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 PostPosted: 29 Nov, 2007 
 
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==========================================================================================
Map Information:
==========================================================================================
Name: Survival EXTREME
Status: Second Version, Release
Size: 20x20
Type: Team Scenario/Mission
Version: 2 (shows up as version 1 in the vault, don't worry about that)
Number of players: up to 4
Download: The Vault, search for "Survival Extreme" or user "tecxx"
Keywords: survival extreme teamgame team game defense defensive
Compatibility: This is for FA only. For a SC version please download "King of the Hill"

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==========================================================================================
Welcome to Survival EXTREME
==========================================================================================
This is a scripted teamgame scenario/mission which comes with it's own ruleset and game modes. If you know my map "King Of The Hill": This is nearly the same, but updated for FA.

Description:
Every minute, a new wave of enemy units spawn, starting randomly at one of the 8 spawngates. Try to stay alive and build up a good defense, then move out and try to destroy the spawn gates. Let me assure you, this won't be an easy task! From easy tech1 units you'll be confronted with tech2 and tech3 attack groups, enemy subcommander squads and even countless experimentals. At some point in the game T3 heavy artillery spawns in to give you some more serious pounding...

Due to the randomness of the game script, everything will be different each time you play. Some examples where randomness is used:
- starting position of a spawn wave
- composition of the attack waves (e.g. a group can consist of 5 Tanks and 3 AA, or maybe 1 Tank and 7 Shields...)
- type of formation (e.g. rectangular or in a line ...)
- enemy unit's way from starting position to hilltop is randomized with several different waypoints
- enemy subcommanders get random upgrades or no upgrade at all
- etc...

Resources are spawned according to the number of players: for one player, there is a specific enemy unit count in each wave. For every additional player, the unit count is multiplied by the number of players.
Alliances are set automatically, all players are automatically allied at game start. You do not need to set teams in the lobby. Also, you can play this with any faction you like.

==========================================================================================
customizing the game
==========================================================================================
In the game lobby, where you select the map, you have some additional options to customize the gameplay to your needs.

For example, if you think this is just way too hard for you, you can adjust the wait times between each wave of the difficulty (=number of enemies per wave). On the other hand, if you're bored all the time, you can make the game much harder of course.

On a sidenote, an interesting combination of settings is to set the difficulty to "very hard" or "insane" and raise the pause time between the waves. This gives you a massive ammount of enemies but a good deal of time to build up defenses. Lot's of fun guaranteed!

If you do not set any options, they default to their standard values, NOT to the first values in the dropdown lists. This is a known issue in supreme commander, i can't fix it. So, again: if you want to just play with default (recommended) values, don't touch the settings. If you want your own values, modify them as you need.

==========================================================================================
TODO - next version(s)
==========================================================================================
* (maybe) balancing based on player feedback.

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==========================================================================================
Version History
==========================================================================================
v2:
- minor changes in wave spawn tables (e.g. more experimentals, less subcommanders)
- enemy subcommanders have a chance to get no upgrade, makes it a bit easier
- moved positions of hydrocarbon spots and mex spots
- you can now select what kind of object you have to defend (mavor, resource generator,
residential structure, control center, or nothing)
- a bit of code cleanup
- destroying a spawngate or special weapon gets you a 1000 points score bonus
- game restarts at wave 30 after 60 rounds have spawned, and units have a health multiplier
based on the loop count
- several scathis are spawned at the edges of the map to prevent the player from building outside
the hilltop (until you the destroy them, of course)
- enemies no longer spawn in the same order every time, they are now randomized +-5 spawn waves up or down.

v1:
initial release, with the following changes compared to "King Of The Hill"
- new heightmap
- new texture maps
- 60 waves instead of 45
- new resources layout
- after wave 60 a special surprise spawns
- every 5th wave is a "silent" wave to accomodate the harder resource management introduced in FA
- added all new units for aeon, uef, cybran and seraphim

EOF

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Last edited by tecxx on 27 Feb, 2008, edited 5 times in total.

