RTC 2017: Mercenary Business

Map Showcase
TOP 10 Map
Vote for it here:

http://us.battle.net/arcade/en/blog/20799757/top-ten-revealed-play-vote-win-2017-6-2-2017

NA Server: battlenet:://starcraft/map/1/284525
EU Server: battlenet:://starcraft/map/2/198924
KR/TW Server: battlenet:://starcraft/map/3/116331
SEA Server: battlenet:://starcraft/map/6/25673

Description
Amon sent his Moebius minions to Deadman's Port to hire Mira Han and her mercenaries for the war. The allied commanders must prevent that from happening by sending Mira Han shipments of resources, bigger than those of the Moebius forces.

Main Objectives

  • Deliver each shipment in place of Amon (6 shipments)
  • Don't let Amon deliver too many shipments


Bonus Objective

  • Collect Protoss relics


Screenshots
More provided in the lobby, but also some on this Imgur post:
http://imgur.com/a/s0Uh1

In the lobby you can also find images to help you play the map in the How To Play section.

Gameplay videos
JayborinoPlays (v 2.3): https://www.youtube.com/watch?v=EKN2LEP_blQ&t=204s
DeltronLive (v 2.3): https://www.youtube.com/watch?v=exNffXXR_K8

FAQ
Q) Where are the optional objective?
A) Just wait some time for them to show up.

Q) Can I win by destroying all Amon forces?
A) Not actually, but it will make you very easy to win.

Q) How long does this match last?
A) From around 24 to around 28 minutes game time.

Q) Mira's voice doesn't look like her!
A) Of course. Mira's voice is my voice. I'm a 24 years old italian boy, and the voice is recorded with very low cost mic. I've used Audacity to make the voice sound more female. So, nothing professional here, the voice acting should be fun, clear to understand and help everyone play the map. Nothing else. Do not complain about it, unless you have difficulties in hearing it.

Q) Where did you get inspiration?
A) Wings of Liberty Campaign, Cutthroat mission. I really liked the tileset and though the mineral race idea to be actually good for Co-op, with some adjustaments. The map is based directly onto the Template Map from Blizzard Entertainment and follows, or tries to follows, all the Blizzard guidelines for the contest.

Q) This map is too easy/difficult!
A) Map should be balanced well. If you find it too difficult, just low the difficulty in the lobby. Each difficulty has an useful tooltip which tell you for which players it's recommended.

ABOUT ME
This is the first true map I publish for Starcraft 2, while I've made some libraries it's quite different. When you make tools, you are looking for a different kind of elegance, style. So, I really hope you like it and, above all, you all have fun with it.
Should you find any bug, or should you have any suggestion, don't be shy. I'm sure it will improve the map somehow, no matter how unimportant you may think it is.
To follow other my creations, at the moment libraries, visit me at:
https://www.sc2mapster.com/projects/insanemonster-assets
Can't play with 2 players (AI take the kerrigan/artanis selections)

Edit: tried playing this solo. I don't think it will make a good co-op mission because:

  • Amon gets a free victory at the first bit. Combine that with you lose all your resources, and ou don't have a fun mission.
  • In fact, losing all your resources doesn't feel fun. Warp gates about to get a charge? Too bad, you don't have the cash anymore. About to get that ultra cavern finished? shame you've got no gas to build them.
  • First expansion having 1 less gas is killer for many commanders who rely on getting a certain amount of gas before they can get strong enough to win
  • Abilties with global range (Hyperion, solar bombard, nydus) put you ahead too easily
  • Not much fighting is needed. It becomes more of a "protect the miners with 10 supply of army" rather than co-op
  • No main objective locations show up. No bases to destroy, etc etc. You're playing with a permanent darkness mutator
  • can't play with 2 players (AI take the kerrigan/artanis selections)

    I can't reproduce this. I will correct the additional AI choosing commander though (it should not have influence in any case)

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • Amon gets a free victory at the first bit. Combine that with you lose all your resources, and ou don't have a fun mission.

