
I honestly just made this map to get used to the editor but I ended up having a lot of fun once I started testing it. I'd like to thank everyone for the feedback. However I do believe that stacking, if properly implemented, could be a very entertaining feature. I had fond memories of "lights off" stacking in Brood War and added it to this map as a novelty more than anything else. The platforms are just so long that you really don't need to conserve space. Stacking: Someone mentioned that stacking is more annoying than useful and I'm inclined to agree to an extent. It might be a limitation that Blizzard will have to take care of but I'll see if I can find a workaround. I have a couple things in place already but I simply need more time to test before I can squash all of these types of bugs.Ĭrash bug (Spine Crawler on top of enemy unit): I'll check this out later but I haven't had this happen yet. I'm still working on fixing all of the small pathing/stuck issues. This is actually the strategy I use when I transition from the Tank level to the Stalker level. You might want to be careful to open up your maze on the big unit levels then make it tighter on small unit levels. Remember that Spine Crawlers can uproot and move around. Right now, though, just build your mazes with enough space for tanks to pass through. I only have 10 levels planned which means the map will last, at most, 5 minutes. In short, the map is meant to be fast and short. If you aren't ready to build fast you will lose within the first minute of the game. I'm not a fan those slow defense maps with 15-20 seconds in between levels and an entire 2 minutes before the first level even starts. Time issues: The map is meant to be extremely fast-paced. In the future I may choose to do away with big units altogether or simply make them less punishing. Try making more space between your Spine Crawler walls. If you build your maze too tightly the Siege Tanks will rip you apart. Siege Tanks attacking is more of a design decision than a balance issue. Getting attacked: I've attempted to balance the damage and health of both Spine Crawlers and the enemy units to ensure that 1) players don't block and 2) players can still build somewhat good mazes. I'd classify the current difficulty as "Hard" or "Very Hard" however it's still very possible to beat if you have a good strategy. I realize that it's not well-balanced for new players. Some people have been having trouble with the map's difficulty. The map should be playable over BattleNet2.Īs soon as Tomed approves it I will add the new version(eventually merge it with what Tomed did) so that we can start testing/tune the map easier.Īnd btw, stacking is the only way to win this map. Added custom enemy units count and type for each level so that they can be customized as desired Added Max Levels value mainly for testing/level limit Improved Win Condition( now it test the number of remaining enemy units ) Added leader board that displays the number of kills for each player Set a number of reward workers that can be customized for each level Set a number of starting workers for each player and create those dynamically on map start Set a general next level timer in seconds( can be customized for each level but needs extra coding ) Set a start timer in seconds and start timer window I've changed the map to include the following possibilites:

I suggest giving slightly more time initially to set up maze, and then removing invulnerability of spawned drones and uprooted crawlers.

Pretty much like that - "O" is the drone spawn point/cluster and then stack the rest of the crawlers in the middle section. Double-wall spine crawlers on the entrance/exits and even Hellions can't roast through them. They count as buildings so Thors/Ultas cannot pass through. Not once did blocking spine crawlers take damage, so that needs to be fixed to up difficulty. On levels with massive units (Thor, Ultralisk), take a couple drones, morph them into spine crawlers, uproot, and use that to block. If you build a few "lines" up from where drones spawn and make a short maze (once going left, then once going right), and then use your drones to block (more as they spawn mid-level), then you can hold off all attacks because incoming (non-massive) units cannot destroy or bypass blocking drones.

Afterwards the rest of the levels were just too easy because spawned drones block too efficiently. I found the first wave to be the hardest.
