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MineralZ 1.55(f)


wip-png.353173



*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
Level 5
Joined
Aug 8, 2012
Messages
153
Alright great Mad!! Making an amazing game even better! I will let you know on any bugs or typos etc. and will report them.

As for Minz 2, I just hope you dont abandon the project. ;)

As for the future updates on this map, Please...Please put that amazing mini map feature back to Minz 1!! I fucking loved that soo much!!!! lol
 
Alright great Mad!! Making an amazing game even better! I will let you know on any bugs or typos etc. and will report them.

As for Minz 2, I just hope you dont abandon the project. ;)

As for the future updates on this map, Please...Please put that amazing mini map feature back to Minz 1!! I fucking loved that soo much!!!! lol

Alright I think I will :D
Thanks, bug reports will really cut down my testing time lol
But if you don't find any... ALL THE BETTER hehe

I fixed the sell bug for those of you who knew that one.. Yes no more free blue minz lol
 
Level 7
Joined
Nov 18, 2012
Messages
312
Finally it's out! !!!
Great. No more free blue gem lol.
The end game Cinematic looks great, but the code gets forgotten quite fast, I hope you could update by saving the code to a .txt file in wc3 folder.
 
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Notes, Opinions, and a Lot of Bulleted Lists.

Nice, finally an update. I have some suggestions/optinions.
  • Why not generate the terrain during the intro cinematic, this removes the loading bar and should be timed perfectly.
  • If you want I can assist you with the generation as I've taken a great interest in random terrain, most notably with my map that you enjoy.
  • The first 20 waves are boaring, you either live to see wave 10, or you don't. I suggest making waves ranomized.
  • Randomized waves is fairly easy to obtain. Two Methods:
    • Make them heroes with their level being equal to the wave (disable experience).
    • Make the units 'level up' with upgrades that are researched, one a wave.
    Some notes about these methods:
    1. Both methods require that each unit wave are balanced with each other, as they could all at one point be wave 1, or wave 50 (40, 30).
    2. You could even have special mobs only for the harder difficulties.
    3. If you use the upgrade method you can't go back in a wave (either because of something special, or wanting to 'remake' the map without reloading.
  • I like that you added the tier number to the unit names. My friends and I always call them by their tier name, lol. Makes passing info between us easier.
  • With this tier system in mind; why not make each unit go up to the same tier number?

I hope you get more fuel and inspiration!
 
Level 2
Joined
Jun 14, 2013
Messages
15
For me this 1.2b was a DES upgrade.


✔ The minimap is a gray thing...
✔ The Wave 1 minions has 15.000 life. - Normal atleast -
✔ Tier 6 generator costing 100 - Tier 7 generator won't work.



- I'M NOT THIKING ON ME I KNOW PLAY A BIT... BUT THE NEWBIES? HOW TO GET MORE PEOPLE TO PLAY THIS GAME LIKE THIS?

And one thing, maybe something should be donne about the time, reduce the time of upgrades - buildings - Day time - Night time - 3 hours game is not every one can play, and the game can't even save.

I din't like at all...
 
More Thoughts, Mostly About Time.

Oh yea... forgot to mention about the time things take;
  • The research/upgrade time is perfectly fine.
  • Daytime should be a constant time (like 60 seconds), harder difficulties subtract from this time (maybe down to 20 seconds at the hardest difficulty).
  • Night time should not be timed! Reasons why;
    • This leaves 1-2 minutes of night time with no monsters since they died.
    • This makes simply outlasting the monsters easy when the sun comes up.
    • Why is there day/night cycle in the underground of a temple anyways?
    • Make the night end when the last monster is slain, and only when they are all dead.
    These should balance out the uber long wave rounds, being an hour or so (at least it feels like) to get to the first boss is super annoying.
  • Waves 1-12 are slow, waves 13-18 are fast feeling. Anything past 20 is pretty monotonous.
 
