Other Drug Smugglers - 22 Edition

Tru_Power22

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Drug Smugglers 22 Edition

DrugSmugglers22.png


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History:

I was a big fan of the original drug smugglers, however there were some thing that really annoyed me. For one, the final tier two drugs were completely broken. So the first version was not actually part of this series, but actually just a hotfix for the drugs. I didn't want to stop there, I wanted to add more to the game, the heroes abilities didn't bother me that much, nor the unit balance. What really got to me was the fact that if the D.E.A (The only "bad guy") left the game was over. So the next few version made a takeover system, and fixed the bugs with it. After a few years of on, but more off work, it is at where is is now.

Version 1.14 is a large revision, redoing the heroes and adding a working creep spawning system. As well as removing any leaks I could find, getting rid of some stupid crap that was added when I tried use WEU some time ago. The D.E.A Raid system was also made much more efficient. The game could now be very easily expanded to nine or more players.

Now you may call it stealing the game, but it really isn't. I remade nearly every trigger to be more efficient, added multiple systems and did some balancing. Not to mention the fact the original creator hasn't updated the map since 2004.

Game Play:

There is one person playing the DEA, and four people playing the smugglers. The smugglers need to get drugs into the city, to the building more spesifically. While the drugs can move on their own, they are incredibly slow, die in one hit, and give the DEA lot's of bounty. Thats why people load the drugs into vans, armoured truck and eventually helicopters. While the goal of the smugglers may seem simply be to make money, they must do something a little more aggressive to win. Their goal it to kill the DEA president.

They have many units at their disposal to accomplish this. From guard dogs to helicopters. But don't think this firepower get them very far. The DEA has quite a bit of hardware at his disposal. The DEA's money comes from destroying any drug lord properties, and/or henchmen, as well as periodic income from taxes. The real danger of the DEA comes from massive raids he can launch for a small cost of the individual units. The DEA wins by killing one drug lord, or all the drug lords (depending on the game mode in question).

The DEA will lose later game. If he does not prevent the drug lords from selling. Placing units around the entrances to the city is your best defence early game. Later game patrolling attack choppers will help against the cartels helicopters. The DEA takes a bit of time to build up the income, once he does, the drug lords better have some defences set up.

To sum it up:

Drug lords:
Kill DEA president.
Get money by getting your drugs to the buildings in the city.

DEA:
Kill the drug lords.
Get money by killing anything owned my by the drug lords, and from a periodic income.

Change log:

(Since Jon's Drug Smugglers V2 Final)
Re-worked Money Triggers, so that the amount is balanced DEA Gets Gold in large Bursts, Druggies Get small amount every so often.
Reduced the amount of Creeps
Fixed Buildings
Removed Broken/Useless Triggers
Removed Some Sounds that Weren't Being Used
Added a system where players that leave get there things removed so players can't use this as an advantage.
Added a system where players can take over the DEA if he leaves
(Since V1)
Fixed a Large Bug
Added a timer For DEA Cash Flow
(Since V 1.01)
Hopefully Fixed The You Cant Become The DEA bug
Fixed DEA Money Timer
Added a fix To the Money System
(Since 1.02)
Hope I fixed yet another bug
Added a minimap image
Added a loading Screen Image
(Since 1.03)
Another Bug Fix
(Since 1.04)
Takeover system totally bug-free
(Since 1.05)
Fixed an issue with vision
Resolved Some Typos
Added a timer for DEA income
Added a tips and tricks section
(Since 1.06)
Increased DEA income
Decreased periodic money for druggies
Let DEA get bounty from killing druggies' units
(Since 1.07)
Added new game modes - check out there section for more info.
(Since 1.08)
Fixed some things.
Minor GUI changes
(Since 1.08a)
Resolved more typos
Made D.E.A base bigger
(Since 1.08b)
Made Ramps into bases bigger.
Cleaned Up the starting screen
Other minor fixes
(Since 1.09)
FIXES! Damn Game Modes...
(Since 1.09a)
More Fixes
Changed Tileset
Got the game modes working (I think)
(Since the unreleased 1.10 and 1.11)
Lots of "under the hood" changes.
Totally Reworked Drug Selling triggers
Reworked Leaderboard
Tweaked Terrain to make it more symmetrical, and more balanced (Due to the drug profit changes)
(Since the 1.12 BETA 1)
Fixed Selling Triggers
Made drug bounty for DEA higher (equal to the drug cost).
(Since 1.12 BETA 2)
Balanced Starting gold (druggies cant heli rush right off the bat)
Added a spawn system for hostile units. (Every 30 seconds, units spawn if there are none on the blight).
Made the names of the hostile units fit better with the theme.
(Since 1.12a)
Made the spawn system configurable by the host.
(Since 1.12b)
Disabled spawns for now, I needed more time to work on those, so this map is mainly to keep balance tight between releases.
(Since 1.12r)
Nerfed DEA Helicopters
Fixed Leaderboard
Fixed Mob Boss/FBI agent.
Removed a starting unit (For balance)
(Since 1.13)
Nerfed DEA
The reasoning for this is the fact that the DEA were weak in the early versions of the game because druggies had a luge lump sum in the beginning, which made the early game very hard for the DEA. Now that the lump sum is removed, the DEA have gotten their cash flow reduced.
(Since 1.13a)
Fixed an exploit where drug lords could get thousands of dollars very early game and hundreds of thousands later. (Sorry Daniel, I know you like that tactic, but it ruins the game).
Gave hero abilities "themes" that actually have game context and look a little better.
Minor Typo fixes
Changed how the leaderboard updated. So it won't keep changing early game
Made some changes to the heroes (tint, icons, other minor stuff)
Totally reworked Raid Triggers
Removed memory leaks
Removed Vs Mode (No one was using it and it was somewhat broken)
Made the map more efficient
(Since 1.14)
Fixed a bug with the anti abuse system

Other notes:

Made with the Jassnewgen pack 1.5d with Artificial's TESH update. Also uses UMSWE. The map is optimized using widgetizer and Vexorian's map optimizer. If you would like the non-optimized version to see how something works, or to make any changes you wish. Please send me and email ([email protected]) with a short paragraph detailing what you want the map for. You will need Jassnewgen pack 1.5d with Artificial's TESH update and UMSWE enabled.

Game: Drug Smugglers 22
Version: 1.14
Released: Sept 17 2009
First Released: Sunday Dec 9th 2006
Author: Killing_Spree22
Based on: Jon's Drug Smuggler V2 Final

Terrain:
Terian.png


Final Comments:

Thanks for reading all of this (if you did) and if not, thanks for taking the time to try my map. If you want to point out my many typos (in the map and in this thread) go for it.

 

Furby

Current occupation: News poster
Reaction score
144
Okay.. you posted there something like "I did not like old drug smugglers so I made my version of it" but I never played and never heard of that map and I dont know what I am supposed to do there.. that means I am not even interested to test it.

Give some more infomation of gameplay so I know what I am going to play. :thup:
 
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