Desert strike starcraft map download newest version
The port was made by my friend and colleague SquarelyCircle. Log in and reach level 3 to submit a review for this map. Last game i build 2 templar archives and spawn 3 archon each round. Wow, got some more bugs and I figured out the 1k mineral Exploit. It will need to be patched ASAP lol. When playing Zerg you get 2 Queens from a Lair. There is no CAP on queens. So once you get like lairs you will have to many Queens to spawn.
The game will return minerals each time you spawn stating Only 1 Queen allowed on battlefield or something like that. Note: You can hatch Queens from Larve for 1k but I am not sure why. I have replay saved. All 3 Zerg in game, including me, was getting 1k per spawn. Player 1 Host or bottom left has a problem when he reaches 6 gasses the rest of the geysers dissappear. Not sure of player number but bottom right side player is bugged as well.
He was full gas but the blockades did not do down so he didn't anymore room to build. It helps me know what other people are thinking. You can be my Richard and i'll be Jacob. I'll write a thorough report soon busy atm.
Okay last comment for now I promise. I love the random race feature but I think it can present an unbalance. In your other versions having more than one zerg was almost always a disadvantage. A few games my team was all zerg while Raiders were all 3. Maybe each side could have 1 of each but at random? Sorry for all the spam Queen. I really like your maps and just wanted you to get some feedback.
Overall you ROCK! The best Desert Strike today! I'm a desert strike fan, it's my favorite starcraft ums. Every once in a while, I come online, kick some ass or a month or so then stop. This is the best DS map right now on starcraft. The balance seems right and the fact you can get a refund on your buildings adds a complexity that's fun. Haven't found an optimal build yet like DS Night has had back when I was playing. Wish this was an actual standalone game. We are unable to verify your download.
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It's a 'tug of war' type of map with units from the melee game that are being sent in waves from each player. The goal is to destroy the enemy base. The game requires at least 2 players 1v1 to play max. This means that the lone player will send his army each wave, while the other players are queued up to send their army. However, now that you've mentioned it, I'll keep my eyes out for hellion balance when Bnet is back up.
They should be able to get around it. Again, I wish I could see a replay of this so I could figure out whats going on Actually, i suppose there is one spot on the map that i can imagine causing pathing issues. I use it as a method for reducing processing.
When units are made, they are sent to a spot directly behind the Desert Fortress as a means of getting them moving, which enables the rest of the processing without being a massive logical load on its own. I suppose building there could cause problems. I may end up making it an unbuildable area, just to enable the continued use of the point as a lag reducer. Isn't there one? Booms only kill units on your half of the combat field. They cannot be used offensively. The reason that booms worked in your first game and not your second is because you were losing the first and winning the second.
The reason you had strange numbers is because you built a geyser while your economy was still down, and the added time DOES stack. You built your first 3 individually 20,40,60 and then with 11 seconds left to go, you probably blew up their silo and decided to build another, adding 80, giving you 91 total.
Or something like that. Since then, I've taken measures to reduce the likelihood of that, so I think stalemating will be unlikely. I will continue to look into ways of reducing lag and end-game stalemating.
One of the features of Desert Strike that reduces stalemating is the Ultimate abilities, which, when used well late in the game, push the game to a quicker finish. Elaborate AI: Well, since you guys have enjoyed it enough and you'd be interested, i can make some small improvements on the AI, and with time, all the small improvements may become a fully featured AI system. I'll try to get another version with a slightly more diverse AI in about a week.
I really had fun playing this and was wishing I could play it on b. They may or may not be applicable to online games but these are the beefs I had while playing against the AI. This is a tad bothersome, considering they spawn x per Engy and only cost , while a Barracks produces a similar number of Marines which get roasted by Hellions and a Barracks costs I had great unit composition in my first round but the AI had so many freaking Hellions that my units would get stuck in the middle of the map fighting an infinite horde of Hellions, which just got worse because their numbers were always increasing.
My second match against the AI was amusing because I massed Hellions since they hindered me so much last game and skipped the Marines, since they were cheaper and superior anyway. I ended up winning easy. I don't like that currently this map revolves around Hellion masses and less focus on unit composition. They need a nerf.
Unit Pathing. I had no idea where to build on my first round so I placed stuff near the Nexus. This broke unit pathing and I often had lots of units getting stuck on their way across the map.
This can likely be abused in a live game as a griefing mechanic. There's only one for each player and you can claim their charge if there is nobody in that slot or they leave. I like that idea. But what I didn't like was the booms themselves. For some reason, all my second game's Booms killed 0 units I don't know what kind of algorithm you're using for this. Sometimes it killed 98, 63, or 30 in my first game.
Which was fine. But why 0? Is that intentional? I don't think people would appreciate an ability so limited to fail them. If so, then it would be a good idea to add a restock ability or cooldown for Booms.
Economy Freezes. It works when you destroy a silo.