
Quote from INFORMATION
// INFORMATION
- Tileset: Korhal
- Genre: Assault
- Player(s): 1-6
- Dimensions: 128 x 192
- Size: Unknown kb
Quote from PLOT
// PLOT
Three days ago, Ares was invaded. You are being employed to help an allied invasion force regain control of the city. During the course of the game, you will be facing powerful minibosses, occasional counter-invasions, and a time limit that will not be kind.
Three days ago, Ares was invaded. You are being employed to help an allied invasion force regain control of the city. During the course of the game, you will be facing powerful minibosses, occasional counter-invasions, and a time limit that will not be kind.
Quote from MERCENARIES
// ALL MERCENARIES
// MECH OPERATIVE
// COVERT OPERATIVE
// INFANTRY COMMANDER
// MEDICAL TACTICIAN
// ASSAULT COMMANDER
// PSIONIC TACTICIAN
- Starting Lives: 2
- Maximum Level: 25
- Items: Accessories, Weapon (and Weapon Addon), Armor (and Armor Addon)
- Bonus Stats: Base Damage (Weapons), Attack Speed (Weapon Addon), Range (Weapon Addon), Bonus Damage (Weapon Addon), Bonus Damage Effects (Weapon Addon), Base Defense (Armor), Movement Speed (Armor Addon), Shield (Armor Addon), Bonus Armor (Armor Addon), Health Regen (Accessory), Energy Regen (Accessory), etc.
- Abilities: There will be 6 Abilities available to each mercenary. The [T] ability will be available from Level 1, while the others will become available as the hero gains levels.
[Q] will do 100% damage to Light enemies and 50% damage to Armored enemies.
[E] will do 100% damage to Armored enemies and 50% damage to Light enemies.
[R] will be a passive self-buff with an activated effect.
[T] will be a non-combat ability meant to save or protect the mercenary.
// MECH OPERATIVE
- Health: 475 (+4.4%/level)
- Starting Weapon: Gatling Gun
- Starting Armor: G1 Light Armor
- Tech Specialization: Grenades
- Abilities: 6 total
[Q] Missile Array: Fires 8/10/12/14/16 missiles at the target area, dealing 5 damage per missile. Armored enemies take half damage.
[W] Shockwave: Emits a small burst of damage around the hero, dealing 60/80/100/120/140 damage to nearby enemies and pushing them back by 1/1.5/2/2.5/3.
[E] Laser Cannon: Fires a laser beam in target direction, dealing 60/75/90/105/120 damage to all units it hits. Light enemies take half damage.
[R] Self-Repair: Passive: Increases the passive health regeneration of the unit by .2/.4/.6/.8/1.0. Active: Repairs the unit for 10/15/20/25/30% if its total base health over 5/7.5/10/12.5/15 seconds. The unit is incapacitated during this time, and can still be attacked.
[T] Flight: Flies the unit to the target location. Range: 4/5/6/7/8
[F] Launch Grenades: Launches a grenade at a target area. Each level increases the range of the grenade, as well as the base damage. Various types of grenade upgrades can be learned based on what you might need it to do (i.e. one that stuns, one that leaves resonating damage over time, one that might bounce between units, etc.).
// COVERT OPERATIVE
- Health: 450 (+4.8%/level)
- Starting Weapon: TBD
- Starting Armor: TBD
- Tech Specialization: Mines
- Abilities: 6 total
[Q] Tactical Strike: Calls down a missile strike at the target area. The range for this will be high, but so will the cooldown.
[W] Mark for Death: Applies a debuff to units in the target area, increases damage done to them and applying a long but minor damage over time spell.
[E] Sniper Round: Shoots all enemies in a line with a single bullet.
[R] Scope: Passively increases the range of the unit's attacks by X/X/X/X/X, and when activated will cause the hero to deal more 10% damage for each hit over 3 seconds.
[T] Cloak: Cloak the mercenary for X/X/X/X/X seconds. While cloaked, the merc cannot attack or use abilities.
