Income Def Red vs. Blue 1.2
About
Look at that! No not the squirrel, the text from the in-game tutorial!
The object of Income Defense is to send units to kill the opponents and to build bunkers to stop their units. Units are sent ...
Look at that! No not the squirrel, the text from the in-game tutorial!
Income Defense TutorialThe object of Income Defense is to send units to kill the opponents and to build bunkers to stop their units. Units are sent to the opponents' path by purchasing them in the green rectangle with lots of squares in it (Red team's is near the top, Blue's near the bottom). Put your Dark Templar (named "Chooser") on the same square as the unit you want to send. The unit's name is both its mineral cost and its Income value. For instance, the High Templar's name is "50$ = 15 ][". That means it costs 50 Minerals and gives you 15 Income. Your Income (gas) is checked at the end of every round (timer). At 0:00 you will receive minerals equal to your Income.Minerals also buy Bunkers, to stop the units on your path. Your SCV named "Builder" (in the big brown rectangle closer to your "Chooser") makes Bunkers (from Supply Depots). The Bunker will only build once you can afford it (starting price is $8).
Next to the area where you buy units (across some water) is where you manage your bunkers. You control a unit there (initially a ghost) who not only indicates what will go into the next bunker you build, but can be moved to do a couple actions (indicated by the names of powerups). Level Up makes Bunkers stronger but cost more. Be sure to Upgrade your Infantry Weapons (at the engineering bay named Upgrades). Bunkers Level Up automatically, so you don't have to worry about that.
While you're limited to 36 bunkers, once you get 36, you'll automatically change to the next Level of Bunker, and will replace the old ones. Every kill someone gets yields 20 Minerals, so try to pick up kills, but also try not to "feed" the other team. You can buy Lives, at the end with the expensive units. You can only buy so many, and the cost goes up with each purchase.
The tutorial starts automatically, but can be cancelled if it's too annoying. And to its left there's a vote-powered banning system.
If you find any problems with the map, please communicate it with me and I'll get on fixing it right away. Questions, comments, and suggestions are of course encouraged, too. Even if it's just about the description/tutorial.
Change Log
The delay between spawns now comes after the unit is sent, not before. Costs have been divided by 5 (upgrades got cheaper after a certain point like an odometer rolling over, and minerals would become invisible). And now the Quick Build and Auto Build functions are up and running; they simply replace having to repeatedly Build Supply Depots when stacking (over-stacking is still ill-advised).
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive)
- Author:
- NightChime 4
- Filename:
- Income Def Red vs Blue 1.2.scx
- Project Page:
- Income Def Pro Red vs Blue
- Type:
- StarCraft Map
- Size:
- 78.6 KB
- Overall Rating:
-
3 / 5 (2 votes, ranked #729) - Tags:
- (No tags yet)
- Players:
- 4
- Teams:
- 2
- Tileset:
- Jungle
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 116
- Downloads (Daily):
- n/a
- Submitted By:
- NightChime 4
- Discovered On:
- April 29, 2010
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Income Def Red vs. Blue 1.2
Income Def Red vs Blue 1.2.scx (78.6 KB)
- Released:
- April 29, 2010
- Downloads:
- 116
- Direct Link:
Rating
- Opinion:
2 votes considered -
- Neutral
Neutral
- Terrain:
-
- Units:
-
- Sound:
-
- Replay Value:
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User Comments
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Yes this map may seem weird if you dont know what you're doing...
yay INCOME D
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174.34.9.xxx
i really like this version of income d!! :]
the only criticism i can throw at you is the disappearing bunks and the limited amount of bunks.
keep up the good work night :D
174.34.9.xxx