SQUAD DEFENSE
Choose one of eight squad commanders, each with a unique set of 6+ units available for purchase into their squad. Each commander has a primary, secondary, and passive ability for inflicting mayhem and protecting themselves. You will be tasked with defending your headquarters against 30 waves of troublemakers and rabble-rousers.
SPECIFICATIONS
- Players
1-5 - Map Tileset
Space - Map Size
256x256
INTRODUCTION
You begin the game humbly, with a mining station, miner, construction unit, commander, headquarters, and 500 minerals. You must quickly turn this into a profitable defense capable of withstanding 30+ increasingly difficult waves. In the early stages, one should attempt to build as strong of an economy as possible while still managing to survive. Later on, it will become necessary to have very strong defenses built up.
FEATURES
- Eight (12 planned for final version; may not end up making that many) unique squad commanders with different abilities and squads available to choose from
- Beacon purchasing system for squad units; units priced according to one of six tiers (100, 200, 300, 500, 1000, 1500 minerals)
- Squad Commanders and units respawn inbetween rounds
- Squad Commanders start with three abilities, each upgradeable five times. Final upgrade generally bestows some sort of increased ability
- All Squad Commanders start with a builder unit appropriate for their race. Builders are capable of building defensive buildings with high armor. These buildings can be essential to survival, especially in early stages
- Defensive buildings do not respawn if killed, but they do regenerate HP and shields inbetween rounds
- Resources mineable from your mining station. Additional workers cost 500 minerals each
- Gas is a precious resource, considerably harder to attain than minerals. It is used for upgrading unit abilities and squad commander abilities
- Enemy color coding system: green is easy, yellow is medium, and red is hard
- Visual display on map of upcoming/current round with round's incoming sends displayed nearby for reference
- Mineral <-> Gas exchange system
- Many EUD changes to various facets of the game. Unit ranges: on average, ranged units have 1-2 more range than they previously had, though there are more extreme outliers. Certain spell casters have gained attacks or changed abilities. Buildings respond to armor and attack upgrades. Some units have gained splash attacks: Marine, Veteran Marine, Goliath (air), Advanced Goliath (air), Special Ops, Ghost, Grenadier (Hunter Killer), Duran, Duran Clone. And a few other miscellaneous changes.
DETAILS
- Squad Commanders
• Gui Montag Infantry - Terran infantry build, low health units focused on bunkering up and killing from afar
• Edmund Duke Artillery - Terran vehicle build, medium health units with good range and damage
• Infested Kerrigan Brawler - Zerg air focused build with powerful spellcasting abilities
• Unclean One Grenadier - Zerg melee and range focused build with powerful spellcasting abilities
• Zeratul Warrior - Protoss ground focused build with late game mind control ability
• Tassadar Psionic - Protoss ground focused build with strong shields and psionic abilities
• Special Ops - Terran build, focused on long range attacks and special abilities
• Infested Duran Hybrid - Mostly zerg build with some terran influence, has a mix of powerful range and tanks - Special Abilities
• Primary Ability - Generally a short cooldown quick attack ability
• Secondary Ability - There is a greater variety here, but usually these are high damage abilities with greater cooldowns
• Passive Ability - These are usually defensive abilities with some sort of regeneration and long cooldowns - Squad Units
• Six purchaseable tiers of units, each commander generally has one unit from each tier available for purchase into their squad
• Units stats and price scale according to tier, generally late game you will only be using tier 4+ units
• Units sellable for 50% mineral refund - Unit Upgrades
• Each commander has appropriate buildings for upgrading their units
• Weapon upgrades are more expensive and take longer than armor upgrades
• Unit abilities and squad commander abilities cost gas to upgrade
SCREENSHOTS

Map layout

Squad Commander Selection

Start mining ASAP

Commander Special Abilities described in Mission Objectives

Fight the good fight

Make sure to keep up with your armor upgrades

Storm can be your best friend

Defensive buildings are invaluable during the early game

Always keep detection on hand for those cloaked waves

Anything can be a tank if your armor is high enough!

Power overwhelming :3

Units tend to overpower buildings in the long haul
PROGRESS
- IDEAS (100%)
- TERRAIN (100%)
- UNIT PLACEMENT (100%)
- TRIGGERS (95%)
UPDATES
- 7/9/2017
Started production - 11/21/2017
Thread creation. Beginning alpha testing. Half of the squad commanders have been implemented. 30 rounds of enemies in place at the moment. ~100 increasingly challenging waves planned as a future feature. This part of the game should not be beatable, the goal will simply be to get as far as possible. - 11/22/2017
Fixed bugs involving units respawning after the death of Headquarters. Still need to clean up strings to reflect current accurate values. - 7/17/2018
Many improvements since the last posted version (we've come forward 30 updates). Most display strings now accurately reflect incoming wave stats. Two heroes added: Special Ops and Infested Duran. Many balance changes made. Made several quality of life updates. Upgrades no longer cost time as most found delays to be irritating with the sheer amount of upgrades necessary. Added Mineral <-> Gas exchange system for those times you need one or have too much of one. Added visual display of upcoming/current round sends below the map's round counter to make that information easier to track. Not quite done with production, but almost there. The last feature I definitely want to add is an end game sequence to test the strength of builds. I also want to potentially add the Veteran Marine and Fenix as Squad Commanders, but this may or may not happen.
Made with the Map Production template.
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Post has been edited 7 time(s), last time on Jul 17 2018, 11:01 pm by Ultraviolet.
My Projects:
Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense
Legacy Projects (No guarantee of functionality in modern SC):
Pixel Adventure 2 | Space Snipers | Control the Ball
______________________________________________
Join me in Torn City
Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense
Legacy Projects (No guarantee of functionality in modern SC):
Pixel Adventure 2 | Space Snipers | Control the Ball
______________________________________________
Join me in Torn City