[F] Deploy Mines: Places 4 mines on the ground at the target location. Various types of upgrades can be purchased to add buffs or debuffs (i.e. damage over time, slowing poison, etc.).
// INFANTRY COMMANDER
- Health: 500 (+4.0%/level)
- Starting Weapon: TBD
- Starting Armor: TBD
- Tech Specialization: Survivalism
- Abilities: 6 total
[Q] Railgun: Shoots a seemingly endless stream of bullets at enemies in front of the mercenary, dealing X/X/X/X/X damage for 5 seconds.
[W] Bull Rush: Charges into enemies at a target point, briefly stunning them and dealing X/X/X/X/X damage.
[E] Cruise Missile: Fires a missile in the target point's direction, dealing X/X/X/X/X splash damage to the first enemy or enemies it comes in contact with.
[R] Ironclad: Passively increases the unit's life armor by X/X/X/X/X. Actively taunts all nearby enemy units and deals damage to attackers.
[T] Barrier: Creates an immobile energy field around a target area that decreases incoming damage.
[F] Survivalism: Increases a specific stat by 100% for X/X/X/X/X seconds. The stat chosen is dependent on the upgrades the player chooses, like the other tech specs. Base stat is Life Armor.
// MEDICAL TACTICIAN
- Health: 500 (+4.0%/level)
- Starting Weapon: TBD
- Starting Armor: TBD
- Tech Specialization: Beacons
- Abilities: 6 total
[Q] Irradiate: Applies a damage debuff on a target unit, slowly draining HP of nearby enemies. Leveling this ability increases the range of the effect as well as the damage done to each affected unit.
[W] Leech: Steals health from an enemy unit to heal the hero. Each level increases the amount of health stolen.
[E] EMP Arc: Deals initial damage to target enemy (increased damage if the target is mechanical) and then branches out with electrical arcs to hit nearby enemies as well.
[R] Siphon: Passive: Increases the passive lifesteal of the unit by 1/2/3/4/5%. Active: heals nearby allied units at the cost of the hero's life.
[T] Flyby: Calls a Banshee to fly over the hero toward a target location, dropping bombs along the way. The hero will also be transported to the target location.
[F] Deploy Beacon: Creates a beacon at the target location that drains life from nearby enemy units and heals nearby friendly units. The effect of the beacon can be modified.
// ASSAULT COMMANDER
- Health: 475 (+4.4%/level)
- Starting Weapon: P-45 Gauss Pistol
- Starting Armor: TBD
- Tech Specialization: Turrets
- Abilities: 6 total
[Q] Rocket Leap: Utilizes the unit's jetpack to leap to a target area, dealing 40/60/80/100/120 damage to nearby enemies.
[W] Assault Rally: Calls down 2/3/4/5/6 Assault Reapers to aid the hero. Leveling this ability also increases the health and damage output of the Assault Reapers.
[E] Flamethrower: Shoots flames from both guns, dealing X/X/X/X/X damage to enemies in front of the hero.
[R] Speed Burst: Passive: Increases the base movement speed of the unit by .2/.4/.6/.8/1.0. Active: Increases the unit's attack speed by 100% for 5/7.5/10/12.5/15 seconds, while the unit's jetpack emits minor fire damage to nearby enemies.
[T] Smoke Screen: Emits a smoke cover from the jetpack to conceal the unit from enemy attacks.
[F] Deploy Turret: Deploys a single turret as an offensive or defensive measure. Each level increases the amount of turrets that can be deployed. Various types of turrets can also be learned to maximize damage (i.e. one that shoots a cone of fire, one that poisons, one that acts as a mortar, etc.).
// PSIONIC TACTICIAN
- Health: 450 (+4.8%/level)
- Starting Weapon: TBD
- Starting Armor: TBD
- Tech Specialization: Storms
- Abilities: 6 total
[Q] Energy Bomb: Shoots a bolt of energy at the target area, dealing 40/60/80/100/120 damage upon reaching the target.
[W] Psi Slash: Cleave attack that hits multiple units in front of the mercenary for 30/50/70/90/110 damage, and 10% of that to nearby buildings.
