Presented By GGmano
Ive finished this DS Map, Ive bypassed all bugs and glitches known on Desert strike maps which alone is a good improvement. I also added more strategy and more speed for the skilled players to make use off, this is a big change over other ds maps which can be rather slow and not super competative. The best part ive succeded is the balance, since all ds maps suffer from race imbalancies and unit imbalancies, i succeded in balance for all races and all units. So players can enjoy playing any race with different game plays, this succes in my balance outputs a countergame rather a best build game which other ds maps has. Instead of having monotopic build order games, Games are now variated and with alot more speed dependant on the players skill level. I also added a lot of new features, but kept the Desert Strike Concept as Queen gambit made 15 years ago. I made messages for all features in the map. Theres alot of the stuff to learn in this desert strike but its still simple in a good way. Adjusting every unit to be good at some point but also to be weak at other points took long time to succed. No unit is too good for beeing countered in another way. Ofcourse having most minerals for the build increase chance of win. This map has incredieble 7 game mode options which can all be adjusted individualy outputting more than 60 game styles which is all balanced and tweaked into perfection. Enjoy
Im proud to say ive made the fastest, most natural, simple, most balanced, most tested with the best ai compared to any other DS map. Give it a try and see if you can learn its systems, Map guides are given in english language.
So many SCBW players give me credit and input for my work thanks to all of you players.
Features
- Selectable Game Modes
- Anti Map Max System
- Split Spawn Locations
- Split Pre-Spawn
- All Hero Units included
- Reinforcement Heroes
- Income Delay Timers on Minerals and Gas
- Restructured Specials
- Faulty Boom Prevention
- Abillities
- Auto Balanced In Uneven games 1v2-3, 2v 1 or 3
- Midpoint bonus
Game Mode Features

