![]() It hits fast with an attack type which deals full damage to everything, but its base damage is the lowest of the hero units. Has a great movement speed and is small enough to weave in and out of the masses of troops. To provide a good variety of characteristics, the hero units in AoS had to be carefully selected from the available unit templates. Other values like movement speed, regeneration, damage type, and attack rate are all hard-coded. Hero Unitsĭue to limitations in the Starcraft editor, map-makers can only change a small subset of each unit's attributes, such as life or damage. The general term for these is a hero defence, though my name for games which stick close to the original AoS formula is " Lane-Pushing Survival". Many more games eventually emerged where heroes face off against masses of AI. The game ends when the humans lose one of their primary buildings, the humans run out of time, or the AI's primary buildings are destroyed. This usually comprises a lot of elite troops. Pushing too far into the enemy AI's base can be met with an Ambush: a huge wave of AI units spawning at once to counteract the advance. The front lines are always a bitter fight, which keeps the action constant as well. The sheer number of units in the game means that despite waves spawning periodically, there is never a moment where troops have run out of enemies to attack and are simply marching forward. Thanks to their high density, their absence in an area of the map marks exactly how far the enemy has managed to advance in a particular lane. ![]() None of these will respawn when killed they are an early equivalent to towers. The map is littered with defensive instalments like bunkers, siege-mode tanks, and stationary units. I refer to these two as Elite troops due to their superiority. Left alone, they will plow through the human players' forces until there's nothing left. This means that Hydralisks and Ultralisks with their high armour are impervious to almost anything except each-other and the hero units. If a unit has 10 armour in Starcraft, they take 10 less damage from all attacks, to a minimum of 1 damage. It's worth noting that armour in Starcraft works as a flat reduction, unlike Warcraft and subsequent lane-pushing games where it's a percentage. These are by far the most dangerous, and the enemy AI's higher quantity of them is part of what makes winning so difficult. Has high health and armour, with great damage. Hydralisk: Rare but powerful ranged unit.They have low health, but output good damage. They spawn at a slower pace than the melee units, but will accumulate over time, since nothing will attack them while there's still melee units in front. Ghosts/Marines: Both are ranged units.Excellent health and armour with high damage, but bulky and has difficulty manoeuvring among the sea of smaller units. ![]() ![]() Only one spawns on each lane every 1-2 minutes. Ultralisk: The strongest melee minion.Plenty to go around, modest health, and good damage which hits in a cone. There are a lot of these they form the front lines, and have modest health with low damage. The same units are used by both teams, but the enemy AI spawns more of them. The lane troops consist of six different units. The game introduced a number of features which are still staples of the genre years later, such as the healing pad (fountain), lanes, and hero units which become stronger as the game progresses. View the giant un-annotated version here (16 MB)Īeon of Strife pits four human players and a weak AI against a significantly stronger AI. Feast your eyes on the battleground where it all began. Aeon of Strife is the original Starcraft map which inspired the lane-pushing game genre.
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