(10 ratings)
Map ReviewTerran Base Defence (Version 27)
RateScore Percent Letter
5/5 91-100 A
RateScore Percent Letter
4/5 81-90% B
RateScore Percent Letter
3/5 75-80% C
RateScore Percent Letter
2/5 70-74% D
RateScore Percent Letter
1/5 50-69% F
Overview:
Gameplay
"Terran Base Defense" is a defense/survival map that sets on the theme of starcraft's terrans in preparation in evacuating a base against zerg swarms, the main goal is survive the wave for 25 minutes until a Rescue Ship arrives, also to atleast let a few civilians survive throughout the game, game ends when goal is achieved or all civilians are killed.
"the game is actually great, both normal and overmind(hard mode) difficulties is player-judgmental which is quite not imbalance, although the units and hero upgrades is quite a few, and so as the item pickups, this suggestions of mine can somehow gear up the player in a better game quality, co-op is moderately fine same goes to replay value."
Terrain
"Terrain looks very dull, not by how its wide range but to the base it doesn't look facility-like at all, the placement of doodads such as a few trees, sewer pipes and medieval buildings brings a bad decor to the map that is a sci-fi theme, I suggest decorating it by means of replicating it from starcraft."
Management
"All out review, the map is keen to me. through play style and concept I'd take this useful for co-op players, but to revision your map, do please decor it a bit, the UI your using is a warcraft human theme, their are a lot of sites out there for you to find a starcraft theme for this game, then your descriptions, the quest menu shows blank titles it doesn't look good so type at least a logical title for it like for an example to the left 'Game Info' and the right 'Source Info', do add a CREDIT LIST, don't be neglectful to it, its like your giving a recipe without the ingredient list. and finally to your triggers, I haven't spot a bug for now but some weird issues about the map is a Rescue ship just popped out in the north-east of the map, should you at least code a trigger to hide it and reveal it after the time lapse? its up to you to fix this. Overall this is good to go."
Total Score:
RateScore Percent Letter
9/15 80% C
Status: APPROVED (Depends on Resource Moderators)
Just played this, and I have to say I like it so far, especially the original voices and how you can get every hero in single player.
If I may make a few suggestions:
A counter to keep track of remaining civilians.
Maybe add the other music tracks, just the one gets repetitive.
Are the Goliath's turrets timed or not? I know they disappear when resummoned, but sometimes they just disappear randomly.
Other than that definitely a great map.
Originally posted by schamanu
Hi, i tried your map in singleplayer and i made it to a point where only 9 minutes were left on the clock, the map is entertaining and challenging, but i would prefer to play it in bnet. It would help if you would upload your map to http://www.makemehost.com/ so people can host your map on bnet with the bots from this site. So even people who cant host on their own can be a host on bnet. Btw it would also help to improve the popularity of the map.
Looking forward to future versions of the map
Siege'd tanks cost 3 food, but only 2 when mobile.
Maybe it's just me, but I feel the Medic and SCV heroes have problems. The medic's Heal takes a while to cast, delaying further casting, so a large healing spell tends to come too late.
The SCV is always heading into melee, where he dies very fast.
I readily acknowledge that these may not come up in multiplayer, so feel free to ignore this.
I have a suggestion, change the "Combat - Acquisition Range" of the SCVs to its current attack range, so it will not engage nearby enemy units.
This map is same as this one, and it's uploaded on 7 Jul 2010 14:25.
I'd like to ask you again, if you could upload your map to this site http://www.makemehost.com/suggest-map.php. I'd really like to play this in multiplayer. I'm not sure if they would allow me to upload the map as im not the author.
Like in a lot of old tds, there is no way to make a comeback, which is also due to a lack in flexibility.
add an option to regain mana/life without medic like a fountain
you need to run to and insert break/down times like with boss waves
As I recall, Vespene Gas does not have a functionality at the moment
and the minerals income is quite unsteady. Grant minerals/sec and distribute the loot of enemies.
I implemented a Medpack item. I didn't want a fountain because everyone would camp around it. I disliked that idea, however, I agree, healing HP/MP possibilities is still limited.
Currently, they do come in waves. However, I dislike the cliché style of having time between waves. So I squished the waves together and added periodic zerglings in between them to make the game more fast paced a continuous defending style.
you spelled *Defense* wrong. It has no C in it.
you spelled *Defense* wrong. It has no C in it.
1)all tomes have Starcrafty descriptions only tome of knowledge doesn't
2)bunker cost Pop?!??!?!?!?!
3)Upkeep- Raidcool-100% Low Upkeep 70% Raidcool- 40% Low upkeep wtf?!?!
4)bunker sounds like Orc Burrows!
5) Zerg decays animation pops up after it disappears
6) Delete Unit Passage Bounds!
8)Siege Tanks have a very low Armor! too low (lower than the Auto Turrets)
9) Put the Armory in the Base!!!!!!
V 33 - New Preview Image
- Tweaked sound levels
- Added new models, sounds and icons.
- Modified how Players earn Vespene Gas
- Added Zerg Overlord unit.
- Balance changes
Overlords. When/where do these spawn?
