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Staredit Network -> UMS Showcase -> CTF StarFort
Report, edit, etc...Posted by Gigins on 2005-12-26 at 17:10:48

[center]« CTF StarFort »[/center]


StarFort gameplay is based on tactical thinking and teamplay. You can't win if you don't cooperate with your teammates. There are several ways to the flag so good tactical thinking and excellent teamplay is essential in StarFort. your opponent will get upgrades for killing you. It is in your interests to survive, so this increase the tactical side of gameplay. Players must think how to take enemy down most efficient instead of blind running into fire hoping to kill something.


[Specifications]


- Players
There are total 8 players and 4 forces
  • Red Defence
  • Red Offence
  • Blue Defence
  • Blue Offence
2 players in each force, making it so each pair of players combine their packs and and use their own unique tactics to reach their goal.
1 player in required in each force for the game to run. So I suggest to play with friends who wont leave after 5 minutes. It is recommended to have all 8 players. Game experience may change during full game.

- Terrain
Space 128x96. Made so players have multiple ways and positions where to realize their tactics. See Battlefield in screenshots.

- Size
Current filesize after protection 41,79Kb

- Type
Capture the flag tactics


[Player interface]


You will have to choose between one of the 6 unit packs that your force offers. If you have a pair player in your force try to combine your packs to get the best output. Defence packs are made for defence and offence packs are for offence. Try to not forget it. Because If Defence force moves to far the flag remains unguarded. But if offence force doesn't attack the whole team cant score. Players gains 1 gas bonus per 15 kills and by capturing the flag. Upgrades can be bought with gas.


[Unit packs]


- Defence packs
  • Engineer (SCV) + 500 mins
  • Sniper team (4 ghosts) [1 Tactic Posted]
  • Front line squad (2 goliaths + SCV) + 200 mins
  • Artillery squad (reaver + 2 marines)
  • Heavy support team (3 dragoons)
  • Suicide team (4 infested terrans)
- Offence packs
  • Scout (vulture)
  • Melee squad (5 zealots)
  • CTF team (4 hero marines + probe) + 200 mins
  • Spy (Hero ghost + probe) + 200 mins [1 Tactic Posted]
  • Assault team (4 firebats + 2 medics)
  • Support team (2 hero templars + probe) [1 Tactic Posted]
For the posted tactics look into the tactic section lower.

- Specials
  • SCV can build sentry turrets and repair. Build a turret and it will be replaced with sieged tank. Turret cost 250 mins.
  • Reaver can build scarabs for free. But they scarabs are not build instant.
  • Infested terran can burrow.
  • Vulture can set mines.
  • Hero marines have stims.
  • Probe can build teleporter. Build a pylon and it will be replaced with disabled cannon that will be entrance. Build another pylon and that will be teleporter exit. Once teleporters are connected any unit of team can jump from entrance to exit. Pylon costs 100 mins. Probe is required to operate teleporters. Once probe is killed teleporters will die.
  • Hero ghost has cloak and lockdown abilities.
  • Medic has all spells
  • Hero templar has all spells

[Screenshots]


Battlefield

user posted image

Ingame screenshots:

#01 I wonder who is the one with 5 kills lol

#02 Thats what I call "Storm the front" tongue.gif

#03 ^

#04 You can't see my infesteds you eVil reaver tongue.gif

#05 Snipers in action, screw the defence bleh.gif

#06 They won't pass these babies wink.gif

#07 1 on 1

#08 Guess who is the real one

#09 I wonder how the hell he got all 4 snipers to enemy flag confused.gif

#10 ^ Who cares they died anyway tongue.gif

#11 Fixing... At the enemy base?

#12 Oh crap, now we have to go all that way back pinch.gif

#13 Yea, keep coming one by one wink.gif

#14 Nothing beats my BadAss reaver

#15 This is the last time I am rushing with ghosts pinch.gif

#16 Marine against the world

#17 Run zealots RUN!!!


