Catalyst
Overview
Features
+ Liked Battleships from Warcraft 3? Then you will like this.
+ 114 items, 9 vehicles and 13 abilities. Choose items and abilities wisely to get the most out of your tank.
+ Drones. These secondary vehicles will automatically support you.
+ 5 classes of items. Weapons, drones, armour, shields and abilities.
+ AI profile system, allowing computer opponents and allies.
Plans for the Future
+ Insane amounts of customization.
+ Stat saving between matches.
+ Saving your vehicle and equipment. Major design change. Equipment will no longer be earned mid match.
+ 48 different kinds of weapon, drone, shield and armour items.
+ Vehicle abilities. 2 per vehicle.
+ More vehicles.
+ More purchasable abilities.
Design Goals
+ New players can pick up and play without needless amounts of confusion. Everything must be clear and obvious.
+ Insane amounts of customisation options for your vehicle.
+ Matches will last around 20 minutes each.
Thanks for reading!
Love your neutral voice.
Doesn't break my ears :D
I've been playing this awesomesauce quite a few times now, I love it.
Here's some short feedback.
Graphics:
- I have been experiencing a good deal of fps lag, which has increased with the new release (removal of middle walls and adding troop options). This may have to do with the additional troops spawning.
Gameplay:
- I personally disagree with the removal of the walls in the central capture point, they allowed great micro control and teamplay. true, it's harder to capture the middle with them, but that's anothing issue.
- The first capture of the central point is often gamedeciding, although this is less so with the removal of walls and dropships.
- although I did like the idea of dropships and being able to destroy them before they drop troops, their removal has made it easier to capture points, this due to the fact that hostile troops won't ever enter the capture area when you fight them on the edge, thereby decreasing capture time and making it possible to capture solo when you're unable to destroy dropships at early levels.
- Energy weapons that drain energy and restore shields, at higher levels, seemed overpowered. I still need to test this, but I've seen Northy (kudos to him/her) ninja solo our command center end-game in a thor, while we had destroyed all of the enemy guns and towers, had all capture points and most of us had the most expensive equipment, yet his rig tanked and killed us, then got through and decimated our command center in mere seconds.
Suggestions:
- Scale the CC hp/dmg
- Change the option of adding support troops to 'changing support troop layouts' and instead of one general upgrade, add defense, attack, attack speed, debuffs.
- Gimmeh back my walls :(
Optional not to be taken seriously suggestions:
- perhaps either 4 or 6 control points would be a better idea.
- nerf shield regen by energy weapons, atleast end-game (need to confirm this by test)
- decrease repair cycles of external armor supports as you add more, instead of repairing more every 5 seconds. (1 CEAS = 40hp/5s, 2 CEAS = 40hp/2.5s, 5 CAES = 40hp/1s), if possible.
can't think of any more atm, need to go, hope it helps, may add more, gl with the map <3 awesome stuff, keep it up.
Also: be careful - 'Insane customizations' is very quickly contradictory to 'Easy to get into'.
Edit - new patch: destroying the spawning towers to win? meh. if that's due to games lasting too long because of a command center being hard to kill early game, I suggest fixing that with a scaling command center or multiple, easier to break through defenses and destructible repairpads.
Can you put the file on sc2m?
Your project is really similar to what I have here:
http://finalascension.org/viewtopic.php?f=20&t=21
I suppose you are using original content for your map, right?
Hi,
Is your map available for download here at sc2m? Also are you working on this alone or with a team? Are you interested in building a team?
-z
Woah. Really good job.