Well you should use your army then :) Try to make them die faster while killing some units for it.
Managing bounty is an interesting aspect of the map but I'm not sure it was intended to work that way.
Last game is typical of this:
I rallied unit constantly units to neighbour base while having 2 soldier outside to kill critters.
I let units die on purpose to increase his bounty. At around 9 minutes he was at max bounty (8), while I was at 1.
At around 30 minutes, we both had over 700 kills and similar upgrades. But I had around 3k of each resources stored.
Then I just upgraded, 113 upgrade for me in total, 45 for him and 2nd highest one on map had 70. Game ended in a few minutes...
I guess TB is TotalBiscuit and that was probably on Shoutcraft.
I like that map. Center is probably easier to play though. I like Bounty system, except max bounty 1 which makes game rather boring usually.
Part of the strategy is to keep bounty low if you can, trashing units on weak player (killing generator for instance).
Nice map.
I'm playing on EU server and I confirm LordLing bug.
I had game when all party died but our ultras were still alive and cleared the rest of wave. Then it was bugged because we get score screen but our hero resurrected so we continue playing until the end and enemy units didn't attack us anymore.
Buff for killing Zeratul should give +10% according to description but it gives 25% instead.
Buff for beating game gives only 10% (finished with HT and DT) while it states it should be 25%.
There is no hotkey for one dark templar ability (small earthquake that stuns)
I think frenzy description on ultralisk should be changed too, it states that they cannot be mind controlled but lvl15 boss is able to do so.
I am looking for feedback on my first map - Little Wars - available on bnet EU.
2 Teams - Goal is to kill opponent's Nexus.
This map can be played against AI as well.
Estimated length of game in 1v1AI is as follow:
Very Easy: around 1hour
Easy: around 50 minutes
Medium: around 35-40 minutes
This is game time, so real time would be less as game is played in fastest speed.
This map is a concept map, a big part of your army will be ally forces that you cannot control directly.
Features:
Minigames (kinda):
Those are meant to increase your minerals, if you can afford to spend time on them :)
Whac-A-Mole game with supply depots
Rolling baneling in maze playing hide and seek with tank
Base building game. You can train only marines coz marines are so awesome. Oldie WC2 style with no rally point and queuing.
Super proby:
Your base probe can research different spells to:
Scan areas
Turn mana into minerals
Snipe units (with invisible rifle)
Cast wide-range psi-storms
Generate creep
And more to discover
AI:
Quite basic, only works for player 1 (West - Blue) or 2 (East - Red) at the moment.
AI will play minigames, do researches and send some waves of units but will not protect its nexus.
Medium AI has no advantage over player. Lower level AIs will not play some minigames thus reducing their income indirectly.
Zerg swarm:
You can recruit a small Zerg militia to assisst you through your journey
Theme park:
Various areas containing different unit types.
Conquer them with your ally troops to access to those units and increase your income.
Good manner:
Joking, this is something I put for now so that people can test map without playing game at its real pace.
You can get an extra 3000 minerals by typing "gl hf" (without quotes)
What I do not like in map and plan to change/improve:
Map not polished
Map is rather ugly.
Tooltips are sometimes innacurate/missing.
Lobby is rather bad, for instance to play against 1v1AI you actually have to fill all slots with computers then remove all the added computers except the red one in team 2.
Nothing to do with minerals once all researches done.
Spelling/grammar, as you may have noticed I'm not an English native speaker so there are probably quite a few typos.
Ally attack alarms
Rather tedious for ally creep fights.
Vision
I keep entire map vision for testing purpose, but later I will probably put ally vision only, to allow more player strategies and sneaky tactics.
Improve defender position
It seems to me that except travel time, the defending team has no real asset over the attacking team (such as ramp positioning in classic melee maps).
This allows rushing AI, I do not know if it's broken for Player Vs Player too.
Specialize player tech trees
Allowing a player to focus on teching spell casting for instance or to focus on getting more units.
There is already a bit of it with spellcasting, since the more spells you research the more mana regen your probe has.
Tutorial
Obviously this game needs a tutorial.
I won't explain everything here as I also want to know what is intuitive and what is cloudy.
Free useful tip: you control the ally waves attack points thanks to rally point of corresponding research buildings.
