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MineralZ 1.55(f)


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*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 4
Joined
Jul 11, 2013
Messages
113
You mean the sixth boss? Spoilers -River Song.

Look up a dozen or so posts to see, unless it was a public message between Maddeem and I, in which case look on Maddeem's profile's public comments. Lastly I could've said it to Maddeem in PM, in which case ask him.

I know what wave 60 is, but not sure when someone said 61+ to 70.
 
Level 4
Joined
Jul 11, 2013
Messages
113
Holy hellfire, wring my horns and brand me. That sounds awesome Maddeem! ;x

Don't forget to add where Host can pick whether to allow all players to vote difficulty, or if Host can select it him/her self.
 
Level 2
Joined
Feb 27, 2014
Messages
16
omfg new v coming O.O <3,
anyway pls fix the lamp upgrade,
such a cheap upgrade (10.10.10.10) and it takes like 2 minutes to upgrade :/
anyway keep up the good work love the map
 
Level 2
Joined
Jan 22, 2014
Messages
16
Maddeem, I'm working on a new iteration of my terrain generator to use cluster based generation. Once this is done I hope that I could join you on this project. This assumes that vJASS can be removed from the project, which as of the last unprotected version you've given me is completely possible.

im sorry i have only started actualy mapmakeing last month (evin after owning wc3 for like 5-7 years(and playing bnet for a year)) i have no idea what vJASS evin is, can somone enlighten this noob o.o also im always willing to help test, i quite frequintly find gliches bugs and abuses for things bee it by luck or thery
 
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Level 4
Joined
Jul 11, 2013
Messages
113
im sorry i have only started actualy mapmakeing last month (evin after owning wc3 for like 5-7 years(and playing bnet for a year)) i have no idea what vJASS evin is, can somone enlighten this noob o.o also im always willing to help test, i quite frequintly find gliches bugs and abuses for things bee it by luck or thery


It's just another scripting syntax, that's all. ;d
 
Maddeem, I'm working on a new iteration of my terrain generator to use cluster based generation. Once this is done I hope that I could join you on this project. This assumes that vJASS can be removed from the project, which as of the last unprotected version you've given me is completely possible.

Yeah man, I'm down for that. It's been a while since I've developed with someone else.
 
Level 4
Joined
Jul 11, 2013
Messages
113
Maddeem, I always wondered, is that a gorgeous little Zergling trying to om nom it's way through a sweet sugary rock shield? <3 <3 <3
 
Level 2
Joined
Jan 22, 2014
Messages
16
hmm that remindes me of something... thare really needs to be something for players to do in the event of a death, like maby evin a small minigame or controlling a mini zerg or somethin, its rather boreing if your playing a public game with friends and some noob tunnels into your base, opening up a path for the zerg, AND you got to wait for your friends to finish to rmk or play something elec
 
Level 1
Joined
Mar 11, 2014
Messages
4
have noticed that collection speed have breakpoints:
lvl0=5.25s
lvl1=4.5s
lvl2=3.5s
lvl3=lvl4=3s
lvl5=2.5s
lvl6=2.25s
lvl7=lvl8=lvl9=2s
lvl10=lvl11=...=lvl16=1.5s
lvl17=lvl18=...=lvl25=1s
it means upgrade from 2s to 1.5s cost lvl8+9+10=1584, from 1.5s to 1s cost lvl11+12...17=16471, all higher upgrades is a loss
(version 1.3)
 
Level 1
Joined
Mar 11, 2014
Messages
4
Y, lowering profit we can see in this lvl^3, np with this. I just want to say if u going to upgrade mining speed for lvl 13 , u just get 1.5s, not 5/(1+13*0.25)=1.17s, this way u lost 4059 enzimium, this not so hard to gather so much, but it's useless. (sry, my english not so well, i hope u can understand)
 
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Level 1
Joined
Mar 29, 2014
Messages
2
Hi, new to the map and the forum, I really love the map and was wandering how can you increase the amount a droid mines?
 