There are 7 different game modes and 60+ different combinations of game play.
These range from simple modes to complex and competative modes.
A combined spawn mode in 2v2 or 3v3 games does so that players spawn together on each team, it also reduces income by 15-20% to avoid map overheating and laggin.
Triple Race
When this mode is selected each player will get 1 Drone, 1 Probe, and 1 SCV
Heroes
If enabled, each player will be able to build several Random hero combinations
Zerg Heroes Evolution chamber: Hunter Killers(0,5,2), Torrasques(1,0,0),devoring ones(0,0,4). Spores: 2,33 random Kukulza (hero mutalisk and guardians)
Terran Heroes Engine Bays: 3Infantry Heroes: Alexei stuckov (1,1,0,0) sarah kerrigan (1,0,2,0) samir duran (1,0,0,2) Jim Raynor (0,2,1,1). Bunker: Mech Heroes: Jim Raynor vulture (0.0.0.3) Alan Schezar Goliath (0,2,2,0) Edmund Duke Siege tank (2,0,0,0) Turret: Battlecruiser heroes: Norad2 (0,1) Hyperion(1,0)
Protoss Hero-Forge: Protoss GRound Heroes: Zeratul(0,0,0,2) Fenix zealot(1,2,0,0) Fenix Goon(1,0,0,0) Tassadar Archon Hero(0,0,1,0) Canon: Protoss Air heroes Granthador(0,1) Danimoth(1,0)
Reinforcement Heroes
30 Heroes will be summoned forth when Defence Generator is destroyed at your team's temple. When defence generator blows it also disables the terran special.
Works as reinforcements usefull as a comeback without using a boom.
Specials
Specials are majorly recronstructed and balanced for bugfree and enjoyable effects, all the specials have pros and cons and fits the races natural appearence.
Mindcontrol
The most powerfull spell of the protoss race must be mind pierce which in this case are as a super weapon named mind control. It takes control of 50% the enemy units in a split second.
explained
This spec mindpierce 50% of enemy units. When all enemy units is mind pierced, the mindcontrol spec is completed, and then the left over enemy units is instantly killed and 4 arbiter recalls some allied units to the enemy temple, if no units near enemy temple is mind controlled it also creates 8 tassadars hero archons at the enemy temple to increase the damage output on the temple, this is done cause of balance of the specials, so that the protoss special wont be 100% weak if done late counter.
The overall Looks of the protoss mind control is good
the mindcontrol special has the longest build time because its weaknesses and pros it makes it harder to counter fast with it and makes its harder to special unseen as first hitter without enemy can do fast counter on it. if you time it 26second to 0 in single spawns mode it will do most damage if not beeing countered as a first hitter. if enemy zerg than timing it at 5 seconds makes the zerg unable to counter it well instantly, than the zerg will need to wait for the next spawn to occour else the zerg special will do close to 0 dmg as a counter vs you. vs a terran enemy doin spec at 26seconods will be best option as a first hitter. using it as counter vs zerg is rather weak as late build yet abit stronger than the infest as counter on late build. using it as counter vs terran is also weak and waiting to the next spawn cyclus is sometimes worth the wait, if forced to counter fast you can avoid the damage dealt against you yet the mindcontrol wont be that strong not doin that much damage on enemy temple.
So the Mindcontrol works as the next best spec for countering the deathtrap is better for countering, using it as first hitter spec is beaten by infestation but the mindcontrol is a really good first hitter special.
Infestation
The Infested units are the most powerfull of the zerg units, together the infested units make really heavy and fast dmg to buildings and units. The enemy units are changed/infested so to speak into the strong zerg infested units, that is why the zerg special are named infestation. This makes the zerg special appearence natural and the overall effect of the special is quite nice.
explained
Infestation kills 90% of enemy air units instantly and then the Infestation begins by changing 50-90% (all of the bottom and top area on the battlefield, only the ground units on the middle area are not effected, this is made cause of the specials balance in matter of the pros and cons. All the affected enemy grounds units are changed into either leutenant kerrigans, Infested kerrigans, Infested terrans in a continious cycle.
This special has the shortest (18 seconds)build time so that it acts as the best first hitter, its easy to hide your build time when using at hidden leaderboard income, the damage it does is fast and its hard to counter for other races without the infestation dealt some damage to their temple. Be carefull as this is also the weakest counter special, often its better to wait for new spawn cyclus so new units spawns for this special to deal damage. You can choose to counter fast with the result in a stall output of damage, youre counter disables receiving damage but youre counter dont do much damage neither.
DeathTrap
The best of all the terran human race spells must be the EMP and The healing from the medic. The EMP changing shields health into 0% and units mana into 0%, the medics healing the allied units. So this special is named deathtrap cause it copies the emp effect of the science vessel but doin it too all units not only to the shield health power while also copying the defence matrix spell and the medic healing making allied units invulnerable and 100% healed. A natural Appearence special for the human race Terran. A nuclear missile had also been a good choice yet it tends to bug if adding orders to computer units and cant be adjusted and balanced into the game the same way as this deathtrap appearence special, 3 nukes would kill any building no matter the health amount hence the dsn uses a battlecrusier to do a specific damage amount, and this removes the nice effect of the nuke fully i think. But the EMP, DEFENCESIVE MATRIX and HEALING is surely some powerfull skills from the human race and is why i choosed those spells to acts as the terran special.
explained
The deathtrap kills only a small amount of enemy units, the enemy units at youre teams temple ia instantly killed, but the deathtrap has the abillity to kill all infested units instantly to avoid the defence generator beeing killed when you activate the deathtrap special. The deathtrap effect last 46 counterdown seconds in the map, where it heals and sets all ally units to an invinsible state (including your Temple, the teams defence generator and the silo is still vulnerable). while the effect is on it also sets all of the existing enemy units to 1% health 1% shield (Like a massive biologigal EMP weapon effect that works on all types of enemies). The effect looks good when the units kills their way through enemy units untill they reach enemy temple!
The deathtrap build time is 20seconds medium or nearly as fast as the infestation special, the build time is set after testing its balance so it has the best balance in matter of pros and cons. The deathtrap works as the best counter spec it always disables anykind of damage dealt upon you when it fires, its weaknesses as counter is that the effect can be disabled with a boom or if the enemy defence generator blows up. The deathtrap works as the weakest first hitter special because it does really slow dmg over time, yet if the time left on the countdowntimer is above 44 it will create 10 heroe marines jim Raynors to increase the damage dealt on the enemy temple. This means if you go at timer above 5 sec and below 19 seconds the terran special can work as an ok first hitter, and even better if the mass is stalled at middle and the special income is hidden when you build the deathtrap so that the enemy won counter fast than the mass at the middle will after the deathtrap is fired fastly move towards the enemy temple and then also together with the 10 hero marines deal ok fast damage. Yet mostly the terran special will be most usefull as counter thats where its strongest.
All the specials have pros and cons, but that said sometimes using the specials as a weak choice is needed if youre enemy player force you to use youre spec on the weak side, for excample if youre temple dont have much health left, than you dont have the choice to wait on a new spawn before doin a counter with the infestation even its a weak special you do as counter you still can avoid taking dmg with it. same with terran special, if enemy team low amount health on their temple you can stil use the deathtrap to kill the left health even the special is a weak first hitter.
Special Income Speed
Normal speed - your gas income will increase by 3,4,5,7,11 or at full lvl 17 gas per 1,5sec
Fast speed - your gas income will increase by 3,4,5,7,11 or at full lvl 17 gas per 1sec
These two modes can only be set if special mode is ON
Unit Income Speed
Normal speed - Your income will increase by 7, 8, 10, 12, 15, 20, 27, 37 depending on how many refinery,assimilator,extractor you've built. All the delays are half on normal income speed. Theres no bonus on full gas on normal income.
Fast speed - Your income will increase by 14, 16, 20, 24, 30, 40, 54, 74. Income at fast speed is only online for 38minuts, theres a full level bonus if you make last level when only 26 minuts left of game time, the bonus is 2500 minerals. this is to avoid full gas beeing to weak/strong.
Map Max Detection

