Mappers of Renowned Design

Galactic Arena (SC2)

Summary:

Galactic Arena is a 3v3 hero arena map for Starcraft 2.  It is currently in “beta”.  This essentially means that the map is very early in development and may have lots of bugs.  The game is still very fun to play though!  There are currently 4 heroes and 4 arenas.  The consists of up to five rounds (best 3 of 5).  The intent of this game was to keep what people enjoyed in games like DotA and Footmen Frenzy: THE HEROES.  However, it attempts to remove some of the more frustrating mechanics, like ganking, by making the arenas relatively small.  The game, however, is still VERY skill intensive.  To guarantee this, nearly all abilities are skill shots and every hero has a unique resource management.

Heroes:

Degaris, The Arcanist:  This hero is a ranged caster that focuses on rapidly cast arcane spells.

Resource: Energy

Energy works similar to mana, although, it regenerates exceedingly fast.  However, with this fast regeneration comes more player skill.  In order to be the best Arcanist, players must fully utilize every bit of remaining energy.  They should not waste energy; it results in a DPS loss.  Energy regenerates faster while low.

Magic Missile:

Magic missile is a location targeted long range projectile that explodes on impact, dealing AoE damage.  The missile accelerates quickly towards its destination.  0.5 second cast.  Taking damage will interrupt the cast.

Blast Wave:

Blast wave creates a wave of arcane energy around the caster, knocking enemies back and dealing damage.

Blink:

The target blinks, teleporting to the target location.  The Arcanist may use blink again within 4 seconds of the first use, reverting him to his previous location.

Psi-Storm:

Target a location to create a storm of arcane energy.  The storm is delayed by 1 second, but the caster may move freely immediately after casting the spell.

Time Bomb:

Create a bubble of arcane magic, slowing time around the caster.  Enemies units and projectiles are slowed, including cooldowns, resource generation, buff duration, and more.

Roopil, The Ghost:  This hero is a stealth-based ranged assassin.  Her abilities rely heavily on traps and positioning.

Resource: Battery Power

Battery Power is a not an automatically regenerating resource.  The caster must stop and choose to recharge the battery for her weapons.  While recharging, your battery power regenerates over 5 seconds.

Railgun Snipe:

Roopil aims at the target location for 1.33 seconds.  Afterwards, all enemies caught between the caster and the target location are hit, taking significant damage.

Concussive Grenade:

Target a location to throw a grenade that deals low damage, but slows for several seconds.

Proximity Mine:

Lay a mine at the target location.  4 charges.  The mine takes 1.5 seconds to arm and will detonate if ANY PLAYER walks near it, dealing damage to ALL nearby players.  Alternatively, Roopil may manually detonate any or all mines.

Cloak:

Roopil becomes invisible and gets a short speed burst.  While invisible, Roopil’s battery power degenerates, however, Roopil may continue to use abilities while invisible without being knocked out of stealth.  If Roopil gets close to an enemy, she can be seen.  Taking damage or charging your battery will knock Roopil out of Stealth.

Taklyn, The Barbarian:  This hero is a melee tank.  He takes less damage than other heroes but also output less damage.  He focuses on disrupting ranged characters.

Resource: Rage

Rage is generated by using charge and attacking enemies with auto attacks.  It degenerates slowly.

Charge:

Charges towards the target location.  If an enemy is attacked by Taklyn shortly after casting charge, they will be stunned briefly.  Generates 17 rage.  Cannot be used in combat.

Slam:

Slam the ground in the target direction, damaging and stunning enemies directly in front of Taklyn.  0.5 second cast.

Static Cling:

Releases a wave of energy slowing nearby enemies and pulling them closer to Taklyn.

Rage Vortex:

Activate to damage nearby enemies.  Drains rage quickly while activated.

Inner Rage:

Provides a 1.25 second shield, reducing damage by 50%.  If damaged during this time, Taklyn will gain 1.5 points of rage per point of damage taken.  In addition, Taklyn will become enraged, increasing his movement and attack speed.  If the rage gained causes Taklyn to hit 100, the enrage effect will be doubled in strength.