Level 1
Joined
Mar 29, 2014
Messages
2
Droid mines can't be increased in number as they are limited to being placed on mineral nodes. There is a good number of mineral nodes. Unless you are talking about the amount of minerals they give which is indeed needed to be changed to a comparable level with manual mining rates (mayhaps 25% of manual rate?).

Thanks for the answer but I was actually talking about the small robots you buy in the credit shop (sorry for the misunderstanding)
 
Level 2
Joined
Jan 22, 2014
Messages
16
thayre good early on but by the time you get them reserched, unless you mob them thayre almost useless. thayre good tho for foucasing enzyneum for speed tho while you get others for more inportant things
 
Level 2
Joined
Jan 22, 2014
Messages
16
i try to get it asap aswell but A) it takes along time to reserch B) its hard to split time mineing each mineral and split it up for walls basic towers and ect and C) its expencive.

also i may have discoverd a bug, i built alot of tesla towers (my normal strat) and only the ones near the attacking one funeld the attack into it not all of them down the chain, im not shure if that was entenchinaly added for people with tesla spam strat or not but i had wasted some 2-3k mineralz on teslas only to have those few do ainything.
 
Level 2
Joined
Jan 22, 2014
Messages
16
*sigh* gona miss it then. its handy for those anoying air. i used to build a 360 wall of em around my base and be protected from all sides...

(remembers the time he 1 shot the final boss on easy with them) good times.... good times....
 
To sound like a broken record; All tooltips need to be iterated over to make sure they are correctly typed. This includes text color (if any), as well as costs, hotkeys, and most importantly the missing attack information that can be found on the melee tooltips (|cffffcc00Attacks land and air units.|r).Also, it would be nice to see several end-game strategies to remove any and all balance issues. There shouldn't be a single strat that's stronger than the others (in this case, the old strat of coils).
 
Level 2
Joined
Jan 22, 2014
Messages
16
ainy knowlage on the progress of the newest ver? (secretly hopes that the bio mech-hybrid has stat gain per level and the bio reserch center actualy has something to do in it) maby as you said it would be required for some end game stuff and upgrades. also i found a bug again i think. when a unit that is mind controlld kills another unit your builder gains exp. maby its not a bug because maddem had it set so builder dosent get stats per level so idk if its a wc3 mechanic or not. just sayin this incase it hasent been found yet
 
Builder Experience Disabling

Maddeem forgot to disable experience gain for the builder. Yes you can disable experience gain for a single hero, it's how Blizzard does it with the campaigns.
  • Jass:
    native SuspendHeroXP takes unit whichHero, boolean flag returns nothing
  • GUI:
    • Hero - Enable/Disable experience gain for Your_Hero
Note that the GUI function calls the BJ below:
JASS:
function SuspendHeroXPBJ takes boolean flag, unit whichHero returns nothing
    call SuspendHeroXP(whichHero, not flag)
endfunction
 
Level 1
Joined
Apr 28, 2014
Messages
3
Hello !


I started playing this game with a friend a few days ago, and I'm totally having a blast. We have a little problem though, we keep getting slaughtered at wave 30 (the Sludge boss). This lil' fucker keeps shifting through our fortifications and invading our base and killing our poor miners even though we got a shitload of defense. This afternoon we had like more than 15 Inferno Towers upgraded to the last tier, as well as 3 max-leveled Reaper Turrets, fully supplied with a shitload of cores and regenerators. We always pass the 29 others waves without any problem, the waves usually can't even reach our walls before being killed. But this Sludge fucker keeps teleporting around our base and reaching for our characters !

It's a shame since the 29 waves from before are kind of too easy, but this one is overpowered. Is our technique bad ? Is there a special way to defeat this boss ? Special turrets to buy, special buildings.... ?

Thanks in advance for the answer.
 