[Download]


[attachmentid=16566]


[Tactics]


These are real tactics used in real games. I will add any decent tactic if when I see it in game. Also post your favorite tactics and I will add them here.
  • Massing probes - Use the support team to create mass of probe illusions and mass them all to enemy flag with real probe. While confused enemy is fighting off probes quickly steal the flag and run with real probe, keep blocking enemy way with illusions.
  • Lock the Defence - Use the spy team. Cloak the hero ghost and lock down strongest enemy defence units. While defence is locked quickly steal the flag and run with the probe. If there are few units left that cannot be locked uncloak spy to attract them so probe can go safe. You must choose to kill locked units and gain kills or leave them therefore they can't respawn.
  • Backway insurance - Use the sniper team. Place 3 ghosts as you always do in defending position. Hide your last ghost behind the building in the middle of backway. Now even if probe/scv escapes through backway you will take him down easy with your hiden ghost.
  • Block a way - Use CTF team or Spy. Build a teleporter entrance in a tight way. It cannot be attacked with normal attact so enemy wont pass there. Keep your probe alive or teleporter will be killed.
  • Prevent teleporter entrance from warping - No special packs needed. When you see a teleporter warping step right to it with a unit. If it will be entrance then the unit is in it's way and it cannot be created. It's an abuse of bug I cannot fix but it may come in handy wink.gif


Please post any balance issues or bugs. Note, even if a pack looks too good, think a bit and you will probably find a way how to take it down easy.

Clan: Darkness Dragons
Pack: Skull Squad


[Updates]


« v0.93 »

Released

« v0.94 »

Various small balance fixes
Fixed the tank glitch
Fixed the flag glitch (I hope tongue.gif)

« v0.95 »

Small balancing fixes
Fixed red flag disapearing

« v0.96 »

Small balancing fixes

« v0.97 »

Added reaver damage upgrade
Melee squad balance fix: +50 hp +4 max dmg
Other small balance fixes

« v0.98 »

Set fog of war to explored
balance fixes

« v0.99t »

Tourney triggers added:
20 minutes timer
3 flag limit
Fixed another flag glitch

« v1.00t »
Fixed the enable trick for protoss buildings (Finally biggrin.gif )
Small balance fixes
Report, edit, etc...Posted by CrazyNinja on 2005-12-26 at 17:14:01
Jeez DEAD , you're probably gonna release 10 maps before I release mine tongue.gif
Nice job on this
Report, edit, etc...Posted by n0b0dy- on 2005-12-26 at 20:04:48
High Five! Wooooo!
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-27 at 18:04:52
Gj dead I thought the map was really cool when I played it with u that one time biggrin.gif good job
Report, edit, etc...Posted by IIDragonII_Bard on 2005-12-28 at 10:11:15
closedeyes.gif Fun, nice job dead.
Report, edit, etc...Posted by Gigins on 2005-12-28 at 18:26:52
Had a nice game today. Me & Millennium vs Kow & LeeJase. We won 4>0 biggrin.gif

Anyway, Millennium made an awesome move when we almost lost a flag. Enemies ran away through the back way past the building, in 90% cases the flag is lost then. But He took the melee squad and run toward flag carrier through the enemy's front passage and took the probe from the other side causing it to flee back to our base. He saved the flag when it was lost for sure.
GJ on that thumbup.gif

Here is how it looked (red= probe; green=melee squad)
user posted image
Report, edit, etc...Posted by Kow on 2005-12-28 at 19:50:53
Haha, that was a great game. You fix the tank glitch? (WOA total Deja VU)

(Was I the one who discovered that? Or did you know prior?)
Report, edit, etc...Posted by Gigins on 2005-12-28 at 20:00:55
That was something I missed tongue.gif I'll fix it sometime soon. But to be honest Im still not sure what happened in game before this. Remember the bug with the flag...
Report, edit, etc...Posted by Kow on 2005-12-28 at 20:04:43
Haha, that was good too. I'm like "YES! He can't score!"
Report, edit, etc...Posted by Gigins on 2005-12-28 at 20:06:11
QUOTE(Kow @ Dec 29 2005, 04:04 AM)
Haha, that was good too. I'm like "YES! He can't score!"
[right][snapback]391988[/snapback][/right]

Yea that was kinda fun when he tried to score but was pushed out all the time tongue.gif . But still it broke the game.

Damn, shame that I forgot to take ingame screenshots pinch.gif
Report, edit, etc...Posted by Kow on 2005-12-28 at 20:09:20
We can always play some more...
Report, edit, etc...Posted by Gigins on 2005-12-28 at 20:32:28
QUOTE(Kow @ Dec 29 2005, 04:09 AM)
We can always play some more...
[right][snapback]391994[/snapback][/right]

like we just did? biggrin.gif
Anyway, that bug is killing me...
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-28 at 21:17:50
Two bugs I noticed:

1) The Vulture says Smider mines. tongue.gif

2) If a player leaves the game when he's carrying the flag, that team can't get it back easily.
Report, edit, etc...Posted by Gigins on 2005-12-29 at 17:02:28
QUOTE(Voyager7456(MM) @ Dec 29 2005, 05:17 AM)
Two bugs I noticed:

