Staredit Network > Forums > SC1 Map Showcase > Topic: Ice Wars
Ice Wars
May 12 2009, 12:14 pm
By: fool  

May 12 2009, 12:14 pm fool Post #1



Ice Wars

Theres 2 teams, left and right side. Each team can be 3 players who are either terran or protoss. Over time you get money based on how many nexus's or command centers you have. You also get money for killing units.

The point of the game is get money to build units.
These units are for defense to kill units attacking your base.
These units are also for offense to attack the enemy base.
There is one big building and if you lose it, your team loses.


The way the sending works is every 20 seconds your team will spawn the units you have all sent. To send, you need to bring (as a team) 10 of the same unit to the sending area. Once you have 10 of the same unit at the send place, 10 are removed, and your team will always send 1 of those units every clock ending for the whole game.

So if you are all terran, and each of you brought 4 marines to the send area you'd be spawning 1 marine every clock to the other team and have 2 marines left over.

You can do this for just about every single unit on protoss and terran - no buildings though.
So thats how you send units.. and then obviously defending you just make sure you keep killing the sent guys.

Another aspect to this is upgrading units. You can bring 10 of the same unit to the upgrade spot on your team (individually) and you will get 1 upgraded unit for each 10 units you bring. Most units have 1 upgrade, some have none (probe..) and others have a few upgrades (ghosts, bc's dt's, scouts.. maybe a few more double heros).

So if you get 100 marines to the upgrade area. That will give you 10 upgraded marines. If you bring those 10 upgraded marines to the send area, the other team will get an upgraded marine sent to them every clock countdown.

You need to keep your income up, and keep sending a lot, and make sure your base isnt going to get gg'd.
note - you cant play this single player. you need at least 1 other person to play with. i know guys its hard we all have no friends.

To get income you need command centers and nexuses which cost gas. The only way to get gas is to send units. Every 5 waves you send gets you 7 gas. There is a mini progress bar to show you how close you are.
The game also adjusts so you can still play if people leave.

If you are playing with only 2 people on your team you only need to send 4 waves to get gas.
If you are playing with only your self, you only need to send 2 waves to get gas.









Attachments:
IceWars14.scx
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Post has been edited 9 time(s), last time on May 26 2009, 10:33 pm by fool.



None.

May 12 2009, 3:53 pm UnholyUrine Post #2



lol this should NOT be posted under the showcase section as it technically isn't done.

For units to attack rather than ignore.. you use "Patrol" rather than "attack"
Instant upgrades is an upgrade speed of 8739 (or was it 8793?? u'd have to try XD) .. as starcraft recycles that into 0...

Judging from your post... i recommend you to ask people to move this to the map production...
I don't need to play this before i can tell you that it is gonna suck :P...
However, the concept is nice (even tho it has kinda been done)... .. it may become interesting.



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May 12 2009, 9:52 pm Norm Post #3



You can just put in '0' for upgrade time in SCMDraft2 and it will be instant.



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May 12 2009, 10:25 pm UnholyUrine Post #4



Haven't you noticed that all maps right now don't have colored forces?

Blizzard patched it up.
k.. now it doesn't look like it'd suck.. i'll give it a try =D



None.

May 12 2009, 11:59 pm fool Post #5



thanks about the forces thing. i just installed starcraft for the first time on friday since probably 2004.

so if anyone does play this.. let me know what you think about these 2 ideas.
1. restricting the amount of CC's or Nexus's you can build over time (make them cost gas, give gas over time or every 100 kills..)
2. doing desert strike and delaying income for increasingly longer periods of time.

right now its way too easy to mass money and then you become unstoppable.

Post has been edited 1 time(s), last time on May 13 2009, 12:05 am by fool.



None.

May 13 2009, 8:12 am LooKe Post #6



Quote from fool
1. restricting the amount of CC's or Nexus's you can build over time (make them cost gas, give gas over time or every 100 kills..)
I haven't played it but if you did something like this, it shouldn't be timed. kills may work, but timed would mean everyone would have the same income and the concept would be pointless

Quote from fool
2. doing desert strike and delaying income for increasingly longer periods of time.
You could do this as a balancing type deal, where the more kills they have the longer they wait for their income, or something.



None.

May 20 2009, 6:45 pm UnholyUrine Post #7



Hi FOOL! (well your name IS fool)..

I played this map, and I gotta say, it is heavily inspired by desert strike, and sand castle wars.
But I like it..

In fact, it is a very good concept, where you have a Defend criteria AND attack criteria for the map.

Here're a few things that'll improve ur map dramatically:
1. Right now, it is imbalanced for terran's offensive. A few marines = instant death for protoss players. This is probably the same the other way. A good way to fix this is to add some primary defense, like 2-5 photon cannons. Do NOT make them high damage, and Do NOT make them invincible. Make them destroyable, so that it pressures the other team. This will give defensive/strategic people some time to think and make your gameplay much more involved than rushing marines.