Nice, finally an update. I have some suggestions/optinions.
  • Why not generate the terrain during the intro cinematic, this removes the loading bar and should be timed perfectly.
  • If you want I can assist you with the generation as I've taken a great interest in random terrain, most notably with my map that you enjoy.
  • The first 20 waves are boaring, you either live to see wave 10, or you don't. I suggest making waves ranomized.
  • Randomized waves is fairly easy to obtain. Two Methods:
    • Make them heroes with their level being equal to the wave (disable experience).
    • Make the units 'level up' with upgrades that are researched, one a wave.
    Some notes about these methods:
    1. Both methods require that each unit wave are balanced with each other, as they could all at one point be wave 1, or wave 50 (40, 30).
    2. You could even have special mobs only for the harder difficulties.
    3. If you use the upgrade method you can't go back in a wave (either because of something special, or wanting to 'remake' the map without reloading.
  • I like that you added the tier number to the unit names. My friends and I always call them by their tier name, lol. Makes passing info between us easier.
  • With this tier system in mind; why not make each unit go up to the same tier number?

I hope you get more fuel and inspiration!
This kind of large scale terrain generation requires a lot of CPU usage, the screen would tear if the loading would happen during the intro. Plus last minute loading still occurs in the intro xD

Random waves have always been a topic of discussion about mineralz. The thing is though, you really don't want boomers to be random. You want to know what you're dealing with. That being said the "infantry" waves could be random. With that idea being said, it would require me to rework the night time spawning system significantly. But I'm more than ready for a challenge. It's had problems since I made it. I cannot specify how fast I want things to spawn, which for me is a real downfall of the current spawning system.

I don't know what a DES upgrade means, but ok lol

OH FUCK LOL wave 1 units are not suppose to have that much life t.t
God dammit, that was for testing :(
Stupid mad. I'll fix that asap and post 1.12c... GRRR

Will fix the generator.

Fuck it, I'm going to make 1.25 today and change how the waves work a bit. With all the fixes.
Alright you know what, what the hell. Night will not be timed in the next version. You will have to destroy all the zerg if you want to make it to the day. I could even set the night clock to the percentage of zerg dead. Yeah that'd be pretty neat.

However there will have to be a maximum time limit on how long each wave can take. Otherwise players will just farm mineralz and leave a zerg to attack their walls lol.
 
Let them take ages to do a wave just to get resources, cheating is boring, let them kill their game themselves.

Cool idea with the night time.

Um... i can only imagine the horrors you have for the generator, it should not tear the screen at all. I've pushed my terrain on Infection to generate instantly, which causes a freeze for a minute or two lol. But never any tears. Generation should be smooth, and lag free. What is the dimensions of the terrain rect? I could make 196x196 terrain in about 50 seconds. Maybe a full minute.

Seriously, i'd be glad to help you with your terrain! It's nice looking, very nice looking.
 
Level 7
Joined
Nov 18, 2012
Messages
312
This kind of large scale terrain generation requires a lot of CPU usage, the screen would tear if the loading would happen during the intro. Plus last minute loading still occurs in the intro xD

Random waves have always been a topic of discussion about mineralz. The thing is though, you really don't want boomers to be random. You want to know what you're dealing with. That being said the "infantry" waves could be random. With that idea being said, it would require me to rework the night time spawning system significantly. But I'm more than ready for a challenge. It's had problems since I made it. I cannot specify how fast I want things to spawn, which for me is a real downfall of the current spawning system.

I don't know what a DES upgrade means, but ok lol

OH FUCK LOL wave 1 units are not suppose to have that much life t.t
God dammit, that was for testing :(
Stupid mad. I'll fix that asap and post 1.12c... GRRR

Will fix the generator.

Fuck it, I'm going to make 1.25 today and change how the waves work a bit. With all the fixes.
Alright you know what, what the hell. Night will not be timed in the next version. You will have to destroy all the zerg if you want to make it to the day. I could even set the night clock to the percentage of zerg dead. Yeah that'd be pretty neat.

However there will have to be a maximum time limit on how long each wave can take. Otherwise players will just farm mineralz and leave a zerg to attack their walls lol.
just lol.
 
Level 3
Joined
Jun 24, 2011
Messages
57
looking forward to try this new version

btw what kirus meant with "des upgrade" is probably a "downgrade" as the prefix "de-" is usually used to mean the opposite of the original word.
 
