Select a Strain, kill and devour your enemies, collect Essence and evolve.
Introducing a game that attempts to bridge the gap between goal-focused single-hero games and full-scale macro-heavy RTS', Kill Devour Evolve is an objective-based "mini-rts" where players select one of several Strains and compete in events to earn upgrades, evolutions and Essence for victory.
I previously posted this in early-alpha as "Darwin's Paradise", but have made significant developments since then and the game is almost ready for a Beta Phase (all features implemented, but with limited events and strains and with imperfect balance).
Please check out the game, available in the North America arcade as "Kill Devour Evolve (Alpha Playtest) and let me know what you think! Any and all recommendations / comments are welcome, and if you're interested in checking out the map file please let me know and I can send you an unlocked copy - I'd love to hear feedback on how efficient my data/triggering is, and would be happy to share any features with other mapmakers.
I intend to implement a mirrored team map set up somewhat like a MOBA, which I will try to get out once I have all features in and major bugs squashed. Input on "MOBA-fying" my map would be welcome as well - What would be cool team objectives? Would defensive structures / creep waves fit the game? Etc. etc.
Concepts/Goals:
Fast-paced gameplay with minimal focus on economy / macro
Encourage frequent conflict through events
Strains fit widely different playstyles (Brood is hero-like, Dune-Runners for people who love fast swarms...)
Minimize chaos from controlling many different unit types
Automatons setting up an ambush - poor Hydralisks never knew what hit 'em
Claim resources!
Win events for Terrazine and Essence - vital for upgrades and victory!
Dune-Runners
Omnivorous, fast and vicious. Dune-Runners (zerglings) travel in vast swarms across the map, devouring all opponents and resources in their path
Reproduces rapidly, but must reproduce in spawning pools. Initially weak but scale exponentially with upgrades.
Zergling - Very fast
Raptor - Leaps into combat and up cliffs, Attacks ignore armor
Pack Master - Researches upgrades, More durable, Ranged attack, Randomly spawned from eggs
Baneling - Explodes!
Roaches
Durable, Roaches aren't the strongest but are damn near impossible to exterminate. Can almost instantly replenish their numbers, regenerate very quickly, can burrow to set up ambushes and can be upgraded to split into Roachlings upon death that can grow into full-sized Roachs.
Roach - durable, can be upgraded to use a ranged attack
Roachling - weak with no attack, but can grow into a Roach
Roach Warren - researches upgrades, scans the map and can be upgraded to function like a Nydus Worm
Hydralisks
Powerful with a ranged attack, Hydralisks automatically from Dens and can collect meat to feed to their young to increase reprduction rate.
Hydralisk - weak with a melee attack, should be upgraded to a Hunter-Killer for combat.
Hunter-Killer - standard ranged unit, powerful and cheap to produce
Warden - advanced melee strain, tank-like and can morph into a defensive cocoon to create chokepoints
Glaive Wyrm - advanced ranged strain, powerful with a long-range bouncing attack
Hive
Defensive structure-building race, spawns from Hatcheries and excels at map control. Spreads creep.
Drone - standard gatherer, produces buildings
Guardian - durable long-ranged unit with a very powerful AOE attack, but expends energy to use this attack. Very powerful in short skirmishes off the creep.
Creep Tumor - spreads creep, can be upgraded to a Creep Cancer that is cloaked, detects units and spreads creep further
Spine Colony
Spore Colony - Advanced defensive building with an AOE "poison". Poisoned enemies trail creep behind them.
Automatons
Self-assembling machines. Powerful in short engagements, builds advanced caster units instead of researching upgrades.
Constructor - builder/gatherer, can repair units out of combat and has a powerful anti-structure attack
Mobile Silo - burrows to arm an extremely powerful long-range single-target sabot round with a long cooldown.
Spider Mine - burrows to arm an AOE attack
Reactor - builds Spider Mines, can self-destruct for a huge AOE explosion
Monitor - advanced spellcaster with a powerful ranged beam, can cast forcefield, hallucination and grant allies an overshield.
RepairBot - advanced spellcaster, can rapidly repair units, cloak burrowed Mobile Silos / Spider Mines and can blink in and out of combat
The Brood
Controls a single all-powerful Brood Mother and her swarm of Broodlings
Brood Mother - very powerful single unit with an array of upgradeable offensive and defensive abilities
Broodling - weak swarm unit that reproduces rapidly. Provides a meat shield and damage can add up
Consort - evolved Broodling, more durable and increases the damage of nearby Broodlings
Energyling - Broodling engorged with energies, can be consumed by the Brood Mother to restore energy.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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Select a Strain, kill and devour your enemies, collect Essence and evolve.
Introducing a game that attempts to bridge the gap between goal-focused single-hero games and full-scale macro-heavy RTS', Kill Devour Evolve is an objective-based "mini-rts" where players select one of several Strains and compete in events to earn upgrades, evolutions and Essence for victory.
I previously posted this in early-alpha as "Darwin's Paradise", but have made significant developments since then and the game is almost ready for a Beta Phase (all features implemented, but with limited events and strains and with imperfect balance).
Please check out the game, available in the North America arcade as "Kill Devour Evolve (Alpha Playtest) and let me know what you think! Any and all recommendations / comments are welcome, and if you're interested in checking out the map file please let me know and I can send you an unlocked copy - I'd love to hear feedback on how efficient my data/triggering is, and would be happy to share any features with other mapmakers.
I intend to implement a mirrored team map set up somewhat like a MOBA, which I will try to get out once I have all features in and major bugs squashed. Input on "MOBA-fying" my map would be welcome as well - What would be cool team objectives? Would defensive structures / creep waves fit the game? Etc. etc.
Concepts/Goals:
Automatons setting up an ambush - poor Hydralisks never knew what hit 'em Claim resources! Win events for Terrazine and Essence - vital for upgrades and victory!
Implemented Strains
Dune-Runners Omnivorous, fast and vicious. Dune-Runners (zerglings) travel in vast swarms across the map, devouring all opponents and resources in their path Reproduces rapidly, but must reproduce in spawning pools. Initially weak but scale exponentially with upgrades.
Roaches Durable, Roaches aren't the strongest but are damn near impossible to exterminate. Can almost instantly replenish their numbers, regenerate very quickly, can burrow to set up ambushes and can be upgraded to split into Roachlings upon death that can grow into full-sized Roachs.
Hydralisks Powerful with a ranged attack, Hydralisks automatically from Dens and can collect meat to feed to their young to increase reprduction rate.
Hive Defensive structure-building race, spawns from Hatcheries and excels at map control. Spreads creep.
Automatons Self-assembling machines. Powerful in short engagements, builds advanced caster units instead of researching upgrades.
The Brood Controls a single all-powerful Brood Mother and her swarm of Broodlings
interesting map project! i give a thumps up :)
Looks quite fun. Hope you finish it.
:)
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.