  • I can slow down a bit Amon for the first round, even make it become incrementally stronger to prevent this.

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • In fact, losing all your resources doesn't feel fun. Warp gates about to get a charge? Too bad, you don't have the cash anymore. About to get that ultra cavern finished? shame you've got no gas to build them.

  • The point is to tactically think of your resources. If you don't lose resources, you can just accumulate than in one round to win the following. I could try an other solution where resources are left untouched and the race just goes on, but it seems unintuitive.

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • First expansion having 1 less gas is killer for many commanders who rely on getting a certain amount of gas before they can get strong enough to win

  • I can add another geyser, why not. It was done this way in Blizzard's template, tough.

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • Abilties with global range (Hyperion, solar bombard, nydus) put you ahead too easily

  • Why that?

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • Not much fighting is needed. It becomes more of a "protect the miners with 10 supply of army" rather than co-op

  • Well, destroying enemy bases grant you additional resources and halt enemy harvesting rate. However, as stated in the FAQ it's probably unbalanced right now and needs balancing. Do you think the enemy harvest too fast/attack not enough?

    03/06/2017 07:31 PMPosted by ILIKEPIE
  • No main objective locations show up. No bases to destroy, etc etc. You're playing with a permanent darkness mutator

  • All the resources location shows up. It's a different kind of mission, with a bit more planning involved. You can use a small army to defend a few bases, you can go all in and destroy everything. I can add a ping in the map to show the main enemy base, though.

    Anyway, thank you for your feedback.
    I like the terraining its very well done. Although some areas could use brushing. Its a bit to waste-landy.

    I like the cutthrout mission and it seems u did the Devil playground mechanic from WoL. I just dint get how i win this map. Amon seems to have a headstart. Maybe collecting that scrap would be cool but i didnt see any.

    I like that u introduced another objective that isnt: kill unit or escort unit. But i dont thing these "collect relics" fit with the map. This fit when u played WoL.

    U need to fix the bug that i cant play with 2 commanders. We cant leave good feedback while playing solo or with bot.
    Ok, updated now:

    • Added an additional vespene in all expansion bases
    • Slowed down the AI initial harvest rate: it will increase with time now
    • Added a ping to show the main enemy base (just to have players know where it is)
    • Added difficulty selection, needs testing
    • Remove two unecessary players, can all be done with only two enemies
    03/07/2017 12:52 AMPosted by BlackReapeR
    I like the terraining its very well done. Although some areas could use brushing. Its a bit to waste-landy.

    I like the cutthrout mission and it seems u did the Devil playground mechanic from WoL. I just dint get how i win this map. Amon seems to have a headstart. Maybe collecting that scrap would be cool but i didnt see any.

    I like that u introduced another objective that isnt: kill unit or escort unit. But i dont thing these "collect relics" fit with the map. This fit when u played WoL.

    U need to fix the bug that i cant play with 2 commanders. We cant leave good feedback while playing solo or with bot.


    The bug of the 2 commanders is fixed now.
    The relic part is just an optional objective. It's there actually to remind of WoL. It's not required for the mission to end.
    Ok, I got it, it's impossible to win right now. I will now reduce Amon headstart and it's harvesting rate, and I will also add some scrap here and there to help players and make things a bit more dynamic.
    What do you mean by brushing? Adding some more plants and trees? I actually removed many doddoads to respect Blizzard guidelines, but I can add some brushes and rocks here and there.
    I will publish an update soon to address your concerns.

    Thank you very much for your feedback.
    I played it again. My feedback

    0. I meant the paint brush. ( im no terreiner). Like between terrein little acid cubes here: http://imgur.com/a/bRZds. A bit more doodads but not to much.
    Here for example: http://imgur.com/a/ZEK6z u can see dirt, plates,steel. So its not all a ground wasteland.
    1. I love the rounds idea. Really intelligent,creative idea man!
    2. Enemy A.I didnt attack us till 6th minute.
    3. U cant seem to win first round. No matter what u do.
    4.Once u get your bases up and running you always win. There isnt much skill here required. After round 2 its way to easy.
    5. Made a base
    here: http://imgur.com/a/l4OOn
    and here: http://imgur.com/a/tYn3n
    but enemy didnt bother to attack this region.