Level 2
Joined
Jun 14, 2013
Messages
15
looking forward to try this new version

btw what kirus meant with "des upgrade" is probably a "downgrade" as the prefix "de-" is usually used to mean the opposite of the original word.


Scha - Me ifritVII if that meas anything for you ^^

Man I love this game! i real like, but that 1.2a was real a downgrade, and some times i could not find a closed base to play... with this new map generation.

I hope all fixed on 1.25

~~~~~~~~~~~~~~~~~
I know play i have 80 credits i wanting to beat hard but is almost impossible the version 1.2b

I will play now 1.25 and put my review...
 
Level 7
Joined
Nov 18, 2012
Messages
312
Is -save working while I play alone in single player? or is -save removed from the changes?
I think there should be a message on the first page:"This game can/cannot be played in single player mode"
 
Level 2
Joined
Jun 14, 2013
Messages
15
I wanna trie to play on Hard is there anyone Up to play???

I has some experience playing this game i'm not real pro, but a good listening and i think i know play a bit...

My Nick is IfritVII (Garena - Europe - Euroloader) i wanna to beat hard LVL just say the nick name and the time with GMT(Greenwich Meridian Time) correction and i Apear.

Is real hard to find players of this game atleast for me, i don't like to do solo games...

Now i has i think the max exp i can win on normal 80 credits, but i still can't solo Hard.

And i don't tested fully this new version 1.25 it realy changed alot of things ^^ looks real nice and improved!
I still don't like the new Generation of the map ~~~ Play and know what i'm Saying ~~~
I tried to play 6 times and all the times was hard to find a good place to make a base and was ways Bottom Left. And not that great...
 
Save does not work in single player. I keep neglecting to put a message saying so :/

The generation was changed for a couple of reasons. One is to reduce load time. Being as before it could generate up to 3 destructables per square, now it can only generate up to 2. I increased the clump rate of the generation so that you can find a base pretty much all carved out.
Plus you have 150 seconds now to find a base! Before you had like 60 seconds. T.T

I want to try hard myself, but my garena isn't working. So I can only play on battle.net
 
Level 1
Joined
Oct 9, 2012
Messages
8
New version

Hello, first I'd like to thank you for fixing lag from earlier version, I can have a blast playing with my friend now again.

Now on to the topic of new version 1.25. I've just finished playing on easy with a friend on bnet, since we lost our codes with ~70 credits so just to farm some. We didn't play wc3 for a few months, so 1.16f was the last we played. I love the new syonic ubgrades and new skins, rocket turrets seem pretty useless later on versus those air with the hp they now have, and we noticed that tanks no longer can attack air, so only teslas are able to kill them.

Anyway, the biggest change that you just implemented in 1.25, waves without timer, unfortunately is pretty much a game breaker. It took us 5h30min(with breaks for wc etc.) to complete easy 40 waves because of wc3 unit pathing, or whatever you call it. They were just wandering back and forth between different holes etc. taking forever to reach our base. 5h for 40 waves is a bit of a stretch I think, not many have so much time on hand for 1 game. It took that long with the way we built our base at least, dunno if its that bad always. One more thing, the wave with lurkers, they got into some side hole in rocks, burried and started attacking our air defence. That in itself is not bad, but once he destroyed some turrets and other were out of his reach, he stayed burried. Then you have even longer, infinite if you wish wave, since you have to build a turret to reach him, watching out so he doesnt 1 shot you:p

There was only 1 bug we noticed, bloodlust, on easy at least, worked only for the 1st wave, then no matter how long waves took, it didnt work anymore.

I hope you decide to change it back to timer, since with the way they walk its horrible. All the other additions were great. Thank you very much for continuing your hard work on this map, it's 1 of my favourite on wc3 even after a year=) Sorry for taking so long and any english mistakes I made, its not my primary language, I hope I managed to get my thoughts across.
 
Hello, first I'd like to thank you for fixing lag from earlier version, I can have a blast playing with my friend now again.

Now on to the topic of new version 1.25. I've just finished playing on easy with a friend on bnet, since we lost our codes with ~70 credits so just to farm some. We didn't play wc3 for a few months, so 1.16f was the last we played. I love the new syonic ubgrades and new skins, rocket turrets seem pretty useless later on versus those air with the hp they now have, and we noticed that tanks no longer can attack air, so only teslas are able to kill them.