2. Get a terraineer to make ur terrain better. Right now it is butt ugly. Also, I wonder whether it is important to make building space limited. Here's the idea: You can get more expo and what not, but if u want to build more units, you gotta also build more buildings (i.e. longer unit build time)... this adds more to the gameplay. Moreover, you can make build space limited, and force players to build north of the Temple (maybe).

3. I really like the defence concept, but building 10 of big units, such as reavers, is very hard. It needs more balancing.

4. Reavers and Interceptors have long scarab/interceptor build time.. and they cost money... the unit themselves cost a lot... but the thing I'm asking is that.. DO THEY HAVE HANGAR WHEN YOU SEND THEM TO THE OTHER ARENA?? Do they? i don't know actually :(.. but they better >:C

I think you have a great map coming... so keep up the good work
And Please...
Quote
2. doing desert strike and delaying income for increasingly longer periods of time.
don't do that.. I've ranted about it before...
What's the point? You had to gather enough money to build the CC/Nexus, wait for the CC/Nexus to build, and then you have to WAIT LONGER for the income?? that's so stupid. <.< I never understood this.
You have better balance issues to work on in your map... much more important than delaying the income.



None.

May 23 2009, 9:33 am fool Post #8



Alright so the newest version up I'd say is pretty close to being a final version. I think its finally more balanced and all the features that are in place are in place correctly.

This is Ice Wars 1.13c. I'm not really worried about terrain because this is just def ums and space is very valuable.

The game was vey imbalnced towards terran, medics and hero marines would stop just about erverying. All you needed was 40 of each and upgade to level 50 and it was gg.

Terran has all these cheap ass units and protoss's cheapest was still a lot. So it was harder to attack on protoss, and medics kept your heros alive very well and protoss ones just died.

So I nerfed medics, heal is now 5 energy.
Nerfed marines, they are now 35 hp, 4 damage, 30 crystals.
Nerfed zealots, they are now 1 shield, 50 hp, 10 dmg, 40 crystals
Nerfed dragoons, they are now like 50shield/60hp. 15 dagage, 90 mins.

The best way to win with terran really is tanks ghosts. mix in your starting marines, a medic or two, and thats hard to stop.

I've been playing it and it feels good. If anyone else wants it i edited it in to the main post. Try it out on bnet.



None.

May 26 2009, 8:54 pm fool Post #9



alright so I actually have found a few things wrong, and made fixes, but there are only 2 things wrong, and very few balance fixes left.

-lowered zealot damage from 10 to 8
-fixed a bug where you could send units for free
-fixed a bug where you could get a free income building
-nerfed upgrades, especially protoss shields. (shields are now 1000 + 1000 each time, rest are 100 + 250 each time. before was 100 + 25)
-removed a couple old triggers I forgot about causing issues
-changed leaderboard a little bit to show how many units you have sent and how many kills you have instead of minerals
-fixed a few text messages not showing up for some players
-fixed it so if your team has no more protoss producing buildings or probes any protoss units in your 'sent' area are removed
-same for terran
i think it is pretty balanced, but I do think terran is easier just because of tanks. Tanks for defense helps a lot.

First thing that's wrong is air space being used up. I have a little area where you can send a lot of guys to. After a while, you can't add any more air guys to that spot because they dont fit. I tried adding triggers to constantly move air men to a smaller location inside that little area but they just dont move.

Second thing that wrong is mission briefings, for some reason the briefings crash quite a lot. and by crash I mean the game never starts. You can sit there forever. It happens with the game auto-pushes start for you. So you see the briefing screen and dont touch anything but the button is pushed. And then the game will never start for anyone.

I'm thinking about removing them completely so they just skip.
Anyone else have this problem?



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May 26 2009, 9:05 pm UnholyUrine Post #10



For your first problem.. simply Order air units to move to a smaller location in the middle. This way, the air units will stack.
Move would only move the units to the location, if the location isn't filled up/walkable (for ground)

Second thing may be due to random pubbies being dicks. I don't believe this is a map problem.
Removing briefings is okay as long as you provide an in-game tutorial =D

It's good to see you working hard on this.. I really liked this map.



None.

May 26 2009, 10:21 pm fool Post #11



yea turns out I had 2 locations with the same name, so the trigger was ordering the wrong spot to move. ill put the newest version in the first post. as soon as i'm sure there's nothing else wrong ill re-name it to 1.14a and probably not look back.



None.

May 26 2009, 10:40 pm Polkaman Post #12



Hey, played it with you last night, kicked ass ^^ I'm beginning to like it more than Desert Strike, but room is really tight on 3 players ><



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May 30 2009, 5:43 am UnholyUrine Post #13



This is now an AWESOME game.. I love it..

the only wish I have for this map is.... ZERG

I know it's hard to balance with your system.. but it is definately possible.
Here's a theoretical balance thing
  • Zergling - 45 bucks for 2.
  • Hydra - 60 bucks
  • Lurkers - morph from hydra - 60 bucks.
  • Mutalisk - 90 bucks
  • Queen - 50 bucks? (if they actually do anything.. then maybe increase price a lil)
  • Guardian and devourer - 100 bucks from muta ...
you kinda get the picture....
they're all Low money, but also low health... :\... try it....?



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