almost no one objected against it anymore.

Just to put things in perspective: The youngest SC1 world champion was 14 years old, while in SC2 closer to 16.

Conclusion: Simplifying the micromanagement and mechanical part, you, as a developer, open up more time for strategical thinking. With this in mind take a good thought on this matter.

Your PvP part of the map is quite unique in a way that you also need do think about PvE part as well. I think it hase quite a potential.
 
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4. That is my point exactly. As a middle-of-a-pack gamer and fellow developer I can state that the less you need to move around to do stuff - the better it is.

> Making the builder a hero will destroy AI priorities.

You can take another way around: For each player in the game create a dummy hero outside of the visible part of the map, so when it is selected (f1) - select main worker unit for the player.

> 2. I am already switching to this idea, I'm going to add true sight on some things, OR I can just lower the Invi duration. I personally don't want to add true sight in the game.

It is understandable. Shota with spirit link+heals is a hard one to crack if your army consist of unit with slow projectile speed such as buggy, locomotive, hell, even every non-rapid shot tower, but even then mobs keep swarming you over.

> 1. I want the installation process to be rather "tiring".
I would object to that. In SC1 Zerg's main production building - the hatchery- had only one rally point, so when workers morphed they would all gather in one point withe the army. In WC3 they made rally point smarter, so if pointed on the mine/tree trained worker would automatically start harvesting. Then Came SC2 with major upgrade for Zerg - Hatch had two different rally points - one for workers and another one for military units.
In SC2 right at the start of the game player should have manually select all workers and sent them each to different mineral patch to maximize the mining efficiency.
With new Hart of the Swarm patch came out the gameplay was a little bit simplified. Workers would automatically start harvesting minerals at the start of the game. Many argued that it wasn't the right desigion, but after the initial storm weathered almost no one objected against it anymore.

Just to put things in perspective: The youngest SC1 world champion was 14 years old, while in SC2 closer to 16.

Conclusion: Simplifying the micromanagement and mechanical part, you, as a developer, open up more time for strategical thinking. With this in mind take a good thought on this matter.

Your PvP part of the map is quite unique in a way that you also need do think about PvE part as well. I think it hase quite a potential.

1. That's rather odd. The Icon would be for dummy unit. The HP would be the dummy's. I'm not going to add a DDS on the map to detect the damage always. whenever the builder is attacked anyway, it won't go red. There are still many reasons.

2. The SC part is making me uncomfortable... I'll have a talk with other players about the Installation technique. It's more like of "the way I want it to be" than "how to make an ease of access through it." This is the same as the Destroy button in terms of uncomfort. I'll not implement both until i get my mind unfazed. I don't know why I feel uncomfortable about it... Decisions must come into one; people be saying different things I guess. I'll decide once I get a talk with it.


** Placement of the spawned trees is a very crucial part of the game, because if you can't find a wide enough space in time - the whole stratagy is literally screwed. Either generate them right at the start or add 5-7 second of free time to look around the map before choosing the game mode. This way people will have a moment to decide where they want to build and inform others with a ping.

*** - other stuff
*** Decorating the map is a different matter, but still needed, because the prettier it looks - the better the chance that people will remain engaged. It's been a long time since I played the WC3 "Iceborn" campaign, but the vision of those beautiful sceneries keep reemerging in my head again, and again and again.
It doesn't have to be the first priority, but at least something to catch an eye would be nice.

1. Seems reasonable. I'll think about it and how to do it.

2. I'll leave the decorating to someone else. I tried decorating the the map on the UNSEEN sides. So far no change in lag is seen, but the low-end computers have lag, which doesn't concern me anymore.
This is not my plan in the first place, because I for one don't have time to terrain anymore and study it. I have already a new project to commence on soon. I'll leave it to somebody else, if they want, but I'm not going to look.
Insanity Attack: My first and last finished map. I can't believe where it is standing today.
 
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Updated post 55. 17.00 http://www.hiveworkshop.com/forums/2685221-post55.html

> This is not my plan in the first place, because I for one don't have time to terrain anymore and study it. I have already a new project to commence on soon. I'll leave it to somebody else, if they want, but I'm not going to look.

Yea. That's what I thought.

> The SC part is making me uncomfortable...

