Staredit Network > Forums > SC1 Map Showcase > Topic: Mercenaries 2020
Mercenaries 2020
Apr 14 2020, 7:07 am
By: Ultraviolet  

Apr 14 2020, 7:07 am Ultraviolet Post #1

We do a little trolling

Mercenaries 2020
Specifications:
  • Dimensions: 256x192
  • Tileset: Space
  • Players: 1-3
  • Genre: Extended Melee
  • Size: 162 KB
  • SC Version: Remastered Only (with new ramps) (1.08) / Version 1.16.1 (1.09)
  • Current Map Version: 1.08 / 1.09

Description:
This is an update to the classic Blizzard map Mercenaries. The goal was to maintain the same feel as the original while increasing replayability with greater variety and difficulty. Updates include expanded map size, eight new mercenary squads and some EUD additions to mercenary heroes and their special units.

Gameplay:
  • Choose a mercenary squad to face off against up to 4 computers
  • Each hero has a special unit that when built will be replaced with a hero version of that unit with improved stats and sometimes new abilities
  • Every game is unique with four mercenary squads being chosen at random from a pool of sixteen
  • Three selectable difficulty modes: normal, hard and insane

Screenshots:















Download:

DOWNLOAD VERSION 1.08 (REMASTERED ONLY) HERE!

DOWNLOAD VERSION 1.09 (VERSION 1.16.1) HERE!

PLEASE NOTE: EUD Enabler is required to allow this map to work in SCBW v1.16.1.

Update Details:
  • Map size expanded from 192x128 to 256x192, old terrain maintained mostly the same while expanding around it
  • All mercenary heroes granted regeneration and detection to improve their usefulness
  • Added hero Jim Raynor (Marine) with special unit Raiderbikes
  • Added hero Alexei Stukov with special unit Snipecruisers (hero BC with slower, higher damage, higher range attack)
  • Added hero Samir Duran with special unit Infernobats
  • Added hero Ascended Tassadar (Tassadar/Zeratul) with special unit Assault Templars (Aldaris with range 5 attack and abilities enabled)
  • Archons may be obtained by bringing two Assault Templar to transformation building in base
  • Added hero Artanis with special unit Elite Dragoons
  • Added hero Raszagal (uncloaked DT hero with spellcasting abilities) with special unit Disintegrators (hero corsair with EMP ability)
  • Added hero Kukulza (Mutalisk) with special unit Hunterlisks
  • Lurkers may be obtained by bringing Hunterlisks to transformation egg in base, cost still applies, but supply is ignored
  • Added hero Infested Kerrigan with special unit Infested Snipers, base begins with an Infested Command Center
  • Hale's Elite Science Vessels now have Yamato Cannon ability
  • Master Dabiri's High Arbiters now have defensive matrix ability
  • Judicator Blackman's War Reavers now automatically regenerate scarabs for free
  • Wise Old Torrasque's Empress Queens have abilities modified to dark swarm, irradiate, ensnare, and consume
  • Version 1.09 adds backwards compatibility to SCBW v1.16.1


Post has been edited 2 time(s), last time on Jul 9 2020, 2:35 am 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

Apr 14 2020, 11:54 am Excalibur Post #2

The sword and the faith

This looks cool. Would be down to play this with the boys this weekend. :)




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Apr 14 2020, 7:43 pm Ultraviolet Post #3

We do a little trolling

Quote from Excalibur
This looks cool. Would be down to play this with the boys this weekend. :)

Please do :) If I'm around I may be interested in getting in on it too. Do you guys meet on Discord? Either way, I'd love to hear your feedback. I've been working on balancing, elite dragoons in particular stand out to me as a unit that is kind of overpowered, but it gives the game a noobtube which can be nice. And I already reduced the stats on the elite dragoons, but I think since dragoons originally are already really good units, it's hard to make a hero version that isn't overpowered.

If you're able to beat insane mode, I'll be impressed. I've played probably 20 times on insane and only won once. In the latest version 1.08, I slightly reduced the difficulty from where it was in version 1.07. If anyone gets a team that finds insane mode not quite interesting enough, let me know and I may increase the difficulty slightly. Seems like 1.07 was too hard and 1.08 maybe a little too easy. But I've still lost plenty of times on insane on 1.08, so I think I just need more feedback here. I'm not the best melee player so most people who are decent at melee will be far better at this map than me.

One thing I forgot to mention in the original post (it's edited now with the info) is that the map is unfortunately incompatible with 1.16.1 due to me using the new ramp art. If anyone is interested in playing this on 1.16.1, please let me know here and I will make a release that doesn't use the new ramps. There's a few areas that are made slightly more convenient with the new ramps, but they are unnecessary for the overall gameplay, so if there's any interest, I'll just get rid of the new ramps and release the next version to be compatible with both.



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

Jul 9 2020, 2:38 am Ultraviolet Post #4

We do a little trolling

Version 1.09 added for compatibility with SCBW v1.16.1.



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

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[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
Please log in to shout.


Members Online: NudeRaider, NimoStar