    6. I got a suggestion for different bonus objective.
    "Claim the 3 mercenery buildings". Orlan is angry that mira han betrayed him. He has 3 mercenary buildings spread around the map. Each building is protected by enemy forces. Once u defeat the forces and claim it, the building will become a neutral outpost. Neutral mira han mercenary will spawn who attack the enemy frequently.

    7. Here is my biggest issue with the map man. The round idea is really well done but at times feels like there isnt much to do for you you know?

    Here is my suggestion to fix that.
    1) Introduce mini mineral clusters (around map) who are defended by enemy. Once u kill enemy and gather the mini minerals u still have to protect the workers by the enemy A.I.
    2) Introduce a special enemy unit (maybe even custom made?) that has abilitys cater-ed towards killing workers. Like a slimy radioactive slug? Who can paralyze workers? Cast a radioactive plague that spreads and kills? Something cool like that.
    3) Introduce these scraps that u could pick up like in the cutthroat mission.
    4) Introduce a third resource like credits/money. This resource can only be picked by killing certain units. Or something like that.
    5) Maybe have different round. First round: collect mineral scraps.
    Second round: Collect more minerals.Third round: Collect 3d resource. And than introduce randomly generated option.
    6) Introduce more rounds like 8-10. All mini rounds to make the player do something. This will require a lot of balancing.
    03/07/2017 02:12 AMPosted by BlackReapeR
    0. I meant the paint brush. ( im no terreiner). Like between terrein little acid cubes here: http://imgur.com/a/bRZds. A bit more doodads but not to much. Here for example: http://imgur.com/a/ZEK6z u can see dirt, plates,steel. So its not all a ground wasteland.

    Understood. I will improve this then. Keep in mind that some large spaces are needed for co-op according to Blizzard guidelines.
    03/07/2017 02:12 AMPosted by BlackReapeR
    1. I love the rounds idea. Really intelligent,creative idea man!

    Thank you, glad you like it.

    03/07/2017 02:12 AMPosted by BlackReapeR
    2. Enemy A.I didnt attack us till 6th minute.
    3. U cant seem to win first round. No matter what u do.
    4.Once u get your bases up and running you always win. There isnt much skill here required. After round 2 its way to easy.
    5. Made a base
    here: http://imgur.com/a/l4OOn
    and here: http://imgur.com/a/tYn3n
    but enemy didnt bother to attack this region.

    Some are bugs and some are blancing issues. I plan to correct both soon.

    03/07/2017 02:12 AMPosted by BlackReapeR
    6. I got a suggestion for different bonus objective.
    "Claim the 3 mercenery buildings". Orlan is angry that mira han betrayed him. He has 3 mercenary buildings spread around the map. Each building is protected by enemy forces. Once u defeat the forces and claim it, the building will become a neutral outpost. Neutral mira han mercenary will spawn who attack the enemy frequently.

    Don't know about this. In the Co-op the bonuses usually gives XP, mine also gives scraps... don't know if it's good for the Co-op actually. But I've an idea which involves Orlan to make the bonus objective a bit nicer. I'll implement when I can :)

    03/07/2017 02:12 AMPosted by BlackReapeR
    7. Here is my biggest issue with the map man. The round idea is really well done but at times feels like there isnt much to do for you you know?
    Here is my suggestion to fix that.
    1) Introduce mini mineral clusters (around map) who are defended by enemy. Once u kill enemy and gather the mini minerals u still have to protect the workers by the enemy A.I.
    2) Introduce a special enemy unit (maybe even custom made?) that has abilitys cater-ed towards killing workers. Like a slimy radioactive slug? Who can paralyze workers? Cast a radioactive plague that spreads and kills? Something cool like that.
    3) Introduce these scraps that u could pick up like in the cutthroat mission.
    4) Introduce a third resource like credits/money. This resource can only be picked by killing certain units. Or something like that.
    5) Maybe have different round. First round: collect mineral scraps.
    Second round: Collect more minerals.Third round: Collect 3d resource. And than introduce randomly generated option.
    6) Introduce more rounds like 8-10. All mini rounds to make the player do something. This will require a lot of balancing.