Take your time :)

> 1. That's rather odd. The Icon would be for dummy unit. The HP would be the dummy's. I'm not going to add a DDS on the map to detect the damage always. whenever the builder is attacked anyway, it won't go red. There are still many reasons.

At least that's a start)
Base that dummy of a worker, then run a trigger that tracks peasant's current HP every 0,5-1 seconds. If they were decreased - play some sound. In case of heal (or moon shard hp regen make them equal to the main one.
Percentage based track should be good enough.
This is far from perfect, but hey, might work.

Implementing this will also free one control group for military units, as they are the main force of war.

> Insanity Attack: My first and last finished map. I can't believe where it is standing today.

_=(^_^)=_
 
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Horray! I've beaten Chen, but five turtles 35k hp each is just too much. ... for now.
 
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** I've just played a multiplayer ver 2.4 and that's what I can say: The more people in the game - the more dramatical the fps drop after the first boss and forth. Strangely enough when I lost my secondary worker it somewhat got better.
 
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Taking heavy lag even when playing with 2 players. I mean... First 20 minutes looks fine... Until Chen... I can barely move my screen to see my base blowing apart...
 
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Taking heavy lag even when playing with 2 players. I mean... First 20 minutes looks fine... Until Chen... I can barely move my screen to see my base blowing apart...

Join Date: Apr 2015
Posts: 1


I feel your pain man. Just do the good ol' WC3 surround. That helps. Or should I say preemptive wc3 surround.
 
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Map is updated to v3.0a

Few updates. I have made this update because I will be busy from now on and I can only accept fixing bugs already. (Depends though)

Forgive me, but I may not at all grant some suggestions. Maybe after I'm not busy anymore I can work on it.

Surely though, I'll find time.

** I've just played a multiplayer ver 2.4 and that's what I can say: The more people in the game - the more dramatical the fps drop after the first boss and forth. Strangely enough when I lost my secondary worker it somewhat got better.
I wonder what's causing it. Some few others do not experience it, while some does. Some also reported that when they lost their Assistant as well that performance got a bit better. Sigh... *bumps head*

Taking heavy lag even when playing with 2 players. I mean... First 20 minutes looks fine... Until Chen... I can barely move my screen to see my base blowing apart...
I'll try to reduce lag. But if you have a low-end computer then I can't really do much about it.
 
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1. seriously no idea how to kill chen.. whats with 99% evasion? or was it 100%...
I cant find any spell user as well except the cleric and sorceress ....or is there any unit which can splash on ground @@?

2. i left chen aside stuck it somewhere.... then last boss.... 5k siege monster... just whats the most efficient army to kill it =.=? could it even be killed with single player...
 
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1. seriously no idea how to kill chen.. whats with 99% evasion? or was it 100%...
I cant find any spell user as well except the cleric and sorceress ....or is there any unit which can splash on ground @@?

2. i left chen aside stuck it somewhere.... then last boss.... 5k siege monster... just whats the most efficient army to kill it =.=? could it even be killed with single player...

Cleric and Sorceress are the only Spell Users you can train.
It's a 99% Evasion. She is killable though. I want the user to devise a tactic on how.

Jamaja can be killed as well in many ways. If you can't kill him, then you got to bolster up your forces and upgrade and manage resources.
 
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1. seriously no idea how to kill chen.. whats with 99% evasion? or was it 100%...
I cant find any spell user as well except the cleric and sorceress ....or is there any unit which can splash on ground @@?

2. i left chen aside stuck it somewhere.... then last boss.... 5k siege monster... just whats the most efficient army to kill it =.=? could it even be killed with single player...
1. Spash and Multi-shot tower will do it. Just don't hit Chen, hit the creeps around her.
 
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First of all, not a necropost!

I think this is something useful.

I was planning to update the map again by:
1. trying to implement (again) the bulk buying of items for units in range around the shop.
2. add a unit recycling system to reduce frame lag at late game.

I will create a new thread about this in the development of insanity attack (the old dev thread of the map is already closed.)

Link to the dev thread

Edit: Map is now v3.2a. Check the changelogs.
 
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I like your positive attitude responding to people's comments. You have made a lot of changes. I will try it soon. Stay positive. I love Infection Attack as I think I would love yours too. :D

Thanks. I needed that!

