Staredit Network > Forums > SC1 Map Showcase > Topic: Engineererz!
Engineererz!
Jun 14 2010, 6:22 am
By: The Starport  

Jun 14 2010, 6:22 am The Starport Post #1





Quote
Destroy all enemy engineerers and buildings.

How to play:
  1. Build Supply Depots for income to build buildings.
  2. Build Barracks for Murderers (Marines).
  3. Build Command Centers for more Engineerers (SCVs).
  4. Build Factories for Tankerers (guess).
  5. Income every 15 seconds/Supply Depot standing.

Changelog:
  • v05 (7-3-10)
    - Increased build time of Supply Depots
    - Increased build time and cost of Command Center (SCVs)
    - Decreased SCV attack damage
    - Set max armor for under-construction buildings, lowered HP
    - Increased time between income earnings from Supply Depots to 20 seconds.
  • v04 (7-1-10)
    - Halved SCV health (now 25hp).
    - Shrank arena size.
  • v03 (6-20-10)
    - Set Factory to high armor, low HP. Tanks won't hurt it (while being built), but marines will.
    - Lowered Command Center (SCV) cost to 15.
    - Decreased SCV repair time (SCV repairing another SCV, I mean).
  • v02 and earlier
    - I forget. :rolleyes:


Enjoy.

Post has been edited 9 time(s), last time on Jul 4 2010, 5:32 am by Tuxedo-Templar.



None.

Jun 14 2010, 7:07 am payne Post #2

:payne:

http://www.staredit.net/files/1206/
Stealer! :P



None.

Jun 14 2010, 12:01 pm Aristocrat Post #3



You should at least ask him before making modifications ;o.

My SCV Arena is arguably the same thing, except with way more features. LAWLZ. (In this thread: http://www.staredit.net/topic/11304/)



None.

Jun 14 2010, 4:00 pm The Starport Post #4



:rolleyes:


Anyone actually play *this yet?

Post has been edited 1 time(s), last time on Jun 15 2010, 8:46 am by Tuxedo-Templar.



None.

Jun 19 2010, 6:13 am UnholyUrine Post #5



Tanks' ability to stalemate the game is too overpowered.

Please make tanks 2-hit rines... and have rines actually do some sort of damage..
and actually, while your at it, decrease the time it takes to build a CC... takes way too long, and debunks the reasoning to go for an extra engineer any time early-game.

other than that... meh :P



None.

Jun 19 2010, 10:04 am The Starport Post #6



The funny part about your post is you probably could have tweaked all that yourself in about the time it took you to write it up. :P


Edit: Bam: http://sc.nibbits.com/maps/view/133187/engineererz-02

Post has been edited 1 time(s), last time on Jun 19 2010, 11:41 am by Tuxedo-Templar.



None.

Jun 21 2010, 6:12 am The Starport Post #7



- Set Factory to high armor, low HP. Tanks won't hurt it (while being built), but marines will.
- Lowered Command Center (SCV) cost to 15.
- Decreased SCV repair time (SCV repairing another SCV, I mean).


:P

http://sc.nibbits.com/maps/view/133208/engineererz-03

Post has been edited 1 time(s), last time on Jun 21 2010, 6:18 am by Tuxedo-Templar.



None.

Jul 1 2010, 3:48 pm The Starport Post #8



http://sc.nibbits.com/maps/view/133339/engineererz-04

- Halved SCV health (now 25 hp).
- Shrank arena size.


Finally got to play my own map online. :P With this new version, I'm actually fairly surprised its working as well as it is. I'm sure there's more tweaks that could be done, though.

Not sure what's more funny here: Me resorting to 101 basics, the fact that it's only as I do so do I seem to actually make something playable, or the fact that I'm surprised by this fact. :rolleyes:

Post has been edited 1 time(s), last time on Jul 1 2010, 3:53 pm by Tuxedo-Templar.



None.

Jul 4 2010, 5:31 am The Starport Post #9



http://sc.nibbits.com/maps/view/133377/engineererz-05

- Increased build time of Supply Depots
- Increased build time and cost of Command Center (SCVs)
- Decreased SCV attack damage
- Set max armor for under-construction buildings, lowered HP
- Increased time between income earnings from Supply Depots to 20 seconds.



None.

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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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