Zusar, The Dark Mender:  This hero is a ranged support with damage capabilities.  His abilities focus on crowd controlling enemies and healing allies.

Resource: Instability

Instability is a resource you want to keep low.  Casting spells generates instability.  If instability gets above 100, the caster will take damage upon casting spells.  Instability degenerates with time.

Shadow of Instability:

Reduces instability by 10%.  Target an enemy hero to release a shadow, slowly chasing the enemy.  If the enemy is not reached within 20 seconds, the shadow dissipates.  The shadow may be killed, returning the instability to Zusar.  0.5 second cast.  Taking damage will interrupt the cast.

Power Surge:

Target a location to surge the area with energy.  After 1 second, all allies in the AoE will be healed by 100 and enemies will be damage by 100.

Power Shield:

Target an ally to grant them a shield which absorbs 100 damage.  If the shield breaks, the attacking enemy will be slowed and Zusar will gain a speed boost.

Subdue:

Target an enemy to subdue them for 6 seconds.  Subdued enemies are completely disabled, but taking damage will release them from subdue.  1.5 second cast.  Taking damage will interrupt the cast.

Nether Swap:

Swap locations with a target player.  Provides Zusar with a temporary speed boost on use.

Arenas:

Molten Plateau:  This arena has high ground with pillars blocking line of site on the top-half of the arena.  The bottom-half of the arena contains low ground.  Lava rises periodically, dealing massive damage per second to players remaining on the low ground.  However, the low ground also spawns one of three power-ups in one of two locations.  Obtaining these power-ups without getting flushed by lava is the key to mastering this arena.

Aiur Colosseum: This arena is relatively simple, however, there are walls, crevasses, and grass.  Walls block both line of sight and movement.  Crevasses block only movement, but not line of sight.  Grass blocks line of sight, but not movement.  Around the edge of the arena is water, which is classified as a “Ring out” if touched, instantly killing heroes.  In addition, the center of the arena spawns a haste powerup periodically.  Mastering the line of sight, pathing, and tricking enemies by knocking them into the water with knock back abilities is the key to mastering this arena.

Vortex Arena: This arena is shaped like a doughnut, but with pillars blocking line of sight.  The arena also contains a massive vortex that travels around the arena, dealing massive damage to heroes that get near.

Power Plant: This arena is rectangular arena, divided into four pieces with line of sight blocking pillars scatter throughout.  Smog vents will turn off and on periodically along the edges of the four quadrants, blocking line of sight.  In addition, each corner of the map periodically has a chance to spawn a power-up.

Galactic Arena Beta is available on the SC2 map marketplace!

Patch Notes

Version 0.12:

NEW:

  • A preparation period before each match has been added

Balance:

  • Generation now makes Roopil recharge faster
  • Hotkeys moved from ZXCVB to QWERT
  • Vision of allies is no longer hidden on Power Plant arena. I plan to bring a modified version of this back soon.

Bug Fixes:

  • Grenades can be thrown over walls

Version 0.13:

Balance:

  • Rage Vortex is now a toggle-able ability. It costs 5 rage to activate and drains 6 rage per second. It no longer disables your other abilities.
  • Rage Vortex AoE increased from 2.5 to 3.
  • Roopil’s mines now have a 3 range invis sight like all heroes
  • Degaris’s Blast Wave now has a range of 3, up from 2. The knockback distance remains the same.

Bug Fixes:

  • Cloak should no longer bug out and not active in rare situations
  • Cloak’s deactivate hotkey now matches the activation hotkey

Version 0.14 and 0.15

No changes. Fixed upload issues.

Version 0.16:

Balance:

  • Charge no longer requires you to hit the target to gain rage
  • The mechanism for preventing charge from being used in combat has been strengthened
  • Generation now affects the rage rewarded by charge

Bug Fixes:

  • Charge will no longer cancel if it reaches its destination. The buff will always persist 2.5 seconds.

