• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!

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 2
Joined
Jan 22, 2014
Messages
16
maddem is nolonger makeing mineralz maps? DDDDDD: the warcraft 3 i have only known for 2 years is falling apart... none of my friends i like to play with is loging on anymore, one of my faveorit maps is discontinuing it im watching the players curently online number drop or allout disapear for a short bit, and half the time i cant evin conect to bnet D:... id hate to say this but i think warcraft 3 is dead. i wish i got to see it in its prime...
 
Level 4
Joined
Jul 11, 2013
Messages
113
Just somebody get rid of the stupid vote for difficulty and give the choice exclusively to the host. It's infuriating when you host a game specifically for Hard, yet someone comes along and presses Easy to make it Normal.
 
Level 2
Joined
Jun 21, 2014
Messages
13
@ Zeatherann, if your really willing to "edit the map" why not with me?

I love remodeling maps as i mentioned weeks ago :eek: atm im very bizzy with a new farmer vs hunters version 10.0 with "-save/load" triggers (which is pretty hard on its own)

But i dont mind doing this olso as a side job. Fixing this problem about choosing difficulty for all can be fixed in les then 1/2 minuts for me, considering i made most maps with difficulty options lol.

if u do find this a intresting or any1 whos willing to add it/or wants a extra helping hand add me on "Garena+" and add my name: vivalasioux

Greetz Ge0m4nc3r
 
Purely because I doubt you'd understand my coding (not bragging; just I code differently and a lot of people have trouble following sometimes.), also because I will be reworking this in pure JASS with an imported War3map.j file (aka; no triggers in the editor, no pre-placed units, no trigger-referenced destructables, cameras, regions. Nothing preplaced more or less). I find it's easier and I can get a lot more fine tuning of the code that way.That said; if you're still interested I'm sure we could get together.
 
Level 3
Joined
May 2, 2014
Messages
28
Purely because I doubt you'd understand my coding (not bragging; just I code differently and a lot of people have trouble following sometimes.), also because I will be reworking this in pure JASS with an imported War3map.j file (aka; no triggers in the editor, no pre-placed units, no trigger-referenced destructables, cameras, regions. Nothing preplaced more or less). I find it's easier and I can get a lot more fine tuning of the code that way.That said; if you're still interested I'm sure we could get together.

Hey man! Glad to hear you are working on an update. Any idea on date of release? We have been waiting like a year, and I thought I read that your version is slightly older... Still, I understand how hard it is to do and time consuming. GL! Cant wait!
 
Level 2
Joined
Jun 21, 2014
Messages
13
Purely because I doubt you'd understand my coding (not bragging; just I code differently and a lot of people have trouble following sometimes.), also because I will be reworking this in pure JASS with an imported War3map.j file (aka; no triggers in the editor, no pre-placed units, no trigger-referenced destructables, cameras, regions. Nothing preplaced more or less). I find it's easier and I can get a lot more fine tuning of the code that way.That said; if you're still interested I'm sure we could get together.

Ofcourse i don't know about coding <3 most maps got there own coding. Im pretty used to "trying" to understand sameone els codes, thats how i learned mapmaking after all :eek:

Well add me on my email and we can discuss this better, and then perhaps add eace other on "skype" to communicate better causs it aint handy doing it in here :|
 
Level 5
Joined
Aug 6, 2009
Messages
136
Oh, really?

I always have an army of Zergs waiting just outside my barrier. Taking one on one out all the time. Figured there might've been something wrong there.
 
Request and Future Changelog

Request
If anyone wants to assist me in putting out a new version of this map please PM me. I need someone to compile all the vJASS code into a readable, pure JASS version. I don't mind having multiple global variable blocks it's that I can't parse vJASS. Once I get it all into a working state with all the vJASS converted to JASS I can then work on a list of planned changes.

Planned Changes

Subject to Change

  • Zerg

    • Waves

      1. Changes the number of waves between bosses from nine to 5.
      2. Waves will be classified into the following types:
        NormalThese waves contain melee zerg that have no special properties.
        FlyingThese waves contain, you guessed it; flying zergs.
        SiegeThese waves contain zerg that destroy natural barriers, split into other zerg, or otherwise deal increased damage to buildings.
        RangedThese waves will contain zerg that have an attack range greater than 100. The attack range will depend on the type of zerg spawned as well as the level they spawned on.
        BossThe waves that will present one boss zerg, and several other smaller minion zerg of the same type. Bosses can also be any of the other wave types.
      3. Waves will spawn a set number of zerg depending on the number of living players, and the chosen difficulty. Boss waves will spawn one boss per player regardless of the difficulty.
      4. A wave will pick a random zerg type from the list of zerg types for that wave's type. For example; A wave that is normal could pick a zergling, a mutant, or a tiny nydus wurm.
      5. A wave will have its wave type randomly picked as well. This varies the order of zerg attacking the players each game, and forces players to give up any singular strategy for combating it. It got boring having to get X Rocket Turrets by wave Y etc, every game. There will be limitations on which wave types can spawn however. Below is the list of the non boss wave types paired with the first level you can see them.
        NormalWave 1
        FlyingWave 6
        SiegeWave 11
        RangedWave 6
      6. Because of the reduced number of zerg waves, the time between waves has been increased by 50%.
    • Bosses