    I cannot change the rounds so easy for balancing, and giving too difficult task it's a problem from the AI point of view. But, the idea of scraps around (and actually scraps from destroyed enemy buildings) togheter with something that kills workers is very good, I'll try to implement it. Also I will increase enemy waves strength and frequency, and the number of enemy garrisons. Will try also to balance the rounds: You can win the first, you can lose the latter.

    Thank you very much.
    03/07/2017 12:09 AMPosted by InsaneMst
    can't play with 2 players (AI take the kerrigan/artanis selections)

    I can't reproduce this. I will correct the additional AI choosing commander though (it should not have influence in any case)
    Well all I know is when I tried to host a public game I kept getting disconnected from the lobby, couldn't add an AI or anything.
    The point is to tactically think of your resources. If you don't lose resources, you can just accumulate than in one round to win the following. I could try an other solution where resources are left untouched and the race just goes on, but it seems unintuitive.
    There's a difference between "thinking tactically" and not being able to save to get a number of high tech units because you lose everything at the 5 minute mark, or waiting a minute to start an upgrade because it finishes right after a checkpoint.
  • Abilties with global range (Hyperion, solar bombard, nydus) put you ahead too easily

  • Why that?
    Because you can snipe command centers really easily once they come off cooldown, ignoring many defenses.
  • No main objective locations show up. No bases to destroy, etc etc. You're playing with a permanent darkness mutator
  • All the resources location shows up. It's a different kind of mission, with a bit more planning involved. You can use a small army to defend a few bases, you can go all in and destroy everything. I can add a ping in the map to show the main enemy base, though.
    I didn't see any of these resource locations.
    Okay replayed the mission with an actual random, so the lobby change works.
    03/07/2017 02:13 PMPosted by ILIKEPIE
    All the resources location shows up. It's a different kind of mission, with a bit more planning involved. You can use a small army to defend a few bases, you can go all in and destroy everything. I can add a ping in the map to show the main enemy base, though.
    No resources beside the first expo shows up.

    Amon still gets a win at the first resource take, and the only things I built were ~25 scvs, 4 marines, 2 supply depos, a CC, and we were under 1/2 the resources needed (2k/5k)

    Please reconsider having us lose resources, change it to collecting scrap+base disruption (have one of his expansions start collecting a lot of minerals via mules or something so you have to target it) or something. Commanders incomes and timings vary and losing resources really messes a lot up.
    First, disclaimer: your map doesn't allow me to choose a difficulty level, so I'm going to presume you're trying to balance it around the Normal difficulty, as that is what Blizzard recommends anyway. Thats fine, but Normal so, so, so easy it's hard for me to really give any feedback relating to difficulty. We didn't really even have to try and easily destroyed all of Amons units and structures while floating excessive amounts of money. So yeah, its incredibly easy but if you're aiming for the "Normal" difficulty level, its probably about right.

    So, on to the game-play.

    I liked this campaign mission and initially the idea of converting it to a co-op map sounded appealing. Having Mira Han as the maps' narrator also seems to work very well.

    But unfortunately it feels like there are a lot of problems with your current implementation.

    First, all your money getting used up when a round ends. This just seems like a bad idea, bound to confuse and frustrate less keen players. But it also creates some perverse incentives: players don't actually want to mine TOO much extra. This means when a round was coming to a close and you're looking to be ahead, you should either tell all of your workers to stop mining so you don't get too much, or (the route I chose) tell your workers to start building 200+ command center/nexus/hatcheries, and then cancel them after the "mineral steal" stage is done so you get your money back. At some points we had 50,000 minerals more than Amon and we gave up trying to start enough buildings to keep it from stealing excess money. If you're going to keep this mechanic in place I advise only having it take as much money from you as Amon, or having a static resource limit that, as soon as one team reaches it, is automatically ends the round -- instead of letting players harvest insane amounts of resources.

