This is my first map of Starcraft 2. I decided to recreate the map i made long time ago on Warcraft III.
This is a Hero defense. You pick your hero and fight against waves of ennemies and Bosses.
Boss and miniboss drop items.
You can equip a weapon, an armor and 3 accessories.
Each Hero have 4 Spells :
-Anti-boss specialized Ability
-Aoe Ability for basic monsters
-Special Ability
-Ultimate Ability
Each level you earn 5 Attribut Points to distribute in 3 categories and 1 Ability Point.
The base of the game is the Fun ! have fun to destroy/Obliterate/Incinerate tons of monsters with your skills and obtain alot of powerful weapons and items !
Gratz, I've played it two times, one solo and one with full house and had amazing time. A great kickback to the style of maps that I enjoyed in BroodWar.
Unfortunately as much as I enjoyed it, after losing 1.5h game I can't feel any desire to return to it. And it came off as a surprise to me. So I wonder why it happened. I think the repetitiveness got to me. Blowing stuff is fun, but when you do it in the same place with no alteration it becomes stale. I enjoyed this sort of games because they constantly bounced between defending mass attack and assaulting enemy fortifications. You move, explore, blow stuff up, trigger events, alternate every play-through or stick with most efficient strategy, your pick, and it's all served with delicious animations and sounds caused by your interaction.
But here, all I ever did was stand near base entrance to kill masses with my aoe spells, every now and then grab an item or get frustrated at the guy who grabbed most of drops and sold them off instead of sharing what he didn't need. Eventually we got overwhelmed, probably because of lack of teamwork, but somehow I don't want to retry to just stand spamming my AOE at the base entrance for another two hours.
It's a blast the first time I played it, with cool stuff such as citadel building reinforcements, merc attacks and trying out different weapons that drop, but for me the undiversified action became too stale.
It would be cool to have optional objectives such as go destroy building X, or go intercept convoy before it reaches base to send elite reinforcements to enemies. This way players could split between defending base and raiding enemies. Would also be nice to be able to upgrade/fortify/restore base defenses (and in solo play it would be required to do so if you wanted to go to raid). Maybe have bosses spread in corners of map to be intercepted by players, so that you can also win a game by aggressive offense.
I guess what I'm trying to say is that it would be great to have more optional freedom in the map. I would then definitely come play it again, but even if nothing changes, map still is a blast to play first few times, so than you for enjoyable evening, 5 stars.
Thanks for the feedback.
I forget to say its a beta version, it's more like a prototype map of what it will be in the future.
I know there is drastics change to make in the map but there is alot of functions not implemented yet, as you can see the map is empty for now.
It feels repetitive for now because there is nothing to do just blast ennemies.
I just want to know the opinion of the community and see if my map deserve to work more on it and release a final version.
Well, I had awesome time during first games, if you can extend that awesome to apply even after initial plays, it's certainly worth the effort to do so.
Either way, complete projects are almost always better than incomplete ones, so why are you even hesitating anyway? :D
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This is my first map of Starcraft 2. I decided to recreate the map i made long time ago on Warcraft III. This is a Hero defense. You pick your hero and fight against waves of ennemies and Bosses. Boss and miniboss drop items.
You can equip a weapon, an armor and 3 accessories. Each Hero have 4 Spells : -Anti-boss specialized Ability -Aoe Ability for basic monsters -Special Ability -Ultimate Ability Each level you earn 5 Attribut Points to distribute in 3 categories and 1 Ability Point.
The base of the game is the Fun ! have fun to destroy/Obliterate/Incinerate tons of monsters with your skills and obtain alot of powerful weapons and items !
Map V0.963 : https://www.dropbox.com/s/7o4kceb8z2wtwqr/Defense-of-the-Citadel-II-v0.963-.SC2Map
Gratz, I've played it two times, one solo and one with full house and had amazing time. A great kickback to the style of maps that I enjoyed in BroodWar.
Unfortunately as much as I enjoyed it, after losing 1.5h game I can't feel any desire to return to it. And it came off as a surprise to me. So I wonder why it happened. I think the repetitiveness got to me. Blowing stuff is fun, but when you do it in the same place with no alteration it becomes stale. I enjoyed this sort of games because they constantly bounced between defending mass attack and assaulting enemy fortifications. You move, explore, blow stuff up, trigger events, alternate every play-through or stick with most efficient strategy, your pick, and it's all served with delicious animations and sounds caused by your interaction.
But here, all I ever did was stand near base entrance to kill masses with my aoe spells, every now and then grab an item or get frustrated at the guy who grabbed most of drops and sold them off instead of sharing what he didn't need. Eventually we got overwhelmed, probably because of lack of teamwork, but somehow I don't want to retry to just stand spamming my AOE at the base entrance for another two hours.
It's a blast the first time I played it, with cool stuff such as citadel building reinforcements, merc attacks and trying out different weapons that drop, but for me the undiversified action became too stale.
It would be cool to have optional objectives such as go destroy building X, or go intercept convoy before it reaches base to send elite reinforcements to enemies. This way players could split between defending base and raiding enemies. Would also be nice to be able to upgrade/fortify/restore base defenses (and in solo play it would be required to do so if you wanted to go to raid). Maybe have bosses spread in corners of map to be intercepted by players, so that you can also win a game by aggressive offense.
I guess what I'm trying to say is that it would be great to have more optional freedom in the map. I would then definitely come play it again, but even if nothing changes, map still is a blast to play first few times, so than you for enjoyable evening, 5 stars.
Thanks for the feedback. I forget to say its a beta version, it's more like a prototype map of what it will be in the future. I know there is drastics change to make in the map but there is alot of functions not implemented yet, as you can see the map is empty for now. It feels repetitive for now because there is nothing to do just blast ennemies. I just want to know the opinion of the community and see if my map deserve to work more on it and release a final version.
sorry if my english is bad
@Malek355: Go
Well, I had awesome time during first games, if you can extend that awesome to apply even after initial plays, it's certainly worth the effort to do so.
Either way, complete projects are almost always better than incomplete ones, so why are you even hesitating anyway?
:D