      1. Balancing bosses so that they can appear on any of the boss waves (if their wave type can appear of course).
      2. Bosses are essentially an elite version of an existing zerg type. This zerg type will spawn as cannon fodder to help the boss.
      3. A boss can be spawned as an elite version of itself. If this occures then there will be half (round down, minimum of one) the number of spawns of normal. This elite boss will be harder to kill.
      4. Beating a boss wave will reward all surviving players with credits for the first time they defeat the boss. Elite bosses will give double credits, though only half of them are saved. The other half are for use for that game only (as an elite boss is not gaurenteed to spawn).
      5. Bosses will no longer gain attack damage over time. Instead they will occasionally spawn more cannon fodder. Once enough cannon fodder is spawned the next wave will start without it going to day. This will only happen after enough time has passed to normally allow the bosses to be killed. Killing any of bosses will set this counter back a bit, but not reset it.
  • Saving and Loading

    • Saving

      1. You can only save during the daytime, between waves or before the first wave.
      2. Saving will save the number of credits you have permanently earned. Spending and/or giving them away will not lower this number. Gaining bonus credits from elite bosses, or being gifted credits from other players will not increase this number.
      3. Saving will save the highest wave you have beaten.
      4. Saving will lastly save the hardest difficulty you have beated as well. This is used for titles.
    • Loading

      1. You can load during any daytime, not just before the first wave. Loading will award you your saved credits, minus the number of credits earned before loading (if you loaded after killing a boss).
  • Buildings

    • Construction

      1. Attempts will be made to remove Maddeem's anti-buildjump code and still disallow the glitch to put the player in unreachable areas.
      2. Building construction speeds will be increased to compensate for the lowered number of waves.
      3. If you start construction on a building nearby to zerg the building will collapse as your builder is too scared to build there. Plan your buildings wisely between waves.
    • Upgrading

      1. Building upgrade times has been sped up to compensate for the lowered number of waves.
    • Pathing Maps

      1. The pathing map for most buildings will now include a layer of unbuilable pathing, to force more spacing. Walls are unaffected.
      2. Factories have had their pathing redesigned to only be able to be placed on mineral nodes.
      3. Mineral nodes have had their pathing changed to also include a layer of unbuilable pathing.
    • Tooltips

      1. All attacking buildings will have their tooltip updated to show what they can attack (ground, air, or both).
      2. Buildings will have their resource cost in their tooltip corrected if inaccurate.
      3. Buildings may have their resource cost as a tech requirement.
    • Resource Costs

      1. Buildings will have their resource costs looked at.
      2. Most buildings will be reduced to use less types of resources.
      3. Most buildings will see a slight reduction in their resource cost.
  • Research

    • Researches will have their research time reduced.
    • Researches will have their resource cost looked over to use less types of resources.
    • Researches will see a slight reduction in their resource cost.
    • Mining Capacity will be capped at level 5, costing 25, 75, 225, 675, 2025 of the mineral.
    • Mining Speed will be capped at level 5, costing 25, 50, 100, 200, 400 of all minerals. Each level will reduce the time it takes to mine minerals by 10%, up to 50%.
    • Regenerative Remedy will be removed, and mineral nodes will be made unkillable by mining. A method to remove them will be added as sometimes they get in the way.
  • Perks

    • Bolster Walls

      1. Will become a three level upgrade.
      2. Life gained from this upgrade changed to 10%/20%/30%, from 25%.
      3. Cost changed from 2 credits to 1/1/1 credits.
    • Diplomacy

      1. Cost changed to 5 credits, down from 6.
    • Droid AI

      1. Will be reduced to a one time buy upgrade that will allow access to building droids.
      2. Cost changed to 5 credits, from 3/4/5/6.
    • Energy Efficiency

      1. Will become a three level upgrade.
      2. Rate of power generation changed from 100% to 33%/66%/100%.
      3. Cost changed from 6 credits to 2/2/2 credits.
    • Generator Light