Level 2
Joined
Jan 22, 2014
Messages
16
Yea sludge is one of the worst of them in my opinion. It has a passive mana degen aura hiting towers and it makes them not attack the same thing every attack. The mirror image is also annoying but if you know bliz mechanics you can pick out real one with ease. A workaround for the main degen affecting towers foucas... Manually target them with right click. Its got fast regen so you got a keep clicking on it. (Sorry if spelling of words is off, my phones got auto spell corect
 
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Level 1
Joined
Apr 28, 2014
Messages
3
Thank you very much for the answer, can you be a bit more specific about the mana debuff please ? Does it actually drain the turrets' mana ?
And second question : do we have to only kill one of the one-billion copies of the boss ? And if so, how can we detect which is the real one ? I'm quite familiar with the Blizz mechanics but I haven't picked up any information about this (I'm each time trying to get my miner to safety instead and can not be focused on all the umpteen-copies' lifebars)
 
Level 2
Joined
Jan 22, 2014
Messages
16
the copys are mirror images, thay take more damige then the normal one and the fakes deal less damige, but thay still got the anoying hp regen. i beleave (not 100% certan) that the real one cannot phase threw walls when it makes them. and before the night starts, move your miner to as far back away from the wall as posable. you need to kill the real one for the night to end. the mana degen is a aura that does nothing but a trigger is in place that buildings efected by it loose some mana per second ( dont know how much) but sence it requires full mana to attack it causes enough of a delay to make the towers stop, then when it attacks again it will be some random other target. so manualy targeting them with the towers is the best way to kill it. (hope this one helps beter then the last post :D)
 
Level 1
Joined
Apr 28, 2014
Messages
3
That's great, we're going to try it right away ! We'll try to detect which one is the real one and focus the shit out of it.
Thank you very much for the help !
 
Level 1
Joined
May 13, 2014
Messages
2
Is there any way to defeat Night 40 boss without much casualty?

The only time my friends and I have defeated the boss and was in a position to continue playing was when the boss was focused on the walls and our rocket turrets being in range to shoot it down slowly; instead of the boss flying around AoE clearing our base (all our swarms of rocket turrets dedicated to eradicating this boss, followed by the rest of our base by its wormlings as well).

Usually the latter situation occurs and even if we managed to build enough rocket turrets to kill the boss, our base would be in such a state that we would require substantial rebuilding to hold out for longer.

Would appreciate any tips!
 
Level 1
Joined
May 13, 2014
Messages
2
Dozens of rocket tier 3 turrets, surrounded by regenerators with max tech. I'll admit I haven't played much since adds were added to the boss waves though.

Does regenerators actually save the rocket turrets though? It seems to just 1 hit everything except except walls in my various encounters with the boss.
 
Another Playthrough, Another Suggestions List

First of all, the map is not abandoned, because as soon as Maddeem is done with it I'm going to take over development.Here is a list of bugs and suggestions:
  1. The displayed cost for mineral factories is incorrect.
  2. Remove the upgrade for mineral capacity and mining spells and replace them with dummy spells. This reduces the number of objects the game has to load, while removing any limit to how high you can go in those researches.
  3. Please, follow Blizzard's standard of telling what a unit can attack. This tells players what turrets are good for what units.
  4. Also enable thermal turrets (or fission turrets) to also attack air, as there currently is no dual attacking turret.
  5. Redesign the waves! Please cut the number of waves in half, making a boss every five waves instead of the current ten. This allows for faster gameplay. You could even slightly increase the time between waves to compensate.
  6. Make the waves randomized among a set of types like normal, siege, ranged, and air. Each type can have several different units, one of which is picked for the wave. In order to make this balanced all zerg units should be turned into a hero (or improved with an upgrade) so that they are all at the same level of strength for any given wave. Also, you might want to disallow siege and air waves being picked before the first/second boss (first if you don't half the number of waves, second if you do).
  7. Improve the terrain generation slightly by allowing the temple, tel-naga shrine, and other special features to appear anywhere on the map instead of their current corners. You'll have to make sure to put in measures to keep them from spawning in the pathways/center.
  8. You should have two sets of walls, one that has normal cost, and the other that has the 50% reduced cost so the map looks cooler with an updating tooltip.
  9. The bioengeening facility is shown as able to be built, but the requirements for it can't ever be met. Allow them to be met, or remove the building from the list of buildings the builder can build.
While I know you won't implement all of this (laziness mostly a factor), I hope that you at least address the bugs. It is better to update the map with bug fixes, than it is to add new features and more bugs.
 
