Thursday, April 19, 2012

[REL] Survival North and South

Recommend version is still:

Look in the vault after Survival North and South Barrens v2 without the "alpha" suffix


Other versions like Survival NvS v3 Insane or Survival Insande Beta 1 NvS are in my eyes not yet good playable.

So keep playing v2.





I am currently testing and developing a more balanced version. But I will take me some days. Uploading so fast is not a good idea.



Preview:

Image

Obviously fewer bases and the distance have been shortend.

Changes to the AI behaviour will follow if they have been tested-

Experimentals will be there too





There are 2 different script versions.

v2 depends on 90% on the old survival script but with experimentals

v3 uses the insanse script ( no experimentals yet )



v3 is not an update; it is completly different, so both are worth to play



NvS Beta 1 is from BrockSamson. I found the old bugs mixed with a new script.

I fixed it in my v3 so the script works with the map as it was intended to do. I never tested the insane script. Much to to.





Hi

I loved to play the survival map.

Someone was interested to defend only against one direction.

Texx told in his thread to use his map and redesign it.



So I did.



The North and South version is done and mainly based on Survival Extreme V3.

I did minor changes to the script and removed the scatis because they mostly have been used as mass income.



Building outside the base should be difficult in this map too



click images to enlarge



final gates Image

orbit Image

ally baseImage





Mapauthor:

Cobaltur (GPG account and in others forums too)|||Thx, I just started a game but after the message Attak Wave Spawnd nothing happend and nothing spawned. :?:|||Same here, looks like the current version doesnt work.|||it works



but because the gates are in line the spawn could come out of the farest gate. So the units need 2 or 5 minutes to get to the base.



If u play with clearsight u will see that units are coming|||Quote:|||yes I found the error



spawned armies were calculated by Allarmies -3

because there was an additional third enemy army

in v2 fixed



the error comes never up if u play with multiple players :)[/code]|||one player bug fixed in v2









Image|||Bases are too far apart. It takes too long to support your allies.|||I have something to say about graphical glitches. Some of the decals have very low cutoff values and also near cutoff values so that once you zoom in close enough, they disappear.



I honestly recommend using the default behavior for these.|||Mixed my v2.3 with the insane script



The Version from BrockSamson was not consistent. Script content mixed with v2.3 but map content of 2.0. The way point system did not worked

and the scatis were not removed. They were only out of the playable area|||I fixed the version mix from Brock so called Insane Beta1 NvS with

Survival NvS Insane but I is absolutly not balanced and tested.



Take up to sunday to improve the map much furhter.



So keep playing v2 ( look at the image and look after the v2.3)|||Brocks is pretty well balanced. Could use more work but the normal script puts out rather early T.3 arty which is a massive pain in the ***.|||thx

the v2 based on extreme is no longer under development



I focus to base on Brocks script

but I think the early t2 is here the pain.



I removed them in the first waves otherwise the normal setting is really strong.



I thinnk saturday or sunday evening there will be a development version.

The AI is not very good for testing.





By the way u could kill the mobile t3 arty easily wiht lot of stationay t2 arty

works well against SACUs and for the rest u have to build t3 gunships



dont relay on defense structures only|||The main reason for starting with at least some t2 enemies is that it's the only way to keep a "smooth" increase in difficulty.



If you start with a T1-only wave than the beginning of the game is too easy. You turn the difficulty up to make the start harder but all you do is make the end of the game so hard it's almost impossible to beat.. and the beginning is still easy because they are only t1 units. This is why most games on regular survival are very easy for the first 30 minutes and then become almost impossible in the blink of an eye.|||I disagree brock. This version you can actually play with a low start time. set it to 60 or 120 secs upgrade your coms dps and send it out defended while you build your econ, tech up, and build defenses. I've been playing these survival maps almost every day for almost a month. I like this version/map the best.|||just played a round and absolutely loved it :) alot better than others because your not too close that it takes space and just no privacy...

although i would like a bit more space so that the use of transport is actually reasonable i can understand why due to others dont think about it.

many thanks and KEEP IT UP!!

(P.S. i know this isnt really a suggestion forum, but it would be nice if there was a mod where it is 2x unit cap because i find that 1k isnt enough, my internet and computer is fast enough to support without lag. just would be nice to be able to have 2000 even 1500 *750 x2* soo if you can i appreciate it very much, if you cant i still appreciate it very much!)

thanks

zeb|||Can you put it on filefront or something?

No comments:

Post a Comment