      1. Cost changed to 1 credit, down from 2.
    • Improved Construction

      1. Removed.
    • Life Pack

      1. Changed to a three level upgrade.
      2. Life increase changed from 300 to 150/300/450.
      3. Cost changed from 4 credits to 2/2/2 credits.
      4. Movement speed increase removed.
    • Mechanical Pickaxe

      1. Removed.
    • Revival

      1. Removed.
    • Speed Pack

      1. Changed to a three level upgrade.
      2. Movement speed increase changed from 150 to 75/150/225.
      3. Cost changed from 5 credits to 2/2/2 credits.
    • Spiked Walls

      1. Will have the spike damage changed to be a percent of the attacker's life.
      2. Spike Damage is now 2%/4%/6% instead of 5/10/15 to remove effectivness from the first two waves and add effectivness to the later waves.
    • Superior Mind Control

      1. Changed to a three level upgrade.
      2. Power cost reduction changed from 60% to 25%/50%/75%.
      3. Cost changed from 10 credits to 4/4/4 credits.
    • More cosmetic perks will be added, such as building skins.
  • Credits

    • Credits are for purchasing perks. Perks are mostly cosmetic changes such as skins for your builder.
    • Credits will be awarded by defeating bosses. Each boss will award credits equal to the wave number it was killed on, if the player has less credits earned.
 
Last edited:
Level 3
Joined
May 2, 2014
Messages
28
Increase or decrease? The factories are so freakin useless. I hope that if the robots are reduced, that the factories are increased. Its almost a waste of time if you are not planing on building 20+ early.
 
Level 3
Joined
May 2, 2014
Messages
28
What are your thoughts on also being able to see your allies mineral counts? Would help to know off hand if someone has an excess of mineral X and needs Y when you are the opposite.
 
Level 5
Joined
Aug 6, 2009
Messages
136
Also, the Flame Turret, I think level 6. Has Building Explosions as its missiles.
It gets really confusing when I look at it.
Just a suggestion.
 
Level 4
Joined
Jun 16, 2013
Messages
107
Cool I like the planned changes but how will this work ?
"Mining Capacity will be capped at level 5, costing 25, 75, 225, 675, 2025 of the miner "
Will each upgrade only increase capacity by one as usual or more ( e.g. 2,5 ) to make it more economical .

Could you add some additional upgrades to the following structures :

factory 2 additional upgrades as I like good economy

Mind-control tower 1 additional upgrade
magnet tower 1 additional upgrade
seismic tower 1 additional upgrade
the bottom 3 are mainly for the late game

When I play I find that saphharium is usually in the most demand as it is used for most structures and a large amount of it is used for walls so perhaps you should reduce the usage of that mineral .

I don't see the use of the energy shield as the monsters just attack it and kill it easily and yes I did put the shield on and had it powered with a t4 generator .

A bug or possible exploit I have used it more times then I should.

Build your base . build a barricade a upgrade it as much as possible make sure you only have one entrance and the as few zerg as possible can attack it . Now instead of building towers just build regenerators and power make sure to upgrade these and build one or two rocket towers to deal with the air wave T3 is best . Continue playing until you reach wave 10 at this point if you wall out heals the damage it receives your good . The wave will not end until the boss is killed but since you don't have any turrets you will never kill him so you can spend as mush time as you want upgrading and building defenses else where , as long as the boss is alive , your wall out regenerates the damage it takes and if there are no other entrances to your base . So from here I usually get lots of factories and build a mega for then resume by kill the boss with a tower I build later .

If you have time and feel like it I would like to see the zerg units given new models as they look kind of strange as they are a merge of several different models I saw a hydralisk and zergling combined kind of strange looking . This can also be done for the structure so the have a similar art style This serves no game play purpose and I would understand if you don't do it , just a ingestion .

How do you build a bio engineering bay I cant seem to fit the prerequisites where do you get the last two upgrades .

By how much does the seismic tower slow the zerg by ?

Thank you love the game it is very well made you should get it re-reviewed I'm sure it will get 5/5 second time around .
 
Level 3
Joined
May 2, 2014
Messages
28
The most recent update was just the thread updating so that the new owner can take control.

@Saving:
That method stalling wave 10 is one I abuse too. But it fails if the boss is in range. The boss has a damage type that increases over time. After enough hits, it can one shot a wall.
 
Level 1
Joined
Oct 2, 2014
Messages
9
My goood.... i played nearly 6 hour in thith map. All thith time me and my fryend try to found boss on 10 night. We clear map from dark places, but dont find fucking boss!
Can i ask you - wtf?:D
 
Level 4
Joined
Jul 11, 2013
Messages
113
You can save in singleplayer as long as you're online. Unless you mean singleplayer offline in the game itself without battle.net.


As long as you're connected to Battle.net, you can start the game up, play alone and still save.
 
Top