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 PostPosted: 30 Nov, 2007 
 
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Nice map man :D that green thing around is water right?


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 PostPosted: 30 Nov, 2007 
 

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The fact that 90% of the time that I lose on this map is because my OWN units blow up the Mavor is mind-numbingly frustrating. Everything conceivable that can shoot has blown it up for me. I've even had AA units near it blow it up.

It comes down to having anything and everything you have that can shoot be FAR away from it or you'll lose.

Is this the purpose of the Mavor being non-capturable or just a side effect?


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 PostPosted: 09 Dec, 2007 
 
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Simon1901 wrote:
Nice map man :D that green thing around is water right?

thank you :=)
the green thing is grass land with some water spots. there is no sea/space for navy in this map.
i may finetune the graphics some more in the next version... the snowy hilltop combined with shields make it sometimes pretty hard to see :(

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 PostPosted: 09 Dec, 2007 
 
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Cannikin wrote:
The fact that 90% of the time that I lose on this map is because my OWN units blow up the Mavor is mind-numbingly frustrating. Everything conceivable that can shoot has blown it up for me. I've even had AA units near it blow it up.

It comes down to having anything and everything you have that can shoot be FAR away from it or you'll lose.

Is this the purpose of the Mavor being non-capturable or just a side effect?


hm, yes it is possible that own units damage the mavor, e.g. anti-air which is too close to it. but in the 100dreds of games i've played this maybe happened once?
it never happened to me that my own ground units or air units damage it. what are you doing, exactly? building t2 PD right next to it? i build my defense lines near the power plants, and factories in the middle of the hill.

anyway, i'm working on the next version already, which no longer contains a mavor in the middle, so your problem should be gone by then :=)

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 PostPosted: 10 Dec, 2007 
 

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love this map, but i got a question or more a request, could you make an option so you could set it to spawn only sera? that would make it so cool. coz with the whole story of fa, would fit perfectly i reckon.

otherwise love it. Had a good game last night with bluescreen on harder. we managed to stay alive to activate the mavor, but we couldnt kill all the portals in time and eventually got overwhelmed by the enemy forces(adn that damn salvation is a killer lol)

and as i told you in the other thread, the continental seems a bit ehh out of place in this lol :)

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 PostPosted: 10 Dec, 2007 
 
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@anu:

yes i think your request is possible, but making it a selectable option would require some not-so-minor code changes. i'll look at it next week when i'm back from bussiness work and see if it can be done easily. in the meantime, you can hardcode it yourself:

open Survival_Extreme_script.lua and go to line 363. simply delete all units from the table that are not seraphim. done!

keep in mind that all your mates have to use the same file when you play together.


about the continental: hm, i see it as a funny addition, it has a shield and two or three big guns, doesn't it? yes it's not really a big danger, but in the heat of the battle it adds up, don't you think? ;=)

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 PostPosted: 10 Dec, 2007 
 
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*this post will be deleted when v2 is officially released*

here is a preview of version 2, for those who are interested:

*edit deleted link*

changes so far:
v2:
- minor changes in wave spawn tables (e.g. more experimentals)
- enemy subcommanders have a chance to get no upgrade, makes it a bit easier
- removed one mex per player, makes it a bit harder
- moved positions of hydrocarbon spots
- removed the mavor. you can only win this map now if you destroy the gates yourself.
- a bit of code cleanup
- destroying a spawngate or special weapon gets you a 1000 points score bonus
... maybe more to come

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Last edited by tecxx on 27 Feb, 2008, edited 1 time in total.

