Special Ops vBeta003
Finally this map has reached it's Beta stages. I started this map way back in November of 2004 and some of you have already played the early Alpha versions.
The main change between the Alpha versions and this Beta version is the AI. I have finally gotten around to fixing it so it won't get stuck like in the Alpha. Also some terrain changes have been made, but it's still not complete.
The idea of this map is a Strategic AoS with some mixed in RPG Elements.
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vBeta001 May 28, 2005
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Things to Do:
- Finish the Random Scenarios.
- Finish the initial Battle at Top Middle area during the first 5 minutes of game.
- Balance out the Heroes.
- Disable Lift-Off
Known Bugs:
- Allied(Terran) AI will get stuck after killing the Overmind.
- Most Zerg Hero Spawn won't run.
- If you kill the Robotics Facility, Reavers will still spawn.
- You will get Incorrect Mineral ammounts after finishing a Mission.
- Not all of the Text appears in the correct order. Sometimes it messes up.
- If you lose the first mission, Hatcheries will be Unplaceable.
- It says "Zerg Sunken Colony" (I still don't have a name for this)
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vBeta002 May 29, 2005
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Things to Do:
- Finish Random Scenarios.
- Fix Terrain Blockyness.
- Disable Lift-Off
Known Bugs
- Text messages don't appear Full Color.
- One Hunter Killer Spawn is unplaceable.
- Text messages can mess up.
- It says "Zerg Sunken Colony" and "Protoss Observer"
Fixed Bugs/Changes
- Fixed Mineral accounts.
- Made Hero Vulture Stronger.
- Fixed Reaver Spawning.
- Fixed Zerg Hero Spawning.
- Made Computer AI even smarter.
- Fixed Goliath Spawn.
- Fixed Infested Kerrigan Spawn.
- Added the second wave to the first mission at the Expansion in Top Middle area.
- Added spawn Zerg Heroes at Expansion if First Mission was lost.
- Added Center View when your Hero died.
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vBeta003 June 18, 2005
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Things to Do:
- Finish Random Scenarios.
- Fix Terrain Blockyness.
- Might implement a Day/Night Cycle.*
- Might implement .wavs to go with the Day/Night Cycle.*
Known Bugs
- Text messages don't appear Full Color.
- One Hunter Killer Spawn is unplaceable. **
Fixed Bugs/Changes
- Balanced out Heroes a little more.
- Made the Anti Lift Off.
- Minor Terrain changes.
- Minor changes in Unit placement.
- Enabled Vision between Human Players and Allied Computer.
- Made Zerg Base Defenses much stronger.
- Fixed Hunter Killer Spawn. **
(*) This is only a possibility and I am not sure wether to implement it or not.
(**) Not Fully Tested
Feel free to make suggestions.
If you are to report a new bug, if possible please include a Screenshot, Replay and a detailed description of what happened.
The map looks awesome, I'll have to try this out.
Cheat Enabled!
I played your older version and it was ok even though the whole map was flooded with units. I'm going to play this one later and by screen shots it looks like it got fixed a lot and is better.
Hmmm... Sunken Colony names?
- Hive Defense? Defender?
- Hive Sentinel?
- Hive Guardian?
- Bio-Turret? Bio-Defense?
- Rooted Sentinel?
OK, I'm out of ideas. Sounds interesting, maybe it can be played at map night.
Yes it can be played on mapNight. Just ask for me to host it and you got it.
OK, I played it at Map Night, seems pretty good, but I have a comment or two. When you destroy the Generator, it would be nice for something to pop up and let you know what it did. For example:
CODE
Generator Destroyed
(Siege Tanks are now targetable)
Good luck with your map.

It does have such a message.
Really? I must have missed it... (I think there were a few Unit Unplaceable errors then, so it must have gotten lost in there.)
Yeah, that happens when you lose the first mission, which is sort of rigged too.
But the message that appears in that section is that you lost that mission and thats it.
You will get separate messages later on.
I think all the units are kinda of weak, the terran compared to the protoss. They get owned so bad -_- I hope you improved the vulture, since tank and ghost own it.
QUOTE
I hope you improved the vulture, since tank and ghost own it.
I still haven't done the new version. But I do plan on making the vulture having about 55% more atatck damage and about +2 starting armor.
QUOTE
I think all the units are kinda of weak, the terran compared to the protoss. They get owned so bad -_-
Thats the point, Protoss > Terran. I plan to make some additions to both bases though, so that they have better defenses, but Protoss will still beat terran if Human Players don't interfere.
Yeah, the defense needs to be improved slightly. I think they should be able to stand up to a few waves, but the bunkers usually fall since of the tanks. -_-
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vBeta002
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Things to do
- Finish Random Scenarios.
- Fix Terrain Blockyness.
- Disable Lift-Off
Known Bugs
- Text messages don't appear Full Color.
