Hi everyone!
Last weekend, after some events, i decided to make a simple but funny map and finally chose to recreate the clasic EVOLVES.
For those who don't know what is evolves, it's a madness type UMS map (use map settings) from sc1 where players spawn units every second and have to kill all enemy's base to win (usually a bunker). Special feature is that every X kill points player spawn a different and more powerfull unit. for example, player start spawning 1 marine per second, but when he earn 1000 points it will be 1 zealot per second, with 3000 points 1 hidra, etc
I'm planing to recreate one specific version of that serie: EVOLVES choice, where you can choose between 2 units per level.
other features I'm planing to add are:
1. Some defensive skill for the base, like nova or guardian shield
2. Spells for command ship (spawner unit), like area heal, psi storm or even buy heros (that are powerfull but can die in combat)
All those spells will be limited with mineral cost, so players need to think wisely what they want to buy
up here my ideas, now need to listen opnions from other players to make it a good map that everyone can enjoy!
so please answer and let me know what everyone think
exact. but i don't know what welcome could have since no one remade it yet (maybe the reason no one remade it is because would have a bad welcome)
that is why i want some opinions ^^
Sounds good to me. With two choices at each level, you need to make sure that both choices are balanced. You also need to make sure that the player understands why one unit would be better than the other, but even then the differences can only be slight. A small shift in balance between two units becomes astronomical when you've got hundreds of them. Your skilled players will figure out which unit from each level is better and always use that, and crush new players with that knowledge. It's bad when most of the skill of a game is simply knowing which units are more imbalanced.
Now my real opinion is that I think you'd be best doing it with 3 choices at each level. At each choice level, the three new units would have a rock->paper->scissors relationship. The units would have to be mostly balanced with a small favor against one unit and small weakness against the other. This would accomplish a few things.
First, you're less likely to botch the balance so that there is only one good choice. If you've got two units and one just ends up being a little better, then that's always going to be the right choice. A R-P-S style would make it so that even if one unit is a little too good, it would still be weak against another specific unit.
Second, it offers a way for players who are behind to come back. The original evolves generally snowballed so that once you got a little ahead you couldn't be beaten (at least in 1v1). With a R-P-S style, the person who is behind now has a slight advantage (if they're good enough to figure it out). They can see what the other players have chosen for the next level and attempt to make a counter pick when they finally reach the next level themselves.
you are quiete right. As you say, on BW map, skilled players were easily feeded by newbies... But the biggest problem (and at the same time the best point) of evolves choice is that you have to worry not just to balance same lvl units, but between lvls too
lets say player1 and player2 go up to lvl5. They can choice between tank and hidras, and best choice is tanks. They fight wth tanks until player1 lvl up and is able to build mutalisk. all other players will be fucked for the arrogance of build only the "actual" stronger unit and will be force to build hidras.
BUT lets say player3 stop killing on lvl4 and just mass ghosts. Since they are lvl4 they have less live, less attack and give less points, but have bonus vs light (mutalisk), so between that bonus and the numerical superiority he can overtake lvl6 mutalisk and take the lead.
can think from this between levels relationship similar to your "third choice" suggestion, but a lot more complex (and chaotic)
for me this is the funniest point of the game but, as you said, at the same time is the biggest problem with newbies and feeders...
anyway i already have prepared a basic version with 10 lvls and some defensive skills, so probably i will publish it tonight or tomorrow and ask for feedbacks. it's near imposble to make this type of games without feedbacks and opinions xD
Hi everyone!
Last weekend, after some events, i decided to make a simple but funny map and finally chose to recreate the clasic EVOLVES.
For those who don't know what is evolves, it's a madness type UMS map (use map settings) from sc1 where players spawn units every second and have to kill all enemy's base to win (usually a bunker). Special feature is that every X kill points player spawn a different and more powerfull unit. for example, player start spawning 1 marine per second, but when he earn 1000 points it will be 1 zealot per second, with 3000 points 1 hidra, etc
I'm planing to recreate one specific version of that serie: EVOLVES choice, where you can choose between 2 units per level.
other features I'm planing to add are:
1. Some defensive skill for the base, like nova or guardian shield
2. Spells for command ship (spawner unit), like area heal, psi storm or even buy heros (that are powerfull but can die in combat)
All those spells will be limited with mineral cost, so players need to think wisely what they want to buy
up here my ideas, now need to listen opnions from other players to make it a good map that everyone can enjoy!
so please answer and let me know what everyone think
So what you're basically saying is that you want to make a frenzy map that has the kills-for-points aspect of EVOLVES?
exact. but i don't know what welcome could have since no one remade it yet (maybe the reason no one remade it is because would have a bad welcome)
that is why i want some opinions ^^
@arubaru304: Go
Sounds good to me. With two choices at each level, you need to make sure that both choices are balanced. You also need to make sure that the player understands why one unit would be better than the other, but even then the differences can only be slight. A small shift in balance between two units becomes astronomical when you've got hundreds of them. Your skilled players will figure out which unit from each level is better and always use that, and crush new players with that knowledge. It's bad when most of the skill of a game is simply knowing which units are more imbalanced.
Now my real opinion is that I think you'd be best doing it with 3 choices at each level. At each choice level, the three new units would have a rock->paper->scissors relationship. The units would have to be mostly balanced with a small favor against one unit and small weakness against the other. This would accomplish a few things.
First, you're less likely to botch the balance so that there is only one good choice. If you've got two units and one just ends up being a little better, then that's always going to be the right choice. A R-P-S style would make it so that even if one unit is a little too good, it would still be weak against another specific unit.
Second, it offers a way for players who are behind to come back. The original evolves generally snowballed so that once you got a little ahead you couldn't be beaten (at least in 1v1). With a R-P-S style, the person who is behind now has a slight advantage (if they're good enough to figure it out). They can see what the other players have chosen for the next level and attempt to make a counter pick when they finally reach the next level themselves.
you are quiete right. As you say, on BW map, skilled players were easily feeded by newbies... But the biggest problem (and at the same time the best point) of evolves choice is that you have to worry not just to balance same lvl units, but between lvls too
lets say player1 and player2 go up to lvl5. They can choice between tank and hidras, and best choice is tanks. They fight wth tanks until player1 lvl up and is able to build mutalisk. all other players will be fucked for the arrogance of build only the "actual" stronger unit and will be force to build hidras.
BUT lets say player3 stop killing on lvl4 and just mass ghosts. Since they are lvl4 they have less live, less attack and give less points, but have bonus vs light (mutalisk), so between that bonus and the numerical superiority he can overtake lvl6 mutalisk and take the lead.
can think from this between levels relationship similar to your "third choice" suggestion, but a lot more complex (and chaotic)
for me this is the funniest point of the game but, as you said, at the same time is the biggest problem with newbies and feeders...
anyway i already have prepared a basic version with 10 lvls and some defensive skills, so probably i will publish it tonight or tomorrow and ask for feedbacks. it's near imposble to make this type of games without feedbacks and opinions xD
as promised i just published the beta (alpha?) version on EU servers. if i have luck will publish it on NA shortly, to test and feedback
test version is already aviable on SEA and NA!!