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 PostPosted: 10 Dec, 2007 
 

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oohh auch.. 1 less mex? thats ganne hurt lol. but i dont think you need 1 less mex spot, coz you will be fighting over those 2 mexes that are a bit further out

yeah its not a real danger.. its just annoying lol. I dont know if its possible but it would be alot more fun, if istead of 2 per time(or it can be just me that i always see 2 spawn), just 1 but fully loaded with mech marines. then it truely is something to fear

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 PostPosted: 10 Dec, 2007 
 
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Anu wrote:
oohh auch.. 1 less mex? thats ganne hurt lol. but i dont think you need 1 less mex spot, coz you will be fighting over those 2 mexes that are a bit further out

the last games we've played (3, 4 players) were not easy but a sure win once you learned the initial building sequence up to tech 2 mexes. for example, i finished a seraphim experimental nuke or the aeon experimental resource facility before round 50 in these games... and thats pretty much "i win", then :=)
i don't want to make a map where you just have to get the initial build order right, then your defenses do the work for you and all you do is tech up and then destroy the gates. that'd be boring.
so the conclusion was, i had to remove one mex to make it harder in the beginning and to stretch the timespan where you actually fight hard to get up your defenses.

i haven't played the version with one mex less yet, if it's too hard i will undo this change of course, we will see. still have a lot of testing to do because this is very hard to balance. don't forget, the game behaves quite differently with only 2 players for example - and i have tested 3 and 4 player games only so far.
if you think it's too hard, let me know. i'll test it myself next week too.

Quote:
yeah its not a real danger.. its just annoying lol. I dont know if its possible but it would be alot more fun, if istead of 2 per time(or it can be just me that i always see 2 spawn), just 1 but fully loaded with mech marines. then it truely is something to fear


they only spawn one at a time per table definition, but it could be 2 because you were 2 players?
sure, i could load them with units but that would mean i have to give them a drop-units order too, which means i have to seperate these units from all the other units, code-wise (all spawned units are put in a platton which gets an attack order). seperating the transports would be quite a lot of work, so i guess i won't do it, sorry. but who knows, i'll keep it in my mind for the future :=)

anyway i'll take a closer look at them next game, maybe i just send them in earlier, then they are more of a threat. thanks for the input, though!

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 PostPosted: 10 Dec, 2007 
 
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wait, is it possible to load units on the transport and have them fire while it is in the air?
then it would be a really cool new addition....

do you know which units can fire from it while it is flying? would save me some time :=)

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 PostPosted: 10 Dec, 2007 
 

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only the labs can fire from transports :) ghetto gunships :)

and hmm lol.. well i played a game with 4 and we where squashed by wave 54 hehe.. but then again, we lost someone at around wave 40 lol, but then again he quite sucked.

although we did play on harder difficult, so i guess that makes teh diffrence.

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 PostPosted: 15 Dec, 2007 
 

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Played it a couple of times.

So far longest game lasted 1h20 minutes in 3 people , standard setting

We managed to finish the first 60 waves and were at around 40 in the 2nd run and well it went really overwhelming =)

Good work was great fun!


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 PostPosted: 22 Dec, 2007 
 

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I like this a lot...

so much so, i wanted a desert version...

its in the vault, under TYpo91, or same name as texx's map

so I made new terrain for it.

I made no changes to the script at all, and i was careful when making the terrain i was careful to avoid making anything that would mess up the AI on it.

I haven't tested it yet. but you can find it on the vault under my name..

its still tecxx's map in everyway, i just made some new terrain for it...

now there are more ways to enjoy this awesome survival game...

again i hope you arn't mad or something...

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 PostPosted: 22 Dec, 2007 
 

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 PostPosted: 22 Dec, 2007 
 

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Cannikin wrote:
The fact that 90% of the time that I lose on this map is because my OWN units blow up the Mavor is mind-numbingly frustrating. Everything conceivable that can shoot has blown it up for me. I've even had AA units near it blow it up.

It comes down to having anything and everything you have that can shoot be FAR away from it or you'll lose.

Is this the purpose of the Mavor being non-capturable or just a side effect?

oh btw- i was wondering... i thought in FA they removed the friendly-damage in base defences?

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 PostPosted: 23 Dec, 2007 
 

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C.Lupus wrote:
Cannikin wrote:
The fact that 90% of the time that I lose on this map is because my OWN units blow up the Mavor is mind-numbingly frustrating. Everything conceivable that can shoot has blown it up for me. I've even had AA units near it blow it up.

