New version (v157) of my map and mod is out.
DDDX_RPG_Survival is the map
Survival Mayhem&BO balance is the mod.
First a quick intro for those who do not know it - it's a heavily modded survival, so that it provides Total Mayhem, Blackops, and custom units in waves, minibosses (for both attackers and defenders) as well as a random end boss fight, a player 7 spot that, if chosen, is allied with the attackers and plays against the defending team, various mission goals throughout the game, and a very strong evolving upgradeable hero type role for whomever picks Player_1 as their spot in the lobby.
The map/mod requires Total Mayhem, Blackops:Unleashed, and several other mods to function - it is NOT a standalone mod and cannot function without those, but relies heavily on units and models inside those mods, and serves also to promote these awesome mods (with approval of Uveso).
Here's what that looks like:
Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5's On the right side, the lvl 1 hero only has 1 Defense orb orbiting it, while a fully upgraded lvl 5 sera hero has 4 (with those upgrades, but can have more). The orbs circle constantly and partially absorbe some weapons fire on the Alpha heroes
Difference in upgrades for starting hero and final hero level. Here we have the weapons slots for UEF heroes, and all 3 slots for SERA heroes shown. As you can see, there is quite the difference between the 5 levels.
Micro missions like destroying this massive anti teleport tower to activate teleporting across the map
There are several missions, like land and naval gateways that spawn enemy units, or bases that host specialized teleports that teleport enemy SACUs behind your defense lines, nuke or arty bases, naval bases or air bases that need to be destroyed, and many more, picked randomly (and also based on difficulty, or selectable in map settings in the lobby).
Base area for the hero this is mostly decorative, to give our hero a starting location and a respawn point if it dies
A nice view of starting defences (can be turned on/off in map settings)
Forward outpost that gets crushed at the start of the game, mostly decoration but can be a problem if there's a player 7 and he is allowed to reclaim the wrecks early on.
As for heroes, they come with a very buffed Overcharge, various drones (based on picked upgrades), a unique ability button (per faction, usually long cooldown), special auras that buff your team or nerf the enemy (each faction has 2, upgradeable via enhancements), buildable epic base buildings and unique experimentals (but only a very limited number), as well as an array of weapons and upgrades for you to pick (usually between a shorter range weapon, longer range and AoE/specialised).
They also have special abilities, like Aeon's Eternal life, that does not let you die for a short while after getting killed, mind controling enemies as Cybran heroes, spawning team-friendly Othuy energy beings as Sera heroes, getting extra regen while standing still as UEF heroes...and many, many more
NOW FOR CHANGES IN VERSION 157
(straight from the file Changes.log inside the mod)
Finished Aeon hero rework, with all acompanying abilities and units
Made all heroes have varied abilities based on current enhancement,
Made hero abilities more powerful and gave them to all hero levels, not just 3+
Added experimental walls blueprint for UEF Alpha, defense orbs for Sera Alpha
Added transport drops
Added several new enemy units, both in waves and as separate events or waves, or as custom events
Added custom events in map - scalable with difficulty:
- extra transports
- Saucer mania
- Monster thread
- Air bases
- Naval bases
With plans to create a few more in the future.
Made heroes available to map script even if there is no PLayer 1 to own it, and made them controlable by defenders
Increased map area, most notably behind our lines
Added map dialogue scripting for most major events
Added starting base + attackers to annihilate it
Added option for extra starting defences for extra noob players
Improved Island mission script - should be much easier and more rewarding to capture the island
Added anti teleport tower bases that prevent BO tele exploit till killed
Fixed Paragon nuking script, Paragon is again safe to be built and does not break map with millions of nukes
...and many, many more...
PLEASE WRITE HERE ANY FEEDBACK, FOUND BUGS OR DISBALANCES of the map waves, bosses or heroes
Your feedback is much appreciated.
I will update this thread as new changes come out.