I hope you'll like it.

---

Currently, I don't think I would implement the Recycler system anymore due to the facts I have learnt. The next update will be item balances and Chen balances (or maybe even Jamaja). Give me time.
 
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First of all I played this map 4 times in single player (For a total at about just above an hour), the furthest I got on "Very Easy" was the purple remember forgotten spirit or whatever that one shotted all my buildings. (lost 99% of my dps when my boulder towers died)

I quite liked the map, but in my opinion it's basically too much of a bother to learn the game. I can't even imagine how many times you would have to restart and replay the same first 20+ minutes just to learn what you have to do so you can actually understand what everything does.

Then every time you get a bit further you have to replay it even more to find out what the new stuff you unlocked or what the new enemy does and how to counter them.

As an example my first game was lost by default because I didn't know the units would spawn outside of the playable map area, so my base in the corner was obviously no good.

After the initial 10~ minutes there's no more pauses, so very little time to think. As a beginner I want to have a fairly easy time to read figure out how to play, read descriptions, stats, and so on.

The constant flow of units meant that I couldn't really take my time and learn the game. Obviously this isn't necessarily a bad thing for experienced players, but shouldn't they at least be playing the "Normal" difficulty? Why does this unending flow also apply to the "easiest" difficulty? To me it seems very much counter-intuitive.

It seems like the difficulty hasn't really been related to skill level, but rather the number of players.

There should be one selectable scale for player skill (V-Easy, Easy, Normal, Hard, V-Hard) and the second automatic scaling related to how many players there are in the game.

  • If you're bad / noob you should be able to win Very easy or easy.
  • If you're not bad but not good you should be able to win in Normal and sometimes maybe Hard.
  • If you're a good player you should be able to play alone and win in the hard and very hard difficulties.

Now it's entirely possible that I'm completely clueless and is overestimating the game's difficulty here, but I'm pretty sure I even saw the Map Author say that he's only won once on very easy difficulty somewhere early in the thread.

That should be pretty telling that the difficulty scaling is pretty screwed up.

Ok, so now my suggestions here:

-Scale the difficulty by number of players separately from the selected difficulty. Whether or not you play V-Easy, Easy, Normal, Hard, or Insane shouldn't be strictly proportional to how many players are in the game.

-Make the building time scale with how many players are playing and/or the selected difficulty level. (Including the cooldown for powerbuilding)

After making my base I just couldn't expand it any further without my buildings instantly being focused down and eventually there wasn't enough room or even worse I made my base too big so I couldn't wall it off in time before the purple ghosts came and one-shotted all my towers.

I can see how the powerbuild mechanic would make this a non-issue for multiplayer (assuming there's some basic communication), a couple of players could blink forward and place walls and some could place some towers and voila you've got an instantly built extension to your base.

I didn't have that luxury in singleplayer.​

-Give some short breaks in the lower difficulties so beginners aren't overwhelmed by having to read and learn massive amounts of information without dying while they're doing it.

-Increase the Acquisition range of the units, especially melee, they just stand there like dumb bricks. My units weren't attacked at all until I literally made a wall of them to block the enemy movement.

I don't see how there could be any risk of the units running off on goose chases all over the map, none of the enemy units care about your units besides the towers and buildings being built, so there's just no way your units will run away from the base.​

p.s. I didn't read the F9 quest log, but considering that there is no room for any breathers and that opening quest log doesn't pause the game in multiplayer you shouldn't be expecting beginners to spend much time there to begin with.

In my mind it's more of a tool like google and wikia pages. After you've already caught their interest first and they want to find out more about your map, certain details, tricks & tips, they will take their time to read on their own at their leisure as new things show up one after the other.

You know when you buy games, how often do you read the game manual that come with it? Probably never, right? At the most you'll quickly gloss it over while the game is installing.

You shouldn't expect any player to invest half an hour or whatever of their time to read front-loaded info dumps before they even know what the game is all about.

Especially so for online multiplayer with randoms.
 
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Thank you for your response!

After the initial 10~ minutes there's no more pauses, so very little time to think. As a beginner I want to have a fairly easy time to read figure out how to play, read descriptions, stats, and so on.