- One Hunter Killer Spawn is unplaceable.
- Text messages can mess up.
- It says "Zerg Sunken Colony" and "Protoss Observer"
Fixed Bugs/Changes
- Fixed Mineral accounts.
- Made Hero Vulture Stronger.
- Fixed Reaver Spawning.
- Fixed Zerg Hero Spawning.
- Made Computer AI even smarter.
- Fixed Goliath Spawn.
- Fixed Infested Kerrigan Spawn.
- Added the second wave to the first mission at the Expansion in Top Middle area.
- Added spawn Zerg Heroes at Expansion if First Mission was lost.
- Added Center View when your Hero died.
ADDITION:
Wanted: Some who I can trust here on SEN to fix the terrain blockyness. It is going to be difficult as you only have 2 or 3 tiles in which you can fix the blockyness. Expertise in extended terrain is needed. I will reject people in which I don't know how much skill they have in Extended Terrain and the people that I don't trust as I would with this map. Not everyone will be even considered.
Credit for helping with some aspects of Terrain will be given.Sounds good. I'm not a terrain person, I'm a trigger person. I'll just play your game and see any bugs. Let's hope it's not too hard

Also, try improving the dialouge, it's a bit cheesy and corny at times.
Gay, you added a gas counter to count how many times I died and I lost at 6. -_- Need a pre-warning for that.
Wow, this was really fun! What you really need in it though is some way to heal yourself on the battlefeild.
About your blockyness problem, I didn't notice any in the game, although I wasn't paying attention to details. I might be able to help.
Hmmm... maybe you could make it so you can purchase a SCV or a Medic for a certain amount of minerals.
I could make it instead of a Healing Bay which is an Academy; a Barracks which is given to any player in the Healing Beacon. I could then let you create a Medic for about 25~35 minerals.
QUOTE
Sounds good. I'm not a terrain person, I'm a trigger person. I'll just play your game and see any bugs. Let's hope it's not too hard wink.gif Also, try improving the dialouge, it's a bit cheesy and corny at times.
Gay, you added a gas counter to count how many times I died and I lost at 6. -_- Need a pre-warning for that.
I'm not very good with dialogue and such. I did those texts way back and I think I was in a hurry. When the last Beta versions are released that I know I'll be releasing the Full Version I'll probably chaneg the Text.
Sure thing, I'll add a warning the first time that you die.
QUOTE
About your blockyness problem, I didn't notice any in the game, although I wasn't paying attention to details. I might be able to help.
It's not very big or noticeable, but if you know where to look you'll see it.
Are you going to fix the constant attack ordering of units?
I already fixed it in vBeta002.
Remember that that game we played was a half finished vBeta002.
ADDITION:
I'm thinking of putting some nice gaming music for my map instead of that which we have heard from Starcraft for the past 8 years(Yes it's been that long).
I remember downlaoding some Diablo II in-game music that was pretty good.
Any suggestions before I start working on vBeta003 during the weekend?
ADDITION:
OMG, no one is testing. I still had that mineral bug, which now I've fixed and fully tested fo vBeta003.
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vBeta003 June 18, 2005
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Things to Do:
- Finish Random Scenarios.
- Fix Terrain Blockyness.
- Might implement a Day/Night Cycle.*
- Might implement .wavs to go with the Day/Night Cycle.*
Known Bugs
- Text messages don't appear Full Color.
- One Hunter Killer Spawn is unplaceable. **
Fixed Bugs/Changes
- Balanced out Heroes a little more.
- Made the Anti Lift Off.
- Minor Terrain changes.
- Minor changes in Unit placement.
- Enabled Vision between Human Players and Allied Computer.
- Made Zerg Base Defenses much stronger.
- Fixed Hunter Killer Spawn. **
(*) This is only a possibility and I am not sure wether to implement it or not.
(**) Not Fully Tested
SpecialOps_vBeta003.scx ( 52.55k )
Number of downloads: 0Just a few days ago, I saw a special Ops map made by some other dude. That map sucked.
That looks cool, but what is the purpose? It looks sort of like Marine Special Forces. Do you just run around completeing missions with the other players?
Yes. I still haven't implemented the random scenarios which will add much depth and surprise into the map.
I could have a scenario that some air units attack you at the 10 min mark, but the next time you play it could be a hsotage situation. I really haven't gotten into these parts yet.
QUOTE
Just a few days ago, I saw a special Ops map made by some other dude. That map sucked.
Damn, another map with the same name and it's bad. I might as well change my name so that people won't get confused, but I don't really need to.
Also, many thanks to Moose who fixed the texts in my map.
Yea, usually the map names need to be as original as possible. Even if that other special ops map isn't popular at all, the name still isn't original. Not many people are really going to have an easy time distinguishing your map from the rest just by the name.
Anyone got any suggestions for a name? I can't really think of something good at the moment.