Version 0.17:

NEW:

  • When a player dies, they will gain control of a ghost unit with wards, force field, and dash.

Balance:

  • Rage Vortex no longer has an activation cost. Now drains at 7 per second, up from 6. Cannot be deactivated for 1.5 seconds after activation.

Bug Fixes:

  • Rage Vortex no longer caps at 5 seconds.
  • Laying a mine into the water no longer says “Ring Out”
  • Map bounds fixed on Vortex Arena

Version 0.18, 0.19, and 0.2:

NEW:

  • At the end of the game, players may vote for a rematch with new heroes. Unanimous vote required.

Balance:

  • Magic Missile now has a larger collision, AoE, and more AoE damage. Single target damage remains the same.

Bug Fixes:

  • Roopil’s snipe no longer goes through walls
  • Spirits will no longer spawn out of bounds
  • The game will no longer wait for computers and spectators to vote

Version 0.21, 0.22:

Arena:

  • Power Plant vision system restored
  • Arenas are now pseudorandomly selected, rather than completely random. I am trying to avoid situations where the same arena is selected every match by chance.

Balance:

  • Magic Missile single target collision reduced to 1 from 1.25
  • Railgun Snipe collision reduced to 1 from 1.25

Bug Fixes:

  • Spirits can be selected again. Oops.

Version 0.23:

Bug Fixes:

  • Charge will now properly stun once again
  • Charge will now properly reward rage once again
  • Rage Vortex will now show an error message (“Not enough energy”) if attempting to use the ability with zero rage.
  • Several tooltips have been corrected

Version 0.25:

General:

  • The game now uses a deathmatch system.  Each round lasts 5 minutes.
  • The game is now best 2 out of 3, rather than best 3 out of 5.
  • AWESOME health bars added!  These new health bars are much easier to see.  Enemy health bars are red.  Any damage dealt leaves a shadow health bar behind so you can see how much damage you dealt.
  • Many missiles and effects now provide sight where cast
  • The 4 stages have been updated graphically
  • New loading screen.  No more wall of text!
Arcanist:
  • Blink may now be used again within 4 seconds after use, reverting yourself to the previous position
  • Energy now regenerates at 4 per second when at 0 energy and 2 per second at max energy.  Was a constant 3 per second.
Roopil:
  • Cloak no longer has an activation cost.
  • Cloak cooldown increased to 10 from 5.
  • Proximity mines now have 4 charges.  Cooldown reduced to 2.5 seconds from 6.
  • Detonate can now be used on individual mines, rather than all mines.  Double tapping detonate will detonate all mines.
  • AoE on concussion grenade increased to 3 from 2.
  • Roopil now deals 20% more damage, but takes 20% more damage.
Taklyn:
  • Last Stand removed.  Replaced with “Inner Rage”.  Provides a 1.25 second shield.  If struck during this time, you will generate 1.5 rage per point of damage taken and become enraged, increasing attack/movement.  If the ability causes you to max out on rage, the speed boost will be doubled in effect.
  • Static Cling renamed to Static Pulse.
  • Static Pulse now pulls targets closer to you.
Zusar:
  • Power surge AoE and delay increased
  • Shadow of Destruction renamed to “Shadow of Instability”
  • Shadow of instability now reduces your instability by 10%.
  • Shadows have been reworked and now have a larger collision.
  • Shadows now have 120 health and can be killed.  If killed, the instability is returned to zusar.
  • Chronodome removed.  Replaced with Nether swap.
  • Nether Swap: Swap locations with the target unit.  Provides a short speed burst for zusar.
  • Power Shield now lasts 20 seconds, down from 30.  Now slows the shield breaker, rather than all enemies near by.

Bug Fixes:

  • Roopil can now properly use cloak while recharging
  • Teams are now properly assigned based on their position in the lobby
  • Many bugs relating to instability have been fixed
  • Several tooltips have been corrected and shortened
  • Many other bug fixes that I cannot recall :)