    Second, this mission seems fundamentally imbalanced in favor of Raynor (and to lesser extent, other commanders with resource bonuses like Kerrigan's resource Aura or Swann's Vespene Drones).

    In the case of Raynor, on normal co-op brutal missions I can easily get 8-10+ Orbital Commands and bank 20,000k+ resources regularly. Playing your map there is almost no reason to not go Raynor. Additionally you can rally production facilities into Amon's resource lines and have Raynor's units spawn there and kill off his mining. We got Amon's mining down to 0 so he would harvest no resources quite easily.

    The only solution I see to this problem is to make there be relatively few resources players can actually harvest the normal means, and the rest have to be collected more similarly to the campaign-style version, by roaming the map.

    This poses some problems in that you can just run a unit around collecting money while it's protected by Artanis's guardian shield, or just use the same raynor-rally-production to collect resources. So I think you'd have to make it so that you gather resources by attacking and destroying something, like a rock formation: that's the one thing all commanders have in common. They can out-put damage.

    Well, the mission poses quite a few problems. Hopefully you can sort them out because the idea has potential, I just don't think the mechanics quite work yet.
    Stuff...


    Stuff...


    Thank you very much. While some bugs are to me not explicable (when I test the map in the editor everything worked fine, but I could not test commanders), I'll do my best to solve them.

    About the gameplay you are right. I tried an implementation but I also knew it was sort of a test. Since I cannot do like the campaign, but only take inspiration from it, I found very hard to balance this, round and everything, because I didn't know where to start. Besides the campaign I have no examples of similar maps...
    Anyway, I will probably add the following:
    1) More waves from the enemy: random, small waves very often
    2) Stronger waves (actually with same frequency, without bugs, so they will target even expansion)
    3) Much less resources harvestable in standard way
    4) Some scraps around (not too much)
    5) Scraps get by destroying enemy buildings
    6) Some way for the enemy to destroy your workers
    7) More forces for the enemy to protect workers and scrap around
    8) Amon harvest rate increments dynamically
    9) Resource limit for a turn. Once reached, the turn end
    10) Remove in some way or at least reduce the resource reset
    What do you think?
    Huge series of updates. Many thanks to TheSkunk, ILIKEPIE and BlackReapeR for your kind suggestions and constructive feedbacks.

    v1.3:

    • New feature: now when destroying enemy buildings or port junkers there is a chance to get some scraps.
    • New feature: added scraps around the map guarded by enemy garrison, like in Wings of Liberty mission.
    • New feature: enemy will call MULEs at one of their bases if you are about to win the round, giving you an important target to focus on.
    • Improved mechanic: rounds can now end early by reaching the limit of 10.000 collected resources.
    • Improved mechanic: reduced by a great deal the amount of resources you can harvest from the terrain.
    • Improved mechanic: resources of both team will be removed, at the end of the round, of the quantity collected by the losing team.
    • Improved mechanic: a small bonus is givien to losing team at the end of the round to balance added changes.
    • Reduced the amount of resources each scrap gives, to balance their increased quantity
    • Changed many Mira Han lines to better explain the improved mechanics and added features.
    • Reduced Amon advantage in the first round. His SCVs number will increase over time.
    • Corrected bug in showing enemy base at the beginning of the game.
    • Corrected bug in some attack waves not attacking some player bases (it's still random, so it's not sure they will attack every one).
    • Increased the amount of resources given by bonus objective, and increased life of wrecked transports. They should require more time now.
    • Added double attack waves, with a certain chance: sometimes the enemy will force the commanders to fight in different parts of the map.
    • Added a massive amount of enemy forces. Now it should be much more difficult to destroy enemy bases.
    • Overhaul of the terrain, to reduce the wasteland feel and added some decorations while keeping the structure and the parameters the same.
    • Added difficulty levels. They work at different levels, changing enemy garrison, harvest rate and attack waves strength and frequency.