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Level 1
Joined
May 21, 2013
Messages
2
Thanks!

First of all, the map is not abandoned, because as soon as Maddeem is done with it I'm going to take over development.Here is a list of bugs and suggestions:
  1. The displayed cost for mineral factories is incorrect.
  2. Remove the upgrade for mineral capacity and mining spells and replace them with dummy spells. This reduces the number of objects the game has to load, while removing any limit to how high you can go in those researches.
  3. Please, follow Blizzard's standard of telling what a unit can attack. This tells players what turrets are good for what units.
  4. Also enable thermal turrets (or fission turrets) to also attack air, as there currently is no dual attacking turret.
  5. Redesign the waves! Please cut the number of waves in half, making a boss every five waves instead of the current ten. This allows for faster gameplay. You could even slightly increase the time between waves to compensate.
  6. Make the waves randomized among a set of types like normal, siege, ranged, and air. Each type can have several different units, one of which is picked for the wave. In order to make this balanced all zerg units should be turned into a hero (or improved with an upgrade) so that they are all at the same level of strength for any given wave. Also, you might want to disallow siege and air waves being picked before the first/second boss (first if you don't half the number of waves, second if you do).
  7. Improve the terrain generation slightly by allowing the temple, tel-naga shrine, and other special features to appear anywhere on the map instead of their current corners. You'll have to make sure to put in measures to keep them from spawning in the pathways/center.
  8. You should have two sets of walls, one that has normal cost, and the other that has the 50% reduced cost so the map looks cooler with an updating tooltip.
  9. The bioengeening facility is shown as able to be built, but the requirements for it can't ever be met. Allow them to be met, or remove the building from the list of buildings the builder can build.
While I know you won't implement all of this (laziness mostly a factor), I hope that you at least address the bugs. It is better to update the map with bug fixes, than it is to add new features and more bugs.

Thanks for reassuring me! I love this map so much as it is and its great to know its still in development.... The things u listed are great! And I hope you will be able to accomplish them.
 
Level 4
Joined
Jul 11, 2013
Messages
113
First of all, the map is not abandoned, because as soon as Maddeem is done with it I'm going to take over development.Here is a list of bugs and suggestions:
  1. The displayed cost for mineral factories is incorrect.
  2. Remove the upgrade for mineral capacity and mining spells and replace them with dummy spells. This reduces the number of objects the game has to load, while removing any limit to how high you can go in those researches.
  3. Please, follow Blizzard's standard of telling what a unit can attack. This tells players what turrets are good for what units.
  4. Also enable thermal turrets (or fission turrets) to also attack air, as there currently is no dual attacking turret.
  5. Redesign the waves! Please cut the number of waves in half, making a boss every five waves instead of the current ten. This allows for faster gameplay. You could even slightly increase the time between waves to compensate.
  6. Make the waves randomized among a set of types like normal, siege, ranged, and air. Each type can have several different units, one of which is picked for the wave. In order to make this balanced all zerg units should be turned into a hero (or improved with an upgrade) so that they are all at the same level of strength for any given wave. Also, you might want to disallow siege and air waves being picked before the first/second boss (first if you don't half the number of waves, second if you do).
  7. Improve the terrain generation slightly by allowing the temple, tel-naga shrine, and other special features to appear anywhere on the map instead of their current corners. You'll have to make sure to put in measures to keep them from spawning in the pathways/center.
  8. You should have two sets of walls, one that has normal cost, and the other that has the 50% reduced cost so the map looks cooler with an updating tooltip.
  9. The bioengeening facility is shown as able to be built, but the requirements for it can't ever be met. Allow them to be met, or remove the building from the list of buildings the builder can build.
While I know you won't implement all of this (laziness mostly a factor), I hope that you at least address the bugs. It is better to update the map with bug fixes, than it is to add new features and more bugs.

Tesla Tower attacks air. :c
And the Bioengineering building can be built, it just has no upgrades in it yet to be used.
 
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