Me and my team are on a hard path to create the ultimate defense maps. I know this had been tried before by everyone and their sister but I think we are really onto something here.
Power Defense 1.1
-Baisc defense map. Originally created to get my team familiarized with the game triggers. The only thing worth mentioning about this map is that player build heroes from buildings and they can give units to each other.
Power Defense 2
-This map is a little more advanced in terms of triggers and originallity. Its a teams defense. Each player starts with a bunker with a few turrets and an scv. Its a 6 player map. 3vs3, topvsbottom. Player 7 is allied to player 1-3 and Player 8 is allied to player 4-6. Air units for player 7 is created above start locations for players 1-3. Player 8 above 4-6. Their are two ways to lose. 1.) An enemy monster makes it to the other teams bunker or destroys it. 2.) The opposing team kills everyones bunkers. What is unique about this map is that if one of your allies dies the monsters that were being sent to his base are moved and divided upmong the remaining two players. It's a little hard to explain in words. My team really doesn't even understand what I am needing. I will have get the map started in order for it to take a wow effect on them.
Power Defense 3
-This map really takes off! I introduce new towers, new heroes, new ways to send units for enemy players. Even new enemy units.(Within the restrains of the editor of course). I think this map will really stand out!
Power Defense 4
-Using all previous things used in power defense 3 with the addition of separate defense games and then combinding them all into one super defense, all in the same map!
Power Defense 5
-Better version of Power defense 4. Created only after assusing that Power Defense 4 will work flawlessly.
Power Defense 6 is a maybe. The more I learn the more ideas I can get.
My team has several other side projects as well. The side projects are created for my newbie team members to get familiar with the editor triggers.
Total Mapping Projects: 15
75% done with getting them all completed! Power Defense 1, 2, and 3 are really close to completion. 8 of 10 of our side projects are completed.
You showed me that on Battle.net. The map really confuses me, I hope it comes with detailed instructions

So its basicly a Versus Defense?
In 5 parts, which is what I dont get. Why cant you take the best concepts and put it into one map?
Shouldn't you just make the ùber one first?

Well the thing is that part 1 is basically a teaching tool for part 2 and so on and so forth. I don't really think battle.net is ready for the uber one yet so I made a gradual step up process.
Things dont work that way on Bnet. Some may like 1 particular defense more then other ones, so it would be spread more often. lf your going to do a gradual step, lm positive one will be better then the others, and the order would be screwed up.
Wow pinecone you've lightened up.. Jesus look at that avatar...
Anyhow I don't know about a defense series but you can try. *Shrugs.*
Hmm i like defence maps (atleast some) and i think this soudns like it will be some fun maps to play.
I think releasing 5 of the same type of map just newer versions with updated features is a little redundant.
This hasn't been done before... for a reason. Multiplayer defense maps never come in 5 maps, its usually in one version then other versions come out.
Personally, I would be much more impressed if this was all one map. But spreading it out all in 5 maps is no fun at all.
Or if it is, then people will only play one of them, just make that Uber one, you know you want to!
I think you guys are getting the wrong idea. Think of it more as a campaign defense. I am not using the same map and just changing stuff. Each map is completely different and works an entirely different way. I just make them a series because the map themes are the same. I didn't want to give any information on it but I guess I could.
Introduction to part 1: (As stated in mission breifings)
"Stop your grinnin' and drop your linen boys!"(sound file)
Our satellites have detected an enemy convoy headed our way...their destination is unknown. A force of this size cannot be good no matter where they are headed. You job is to stop as many units as you can. If you fail to complete this objective you will be de-ranked and possibly executed. Intell will keep you updated on any further information recieved.
HQ has given you command of any forces it can spare. Marines, ghosts, goliaths, medics, wraiths, science vessles, valkyries and even a few generals commanding our state of the art battlecruisers will be more than happy to assist you. Good Luck!
End transmission.
The next bit will be divided up between the different maps:
Even larger forces en route to final destination still unknown. Will require new technologies and alliances with other races. When the purpose and destination is known, races will have to set asside their differences and join forces. Intell discovers that new enemy units are smarter and are using better technology themselves. You will eventually discover where the enemy units are going and find out what their secret weapon is. The last map will be a border line defense map, meaning that some people may not regard it as a defense map at all. The last map will be based on the same PRINCIPLES as the first. The first map has ALOT to do with the end map. Right now the map creation process for them is nearly complete. All we really need to do is see how much voice acting we can get into the game and how many different voice actors we can get, these may or may not be in the maps. My team has a meeting at least every other day. I could keep you all updated if you like.
Campaign defense... sounds pretty unique. I'll be looking for how it turns out.
The idea seems very strange, but I shouldn't critize what has never been attempted. People say that bounds suck yet they are so popular...
*cough cough* bounds do suck *cough cough*
I guess it could be interesting if the next map of the series is a different map with a different play system, but if it is just the previous version with a new feature it is somewhat redundant and i would just say release the final map, or release some of the last ones like the last three maybe incase some people don't like some of the new features.
Most "Bounds" are not that much fun, but there are some very well made Bounds, like "Selector Bound 1/2/3" which are great pieces of Map Making!
Yeah, a lot of people say "BOUNDS SUCK OMFG", i may be one of them, but only because they are overly made and their makers SUCK. But yet i may point out their are some VERY well done bounds out there. That deserve to be called a map.
Sounds like an interesting series... and yes... 90% of bound maps suck because they are rip offs from another type of bound map... and most just arnt even very fun.
Yeah, there are a few very good, well-made, almost master piece bounds, because they are so different to the normal, from set out to how its played.
Beer Bound isn't that hard of a trigger map, but its different and it works.
Power Defense 2: In Depth
Ok, this map is going to be extremely difficult for my team to pull off and even harder for me to explain.
Mission Objectives:
1. Kill the other teams bunkers.
-OR-
2. At least one enemy air unit (monster levels) reaches the other teams bunkers.
Each player will start with 1 bunker, a few turrets and 3 marines. Air units will spawn periodically on a destination of the opposing teams bunker. They will go to the bunker directly infront of them. If a player is eliminated the units will go to a differnt bunker. Players 1-3 will be allied and their bunkers will all be located across the top of the map, spaced out evenly. Each player will also have 1 of every building to get units. Unit prices have been lowered. Players will also be able to mine minerals. Gas will be used to set the air levels.
What makes this defense different:
1. It's basically an altered melee with a defense added to it.
2. Players will be able to add to the amount of monsters comming to the other
team.
3. Every unit in the game is selectable.
4. Supply depots double as a wall.
I hope I explained this clearly. I think it could possibly be a a good map. Players, when a stalemate is meet, will have to learn to time their attacks with the air units that spawn periodically (belonging to player 7 or 8(computer players)).
Any other suggestions are welcome.
Altered melee?....as in its a melee map with some changes and triggers added into it?
Anyway..sounds good.....I'd maybe play it