    v1.4:

    • Removed testing leftovers (argh, yes, again!)


    v1.5:

    • Increased the overall chance of getting double waves at all difficulties. It was too low expecially at lower difficulties.
    • Made some adjustement to the spawn rate of salvage scraps from enemy buildings.
    • Added some sounds for better immersion, expecially regarding Mira Han transmissions.
    • Changed enemy targeting priority: now they will focus on your workers instead of buildings.
    • Corrected a few typos here and there.
    • Added some more info text on important units.
    • Corrected a very small pathing issue in a fence (removed clipping).
    • Added trigger alerts in different points of the map.


    The map should feel A LOT better now. I can beat it with some effort solo on normal, but on Brutal I've been easily defeated by the enemy.
    To help you select difficulties:
    Very Easy = Casual
    Easy = Normal
    Medium = Hard
    Hard = Brutal
    * Like the added dialogue in beginning. Adds more to the story and explains the mission better.

    * I love the idea: mules collect resources once u try to capture their base. Really nice touch.

    1. I still think a different mechanic each round would be more fun. Like first round (since u need minerals to set up your stuff) could be collect scrap. Or how about a special minerals which are guarded by the enemy? A third resource even? Or maybe introduce a mini round 1? 2-3 min.
    Or maybe just the first round something that dosnt depend on your minerals. Because its a little bit problematic to build/set up things while doing all this.

    2. Played on normal this time. The waves where a bit hard for my taste since its normal. A lot of hybrid, tanks, liberators. 10 sneaky reapers? I like it but maybe a bit less.
    Especially the enemy defense was maybe to much. Maybe just a slight bit less of.

    3. Seeing a different bonus could be more fun than collecting relics. Since its not really in miras style to collect relics. Except if she sells them =3
    Like:

    * "Reclaim the scrap generators". There are 3 buildings that generate scrap. U will have to kill amons forces protecting the building. Once u reclaim them they will generate small amount of scrap every minute.

    * "Free mira hans mercenery outpost" Mira hans mercenery have garrisoned themselves in 3 buildings across the map. They are attacked by amon. Watch out, garrisoned building have HP, once amon has destroyed the garrison the mercenerys will be left stranded. Each building has a timer of how much time is left for u to claim the bonus. Once u save the people in the building u can buy special mercenery units to help u out.

    4. It was still a bit to easy to win the rounds after the first one. I think it needs to be balanced slightly bit (normal difficulty). We played in 22 minutes and won. I think its because u added all these bonus scraps on the map. Its probably just a balance issues nothing more.

    5. The A.i attacked our bases which was nice but he never bothered to attack out first base. Which was mined out but had a lot of juicy buildings. How about sending waves there that ignore attacks and go straight to it. Because at that time all our defenses are usually in the middle part of map.

    6. I havent tried skunks idea to use raynor scan to kill amons workers. I think this would give him a big big advantage. The only idea i have to stop that is to introduce special harvesters? A custom unit maybe that can not only harvest but kill the enemy. Also has a ton of hp.

    All in all a really great map. Probably one of my favorites for this contest. U improved the visuals as well. I will definitely play this again and again.
    03/10/2017 09:26 AMPosted by BlackReapeR
    * Like the added dialogue in beginning. Adds more to the story and explains the mission better.

    * I love the idea: mules collect resources once u try to capture their base. Really nice touch.

    It's your (all of you who left feedback) suggestion which help me created this. You all should feel very clever.

    03/10/2017 09:26 AMPosted by BlackReapeR
    1. I still think a different mechanic each round would be more fun. Like first round (since u need minerals to set up your stuff) could be collect scrap. Or how about a special minerals which are guarded by the enemy? A third resource even? Or maybe introduce a mini round 1? 2-3 min.
    Or maybe just the first round something that dosnt depend on your minerals. Because its a little bit problematic to build/set up things while doing all this.