Anyway, the biggest change that you just implemented in 1.25, waves without timer, unfortunately is pretty much a game breaker. It took us 5h30min(with breaks for wc etc.) to complete easy 40 waves because of wc3 unit pathing, or whatever you call it. They were just wandering back and forth between different holes etc. taking forever to reach our base. 5h for 40 waves is a bit of a stretch I think, not many have so much time on hand for 1 game. It took that long with the way we built our base at least, dunno if its that bad always. One more thing, the wave with lurkers, they got into some side hole in rocks, burried and started attacking our air defence. That in itself is not bad, but once he destroyed some turrets and other were out of his reach, he stayed burried. Then you have even longer, infinite if you wish wave, since you have to build a turret to reach him, watching out so he doesnt 1 shot you:p

There was only 1 bug we noticed, bloodlust, on easy at least, worked only for the 1st wave, then no matter how long waves took, it didnt work anymore.

I hope you decide to change it back to timer, since with the way they walk its horrible. All the other additions were great. Thank you very much for continuing your hard work on this map, it's 1 of my favourite on wc3 even after a year=) Sorry for taking so long and any english mistakes I made, its not my primary language, I hope I managed to get my thoughts across.

Ah yes, I will be addressing all these issues. I will be releasing 1.25b today.
 
Level 2
Joined
Jun 14, 2013
Messages
15
Next version 1.25b i will do a solo easy and post replay i think.

I realy admire your work.

I can play any region thats what i was saying.
Garena - Euroloader - Battlenet

And for Hard every second counts ^^ , even with extra time need to find fast a base.
Closed - Enough Crystals

Some times i write the load and -view 3400 to help find a base or -view 3000 but even with that is hard sometimes.
I still not pro gamer so... Don't mind about me...


--------
To much collor in one post :ogre_datass:
 
Last edited:
Next version 1.25b i will do a solo easy and post replay i think.

I realy admire your work.

I can play any region thats what i was saying.
Garena - Euroloader - Battlenet

And for Hard every second counts ^^ , even with extra time need to find fast a base.
Closed - Enough Crystals

Some times i write the load and -view 3400 to help find a base or -view 3000 but even with that is hard sometimes.
I still not pro gamer so... Don't mind about me...


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To much collor in one post :ogre_datass:

noo dont play this vers.. its highly unstable.
You may be thinking, "mad you haven't released 1.25b yet"
TRUE but all beta versions are friggen rigged and messed up n shit t.t
 
Level 4
Joined
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83
noo dont play this vers.. its highly unstable.
You may be thinking, "mad you haven't released 1.25b yet"
TRUE but all beta versions are friggen rigged and messed up n shit t.t

Ya , i play 1 hour 11mins still wave 8 ...time stuck itself
 
Ok let me thoroughly address each and every issue.
Hello, first I'd like to thank you for fixing lag from earlier version, I can have a blast playing with my friend now again.
Yeah the lag was a big problem in versions earlier than 1.16f, it was the music btw :3
Now on to the topic of new version 1.25. I've just finished playing on easy with a friend on bnet, since we lost our codes with ~70 credits so just to farm some. We didn't play wc3 for a few months, so 1.16f was the last we played.
The code wipe was necessary, too many bugs to abuse in earlier versions :/
I love the new syonic ubgrades and new skins, rocket turrets seem pretty useless later on versus those air with the hp they now have, and we noticed that tanks no longer can attack air, so only teslas are able to kill them.
Heat turrets no longer attack air, but speaking of rocket turrets: I buffed their damage heavily, and you'll see this in 1.26
Anyway, the biggest change that you just implemented in 1.25, waves without timer, unfortunately is pretty much a game breaker. It took us 5h30min(with breaks for wc etc.) to complete easy 40 waves because of wc3 unit pathing, or whatever you call it.
I know it takes a @#!*% ton of time now, and I'm working on ways to fix this. I expect to release new features in 1.26 to speed the waves up a bit.
They were just wandering back and forth between different holes etc. taking forever to reach our base. 5h for 40 waves is a bit of a stretch I think, not many have so much time on hand for 1 game.
