Staredit Network > Starcraft I Database > File: Storm the Fort AS-v23

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Storm the Fort AS-v23
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Filename: Storm the Fort AS-v23.scx
Filesize: 94.12KB

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File Information
General
Uploaded on:Nov 25 2009, 9:57 am
Uploaded by:Dabbu
Author:Not Given.
Downloads:272

Map-Data
Tileset:Jungle
Dimension:192x96

Forces
Lefties
Human (Zerg)
Human (Terran)
Human (Protoss)
Rightonians
Human (Zerg)
Human (Terran)
Human (Protoss)
Lefty Fort
Computer (Zerg)
Rightonian Fort
Computer (Zerg)

Map-Statistics
Units:313
Triggers:667
Locations:127
Strings:899
File Description
This is a massive revamp of the S0.4b version. For all you Storm the Fort fans.

A big change is in how revives factor into team mate income after an ally is permanently killed or leaves the game at some point.
As it was before, players would get unreasonable income after their team mates died and left the game.
Now there is a full incentive to kill players because it will lead to a permanent penalty for the enemy team.

Part of your kills score as a hero goes toward the joint combat effort pool.
This way if one player is focusing on building, he will still get some extra income from allies who are getting kills.
Killing ally or idle/non-threat units doesn't give you any cash. You won't lose cash for killing ally units.

Other changes include better terrain symmetry and non-order-disruptive (of nearby units) unit spawning.
Also trigger optimizations.

There is an alternating score board, showing
- Any Units Killed, including buildings: "Kills"
- Hero Deaths: "Deaths [5 max]"
- Heroes Killed: "Frags"

The "Dropship" is the Valkyrie unit, because it doesn't care if it's being shot at, so it stays on course.
It unloads units 4 at a time, and attempts to drop them on vacant terrain, so you are less likely to get stuck in your own units.
You cannot enter the Dropship in this version.
It has high armor while in transit, and reduced armor while unloading. It doesn't give sight while in transit.
You will hear the Valkyrie voice when the base sends reinforcements.

Hyper triggers run at 12/s now instead of 10/s (fastest game setting). This makes the map a bit more responsive.
However it does effect the protoss minion shields regeneration, making them harder to kill.

A Reaver is used to toggle between enter/exit vehicle state, by building a scarab ( shortcut 'R' ).
Using this unit made it possible for the triggers to reset the state back to "exit" after the heroes vehicle dies.
People (including myself) would often die by unwillingly hopping into an SCV or some other unit when trying to run back to base. Well no more!
At a glance, if the Reaver wire frame is RED that means it's set to EXIT mode, if it's GREEN then it's set to ENTER mode.

When entering Vultures and SCVs you now displace the driver! These 2 vehicles will not run away after you exit them.
They will become 'idle' units when left unattended (retaining the color of the last player in control). It's possible for the enemy heroes to hijack them.
If you want to give an SCV back to your base, just leave it close by the heal beacon, a civilian will pop out sooner or later and take it.

The bottom-left and top-right corners have a secret unit, which needs to be fixed at the heal beacon before it's fully functional.
Nothing too serious, just something fun to do.

All Images

Comments
Falkoner wrote on Jan 8 2010, 2:13 am:
Tried this version out, serious improvement, no longer does losing a teammate mean the other players suddenly start owning you, and the SCV creation rate is a lot faster, so control of the middle for even just a minute means a nice income, also, the middle is MUCH harder to gain control completely over :)

[02:49 am]
Ultraviolet -- "Not many people know this, but I actually got the idea for my mustache after seeing the end of a paintbrush for the first time." :lol:
[2026-3-08. : 1:15 pm]
NudeRaider -- literally Hitler
[2026-3-08. : 12:54 pm]
Oh_Man -- this is a work of art: https://youtu.be/NmjrfXO0mdk
[2026-3-08. : 12:10 am]
Ultraviolet -- "often was always pretty cool" 60% of the time, it works every time :shifty:
[2026-3-07. : 11:26 pm]
NudeRaider -- The visuals are good, the animation is terrible: the movement is off, the impacts in battle scenes have zero weight to it, the lip sync is right up uncanny valley. But yeah, considering what it is it's pretty good overall.
[2026-3-07. : 6:24 pm]
Oh_Man -- https://youtu.be/pPZafFJOi48 crazy good
[2026-3-07. : 9:51 am]
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[2026-3-07. : 9:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
[2026-3-05. : 8:45 pm]
NudeRaider -- Nekron
Nekron shouted: NudeRaider not that the og sc1 campaigns are particularly good mechanically but cmon, SC2 map mechanics are the opposite of fun
There's many parts to it. I think the raw rts gameplay of sc1 is unsurpassed to this day. And I too never liked that sc2 missions always rush you in some way or another, because I like to take my time. However I still have to admit that they way they did it often was always pretty cool. Like lava rising and receding, a huge-ass mothership destroying bases, undead coming at night, just to name a few, those are definitely creative, so I'm sure there's people that liked it. But that's not even what I meant. It's the unlocking of new features and upgrades and choice which map to play next that made it so much more motivating for me.
[2026-3-05. : 6:49 pm]
Nekron -- like the train maps, enemies just kind of come at you (I'm not sure if there is a real enemy base, there might be one just on a technicality - you are to never interact with its production) and then you gotta chase trains for lulz
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