The map can be found on EU and NA under the name "Starhammer 40k Build #5 Beta"
There also is a defance Map with the unit-data with the name "S40k - Defence of Colony 8472"
Alright, here are my thoughts about survival map =D
The main problem I encountered was stagnant play. In first 10 minutes you’re constantly split between watching out for enemy advance, sending desperate reinforcements to prevent civilian deaths, building necessary infrastructure and creating outpost to fortify your defense line. After those 10 minutes you’ve captured 4 or so income nodes, built basic defense and are have successfully cut off enemy attack route to the city. Your base is ready and doesn’t need any more attention, and your forces spawn right at the frontline. All you need to do now is just create more guys and advance tech when comfortable. For the next 20 minutes you’re not required to move screen or do anything other than stare at your frontline fortification and observe computer units walk into their death. Game pretty much plays itself with without requiring any decisions from player (excluding occasional hero micro).
I get what you’re attempting to do, a co-op environment for players to try out races. Thus you can’t and won’t change how anything works in terms of base building (no cutting supply in half, no limiting base building, everything must be available like in a PvP game).
What can be done then? Looking at how PvP works, it’s a constant reaction game. Enemy commits to one thing, you counter it with another, enemy leaves base undefended, you raid it and when he goes to defend it you flank him. I think it’s possible to add a bit of that to defense map as well.
Here are some things I invite you to think about.
Fringe parts of the city that that offer 1 income node and have basic defenses but are further away from main area/main attack route. Players could try to hold and balance between main frontline and fringe, splitting both forces and attention to gain greater benefit.
Hostile territory. Maybe deeper in the overrun regions there are enemy outposts that can be used to stall enemy advancements. There could be a huge Beast patrolling all bases so you’d need to scout to know when to attack/raid undefended outpost.
A sensor tower that periodically gives players intel. For example a scan every 3 minutes that will reveal enemy movement so that players can make judgment calls on whether to do go defend outpost/raid enemy or switch tech cause heavy units re incoming (or inverse - horde of small units about to rush in).
Incentives to advance and fortify further, just for the sake to have a final wave that crushes layer after layers of your defenses until you wither it down and take the win.
So yea, something like that. Also one time a civilian was hanging around income node, blocking building on it, had to use my guys to push him out of the way :<
I want to work on the defance map this week.
things i want to add:
some squads of horrors that spawn at random posisitons
air units attacking the bases
Your ideas are not bad i think i will use some aspeckts of them
i agree with you that the last 20 minutes lack of gameplay. maybee i will change the layout of the map a bit to create room for other fighting grounds.
Edit: I did not find time to work on the map this week lots of other stuff to do, but i am still on it.
I agree with you, that the game currently lacks of variety.
I want to change that by adding more content with future patches.
Some of my ideas are: call Horrors at the battlefield, different rituals and demonic summons for chaos, More subcommander- units and other ways to build up a defence for imperials, a better established evolutions-system for Terranids. And of course more weapons.
At the monent i am playing a bit with ideas for the races Space Marines and Eldar
My suggestions are:
Give each player or race a little more variety
Maybe switch the map to sandbox gameplay so players can try to outsmart eachother with different army compositions
If doing the above point, maybe have the control/income points heal us or some other bonus to encourage map control
Nice ideas but i am not gona make it sandbox like. I want to keep it competitive. But i am for sure upload more maps when the new patch is out (mod extensions yeah) Such as 1v1 , 2v2 and koop.
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In a universe that unites Starcaft and Warhammer,
There is only WAR!!!
This map is based on the dawn of war seires. It has 3 races:
More detailed information can be found here:
http://www.engamer.net/projects/profile/starhammer
Also cheak out this gameplay video:
The map can be found on EU and NA under the name "Starhammer 40k Build #5 Beta" There also is a defance Map with the unit-data with the name "S40k - Defence of Colony 8472"
I hope for some feedback! See you on battlefield!
Wow your project is better and better with every update,and fortunally you use the HotS expansion :)
Alright, here are my thoughts about survival map =D
The main problem I encountered was stagnant play. In first 10 minutes you’re constantly split between watching out for enemy advance, sending desperate reinforcements to prevent civilian deaths, building necessary infrastructure and creating outpost to fortify your defense line. After those 10 minutes you’ve captured 4 or so income nodes, built basic defense and are have successfully cut off enemy attack route to the city. Your base is ready and doesn’t need any more attention, and your forces spawn right at the frontline. All you need to do now is just create more guys and advance tech when comfortable. For the next 20 minutes you’re not required to move screen or do anything other than stare at your frontline fortification and observe computer units walk into their death. Game pretty much plays itself with without requiring any decisions from player (excluding occasional hero micro).
I get what you’re attempting to do, a co-op environment for players to try out races. Thus you can’t and won’t change how anything works in terms of base building (no cutting supply in half, no limiting base building, everything must be available like in a PvP game).
What can be done then? Looking at how PvP works, it’s a constant reaction game. Enemy commits to one thing, you counter it with another, enemy leaves base undefended, you raid it and when he goes to defend it you flank him. I think it’s possible to add a bit of that to defense map as well.
Here are some things I invite you to think about.
So yea, something like that. Also one time a civilian was hanging around income node, blocking building on it, had to use my guys to push him out of the way :<
Thanks for your thoughts Ducky,
I want to work on the defance map this week. things i want to add:
Your ideas are not bad i think i will use some aspeckts of them i agree with you that the last 20 minutes lack of gameplay. maybee i will change the layout of the map a bit to create room for other fighting grounds.
Edit: I did not find time to work on the map this week lots of other stuff to do, but i am still on it.
Hey Trieva, thanks a lot for your feedback!
I agree with you, that the game currently lacks of variety.
I want to change that by adding more content with future patches. Some of my ideas are: call Horrors at the battlefield, different rituals and demonic summons for chaos, More subcommander- units and other ways to build up a defence for imperials, a better established evolutions-system for Terranids. And of course more weapons.
At the monent i am playing a bit with ideas for the races Space Marines and Eldar
Nice ideas but i am not gona make it sandbox like. I want to keep it competitive. But i am for sure upload more maps when the new patch is out (mod extensions yeah) Such as 1v1 , 2v2 and koop.