Thanks to have a try and give me feedback/replays.
Unfortunately I cannot spend much time on map-making, so if that map is not too fun I will probably not polish or enhance it and move to designing custom melee AIs as I still haven't tried it :D
I hope this was the good forum, please move topic if needed.
Asharai
0
Well you should use your army then :) Try to make them die faster while killing some units for it. Managing bounty is an interesting aspect of the map but I'm not sure it was intended to work that way.
Last game is typical of this: I rallied unit constantly units to neighbour base while having 2 soldier outside to kill critters. I let units die on purpose to increase his bounty. At around 9 minutes he was at max bounty (8), while I was at 1. At around 30 minutes, we both had over 700 kills and similar upgrades. But I had around 3k of each resources stored. Then I just upgraded, 113 upgrade for me in total, 45 for him and 2nd highest one on map had 70. Game ended in a few minutes...
0
I guess TB is TotalBiscuit and that was probably on Shoutcraft. I like that map. Center is probably easier to play though. I like Bounty system, except max bounty 1 which makes game rather boring usually. Part of the strategy is to keep bounty low if you can, trashing units on weak player (killing generator for instance).
0
Nice map. I'm playing on EU server and I confirm LordLing bug. I had game when all party died but our ultras were still alive and cleared the rest of wave. Then it was bugged because we get score screen but our hero resurrected so we continue playing until the end and enemy units didn't attack us anymore.
Buff for killing Zeratul should give +10% according to description but it gives 25% instead. Buff for beating game gives only 10% (finished with HT and DT) while it states it should be 25%.
There is no hotkey for one dark templar ability (small earthquake that stuns) I think frenzy description on ultralisk should be changed too, it states that they cannot be mind controlled but lvl15 boss is able to do so.
0
Hello,
I am looking for feedback on my first map - Little Wars - available on bnet EU.
2 Teams - Goal is to kill opponent's Nexus.
This map can be played against AI as well. Estimated length of game in 1v1AI is as follow:
This is game time, so real time would be less as game is played in fastest speed.
This map is a concept map, a big part of your army will be ally forces that you cannot control directly.
Features:
Those are meant to increase your minerals, if you can afford to spend time on them :)
Your base probe can research different spells to:
Quite basic, only works for player 1 (West - Blue) or 2 (East - Red) at the moment. AI will play minigames, do researches and send some waves of units but will not protect its nexus. Medium AI has no advantage over player. Lower level AIs will not play some minigames thus reducing their income indirectly.
You can recruit a small Zerg militia to assisst you through your journey
Various areas containing different unit types. Conquer them with your ally troops to access to those units and increase your income.
Joking, this is something I put for now so that people can test map without playing game at its real pace. You can get an extra 3000 minerals by typing "gl hf" (without quotes)
What I do not like in map and plan to change/improve:
Map is rather ugly. Tooltips are sometimes innacurate/missing. Lobby is rather bad, for instance to play against 1v1AI you actually have to fill all slots with computers then remove all the added computers except the red one in team 2. Nothing to do with minerals once all researches done. Spelling/grammar, as you may have noticed I'm not an English native speaker so there are probably quite a few typos.
Rather tedious for ally creep fights.
I keep entire map vision for testing purpose, but later I will probably put ally vision only, to allow more player strategies and sneaky tactics.
It seems to me that except travel time, the defending team has no real asset over the attacking team (such as ramp positioning in classic melee maps). This allows rushing AI, I do not know if it's broken for Player Vs Player too.
Allowing a player to focus on teching spell casting for instance or to focus on getting more units. There is already a bit of it with spellcasting, since the more spells you research the more mana regen your probe has.
Obviously this game needs a tutorial. I won't explain everything here as I also want to know what is intuitive and what is cloudy. Free useful tip: you control the ally waves attack points thanks to rally point of corresponding research buildings.
Thanks to have a try and give me feedback/replays. Unfortunately I cannot spend much time on map-making, so if that map is not too fun I will probably not polish or enhance it and move to designing custom melee AIs as I still haven't tried it :D
I hope this was the good forum, please move topic if needed. Asharai
0
Nexus Word Wars is up again on EU server, I'm surprised to see nothing about it here.
Finally able to play a few games, that annoyling is massive ;)