Squad Support DeP

One player builds and expands melee-style while the others support/defend him to defeat a large Zerg group.

File Details

MapA

  • R
  • Dec 27, 2011
  • 561.93 KB
  • 341

File Name

SquadSupportDP_KAD.SC2Map

Supported Versions

    This is the list of issues I've come across while testing my map...and fixed.
    *     Build requirements need to be set
    *    Campaign units need to not build instantly
    *    Spider mines need rebuildable
    *    Vulture upgrade missing from tech lab
    *    Wraith cloak upgrade missing but necessary
    *    Tauren burns self to death
    *    Extra pygalisks spawned on the platform
    *    Spot next to right geyser in expansion captures SCV
    *    Minerals aren't changing amounts based on difficulty
    *    Ultralisks didn't unburrow
    *    They build only Overlords
    *    Creeps count as buildings that need defeated
    *    Forgot requirements for psi disruptor and perdition turret
    *    Vulture, diamondback, predator still need times
    *    Vulture upgrade doesn't disappear (Wraith probably doesn't either, then, nor science vessel)
    *    Button for sci vessel needs changed; Nano-Repair is the heal. Also using the wrong upgrade.
    *    ARES causes error due to no shield attach location: e_attachShield
    *    Hatch Pygalisks is occurring many many times when they're already hatching. Disable trigger sooner.
    *    Odin has too much armor
    *    Wrong button in Fusion Core for Advanced AI upgrade. Heals only one at a time.
    *    Ground level could be extended farther, closer to the borders
    *    Can't use the lobby to change which player you are in the lobby
    *    They need a spawning pool and baneling nest
    *    Resources are insufficient on Insane
    *    "Active players" doesn't work as expected in multiplayer
    *    Didn't activate infestation behavior on all the buildings
    *    Exploding barrels have way too much HP
    *    Negative indices not supported, in the defeat triggers
    *    ARES shield radius too small
    *    ARES is not marked as a Hero
    *    Burn AoE range too small
    *    Take defenses off requirements for victory
    *    Predator should cost less gas
    *    Structures aren't updating
    *    Need to remove control of defense units then give it back when infiltrated
    *    Hunter Killers need to sit still
    *    PreplacedUnits_FireAtWill occurs too often
    *    StructureSubtractor doesn't update objective
    *    Non-defense structure counter not working correctly
    *    Killing under-construction structures subtracts when it shouldn't (corrected by making under-construction buildings count)
    *    Armor/weapon upgrades were not shown for squads
    *    AI playing as base commander does nothing
    *    Tauren isn't affected by upgrades and has too much base armor
    *    AI base commander medivacs are confused by no-fly zones
    *    AI keeps grouping crap in the bottom-left corner of the map
    *    Armored transport stops when using the heal.
    *    Need a sound to go with the armored transport heal, too. Maybe a visual effect?
    *    Armored transport's +regen still doesn't work.
    *    Initial test ambushes aren't random enough
    *    Need a camera pan for the observer when a squad fails
    *    Remove lobby delay
    *    Bounty text is too dark and doesn't last long enough
    *    Weapon upgrade didn't affect transport
    *    Transport is not a hero. Nor is the firebat. Nor is the War Pig.
    *    Stone Zealot could be seen moving through Fog of War
    *    Aberration can't be sniped, nor HKs
    *    Auto-send gas to commander
    *    Destructible rocks have too much HP
    *    The ordinary Ghost doesn't auto-heal
    *    Stone Zealot needs more shield regen rate
    *    Brood Lord is Massive? Can't be targeted by Domination
    *    Brutalisk can be mind-dommed
    *    Raynor stim pack isn't there
    *    Odin death fails
    *    Increase mineral amounts, decrease number of fields
    *    Raynor's upgrade icons are wrong
    *    Was able to queue two Weapon level 3 upgrades and neither was awarded
    *    Zerg need to try to annihilate you after a while
    *    Lower tank's AoE friendly fire (add Shaped Blast upgrade)
    *    Put level instead of armor for walls and Waller
    *    Can't repair fence or anything else when you have just a Waller.
    *    Need to colorize some buttons: load and unload for transport, burst repair for Waller
    *    Geyser needs to be harvestable after depletion. (Add a Buff that changes the behavior, or make it increase the amount of vespene in the geyser to 1 constantly)
    *    Defensive Matrix (Target) doesn't work on allied units; it only works on itself.
    *    Defensive Matrix (Target) doesn't take max shields to 0 when it wears off. Can cancel Start.
    *    Normal Banelings were changed to be massive because the Bombling Actor's Events referenced the Baneling (Burrowed)
