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This is the first map of a custom campaign. The name will be changed eventaully to Psionics: Assault on Docking Bay 13.
Current Status: Online, balanced up to a certain level. Still semi-buggy but playable.
After the events of Legacy of the Void, with the Xel'Naga all but destroyed, the galaxy was at peace. With the fall of the Xel'Naga, the psionic link between the three races were shattered. This stopped the bloodthirst and war that each race had for each other. It has been 10 years since the Xel'Naga were destroyed. Docking Bay 13 was established by the covenant, a political and military organization that oversees the safety and defense of the galaxy, as a research center to advance the technological prowess of the Galactic Peace Force. This is only its fifth year of operation.
A local scout patrol was on a routine perimeter check when it was attacked by an unknown group of hostiles. Only one of the 13 pilots of the scouting group returned. Details were conveyed that a large force of enemy troops were on route to Docking Bay 13. All signs point to the force being extremely hostile and unknown of origin. Docking Bay 13 has been set to defense alert Red and prepares for an attack.....
Docking Bay 13 is played by picking a handful of units initially and kill the on coming flying air units. Enemies will spawn wave after wave, becoming stronger and stronger each wave. Periodically a random even will occur. Anything from a nuke to spawning enemy ground forces. All of the players units are very squishy and can be killed in 1-2 hits by enemy ground forces. In a team based map, one could decide to build units for taking out ground forces and completely ignore air enemies. Or, one could go a pure damage dealing route and build only the highest damage output units. Or, play it safe and go for a healthy mix of defenders and attackers and attempt to 'hold your own'. The idea is to keep your units mobile and at the same time establishing footholds to increase you steam of income by killing more units faster.
Given the difficulty of this map I have decided to include a 'mini' strategy guide to at least get you started.
Solo Strategy:
This solo strategy isn't meant to be a way to solo the game in a 4 player situation. It just gives you an idea on how you can hold our own, if you decide to play for yourself and not the team. The first few units you should build is 2 zealots, 1 vulture and a marine. The zealots are used to tank the zerglings in case of a nydus event on the first level. The vultures are there to support the zealots in removing the nydus worms. The marines are all around basic anti-air support. They will be able to take out the first few levels of air. Going beyond level 1 you will need a healthy mix of stalkers, roaches and marines. It is advisable to get a tier 2 unit before too long for both their added utility/damage and their ability to detect cloaked units. So far there is only one cloaked level in the game. Beyond Tier 1 is where you're unit selection really begins to become open ended. The best tip to give if you use this strategy is to always build 1-2 zealots before you actually build the units you want. DPS units (any unit other than zealots) may need to be escorted to meet up with the other units.
Team Strategy:
The team must establish a stronghold position. A position where all the squishy units are protect via zealots. 1-2 players will focus solely on zealots and vultures (splurging on dps units when possible). The majority of zealots will serve as defenders for the other players dps units. The players focusing on taking out ground units will also need to form small attack forces for keeping the enemies ground forces low and picking up other players reinforcements if needed.
WARNING: Player units are extremely vulnerable to any opposing ground force. It is highly recommended to never leave any ground unit unprotected! Zealots are your tanks, use them! Also consider that it doesn't take much for a zealot to be overcome (especially after level 5) so be sure the zealots have backup! Marines and/or stalkers make excellent backup units for zealots.
If you play this with more than one player, it might be essential for one player to go entirely ground.
Every enemy unit has a chance to drop one of several powerups. Powerups currently enabled are, Heal All (heals all units in area to full heatlh), Level Up (unit gains a level), and Supply Up (player gains 5 extra supplies).
Killstreaks were designed to give players something else to work for rather than leveling up their units. Killstreaks will be kept as a rolling total unless all of your units die. So far, they have not been implemented. When some killstreaks are activated, all of the players units will be teleported to their base, the base defenses will be active and the event will occur. However, some killstreaks are passive and nothing happens to the player or their units. Planned killstreaks are as follows....
Every level, there will be a chance for a random event to occur. The random evens are meant to make the maps replay value a little higher as well as help balance out the map. You will loose units during random events. In a 1 player game it might be a little tough but typically, the more players in the map the easier it becomes.
Dealing with nydus worms will typically require the use of zealots (to tank the mobs) and vultures (to burst down the worm). It is always advisable to have zealots surrounding your forces. A 'strike' team of zealots and vultures also helps. In a 4 player map, it might be a good idea for a player to deal entirely with ground. However, doing so might gimp their economy so other players will have to support them. [/list]
About Project
Created: September 27th 2023
Updated: September 27th 2023
Project ID: 93987
License: All Rights Reserved
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Game Versions:
1.01.03
1.01.03
1.01.03
1.01.03
1.01.03
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Main File
September 27th 2023
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September 27th 2023
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