    I understand that, but by playing it with random users I feel that the mission objectives are even too complex as they are now. Adding this would make everything more confusing and I actually fear it's overall too confusing as it is.

    03/10/2017 09:26 AMPosted by BlackReapeR
    2. Played on normal this time. The waves where a bit hard for my taste since its normal. A lot of hybrid, tanks, liberators. 10 sneaky reapers? I like it but maybe a bit less.
    Especially the enemy defense was maybe to much. Maybe just a slight bit less of.

    You played on easy from the lobby? Beacuse if you play on medium it is supposed to be hard (damn Blizzard lobby difficulties). If not, I will look into it. I already planned to. I plan to reduce size of double attack waves.

    03/10/2017 09:26 AMPosted by BlackReapeR
    3. Seeing a different bonus could be more fun than collecting relics. Since its not really in miras style to collect relics. Except if she sells them =3
    Like:

    * "Reclaim the scrap generators". There are 3 buildings that generate scrap. U will have to kill amons forces protecting the building. Once u reclaim them they will generate small amount of scrap every minute.

    * "Free mira hans mercenery outpost" Mira hans mercenery have garrisoned themselves in 3 buildings across the map. They are attacked by amon. Watch out, garrisoned building have HP, once amon has destroyed the garrison the mercenerys will be left stranded. Each building has a timer of how much time is left for u to claim the bonus. Once u save the people in the building u can buy special mercenery units to help u out.

    I love both your ideas, but you should remember the fact that in co-op the bonus objective should be optional and not influence the balance of the map too much. Mine already gives resources, so it's just a lot more dynamic than default from Blizzards. Anyway, I'll probably add some small waves while you attack the wrecked transport, to spice things up.

    03/10/2017 09:26 AMPosted by BlackReapeR
    4. It was still a bit to easy to win the rounds after the first one. I think it needs to be balanced slightly bit (normal difficulty). We played in 22 minutes and won. I think its because u added all these bonus scraps on the map. Its probably just a balance issues nothing more.

    I know this, I have still to balance things. Thank you for reporting, I will try to use scraps better. Also, try the map on Brutal (Hard in the lobby) and tell me if you manage to win :P

    03/10/2017 09:26 AMPosted by BlackReapeR
    5. The A.i attacked our bases which was nice but he never bothered to attack out first base. Which was mined out but had a lot of juicy buildings. How about sending waves there that ignore attacks and go straight to it. Because at that time all our defenses are usually in the middle part of map.

    You are right, I will look into this.

    03/10/2017 09:26 AMPosted by BlackReapeR
    6. I havent tried skunks idea to use raynor scan to kill amons workers. I think this would give him a big big advantage. The only idea i have to stop that is to introduce special harvesters? A custom unit maybe that can not only harvest but kill the enemy. Also has a ton of hp.

    I've done this myself. It's a good strategy, and it's very useful to destroy enemy MULEs on harder difficulties. It should be more balanced now, giving the increased amount of enemy garrison. I encourage everyone to try this strategy, and let me know if it's too OP. Also, tell me if you feel Artanis is underpowered somehow.

    03/10/2017 09:26 AMPosted by BlackReapeR
    All in all a really great map. Probably one of my favorites for this contest. U improved the visuals as well. I will definitely play this again and again.

    The visual I improved is thanks to your suggestions, so kudos tu you :)
    Thank you very much, I also had fun playing it, so I can say my primary goal is reached, at least from my perspective.
    How about instead of all the different rounds idea what if u delay the 1 round for just a bit? Like if u play chain of ascension (brutal) u have 4 minutes to set up your base before moving out helping jinara.
    Here the first round starts at 1 minute already.

    Also i dont know if u added this but once u change the difficulty the " dont lose more than 3 rounds" should change as well.
    In blizzards map for instance if u play oblivion express on
    normal its: dont allow 3 trains to escape
    brutal its: dont allow 2 trains to escape.