1) The Vulture says Smider mines. tongue.gif

2) If a player leaves the game when he's carrying the flag, that team can't get it back easily.
[right][snapback]392047[/snapback][/right]

Thanks I missed the mines tongue.gif
The flag glitch was even before I left wink.gif

Update BTW...
Report, edit, etc...Posted by The_Shattered_moose on 2005-12-29 at 17:05:08
I encountered an odd bug where our team was unable to capture the enemy flag, it occured when we retrieved our flag while our probe (with enemy flag) was on the capture beacon.
(This was with the previous version, perhaps this is the "flag glitch" you fixed)
Report, edit, etc...Posted by Gigins on 2005-12-29 at 17:10:16
QUOTE(The_Shattered_moose @ Dec 30 2005, 01:05 AM)

I encountered an odd bug where our team was unable to capture the enemy flag, it occured when we retrieved our flag while our probe (with enemy flag) was on the capture beacon.
(This was with the previous version, perhaps this is the "flag glitch" you fixed)
[right][snapback]392892[/snapback][/right]

Yea, it should be fixed now.
Well, to be honest I don't know what cause the glitch. I believe it has something to do with the flag changing it's status. Anyway, it will now be returned when probe dies...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-29 at 18:44:40
Wow where to start? I found this through the news on GG.net and well....it needs some revisions.

Lockdown only costing 20? Makes it kinda easy to continuously lockdown any set of units for an extended period of time. Just had a run in with this in the first game I played. I was ld'ed and my enemy wouldn't kill me, my ally kindly returned the favor by locking down one of their gols as well. To avoid sitting and waiting all day for the ghosts to run out of energy we left the game.

The play area is kinda small...the thing with halucinating probes can be done fairly easily unless you block the path to the flag somehow, which was also done in the game we played. Perhaps increase halu cost so you can't get a massive number of probes, or even better, expand the playing field. That would also make teleporting more useful. As the map is it doesn't take much time to get from one base to the other so actually teleporting doesn't seem to be that much of a help.

Unit stats need to be heavily tweaked. One Attack ghost owning up 4 defense ghosts doesn't seem right...

The game never seems to progress - gives it a slight feel of boring - Perhaps throw in a touch of TMA and make 2nd or even 3rd level unit choices, or make upgrades come sooner?

Another thing on upgrades, I didn't happen to notice but.. are they universal? As in, if I upgrade terran infantry attack will that upgrade all ground attack? If it only upgrades the given selection then that restrains players to using one, maybe two, unit selections all game thus taking away from the overall fun and playability...

When it comes down to it it's really about balancing unit choices and making the selections viable with the given terrain


Of course these are just the newb words of some guy new to the map, if I'm just dumb and don't have a clue what I'm talking about, a few tips at playing the game would be nice wink.gif
Report, edit, etc...Posted by Gigins on 2005-12-29 at 18:54:35
I believe that play area is big enough, you dont want to run long idstances to the action wink.gif

Simple way to avoid locking down is using no-robotic units, making the spy selection useless.

Please repport any balancing issues, I made a choise to release this map as public beta. Please dont make me regret it tongue.gif

The upgrades work as in SC...

GG.net? give me a link tongue.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-29 at 19:11:00
QUOTE(DEAD @ Dec 29 2005, 06:54 PM)
I believe that play area is big enough, you dont want to run long idstances to the action wink.gif

Simple way to avoid locking down is using no-robotic units, making the spy selection useless.

Please repport any balancing issues, I made a choise to release this map as public beta. Please dont make me regret it tongue.gif

The upgrades work as in SC...

GG.net? give me a link tongue.gif
[right][snapback]393025[/snapback][/right]


Link? Check the news on the main page...
http://sc.gosugamers.net/


Don't want to run long distances? Then why add the teleport? Use non-robotic to avoid extremely gay lockdown? Then why make spies and robotic units? Oh that's right...the spies and robotics have to be there so you feel forced to pick organic units.

Balance issues:
Probe has too much health/armor...easiest way (that I've found) to stop a mass of them would be to use a reaver which unfortunately will be raped by seemingly infinate lockdowns.

Attacking ghost is too powerful.

Spells are too cheap

Wow...sorry to ask but, have you even played this game?