I was already thinking about this at some point when I was developing. Same issue on reading what the Quest Logs are written on. I was supposedly planning on making a yet another easier difficulty... but it will take some time. I started making it but I haven't finished it yet. I think I was working on it since v3.0. Because this was started few years ago, some of my triggers aren't that awesome. The 30+ triggers would take time again to scale and everything; and because of that as well I tend to become lazy.

Now it's entirely possible that I'm completely clueless and is overestimating the game's difficulty here, but I'm pretty sure I even saw the Map Author say that he's only won once on very easy difficulty somewhere early in the thread.

That should be pretty telling that the difficulty scaling is pretty screwed up.

That time was then a really screwed up version. I've balanced some things out (in the current 'skill level difficulty' set up; currently there is only one, which is Hard.)

There should be one selectable scale for player skill (V-Easy, Easy, Normal, Hard, V-Hard) and the second automatic scaling related to how many players there are in the game.
If you're bad / noob you should be able to win Very easy or easy.
If you're not bad but not good you should be able to win in Normal and sometimes maybe Hard.
If you're a good player you should be able to play alone and win in the hard and very hard difficulties.

Yes. I have somewhere stated that in the thread. The words in the "difficulty setting" is very misleading indeed. It should not be even worded as Easy, Normal, etc... if it is based on the number of players. I am also trying to set up a REAL difficulty environment, but as said above that would take tweaking on several triggers... If I had a lot of time to invest it was already done, but alas...

Give some short breaks in the lower difficulties so beginners aren't overwhelmed by having to read and learn massive amounts of information without dying while they're doing it.

I'll see what I can do about this. My events were literally periodic events. Maybe prolonging the timers are enough (?)

-Increase the Acquisition range of the units, especially melee, they just stand there like dumb bricks. My units weren't attacked at all until I literally made a wall of them to block the enemy movement.
I don't see how there could be any risk of the units running off on goose chases all over the map, none of the enemy units care about your units besides the towers and buildings being built, so there's just no way your units will run away from the base.

Damn... That means that their acquisition range is still that low. I will adjust it. Thanks for the feedback.

-Make the building time scale with how many players are playing and/or the selected difficulty level.
I-I'll see what I can do. This is a good idea, but I kinda forgot if this is possible in GUI triggers.

Summary of Difficulty Confusion
The menu that is showed is a Player-count-based level. Currently, it is selectable.
But the ACTUAL difficulty setting is not defined. Currently, it can only be defined as HARD and it cannot be changed... for now.
 
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I'll see what I can do about this. My events were literally periodic events. Maybe prolonging the timers are enough (?)

Probably not ideal, but a way to at least try it out could be to simply turn off the spawn triggers (temporarily) and pause the timer for new events.

I-I'll see what I can do. This is a good idea, but I kinda forgot if this is possible in GUI triggers.

You can't do it by triggers, at least not directly, but what you could do is create units without models that have the "locust" and "human repair" abilities. Basically it would speed up the work speed as if you had multiple workers building the building.

I've messed around with something similar in the past so if you need trigger / test map I could probably put something together to give you an idea to make it fit your map.

Summary of Difficulty Confusion
The menu that is showed is a Player-count-based level. Currently, it is selectable.
But the ACTUAL difficulty setting is not defined. Currently, it can only be defined as HARD and it cannot be changed... for now.

Alright, that makes sense. So really there wasn't as much about the difficulty not working as it's simply confusing or misleading.

That said, since it appears you're already making quite a lot of changes it's probably best to save this for last. Since the difficulty would most likely change you might have to redo your own work afterwards which would be pretty counter-productive.

Either way, good job and good luck! :thumbs_up:
 
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Probably not ideal, but a way to at least try it out could be to simply turn off the spawn triggers (temporarily) and pause the timer for new events.



You can't do it by triggers, at least not directly, but what you could do is create units without models that have the "locust" and "human repair" abilities. Basically it would speed up the work speed as if you had multiple workers building the building.

I've messed around with something similar in the past so if you need trigger / test map I could probably put something together to give you an idea to make it fit your map.

Hey, thanks for these suggestions! They never crossed my head... I will definitely implement these to complete the 'skill-level' difficulty ranges.

you might have to redo your own work
:goblin_cry:

But yeah, thanks! This definitely brightened a side of the map. :vw_love:
 
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Map updated to v3.3!

