Income Def Red vs. Blue 2.0
About
If you're familiar with Income Defense, skip to the next paragraph. On the surface, Income Defense plays like your typical tower defense. You build bunkers and get upgrades to kill the units that ...
If you're familiar with Income Defense, skip to the next paragraph. On the surface, Income Defense plays like your typical tower defense. You build bunkers and get upgrades to kill the units that come at you. The twist? Units aren't selected by the computer, they're sent by the opposing team, and sending units increases how much money you make every cycle of the timer.
If you're familiar with Income Defense Red vs Blue, skip to the next paragraph. What makes Red vs Blue stand apart from other Income Defense maps? It's so far the only one that has multiple stages of bunkers; now instead of hitting the bunker maximum around the same time you get your first upgrade (if balancing defense well) you'll probably have more than 150 upgrades before you max (20 stage 4) Red vs Blue bunkers. And don't worry, with far more powerful units to send, you can still push your opponents' defenses to their limits (and they yours); the final unit in RvB costs (relatively) 50 times that of the typical final unit of other Income Defenses. Again, don't worry, the ratio of income gained from pricier units drops very slowly (until the sudden drop at the $5M unit). Also, players can buy lives (whose prices double with each purchase, starting at $1k and depleting at $20M [each player's prices unaffected by others']) and build bunkers quickly with a bunker guy (representing what's going in the next bunker) who's cloaked by a nearby arbiter (so allies can see the player's upgrades but opponents can't). And there's a vote-based banning system. But what's going on with ID:RvB lately?
I'm sort of wiping the slate clean here, and just in time for the 2.0 release of Red vs Blue! There are three players per team again. Twenty bunkers at a time per player. Rebalanced units and upgrades to compensate for less bunkers in the hands of one defender. Sent units retain the sender's color. There's no tutorial or substituting (nor observing) in place right now, but that's just because I'm working on changing them a lot (especially the tutorial).
Change Log
fixed the unit movement at the bottom
Meta
- Map Style:
- Custom (UMS)
- Categories:
- Defense (Competitive) Defense (Team)
- Author:
- NightChime 4
- Filename:
- Income Def Red vs Blue 2.0.scx
- Project Page:
- Income Def Pro Red vs Blue
- Type:
- StarCraft Map
- Size:
- 97.5 KB
- Tags:
- competitive, income, multiplayer, teams, ums
- Players:
- 6
- Teams:
- 2
- Tileset:
- Jungle
- Dimensions:
- 128x128
- Favorites:
- 0
- Downloads (Total):
- 38
- Downloads (Daily):
- n/a
- Submitted By:
- NightChime 4
- Discovered On:
- July 30, 2010
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Income Def Red vs. Blue 2.0
Income Def Red vs Blue 2.0.scx (97.5 KB)
- Released:
- July 30, 2010
- Downloads:
- 38
- Direct Link:
(No Preview Available)
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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