For the longest time map max has been plagueing Desert Strike games. This has now been addressed by adjusting the timer between spawns when a set amount of units has been reached. this system has 20 steps of increasing the spawn timer by 5 seconds, it starts when 900 units are are spawned in total from both computers, and adds 5 to spawn timer increasing it from 1 min to 1min 5 sec, the last step is when the amount of total spawned units reach 3400 units which is max of map, than the timer is 2 min and 40 seconds, this ive only archived in a simulated test scenario, but if players agreed to try test it the combined spawn with 3v3 and no end time on income would make this possible to test. But map max never happens in a normal game normal timer at max reach 1min and 40 seconds like way below map max, when the game is finished.
Split Spawn Locations

My latest invention on ds maps is making the spawns split into multiple locations behind your ally temple.
This is done to address issues.
This will prevent units from stumbling across each other as they spawn.
This will insure that there is adequate room for units to be placed onto the battlefield as they're created preventing the dreaded "unplaceable bug"
Ive tested this simulated this many times testing the output more and more, reaching a nearly perfect state where its nearly impossible to reach units unplaceable.
by detecting the amount of air and moving the air units to a center position i also reached a crazy amount of air units beeing placed instantly, no other DS maps has this massive spawn effect when a mass of units are spawned, this is something im really proud of archiving cause it looks cool and just works perfect. And it was a major issue to all other ds maps back in the days, the only ds which copies this abit aswell must be the DSA its far from the extendt that this ds has in matter of the amount of units instantly spawned, but the DSA does it way better than all other DS maps, give credit for lost angel its surely something lost angel used long time on archiving too.
Split Pre Spawn

To further more reduce the unplaceable bug, each teams pre-spawn pad has been split up into 5 locations. Multiple triggers have been set for each unit type being created (mostly on air units but also on big units ground).
We will use the Battlecruiser spawn for example. When players have 1-8 Physics Labs, they are created at the first location. Physics Labs 9-16 will create Battlecruisers at the second location. So on and so forth.
Through many hours of testing, new levels of unit spawn have been reached
Income Delay Timers

Income Delay timer on Minerals:
After a player has built a refinery/assimilator/extractor, their building will be removed and a crashed Norad will appear burning above or below your base (depending on which team you're on). If you click on this Norad, it's health will display how much time you have left until your income is back online.
Income Delay timer on Gas:
After a player made enough nukes to gain A Gas income level, their Gas savings will be stored in a bank and gas amount will turn into a delay timer counting down to 0. when it reaches 0 youre stored gas you have in the bank is given back to you really nice system

Remade Specials Income system

Specials use vespene ressources.
The income for specials can be at normal or fast speed. Creating nukes increases the level of your vespene gas income The specs prices will increase by the amount of specs you used. The first spec cost 6000gas than 7k gas than 8kgas than 9k gas than 10k gas than 12k gas than to the maximum price of 15k gas. This addresses some issues found in the special gameplay. And it also adds alot of strategy into using the specials, timing on the upgrade and timing on the usage in matter of the increased prices of each spec.
It prevents the Terran race from lifting their buildings to gain minerals for specials
It prevents players from saving for multiple specials thus preventing a spam of non stop specials.
Faulty Boom Prevention

There are two preventions of faulty booms.
Boom On 0 Men
Booms will be moved to safety when there are no men on your side of the battlefield. While still allowing "weak" booms, this will prevent players from using the boom on 0 units
Boom Immediately After Boom
After a boom has been used, any players trying to boom shortly following will have their boom moved to safety.
Midpoint Bonus

To increase the intensity of the gameplay ive added a small midpoint mineral bonus for teams when they have units above the midpoint on battlefield. The bonus is given from this factor 1+1x youre income level (for excample at level 1 mineral income than 1+1x1=2 mineral per sec is given for bonus, at full gas its 1+7x1=8 minerals given per sec in bonus). This is a small bonus but it increases the power of strategies inbetween gasses. The bonus adds up over time bit by bit. The Bonus is half speed at the normal income game mode = each bonus is given per 2seconds.
Abilities