Fixed! You were not the first to report this, but thank you for doing so.
It took that long with the way we built our base at least, dunno if its that bad always. One more thing, the wave with lurkers, they got into some side hole in rocks, burried and started attacking our air defence. That in itself is not bad, but once he destroyed some turrets and other were out of his reach, he stayed burried. Then you have even longer, infinite if you wish wave, since you have to build a turret to reach him, watching out so he doesnt 1 shot you:p
I will decrease the attack range on burrowed lurkers :p
There was only 1 bug we noticed, bloodlust, on easy at least, worked only for the 1st wave, then no matter how long waves took, it didnt work anymore.
Fixed.
I hope you decide to change it back to timer, since with the way they walk its horrible. All the other additions were great. Thank you very much for continuing your hard work on this map, it's 1 of my favourite on wc3 even after a year=) Sorry for taking so long and any english mistakes I made, its not my primary language, I hope I managed to get my thoughts across.
I'm going to have to do some heavy beta testing on 1.26, but by the time it's done I'm sure each wave will last less than 2 minutes.
Edit: Hehehe 1069 posts ;)
Edit 2: Oh just a little update for those who are following this thread, I've added a cap so that only 30 zerg can be on the map at once. This should help people with FPS problems :3
 
Okay. Unless you are scripting the unit's pathfinding in JASS then having a 100 zerg wouldn't lag at all. Think about it: Melee 2v2 maps have over 100 units.

Secondary note about mob AI: The spawns should be based on the number of players when the map started. And each player should get his/her own group of zerg that attack towards them. Recalculating this based on events as you see fit (such as finding another base first, a player leaving, ect).
 
Level 1
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Oct 9, 2012
Messages
8
Thanks for your response, once you release new version we are gonna play it with friend right away, and post our thoughts=) If its possible to make waves last ~2 mins without timer it'd be great, so I'm looking forward to next version.
 
Level 2
Joined
Jun 14, 2013
Messages
15
Could put 1 min. time to Find base only looking.
The game has 2 hours and 1 min is not that long better than Rmk over and over and over.

The begin time is real important and it take 30 secods(more) to find a base - You need to see if is Really closed.

And share control could Show the partner 's crystals it would help too.

Just sugetions don't need to take seriously...
 
Okay. Unless you are scripting the unit's pathfinding in JASS then having a 100 zerg wouldn't lag at all. Think about it: Melee 2v2 maps have over 100 units.

Secondary note about mob AI: The spawns should be based on the number of players when the map started. And each player should get his/her own group of zerg that attack towards them. Recalculating this based on events as you see fit (such as finding another base first, a player leaving, ect).

I don't know if I've thoroughly explained the AI I made but here I go:
The AI has 3 different scripted functions.

One being that if a enemy gets within attack range of a zerg (even while moving) it will attack that target. This only occurs however, if the zerg is not already attacking a target.

Two being a targeting system. Once a enemy has been attacked it is stored into a group of attackables. They stay in this group for 90 seconds, or until they are attacked again.

Three being the initial finding part of the AI, if there are no attackables all zerg will target random enemy units on the map. Once a unit is market as attackable 1/3 of the zerg will continue to search for new units to attack while 2/3 go find attackable targets.

This AI is not too heavy, but if you have 100 registered units running through it, the lag is noticeable. Right now the spawning of zerg is based off of how many players are alive and in the game. So the more players the more zerg. But even if you have an 11 player game, the cap will still be 30.

ALSO:
I spent a lot of time brainstorming over how I can decrease the time of the night while still retaining the fact that you have to kill zerg.
So I've come up with a simple solution that should please everyone. Right now nights will last 100 seconds + the number of zerg coming to attack you on that wave. Every second the timer goes down, even if you haven't killed any zerg. However, if you kill zerg it will also decrease the time by one second. So if you have a base that destroys zerg like nobody's business then you can complete the game at quite a fast pace.