[E] Void Discs: Incapacitates the enemy and deals 60/80/100/120/140 damage.
[R] Berserk: Passive: Increases the attack speed of the unit by .1/.2/.3/.4/.5. Active: Enrages the hero, inreasing the unit's size and attack damage for a short period.
[T] Clone: Teleports to a target area, leaving a hallucinated clone in the caster's place. The hallucination taunts nearby enemies, but doesn't have much survivability. Leveling this ability increases the hallucination's health and increases the range of the teleport.
[F] Psionic Storm: Calls down a storm on the target area. This ability can be upgraded to include various effects on the target area, like leaving a resonating damage debuff, lowering speeds, etc.
Quote from TO DO
// TO DO
- Create 10 Weapon/Armor choices per mercenary.
- Create triggers for boss fights.
- Balance unit HP, damage, etc.
- Design mini bosses for checkpoint battles.
Quote from SCREENSHOTS
// SCREENSHOTS

The selection screen when you first start the map.

The new UI.

The selection screen when you first start the map.

The new UI.
Quote from UPDATES
// UPDATES
- 03/21/2013
Work on the map resumed. All bugs from the last few patches have been fixed, and aside from needed cosmetic changes (sounds, impact effects, etc.) the abilities are all done. I decided to scrap the data experience method and went for a fully triggered method instead. I've replaced the old exp bar with a text value as well, which I think looks cleaner. Changes were made to the UI, mainly focusing on the chat bar and unitinfo. Very basic cutscenes have been made for when checkpoints are reached. I still need to make a staring cutscene to introduce the heroes, but I'm putting that off because of all the factors involved (i.e. not being a full house game). The unit spawns are working well when checkpoints are reached, and I'm working on the randomized counter-attack triggers. I still need to set up triggers to change the NPC unit health/damage/spawn count based on the amount of players in game, however. - 05/05/2012
Redesigned the mercenary selection screen. Consolidated multiple triggers. Made better use of variables. Reconfigured HP/MP bars for the UI. - 05/02/2012
Finished all the abilities for the heroes. Three abilities are glitched slightly, but it shouldn't take too long to fix them. - 05/01/2012
Finished the "Deploy Mine", "Deploy Beacon", "Life Leech", "Survivalism", and "Siphon" abilities. The tentacle on the Medical Tactician's "Life Leech" ability attaches to the unit incorrectly, but I'll fix that another time. - 10/28/2011
Redesigned the Medic's R ability, basically giving it what the Psionic had. Psionic's R has been changed, too, to something that will hopefully be a little more fun. - 10/27/2011
Changed the Medic's T and F abilities. Modified the Covert's F ability. Found a bug where using the Assault's Q ability allows the unit to walk over any terrain regardless of height. Finished the spawn triggers for the allies at the dock and the enemies at "Tier 1." Working on balancing the units at the moment. Added Veterancy levels to the regular units. For some reason sharing experience doesn't really work well at all (setting the Shared Fraction to 1 only shares .1347 or something, and setting it higher makes the heroes gain negative experience). I'm not sure how I'll fix it, or if I just end up having players killing units for their own experience without help. - 10/10/2011
Finished the Railgun and Void Disc abilities. Also fixed the bugs with Flight, Clone, and Rocket Leap (though it now looks like the hero takes a face-dive into enemies, so I'll need to fix that). Found a bug where the Skybox was impossible to change or see (and if I pulled the camera back, the floor disappeared, even in game), so I had to just change the tileset but keep my current textures. So far that's been an easy solution, but still not sure where the sky went. Also working on a new trailer video for it. I realize that's jumping the gun a bit, but it has been good motivation for me to finish minor things now so they'd look better for the video. - 10/05/2011
Resumed work on the map after a long break. Started with finally taking on the SC2Layout code. After a couple days, I've actually completely redone the UI from scratch, so just about everything in-game will be made just for this map (exceptions being smaller things like the various BNet menus and whatnot). - 04/25/2011