Check out the change logs for details. Made a lot of changes. Major changes will come up soon as stated on the Future Releases section of the Map description.

I tried the new updated map again (only once so far) and did much better now when the units fought much more. (Still lost against the Purple ghost though, but I guess I need a better/faster build order)

Besides that I've got a couple of questions / suggestions.


So I'm just wondering, why does the income buildings train units to produce gold or wood? Is there a reason why you don't just trigger the income with periodic event or timers?

Honestly it's not a super big deal, but you can't upgrade to the next tier while training so I have to cancel the training and then upgrade. And sometimes I won't have the gold or wood to upgrade all the ones I selected so I would have stopped some of them from producing income and now I have to select them and manually enable the training again.

Again it's not really a big deal, but it seems like it's pointlessly annoying.

Another suggestion: How about having a toggle ability added to the barracks building, when enabled it would automatically train the same as last unit type and when disabled it does nothing.

Basically the same as how the current gold and wood income buildings work.

I just thought it would be nice if I could focus more on building buildings instead of micro. (So far I haven't even used the assistant workers outside of basic repairing because of micro)

I think it's a pretty good idea, since the good players who might not need it can just leave it disabled, while bad players / or ones with weak micro / ones too lazy don't have to stress too much about it.

The demerit would be that it will take up one command button slot.
 
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So I'm just wondering, why does the income buildings train units to produce gold or wood? Is there a reason why you don't just trigger the income with periodic event or timers?

I... actually wanted this to be part of the macro + micro. What disturbs me too is the animation of the mills. If I trigger them the animation won't be smooth. It's a minor detail and it's not really an issue. But then I could have triggered it if I didn't want it.

Another suggestion: How about having a toggle ability added to the barracks building, when enabled it would automatically train the same as last unit type and when disabled it does nothing.

Basically the same as how the current gold and wood income buildings work.

I just thought it would be nice if I could focus more on building buildings instead of micro. (So far I haven't even used the assistant workers outside of basic repairing because of micro)

I think it's a pretty good idea, since the good players who might not need it can just leave it disabled, while bad players / or ones with weak micro / ones too lazy don't have to stress too much about it.

The demerit would be that it will take up one command button slot.

You just answered the question to this problem. But thank you for reminding me.
A player had suggested this already somewhere on my chat box. It seems I have forgotten about this. It would be super amazing to have a feature like this.
Remembering, it can have its own drawbacks. The auto-train can become excessive, which would be much of a problem than commanding the building to train.
I can honestly just set the button universally somewhere on the Main Hall. (if it's not filled. I forgot already lol).
I will take this into consideration. I would need to look up on these again after fulfilling all the things in the future releases.

EDIT
Need to spread rep before giving to you again! Noooooooo.....ooo......oo.....o....
 
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I... actually wanted this to be part of the macro + micro. What disturbs me too is the animation of the mills. If I trigger them the animation won't be smooth. It's a minor detail and it's not really an issue. But then I could have triggered it if I didn't want it.
It doesn't work to just make them play the animation? I thought they loop it on their own. Otherwise I think you can queue the animations to play as the finish.

You just answered the question to this problem. But thank you for reminding me.
Remembering, it can have its own drawbacks. The auto-train can become excessive, which would be much of a problem than commanding the building to train.

Yeah, that's why I mentioned that there has to be the option to turn it on and off. In my opinion it should be more of a Quality of Life feature for new, bad, and lazy players.

The reason why I suggested it to be toggled for each building individually is because then you can configure it better.

Maybe you want one barrack to constantly produce melee units because they're dying like flies (at least the free ones) but you produce the ranged and caster units with a second barrack on your own as your need increase.

If it's really no good to have that extra button on the buildings themselves, maybe you could give the base building a single target ability which you use on buildings to toggle it? Instead of having to decide between all auto or all manual. (Unless this is what you meant.)
 
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It doesn't work to just make them play the animation? I thought they loop it on their own. Otherwise I think you can queue the animations to play as the finish.



Yeah, that's why I mentioned that there has to be the option to turn it on and off. In my opinion it should be more of a Quality of Life feature for new, bad, and lazy players.