With that being said the boss waves are the same. You must kill the boss in order to make it to the day. The blood lust feature is removed currently. But I'm going to see during beta testing to see if this is a good idea.
 
There has to be a better AI method that this. Or at least, a way to get rid of the lag caused by this one.

Interesting night time theory. Why 100 seconds (1min, 40 seconds)? Is daytime is 60 seconds long that's 2 minutes and 40 seconds each wave. That's 6,400 seconds, or 1 hour 46 minutes, and 40 seconds (40 waves). This doesn't include anything before, or including the night of, wave 1.

Night time should still be skippable if all zerg died. Night time sucks because of the lighting (which is a really cool system ya got, i kinda wanna know how you did that). And the lower sight radius. Maybe make night be 60 long +2 seconds/zerg and when/if all zerg die then it goes to day. This way if you have an uber base that slays all zerg then the game can progress quickly, but if you don't have such a base, the game can drag on. This would be a form of incentive to get turrets, over masses of walls.

Secondary note: Make different buildings take up a different pathing size. It's so boring to get a perfectly grid-aligned base. If some buildings were 4x4, other 6x6, and maybe an 8x8 or two it'd force players to either have misaligned buildings (not that the mineral/terrain gen made grid-aligned terrain), or they'd have to use actual pathing sense and math (shock) and note that 2 6x6 buildings is as long as 3 4x4 buildings.
 
there has to be a better ai method that this. Or at least, a way to get rid of the lag caused by this one.
i haven't found any other ai methods that work as well as the current setup. I could increase it's efficiency, but meh its fine as it is.
interesting night time theory. Why 100 seconds (1min, 40 seconds)? Is daytime is 60 seconds long that's 2 minutes and 40 seconds each wave. That's 6,400 seconds, or 1 hour 46 minutes, and 40 seconds (40 waves). This doesn't include anything before, or including the night of, wave 1.
100 is a good base time. Killing zerg result in a 1 second removal of the timer. Speeding up the night.
night time should still be skippable if all zerg died.
it currently does skip if all zerg are dead.
night time sucks because of the lighting (which is a really cool system ya got, i kinda wanna know how you did that).
gotta get them lamps going lol
and the lower sight radius. Maybe make night be 60 long +2 seconds/zerg and when/if all zerg die then it goes to day. This way if you have an uber base that slays all zerg then the game can progress quickly, but if you don't have such a base, the game can drag on. This would be a form of incentive to get turrets, over masses of walls.
yup, this is how the game currently operates :p
secondary note: Make different buildings take up a different pathing size. It's so boring to get a perfectly grid-aligned base. If some buildings were 4x4, other 6x6, and maybe an 8x8 or two it'd force players to either have misaligned buildings (not that the mineral/terrain gen made grid-aligned terrain), or they'd have to use actual pathing sense and math (shock) and note that 2 6x6 buildings is as long as 3 4x4 buildings.
waygate is a 4x4 lol
but other than that i don't think there's any reason to make the player stress out more. I like grid-like bases d:
1234
 
Didn't realize that the night skips all together, why make zerg subtract from the night time then? Lamps don't help with the night time fog much beyond 512 (the night time effect is amazing, i love it)

Making turrets (towers in case i forget to call them turrets) and walls 4x4 is perfect, even the regenerator and generators are good as 4x4. but why not make resource nodes/tech buildings 6x6?
 
Didn't realize that the night skips all together, why make zerg subtract from the night time then? Lamps don't help with the night time fog much beyond 512 (the night time effect is amazing, i love it)

Making turrets (towers in case i forget to call them turrets) and walls 4x4 is perfect, even the regenerator and generators are good as 4x4. but why not make resource nodes/tech buildings 6x6?

Because even if you cannot kill all the zerg before the day starts, you still get some time reduced.
Walls are 2x2 xD
And minerals 3x3 wouldn't match their current scale :O
 
Level 1
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Oct 9, 2012
Messages
8
Wow this version is fast-paced, 44 sec for day is kinda not much:D. Got few questions/suggestions, if you increased wall hp that much something needs to be done with regenerators repair speed I think, and is 44 seconds for day right or is that some bug? And also, third or fourth wave with 800 hp made me go WOW, destroyed us on normal lol.
 