    *    Park/Start buttons aren't turning off
    *    Orion Turbo Coupe is too easily pushed, Ray Emitter can't be placed. Depleted refinery fail: needs to have more units than just the geyser added.
    *    Medic regen upgrade doesn't work.
    *    Terrazine wireframe wrong
    *    Placement model wrong for ray emitter
    *    AI refuses to expand
    *    Make the Coupe not need to turn in order to Defensive Matrix an ally.
    *    Selected ray emitter's range circle is absent.
    *    Ray emitter's salvage animation is absent.
    *    Marauder scaled. Damage did nothing.
    *    Increase Odin's range by 2 and Siege Tank's range by 1. Add range via upgrades too.
    *    Free vespene was given to the wrong guy
    *    Add more side-to-side range and a bit more damage to Stone Zealot
    *    Orion Turbo Coupe needs a damage spell.
    *    Marked Terrazine pickups to require Is A Squad upgrade. The generic Ghost and Medic are affected by this upgrade so far, and the upgrade is given to all squads, not the base commander.
    *    Orion Turbo Coupe needs a scan-move button and a patrol button.
    *    Ray Emitter needs to say what it does and with what power
    *    AI needs to attack an expansion first.
    *    Stone Zealot's model's shield was too low
    *    Actors -> UI: need icons for colonist vehicle, colonisttransport (group icon should be wireframe which is 140x140 grayscale, unit icon, hero icon), save as 76x76 DDS with BC3/DXT5 and no mipmaps
    *    Egon needs to be able to heal 2 targets at once.
    *    Parameter out of bounds observer creation error due to the Triggering Player changing after the Wait action I added.
    *    Modified Tauren's flames to appear with his actor and get destroyed with him
    *    Tauren's flame doesn't follow him or die with him.
    *    Different Shaped Blast icon for Siege Tank
    *    Make Siege Tank take longer to morph
    *    Make Odin's period longer
    *    Made upgrades for the Zerg which are applied 1 per each player more than two (ie. 3 players = 1 upgrade, 4 players = 2 upgrades)
    *    Spartan Company's bombardment attack fired all the missiles from the same place. It also needed a smaller targeting cursor.
    *    Queueing Goliath missile attacks made them stuck.
    *    Medic fires weapon sideways from its weapon point. Fixed this by making a new actor, Site Operation (Explicit Rotation) and adding it to its host site operations.
    *    Foes need to be forced to attack before they have a ton of hydras built up. Maybe after 20.
    *    Napalm Mine is exploding instantly upon construction.
    *    Commander's research and upgrades were not applied to squads
    *    Squads could be given the Commander's entire army so it would have extra HP, damage, etc. Limited max units per squad to 5.
    *    Auto-chosen commander is not announced
    *    Commander ground attack upgrades don't apply levels to Spartan Company's ground weapon ("Gatling Cannon" weapon)
    *    Repair drones, turrets, mines, and ray emitters are being counted for unit limit
    *    Two players trying to takebase will result in the second being booted
    *    Defeat was occuring repeatedly
    *    Mind Fog still in the defense squad specifics
    *    Mind Fog still in vehicle weapons upgrades
    *    Changed Stasis Mine to be a persistent re-applying field over its whole duration
    *    Made Stasis Mine's button tell the duration of its buff
    *    Make the observer a kamikaze unit capable of morphing into another unit for a cost of Terrazine
    *    Stealth has no Squad Specifics tip (Mind Cloud gets cheaper)
    *    Need a tip regarding the Kamikaze Auxiliary Device
    *    Auxiliary Drone's attack is silent and flashless
    *    Terrazine should be picked up by air units (ie. KAD) now that they can still use Terrazine
    *    Bombling, Brutalisk, Leviathan, Nydus Worm, Omegalisk, and Ultralisk should give a little Terrazine to each player since the base commander is often the one who gets the last shot in.
    *    Support Squad couldn't do much to protect from the first wave; added Energized Grenade to rectify
    *    Stealth was finally underperforming, and infantry was overperforming. Increased stealth damage and attack rate given by upgrades; reduced Swann damage and damage taken by Raynor's main target.
    *    APC, Devil Dog, Waller, Pitfall, and Renovator were a bit too slow in the end
    *    Overseer detection radius was a bit too high
    *    Siege Breaker and Odin deserved longer sight range
    *    Auxiliary Drone lacked the Detector (3) behavior
    *    Defense Walls' costs were a bit high for disposable structures
    *    Devil Dog didn't get enough armor from upgrades to be a serious tanker
    *    Nova should be able to capture multiple minions since it's hard to get one alone
    *    Siege Breaker should be able to fire while moving to make it easier to run away
    *    Manually wrote an expanding AI so the base commander will play longer