The reason why I suggested it to be toggled for each building individually is because then you can configure it better.

Maybe you want one barrack to constantly produce melee units because they're dying like flies (at least the free ones) but you produce the ranged and caster units with a second barrack on your own as your need increase.

If it's really no good to have that extra button on the buildings themselves, maybe you could give the base building a single target ability which you use on buildings to toggle it? Instead of having to decide between all auto or all manual. (Unless this is what you meant.)

For animation mills it's not really a big deal, but...
The animation of finishing seems to make the Lumber Log to quickly go back without animation, unless there is something wrong I am doing.

The target skill instead is a better one, but where should I put a constant notifier (or tooltip which they can see) that the building is automatically producing units?
 
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How about a buff with a big red exclamation mark as it's visual effect and tooltip, or something like that? You could also go a step further and have two buffs, one for auto and one for manual, but I don't know how useful that really is. (To also show what buildings can be targeted for the auto function.)
 
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How about a buff with a big red exclamation mark as it's visual effect and tooltip or something like that? You could also go a step further and have two buffs, one for auto and one for manual, but I don't know how useful that is.

That seems to be in order. Maybe an attachment or something :D.

But then again, I also remembered triggering many of my skills that made me use default abilities instead. The map was lagging very bad already because of the triggers with generic unit events. I;m trying to keep it low now. These ideas can be applicable if I recoded every foolish methods I did. The map really was just that amateurishly coded. (I think I was still in 1st~2nd year HS! LONG TIME ALREADY!)

Also, the ideas of lumber mills and mine stated can be implemented as well.
I also remembered that the animation depends on how long the unit is being trained. But if I choose to not care anymore then it's all set to be implemented after the planned route currently taken.

Be sure to bump if I forgot. :( I am forgetful nowadays.
 
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Map updated to v4.0.

Huge change was made. Check the changelogs.

Please report any bugs. Expect it to be buggy at the moment because of the big change i did.

EDIT: I reuploaded the map. I made some clumsy mistake ._.

Download the map again if you had't seen this message yet... or something.
 
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Massive FPS drop happened when timer hit around 30 minutes left, became unplayable and walls died because I couldn't manage repairs or anything of note properly.

Aside from that pretty fun game, just needs to be playable until the end.
 
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Massive FPS drop happened when timer hit around 30 minutes left, became unplayable and walls died because I couldn't manage repairs or anything of note properly.

Aside from that pretty fun game, just needs to be playable until the end.

Sad to say that you need a good computer for this one... unless there is something wrong i am doing in triggering that i don't know about (which is highly unlikely?)
 
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Maybe, I didn't think my computer was anywhere near bad. But there's definitely FPS drops. Here's my specs for reference.
8c1bea326e.png

Your computer is definitely superior than mine... in all aspects.
How much FPS drop did you experience? When did you experience the FPS drop? Was it when you're fighting a boss? There are parts of the map where there can be FPS drops...

As for my side, it's going smoothly except for specific parts.
 
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Okay. The 4.x series of the map updates is obviously the most retarded updates I have ever made.

Several bugs I noticed myself:
- Boss upgrades wont work anymore.
- Enemy upgrades wont work anymore.
- Declaring war on another player still renders their projectiles to be shown even behind fog.
- And many more.

I will fix these as soon as I can, but surely as I can. It seems my players don't notice the change...

In the meantime, please use v3.3, the most stable version.
 
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Last edited:
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Infection Attack by Asiliuxas map gave me inspiration!

Not really copied. I tried contacting the guy behind the map and suggested many things with balance changes, features, lag problems, desyncs... turned out the map hadn't got any updates anymore; I also don't plan on cracking the map of his so I recreated it.

[IDK if he got back to it now though; had not checked since the very first version of this map]

Also, about the map size... it's probably because of the models and textures that I supplied to the map just so that the structures and units have noticeable team color... and it's probably a lot. lol.

Also, I'm actually worried about the "more balanced now"...
Is the map kinda easy now? Because that would be a problem again.
 
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Many people made the spin-offs of zombie invasion, there are more than 3 versions all by different people. Now your job is to make this one unique in a way. I didn't test the map but from the screenshots it seems to be the same as other versions.
 
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