It comes down to having anything and everything you have that can shoot be FAR away from it or you'll lose.

Is this the purpose of the Mavor being non-capturable or just a side effect?

oh btw- i was wondering... i thought in FA they removed the friendly-damage in base defences?


The Mavor is neutral (like civilians) and thus fair game for all your units to hit. If you have units on one side, and the enemy comes up on the other side, then your units will happily blast through the Mavor to get to them.

This is most obvious when you stick T2 PD near it, but anything with a decent range is a major danger to it. One time I've even had SCUs I sent to repair the Mavor blow it up trying to hit the enemies on the other side. It's even uglier if you have experimentals near it.

Guess maybe I'm just putting units too close to it. I play this on solo skirmish and it's hard to cover a lot of territory, so I'm usually confined to a small area around the Mavor.

But I'm personally happy to hear that it won't be a factor in the next version.


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 PostPosted: 23 Dec, 2007 
 

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i fixed the problem with the mavor here is a screeen of my solution too it..

i think the removing the mavor only makes it so you can run away from the main area... so there has to be something you have to protect or something
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I updated this map on the vault... so if you already had the old desert oasis you will have to manually delete it...

and redownload it from the vault. other wise the vault will think you already have it.

*also i fixed the preview in the vault (i think)

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 PostPosted: 23 Dec, 2007 
 
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Make it a quantum gateway, or something equally flashy. Maybe just a really buffed up exp that'll help you tons when you get it?

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 PostPosted: 27 Dec, 2007 
 
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I might get this map but will any one tell me what the special suprise is lol :P


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 PostPosted: 03 Jan, 2008 
 

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hmm typo i like your version too, but somehow it looked alot easyer.. that is mainly coz the mass spots are way too close to the base. they are easy to defend and almost never get destroyed. so plz fix that and move them a bit further out.

also one of the mass spots was messed up, where 2 are near each other, they where set so that 1 could have 4 storage around and the other near to it only 2, quite annoying

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 PostPosted: 04 Jan, 2008 
 

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I know it looks easyer but I think it seems that way cause now your turrets dont miss and you dont killl the mavor by accident...

so the without those yea, but its still very hard.

I like the mexes where they are... i couldn't find that mex thats out of place your talking about, can you tell me which one?

i know with 3 people it spawns the power in the player 4 spot, but with 4 people its fine, cause the player 4 power spawns in the player 3 spot so it rights it.

I have been playing it with Insane setting... putting the wave time on 75 or more seems to make it easy.. but under 60sec it still kills us.

I want to see more varations of this type of play... like a naval version might be cool. maybe a version where the players are in the corners on thier own, and they are protecting themselves. i got some ideas for a navel version.

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 PostPosted: 05 Jan, 2008 
 

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still think mass spots should be further out.. so you have to defend those..

it was at the top right position..

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 PostPosted: 06 Jan, 2008 
 
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@typo: the desert version is ok for me, thanks for making it. just make sure to keep the scripts updated when i release updates to the original map, please.

a naval version would be really cool, i already thought about it once. i have my doubts, though.

the main problem is that your base will have to stay on an island, it has to be large enough to allow building a good eco, and a defense system.
that means it will be quite large... similar to the size of the hilltop in the current version... that means that level1 naval attacks are useless, because they don't shoot far enough.
that in turn means that most attacks will be carried out by tech2 and tech3 naval, and they are many times stronger and therefore pretty hard to balance. put on top the fact that the players on the island will not have time to build naval on their own, especially later in the game when (for example) submarines are attacking etc.

so long story short, a good playable and balanced naval version will be ultra hard to do...what do you think?

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 PostPosted: 06 Jan, 2008 
 
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typo91 wrote:
i think the removing the mavor only makes it so you can run away from the main area... so there has to be something you have to protect or something


you can't run away from the center. your only mass spots are there and you can't win the game without them :=)

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