Wow this version is fast-paced, 44 sec for day is kinda not much:D. Got few questions/suggestions, if you increased wall hp that much something needs to be done with regenerators repair speed I think, and is 44 seconds for day right or is that some bug? And also, third or fourth wave with 800 hp made me go WOW, destroyed us on normal lol.

The difficulty affects how much time you have for days. Hell has an 18 second day Lol.
Regens are fine atm, what you need is a high tier wall as soon as possible coupled with at least 3 regenerators.

Also this version isn't too hard if you focus on the walls early, me and my friend got to wave 20 on hard with no credits :3
 
Level 1
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Oct 9, 2012
Messages
8
In my opinion its the best version so far!=) We just finished normal with a friend, and it was very fun, fast paced and thrilling. Took even less time than earlier versions.

On another note, air boss destroyed almost whole air defense and all factories with that huge splash, but we managed to hold till 50 and beat that charging boss:D(sorry for not naming bosses, I have horrible memory to names)

Thank you very much for this fun and stable version! Only thing worth looking into is the hp of walls, its too much I think, we beat normal with Ionic walls, without them losing any hp somehow.(minor bug: dunno if its just us but red crystals tend to disappear/become invisible in nighttime, although you can find them with hp bars and still mine them)

Edit: Also decreasing wave monsters made lag nonexistent, which is very nice=)
 
Last edited:
In my opinion its the best version so far!=) We just finished normal with a friend, and it was very fun, fast paced and thrilling. Took even less time than earlier versions.

On another note, air boss destroyed almost whole air defense and all factories with that huge splash, but we managed to hold till 50 and beat that charging boss:D(sorry for not naming bosses, I have horrible memory to names)

Thank you very much for this fun and stable version! Only thing worth looking into is the hp of walls, its too much I think, we beat normal with Ionic walls, without them losing any hp somehow.(minor bug: dunno if its just us but red crystals tend to disappear/become invisible in nighttime, although you can find them with hp bars and still mine them)

Edit: Also decreasing wave monsters made lag nonexistent, which is very nice=)
Dude your report is EXACTLY the response I've been looking for. Seriously you have no idea how much this means to me. I'm friggen hyped.
I'll fix the mineralz dissapearing bug if 1.27 anndddd I will be adding this:
attachment.php

For those of you who don't see it, it's a range checker! All you have to do is select anything with range on it and it will automatically display it!
 

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Level 2
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May 21, 2009
Messages
34
4/5 it's because when someone die he have to w8 for other and u play this sort of game's with friends , can u make some revive trigger only for the worker not the buildings . we play the game for 2-3 Hour and it became a bit boring , so can u make the change of worker from the credit shop to change the look of the structures or even put another 1-2 rase in the game from the credit shop so when u play it for loong u can unlock them , and evry rase to cost more credit's to unlock :p and dont get me wrong we gona play this map for a looong looooooong time but evry map need a good END to get u some sense for fullfilment so maby if u decide to add some 2-3 race in the game the last one shude be ofensive rase whit option to rise a army and shit don't known persenotly i would love that ^_^ if u are not strictly Under the shadow of the original starcraft 2 map :) and can u pute some comand to reduce the echo sound becose i dont wont to play the game on mute evrytime not only me in this i gessjust the echo reduse or somthing ? and that's all i have to say great AWESOME map ^_^ just keep going :)
 
Level 8
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Oct 12, 2011
Messages
483
Sup maddeem, it's been ages since I last posted here. Have you implemented any of my unit suggestions? Like the Broodlord, Viper with Blinding Cloud, unit that infests buildings with parasites that do damage over time then spawn out when the building is destroyed, or the unit that throws minions into your base like an Infestor does with Infested Terrans? Also, I keep telling you that you should put in the Sensor Towers that display the floating text exclamation mark, since it shows even over fog.
 
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