All races have 2 abilities to create if hero and ability game mode is on.
The Terran Race has abilities when the player reached mineral income level 5.
The first ability is Paratroppers made by marine in barrack cost 900 per lvl, with a max of 3 lvls.
At lvl 1 you spawn a dropship that unloads 1 infantry unit (marine, Hero firebat gui montag, ghost and medic) each 2,5 sec
At lvl 2 you spawn a dropship that unloads 2 infantry units (2marine,2Hero firebat gui montag, 2ghost and 2medic) each 2,5 sec
At lvl 3 you spawn a dropship that unloads 1 infantry Hero unit (Alexei Stuckov, Samir Duran, Sarah Kerrigan and Jim Raynor marine) each 2,5 sec
There can maximum be one dropship at battlefield.
The Second ability is Disrupting Magellan Science Vessel made by wraith in starport terran building each wraith cost 1400 and adds 1lvl to the magellan ability, with a max of 3 lvls.
At lvl 1 you spawn the magellan hero science vessel which does evasion for youre units each 3 seconds. Evasion sets units invisible for half a second than sets em uninvinsible again (this evasion has a negative effect towards units in stasis beeing set vinsible)
At lvl 2 you spawn the magellan which does evasion (3sec)+confusion each 20 sec. Confusion makes enemy units within range of magellan confused and not targetting youre army.
At lvl 3 you spawn the magellan which does evasion(3sec)+confusion(20sec)+dispelling each 10 sec. Dispelling makes magellan dispel Dark swarm by defilers, disruption web by corsairs and cloaking field by wraiths within an area of magellan.
There can maximum be one Magellan at battlefield.
The Zerg Race has abilities when a player reached lvl 5 mineral income
The first zerg ability is Nydus worm made by zerglings at larva cost 900 per lvl, max 3 lvls.
At lvl 1 you spawn a 33% health power unclean defiler worm that leaves a bloodtrail as an effect and eats(kills) all enemy ground units its near to. It heals 33% health each 8 sec.
At lvl 2 you spawn a 66% health power unclean defiler worm that leaves a bloodtrail as an effect and eats(kills) all enemy ground units its near to. It heals 66% health each 8 sec.
At lvl 3 you spawn a 100% health power unclean defiler worm that leaves a bloodtrail as an effect and eats(kills) all enemy ground units its near to. It heals 100% health each 8 sec.
There can maximum be one Worm at the battlefield.
The second zerg ability is the Overlord Infestor made by mutalisk at larva cost 1400 per lvl, max 3 lvls.
At lvl 1 you spawn the hero overlord called Yggdrasil at 33% health power. It targets the heavy units and transforms any ground units under it each 3 seconds into either an infested Kerrigan, an infested Duran or an infested Terran. The yggdrasil heals 33% hp each 8 sec.
At lvl 2 you spawn the hero overlord called Yggdrasil at 66% health power. It targets the heavy units and transforms any ground units under it each 3 seconds into either an infested Kerrigan, an infested Duran or an infested Terran. The yggdrasil heals 66% hp each 8 sec.
At lvl 3 you spawn the hero overlord called Yggdrasil at 100% health power. It targets the heavy units and transforms any ground units under it each 3 seconds into either an infested Kerrigan, an infested Duran or an infested Terran. The yggdrasil heals 100% hp each 8 sec.
There can maximum be one Overlord Infestor(yggdrasil) at the battlefield.
The Protoss Race has abilities when players reached lvl 5 income Mineral.
The first ability is Healing Hero Mojos made by scout in stargate cost 900 per lvl, max 3 lvls.
at lvl 1 you spawn 1 Hero Scout called Mojo, it heals every 2,5 second.
at lvl 2 you spawn 2 Hero Scout called Mojo, they all heal every 2,5 second.
at lvl 3 you spawn 2 Hero Scout called Mojo, they all heal every 2,5 second.
There are no limits to the amount of spawned mojos
The second ability is Healing Warbringers made by zealot in gateway cost 1400 per lvl, max 3 lvls.
at lvl 1 you spawn 2 Hero Reavers called Warbringers, they all heal every 2,5 second.
at lvl 2 you spawn 4 Hero Reavers called Warbringers, they all heal every 2,5 second.
at lvl 3 you spawn 6 Hero Reavers called Warbringers, they all heal every 2,5 second.
There are no limits to the amount of spawned warbringers
info about the development and updates is given in this thread
feel free to comment or download the map
You can download the latest version here DSC2021 v1.8 bounding.net
Post has been edited 68 time(s), last time on Nov 17 2022, 12:06 pm by GGmano.
A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added
Ill try do my best in making all youre watchers happy
The maps I made are tweaked into perfection and maximum strategy added