Got the custom health bar display working. I'll try to post some screenshots of it, tonight. It is small and simple, but will be helpful. Finished the preliminary merchant window. Rather than doing it through Data, I'll be doing everything through Triggers. A player will still have to walk up to the building to buy and sell things, but I'll be taking care of the purchasing and all via Triggers. Finished the UI for the "F" ability augments. I decided not to give them hotkeys, for now. The one major problem I'm having is that I want to change the buttom image to something custom, but for now just putting an image over it works. Started working on the next terrain area. I ran out of space, so I had to move everything down as far as I could, and had to place the doodads over again (interestingly enough dragging them all at once was impossible. Started working on a new character selection idea. I like the simplicity of the current system, but I also kind of like the idea of seeing the unit standing there as you cycle through them. - 04/22/2011
Just finished the damn "Flight" ability for the Mech Operative. I tried every way I could think of to exploit it since it uses Triggers to move rather than the Data Editor. I may need some Trigger guru help when I'm done with the rest of the abilities to help come up with a better way of possibly doing it, but for now the ability works like a charm. - 04/19/2011
Finished the teaser trailer for Invasion: Ares. - 04/12/2011
Finished the "Cruise Missile" ability. Apparently deleting Mover overlays crashes my editor, but ultimately they had no affect on my missile animation, so that's good. For some reason, the missile wont show an impact animation or play a sound on impact, as well, even though it did a few tests ago. I must have changed something but I'm too tired to check now. I've also finished retexturing the Psionic Tactician (Prison Zealot). The changes aren't huge by any means, but I prefer how he looks now. I can't seem to find the Prison Zealot's blade texture in the Assets, and I want to edit it if possible, so if someone knows where that might be, let me know. - 11/20/2010
Finished QWER abilities on the Mech Operative and the Assault Commander. I still need an "Active" R for the Infantry Commander and a T for the Assault Commander. I'm also not too sure how I'll do "Mark for Death" just yet (without Triggers). Surprisingly despite being busier, I've managed to do more work on this map ability-wise than I have since I started it. Go figure. - 11/04/2010
Finished the ability lists for all the existing mercenaries aside from the Assault Commander. Work is still slow on this project due to real life necessities, but I am again confident that I will see this completed in the future. Once I figure out why the hell my abilities wont level properly, I can finally add everything. - 10/31/2010
Added 3 abilities, thus completing the Psionic Tactician 's list. Work on this map has slowed down as I seek employment. Not to fear, it will be finished. - 10/21/2010
Added 6 new abilities. Moved the Psionic Tactician's "Charge" ability to the Infantry Commander, and renamed to "Ironclad" while adding a passive buff to it. Still having issues with the ability leveling, and not sure why. Perhaps it is because I'm missing requirements? I have no idea. - 10/18/2010
Added a screenshot of the mercenary selection. Reworked 2 abilities and added a new one for the Assault Commander. Considering adding 4 more mercenaries. Having trouble with the ability leveling in the data editor. - 10/12/2010
Added 6 more screenshots of the terrain. I'm starting to add the abilities in a level-up fashion (similar to LoL or DotA), but haven't done more than the Infantry Commander yet. - 10/11/2010
Added new abilities to current mercenaries, and added 2 more mercenaries to the group. Also changing this to a 6-player co-op rather than 4-player. - 10/05/2010
Added basic abilities for each Mercenary. I may have each of them have one ability that has upgradeable qualities, i.e. the grenade for the Commander and turret for Covert Op. Maybe the Mech's seeker missiles can be upgradeable in that you can learn to shoot more at once? I'm not sure what I'd do with the Medic, though. Would anyone even want to play a healer? - 10/05/2010
Thread created. Still planning the various upgrades and stats for each unit. I want to finish the terrain before I start doing the data editor stuff for the abilities. Looking to Panzer_Kavalier's Normandy Invasion for inspiration. My interest in this map is high, so hopefully this doesn't become yet another incomplete and unreleased project. The triggering seems simple enough, so I doubt I'll have an issue there. Hopefully I can come up with at least 6 techniques per Mercenary, though.
Post has been edited 41 time(s), last time on Nov 19 2012, 6:25 pm by DevliN.


Myself