At least not before the scissors mammots.
And until then you can hardly develop anything respectively rebuild because almost everything costs lots of Vespene Gas.
The difficulty balance is not good. First of all, it does not seem to scale with the player number.
Second, it starts off far too easy. You cannot do much within the first few minutes and you get bored by monotonous babysitting of your entrance. As soon as new monsters spawn, it gets a lot tougher and the loss of mercs/structures snowballs down hard because you are steadily confronted by waves you cannot withstand without getting more and more permanently damaged. There is no break time to rebuild/revive/heal up and the resources you have spent are easily gone for good. No chance for a comeback.
The enemy units do not engage civillians or players by themselves, they just execute an attack/move order to the center of the map. If you move the civs to an edge of the base and do not surround them with aggravating defenders, they are not paid attention to. The zerg units even return to their spawn location in case they do not find anything in the middle. Also give burrows the ability to accommodate civs.
The supply is fast consumed to the point that sometimes players would not know what to effectively do with their resources anymore. And what do you expect the user to do in order to maximize the defense/troop? Kill off one's own units and discard the spent money, so you can replace your marines by a tank?
In general increase the longevity of things....It's not good that you lose your 200 minerals merc within a second of inadvertency/lag although it could have easily been rescued.
There is not much micro included where you can make a point as the player anyway.
Nor should reviving heroes instantly collapse again, due to zergs that have surrounded the center before the hero can perform any action.
Nor should the game be over without you seeing the last thread getting cut, the civillians beating the dust....The defeat should be conceivable with good overview.
There is no reason to give them only two attacks worth of hitpoints because they will eventually meet their maker anyway without defending players.
Yes. In version 33, they spawn on wave 8 which is before the Ultralisks which are wave 12. I agree they should come earlier. The next patch has already addressed this.
Earlier Overlords should solve this. Don't forget version 33 removed Gas costs on upgrades. That helps significantly.
It does. The scaling however isn't aimed very much at making it easier for one player, but rather harder when you have a full house. This game is geared towards co-operative play, not solo play. However, I might make some improvements so solo players have a chance.
If you have no units to attract the Zerg's "agrgro" then they will seek out civilians within a few seconds.
Supply isn't everything. Repairing costs money. There are tomes, consumable items and upgrades. If you haven't looked into buying Spider Mines, Grenades or upgrades, then good luck ever winning this game.
Each unit are designed to fulfill a role. Marines simply cannot survive by themselves, and so they should not be by themselves. Firebats (especially with upgrades) can be very durable. The next patch is giving Siege Tanks (in Normal Mode) a big durability buff. Place these units in front of your marines somewhere where the Zerg are bottlenecked.
I'm a little confused. Are you saying the civillians should be more durable? Why?
Well I tested it in singleplayer as well but maybe I missed them because they also immediately retreated after landing their carriage on an edge of the base. Which will make it difficult/random to get their bounty.
Additionally it makes you keep your eyes peeled for incoming Overlords. Missing them and hence missing the gas bounty can have a big impact on the game. I feel Overlords are in a good place.
Even if you see them, they retreat fast enough that you are forced to cover the whole borders of the base with defenders that can shoot them down beforehand...Particularly because the Vespene Gas is so important
I have only had the Overlord spawn in the bottom left corner of the base
The trigger that teleports you to the Command Center for leaving the base consistently teleported Zerg directly to the CC
The path-finding needs work - walling off an entrance caused the bulk of the Zerg go to a different entrance
Units are all painfully slow, making any attempt at a "mobile defense" basically impossible
Food costs are heavily homogenized as well
I don't know about you, but in most defense games I've played, upgrades are expensive(talking around 10 or 20 times the cost of a basic defender), and are more for fighting mid-late game enemies, not something you get after wave 2 or 3. Also, having more then one level of an upgrade, for at least some of them, might help instil a sense of progression.
I never know when the Overlord appears
While I admire that you don't want to have obvious waves, there is literally no down time in this game
The Medic's autocast Heal ability is far too weak to be viable in combat; if it healed about, say, double what it currently heals(and perhaps double what it heals when upgraded), it might make her feel more useful as a healer.
The Firebat doesn't deal splash damage, was that intentional?
Heal and Holy Light of the Medic only differ in values. Why not give one a secondary effect?
We used Goliath and Scv heroes, was pretty easy and straight forward, but fun nonetheless.
Enlarge the map a little if possible, then use the outer zones for explorative measures.
I'm pretty sure this mission served as inspiration:
1. If an Overlord is killed by a Missile Turret, you don't get any gas. Often, an Overlord attacked by a Missile Turret will just vanish.
2. Ultralisks and Brutalisks have the same Collision Size as Zerglings, allowing them to easily squeeze past my hero and bunker to attack my SCV.
3. The SCV Hero's "pocket factory" has no rally point, making it hard to get the marines it spawns to fight anywhere other then where they spawn.
1. Bunkers are useless
2. Gas costs vs. income means that if I lose more then 2-3 units, I've pretty much lost the game.
4. The waves at the 4-3 minute marks are basically impossible for one player to defeat.
2. The Goliath can't attack air?