    I think 3 rounds sounds to much fair for brutal mode.
    03/10/2017 10:28 AMPosted by BlackReapeR
    How about instead of all the different rounds idea what if u delay the 1 round for just a bit? Like if u play chain of ascension (brutal) u have 4 minutes to set up your base before moving out helping jinara.
    Here the first round starts at 1 minute already.

    Also i dont know if u added this but once u change the difficulty the " dont lose more than 3 rounds" should change as well.
    In blizzards map for instance if u play oblivion express on
    normal its: dont allow 3 trains to escape
    brutal its: dont allow 2 trains to escape.

    I think 3 rounds sounds to much fair for brutal mode.


    The four rounds things is about an odd number to win the competition. It's equivalent to: win the majority of the rounds.
    About the delay: great idea, really great. I will implement for the next patch.
    Huge and probably final gameplay update.

    Thanks to all who left feedbacks. They really helped me to accomplish this.

    Here's the changelog.

    v2.0:

    • Overhaul of the entire gameplay.
    • Transformed rounds in shipments. It does make more sense.
    • Players must pay Mira Han 10 shipments, and must not lose more than 1. Like oblivion express does with trains.
    • Added different kinds of shipments: minerals, gas or double shipments, with both.
    • Added randomization on the order of shipments type for replayablity.
    • Added UI to add resources to each shipments: the players choose how much to send to Mira.
    • Added different conditions for each shipments: time and enemy advantage vary from one to the other.
    • Overhaul of major waves, now they behave more intelligently and are capable of dealing with air builds.
    • Overhaul of attack waves, now they are smaller and attack randomly both expansion and main base.
    • Overhaul of MULEs spawn system. Now should be overall better.
    • Added drop pods of enemy togheter with waves to make defending resources gathering locations harder.
    • Added drop pods of enemy mercenaries at bonus objective locations to make the bonus objectives harder.
    • Added vespene pallet in addition to salvage scraps.
    • Overhaul of salvage scraps and vespene pallet resource system. Now they give more balanced income.
    • Overhaul of transmission. Now they should be better, less intrusive and much more clearer to read.
    • Added warning to use subtitle: for the time (and maybe always) voice acting is not supported.
    • Countless of UI and interface fixes and improvements.
    • Some adjustment to terrain and units positioning to improve pathing with respect to Blizzard guidelines.
    • Greatly improved overall balance of the map.
    • Greatly improved the feeling of each difficulty setting.
    • Improved enemy resistance to cheesy tactics.
    • Overhaul of the event timing system. Now you should never feel without something to do, but at the same time never overpressured.
    • Overhaul of the information system. Pings, areas revealed and such are better to see and less intrusive. Also, much more informative.
    • Added tips in the help panel to help understand some map mechanics if needed.
    • Added special dialogue between Mira and Raynor if present as commander.
    • Added music in the map. Both from Wings of Liberty campaign and to highlight important events.
    • Added english support for all locales. Now in every locale you will play with the english map.
    • Increased countdown time to let players choose their commanders.
    • Changed Battle.net screenshot, description and how to play to reflect changes in the map.


    Any balance feedback, english error or bug you find: just let me know.
    Small update:

    v2.1:

    • Small improvement in the game UI.
    • Overhaul of the game lobby UI. Now it should be very informative, clear and without clutter.


    As always, for any balance feedback, english error or bug you find: just let me know.
    Also, this evening, since 21.15 GMT+1 Time, I will be in the NA server and play this map with random people. Come and play if you are interested.
    Brilliant what u did with shipments. The gas,mineral payments is really genius.

    mira han banter on this mission is on point.

    1. A bit unforgiving to lose 2 shipment on normal and its done. If u look at other games by blizzard they give u more forgiving options. I think the This "dont lose more than 1 shipment" is something for brutal.

    2. The constant waves and the defense for the enemy's is quite hard. We played on normal.

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