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SpineCrawler D!

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  • 0 Likes
  • StarCraft II
  • 31 Monthly Downloads
  • Supports:
  • 11,812 Total Downloads
  • Updated 08/18/2010
  • Created 04/26/2010
  • 9 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: Spinecrawler D! v2.0
or

About SpineCrawler D!

Just like the old one. Enemies come from the top bottom left and right and all four corners. You spend your money on either more drones for crawlers or for units that do extra damage vs some of the waves! it's set up for 1 player testing and can be altered to play at one of the corners or for multiple people to play

Project Plans

  • Adding more instructions to the beginning of the game.
v1.0
  • Original Map
v1.0B
  • Added anti-wall ref
  • Added building boundaries.
  • Hopefully increasing the difficulty :)
v1.0c
  • Finally added the siege ability to the siege tanks
  • Increased wave health
v1.1
  • Greatly improved antiwall ref functionality
  • Lowered spinecrawler damage
  • Raised units damage and added damage bonuses to specific attributes of enemies
  • Balanced enemy HP and shields
v1.15
  • balance changes to units
    • Marines have stimpack, and an increased attack speed
    • Ghosts have an increases attack speed -Stalkers have more damage and an increased attack speed
    • Archons have increased range from 2 to 2.5
v1.16A
  • Reduced marines attack speed and decreased damage
  • Localized for EU (I hope it works I've never done it before but, hopefully the editor will do it automatically after the 11th patch comes out)
  • Fixed the issue when playing with more that just yourself and all the units kept dieing.
v1.16B

(thanks to saguratus2 for posting these problems)

  • Fixed an issue with marines being able to kill invincible units
  • Fixed an issue with people being able to kill money
  • Fixed the spawning pool dying from people killing the creep tumors that supply them
v1.18

(Thanks to criss123 and EvilPiper94 for their feedback and input)

  • Increased time before game starts and in between levels by 7 seconds
  • Added a difficulty level only when playing solo
  • Added a maximum DPS next to all buy-able units
  • Added unit type, HP, SP, and armor stats to timer before each level
  • Increased damage and speed to several units
    • Banshee- increased speed from 1.6 to 1.25
    • Siege tank (unsieged)- increased damage to 60 +40armor
    • Roaches- Increased damage to 40 +35Mech and speed from 2 to 1.3
v1.18B
  • Fixed a multiplayer issue, thanks to XiDa
v1.20
  • Fixed unit walling
V1.61
  • Fixed units walling again after patch 13
  • Fixed issue with corner spawn movement direction
  • Attempted a fix for the drone beacon crowding
v1.7
  • Fixed Drone bug
  • Eliminated attack animation for spine crawlers to reduce game lag
  • Added HP to high templar, ultralisk, and baneling waves (also removed light unit type from High Templar and armored unit type from banelings)
  • Gave users an overseer to spawn their units instead of just spawning in the middle of their bases
  • Buffed hydras with more range and faster attack speed
  • Buffed roaches with much more attack speed
  • Nerfed tanks range from 13 to 9 (should reduce their kill stealing ability)
  • Nerfed Archons splash area
  • Tanks no longer hurt themselves or any other units
v1.8
  • Added leaderboard for kills
  • Nerfed tanks damage vs non-biological units kept biological unit damage the same
  • Zerglings can't be blocked
  • Fixed blocking with seiged tanks
  • Added 20 seconds after game loss to determine who leaked
  • Modified loss areas
v1.81
  • Fixed for game release
v2.0
  • Added lurker units
v1.0
  • Original Map
v1.0B
  • Added anti-wall ref
  • Added building boundaries.
  • Hopefully increasing the difficulty :)
v1.0c
  • Finally added the siege ability to the siege tanks
  • Increased wave health
v1.1
  • Greatly improved antiwall ref functionality
  • Lowered spinecrawler damage
  • Raised units damage and added damage bonuses to specific attributes of enemies
  • Balanced enemy HP and shields
v1.15
  • balance changes to units
    • Marines have stimpack, and an increased attack speed
    • Ghosts have an increases attack speed -Stalkers have more damage and an increased attack speed
    • Archons have increased range from 2 to 2.5
v1.16A
  • Reduced marines attack speed and decreased damage
  • Localized for EU (I hope it works I've never done it before but, hopefully the editor will do it automatically after the 11th patch comes out)
  • Fixed the issue when playing with more that just yourself and all the units kept dieing.
v1.16B

(thanks to saguratus2 for posting these problems)

  • Fixed an issue with marines being able to kill invincible units
  • Fixed an issue with people being able to kill money
  • Fixed the spawning pool dying from people killing the creep tumors that supply them
v1.18

(Thanks to criss123 and EvilPiper94 for their feedback and input)