Sorry to burst your bubble, but if you don't want to regret releasing a map publicly, simply don't do it. You asked for feedback, I gave it. If you don't like it...deal with it, it happens. If you can't handle what some newb thinks then keep your maps private.
Report, edit, etc...Posted by Gigins on 2005-12-29 at 19:16:06
It was sarcastic whistling1.gif

Yes I play it all the time. If you spotted then Lc is almost the only way how to take goliath down wink.gif

It's all connected, there is a way how to kill everything easy and so. Public betas are for balancing, cant do it all by yourself you know wink.gif

Anyway, I even like bad opinions, because they say it as it is, often...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-29 at 19:38:57
There isn't anything wrong with having lockdown, it's just too darn cheap... since you play alot I'm sure you run into getting ld'ed and then sitting there waiting because your opponent won't kill you? They'll just come back every now and then to recast another ld. Making it more exensive would force your allies to help you take down the gol instead of just camping nearby, locking, and doing it on your own. You've got to find a way to make the game more based around teamwork to really create a replayable, enjoyable experience.

Always a way to kill anything easily? Perhaps I'm blind but I didn't see any detectors, which would make killing a cloacked unit helpful.

I think the game would be more exciting if units had less health or did a bit more damage. As is the pace of the game is rather slow since it takes a while to kill anything.

To reiterate a point or two...
I can understand making the play area a bit smaller to cut down on travel time...but why then did you bother to add a neat set of triggers to teleport? Wouldn't the point of that be to cover longer distances in shorter time? That's just energy and time spent on something that will very rarely be used. In fact, the only time I have seen the teleporting pylon/cannon put to use was to block the flag completely. So not only did you put time into creating something which I've only seen used as a cheap way to save a flag, you've helped me show that the play area is small and cramped. Units just don't have room to work with. That, coupled with the massive life of units, ends with little teamwork or micro to accomplish a teams common goal. Kinda sounds like a less fun sniper paintball map to me.

Don't take me the wrong way. When I read about this map and the upcoming tourney I was really excited about it and wanted to start playing the map. I think you've got something started that could turn out to be a fantastic, popular ums game. It just hasn't gotten there yet, and I understand that it's still in the beta stages of creation


--dinner time, be back in a bit, if you want to chat my aim account is Gandalf2723--
Report, edit, etc...Posted by Gigins on 2005-12-29 at 19:46:44
Ok, making lockdown more expensive.

Kill spy with mines, psi storm, suicide... (BTW making spy dmg lower)

You can block 1 way to flag but there ere still 2 left wink.gif

Anyway, get to the point, and guide me with direct balance issues....

*Update*
Report, edit, etc...Posted by Sicarul on 2005-12-30 at 11:02:39
Nice job dead, still, i also think spy is kinda cheap... it's kinda hard in the game to say "Red do this" cause we all red but xD whatever...

Uhm i think it was a direct balance issue the thing of lockdown, 20 is too cheap, make it more expensive...
Report, edit, etc...Posted by Gigins on 2005-12-30 at 11:21:28
QUOTE(Sicarul @ Dec 30 2005, 07:02 PM)

Nice job dead, still, i also think spy is kinda cheap... it's kinda hard in the game to say "Red do this" cause we all red but xD whatever...

Uhm i think it was a direct balance issue the thing of lockdown, 20 is too cheap, make it more expensive...
[right][snapback]393815[/snapback][/right]

I use the "allied only" massages to communicate. I just say "Offence storm the front" "D, incoming, backway" and so. Also I say a lot "gogoogogog" tongue.gif

Spy stats in v0.95
*Damage - 30
*Hp - 300
*lockdown - 30
*cloak - 40

Now there isn't much to do with it, except breaking strong Defence wink.gif

If whole team wouldn't be in one color but there were 8 different colors, how would you recognize who is your teammate and who isn't?
Report, edit, etc...Posted by WoodenFire on 2005-12-30 at 13:30:30
If I was to rate this... Id give it a 7/10.

I loved the gameplay. Fairly well balanced... Lockdown = Heavy Life Goliaths, So it is balanced however you look at those units.

I think Flag should be trigger oriented, and not an actual flag? Maybe that way, If you go to pad, it loads up ur unit with the flag via diff area and then givs probe a 3 second invincabililty period? Maybe balancing out Offensive = Defense a little better. And then you could have, when probe carrier dies, (Location following that probe that was given the flag) It has % chance to Warp-OUt the flag back to original spot (maybe another probe does this if it comes near the flag) (or a diff unit like Offensive Pack that has no Probe in it comes near it and it warps out) and that way, The flag can be continuously hopped with Defensive backing up with the hopping of the flag... Lol

IDK, just ideas. Just things to make it more bug-free and more trigger-complexity respectable.

Better upgrades? Mana? Spells? There really isn't much that could make this game get worse... Only better.

biggrin.gif
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