About
This version is obsolete; head to my Income Defense Pro project page for the latest version. http://www.nibbits.com/sc/projects/income-defense-pro/
This map is similar to Spawn Defense; three of ...
This version is obsolete; head to my Income Defense Pro project page for the latest version. http://www.nibbits.com/sc/projects/income-defense-pro/
This map is similar to Spawn Defense; three of the biggest differences are the steady climb of enemies' armor, the use of bunkers with upgrades to counter that armor, and that there are measures taken to prevent maxing the map.
Each player starts with minerals which they can use to either build bunkers (like Maze D), buy upgrades for those bunkers, or to purchase units that will go through the opponents' defense. Units sent this way will increase that player's per-turn allowance, or "income". Since the competition is an equal team, as opposed to the computer, the difficulty can be much more appropriate for the player's ability (unlike Maze D), and has much more player interaction than OYO (on your own) maps.
Latest changes since 3.7:
Simplified bunker choices to cut down on freezing, forced vision between players, allowed unallying for allied chat.
Other changes since Choice 3.5b:
Fixed some generally buggy triggers involving the SCV, and named units to include income, instead of using mineral patches, to cut down on the total unit count / freezing. Included bunker count in the leaderboards, rebalanced and changed old $75 unit to $150. Increased initial allowance from 100 minerals to 400. Bunker max properly implemented and set to 30 (core system was there but either nonfunctional or set high enough that the map would max first). Marines are the chosen bunker unit by default, as a convenience. There's now a banner. General spawn rebalancing, such as units between $5k and $60k getting up to par income; HP and armor changes to almost all units, to make more choices viable attacks; now able to choose either air or ground for any cost; $75s changed to $150s. There used to be a glitch where units sent at the timer would provide their income in minerals, allowing for disproportionate increases in resources, and discourages "creative" spawns; this has been fixed. Spawn "movement ai" locations tweaked to lessen both the ability to turn units back, and the chances of a unit accidentally running into the wrong location.
Change(s) to look forward to:
An in-game tutorial, and options for P1 such as preventing units from being unplaceable.
I think this map is nearing the point of "perfection", or at least where most changes won't be just for the better, even though I'm very open to improvements. So frankly, if you're thinking about editing this, don't bother doing it yourself. Just ask me if I've thought of the changes you have. If it's good for the map and I haven't done it, chances are I just haven't thought of it. I'll gladly take feedback/suggestions here in comments. I'm also on USWest every other day or so.
Meta
- Map Style:
- Custom (UMS)
- Categories:
- (No categories yet)
- Author:
- NightChime 4
- Filename:
- Income Defense Pro 3.8.scx
- Project Page:
- Income Defense Pro 3.8
- Type:
- StarCraft Map
- Size:
- 50.0 KB
- Tags:
- competitive, income, multiplayer, teams, ums
- Players:
- 6
- Teams:
- 2
- Tileset:
- Jungle
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 305
- Downloads (Daily):
- n/a
- Submitted By:
- NightChime 4
- Discovered On:
- April 20, 2009
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Income Defense Pro 3.8
Income Defense Pro 3.8.scx (50.0 KB)
- Released:
- April 20, 2009
- Downloads:
- 305
- Direct Link:
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Achievements
- Top 100 April 23, 2009
User Comments
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I like most of the changes you're bringing, but you should try to do fewer, bigger updates or something. It's a pain having to download so much.
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