  • Increased time before game starts and in between levels by 7 seconds
  • Added a difficulty level only when playing solo
  • Added a maximum DPS next to all buy-able units
  • Added unit type, HP, SP, and armor stats to timer before each level
  • Increased damage and speed to several units
    • Banshee- increased speed from 1.6 to 1.25
    • Siege tank (unsieged)- increased damage to 60 +40armor
    • Roaches- Increased damage to 40 +35Mech and speed from 2 to 1.3
v1.18B
  • Fixed a multiplayer issue thanks to XiDa
v1.20
  • Fixed unit walling
v1.61
  • Fixed unit walling again after patch 13
  • Fixed Issue with corner spawns giving wrong directions
  • Attempted a fix for the drone beacon crowding
v1.7
  • Fixed Drone bug
  • Eliminated attack animation for spine crawlers to reduce game lag
  • Added HP to high templar, ultralisk, and baneling waves (also removed light unit type from High Templar and armored unit type from banelings)
  • Gave users an overseer to spawn their units instead of just spawning in the middle of their bases
  • Buffed hydras with more range and faster attack speed
  • Buffed roaches with much more attack speed
  • Nerfed tanks range from 13 to 9 (should reduce their kill stealing ability)
  • Nerfed Archons splash area
  • Tanks no longer hurt themselves or any other units
v1.71
  • Fixed lamers killing others spinecrawlers
v1.8
  • Added leaderboard for kills
  • Nerfed tanks damage vs non-biological units kept biological unit damage the same
  • Zerglings can't be blocked
  • Fixed blocking with seiged tanks
  • Added 20 seconds after game loss to determine who leaked
  • Modified loss areas
v1.81
  • Fixed for game release
v2.0
  • Added lurker units

Comments

First Previous Page 1 of 2 Next Last
  • #23
    I want to play but windows cant find it




  • #21
    Hey Kjckjc and/or XiDa, add me so we can play on B.net, I don't have any friends that have the map patcher so I can't play these games with them :P Lets play some time! My B.net identifier is EvilPiper.bagpipes , see yall there, lol.
  • #22
    I added you :) won't be online tomorrow, gotta go out to dinner. Maybe Friday or Saturday. Either way, ttyl
  • #17
    @XiDa Yes out of the box this map will only spawn enemies for player 1 when the publishing system comes out and we can actually host custom games then the other waves will automatically be enabled. but for now you need to open the map up with the editor and enable the waves for player 2 and for whoever else is playing in order for them to spawn. The waves for player 2 are the ones that spawn at "2spawn4end". If you want i can do this for you and email you the map afterwords. just send me a PM if you want.
  • #18
    Well, my friends and I are just testing many maps out, but what about the issue of the game ending after first wave? We let a few through and then game ended with victory to us I believe.
  • #19
    If you let one enemy through the game ends in defeat for every player in the game. There are no lives or second chances. It's supposed to be that way.
  • #20
    Ahh ok, I thought we had more lives =)
  • #16
    Tried 1.18B with a friend, didn't get too far, after first wave, a few units got pass and the game ended right there. Also, last time in V1.18, they were only spawning from 1 spot, and in 1.18B I think they are also spawning at one spot, the one on the left, which is where player 1 spawns.
  • #15
    @XiDa Thank you so much... I love finding out I miss such simple things sometimes :) Version 1.18B fixed the problem for player 2 and 3-8 as well.
  • #14
    I've been playing with my friend, but when we get past the first wave, it seems something gets bugged, and my zerglings keep spawning endlessly, played twice, happened twice, good test of our computer's cpu, had about 3k mutas i think
  • #13
    Alright you two, I'll give you difficulty, Unit stats before each level, and more time between levels. I won't give you lives :) it makes it WAY to easy when there's more than one person playing. Still Thanks for your posts I really do appreciate them. Hope you enjoy version 1.18. ^^
  • #12
    I must say this takes me back on some of my old favorite maps from Starcraft. Thanks for bringing this one back. I agree with the implementation of difficulty settings though because damn its hard right now. Also for someone who prefers to creep (use colonies mainly) I need more time at the start to get setup ='(. Also I agree with the lives setup; back in the days of stacker creep colony we had some lives to play around with being nubs and all... Great map though!
  • #11
    I just played again, and theres a few more things I would suggest.
    Firstly, I would like something in the game that tells me what unit the next wave is and the stats of that unit.
    Secondly, I think that 'lives' would be nice, say 3 or 5 lives just one gets past, this would be best in single player, I don't think this should be a feature in multi player. These are just some more suggestions, hope they helped :)
  • #10
    Ohh, and if anyone wants to play with me, I need someone to play these type of maps with, and maybe you could tell me HOW I would play these maps with other people :P Because unfortunately, I don't know how :P But if anyone wants to play, My game name is EvilPiper
  • #9
    @Kjckjc I thought it was a little hard, one suggestion would be to put in difficulty selection, so that way if no one has played it before they can choose easy, medium etc... Other than that, I thought this map was pretty beast, keep up the good work, maybe we could see a Cannon D some time :)
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