Lots of good news coming within the next few days/week(s). I haz Beta Keys and a cool sneak preview at the Custom Observer UI features for HotS, which I'll be highlighting soon enough. As far as how to get a Beta key, stay tuned, we'll have announcements soon.
Station Control by Soapninja
Quote:My goal with this game was to create a MOBA that is easy to learn for new players and strategically satisfying for experts. I did away with things like items, shops, and XP and created something closer to what you'd find at a video arcade...if video arcades had MOBA games. Instead of a ridiculous amount of heroes and archetypes, I wanted to start this game with a handful of well-designed classes that feel valuable and unique. Instead of trying to destroy enemy towers, your goal is to capture them like you would in games like Arathi Basin, TF2, and Battlefield; the longer you control a tower, the more points you gain.
Don't let the simplicity fool you though, there's a lot of strategy to this game. In addition to the capture and control gameplay, there are also powerful Team Buffs that randomly spawn during the game. The power up locations are located away from the control points, but if a player grabs a power up, it will buff their entire team. This often creates a risk vs reward scenario: Do I leave my team to grab a powerup that will help us later, or do I stay with them now to help attack or defend? In addition, nydus worms frequently spawn around the map spewing out zerg units. If a team is not careful, they can be overwhelmed by the amount of units swarming the map. This creates a chaotic environment that requires excellent teamwork and decision making to succeed.
Station Control games also differ with most other MOBA titles in yet another way: The games last between 10-15 minutes. You can fit in a couple games during your lunch break, or play for hours on the weekend. Leavers are less of a problem because they don't have to wait for 30 minutes to start a new game. I also decided to make the game score only visible at the end of the match, so if players are tempted to leave but want to see how many kills, deaths, or captures they had; they need to wait a few minutes until the match is officially over.
I hope that you all give the game a chance and that you enjoy it. Personally, I think it's got a lot to offer.
Looks nice. I was going for a similar take with my Lost Temple Assault map, and you appear to have captured that fun, simplified feeling nicely. I'll definitely have to try it out.
If you pre-order with amazon you get a key. For those of you who reallllyyy want it
Unlike my friend above... ME WANT BETA KEY... I will do anything.... ANYTHING ;3
The fairest way to distribute... CONTEST.
I've said this elsewhere but I'll say it again: Personally I can live with or without a beta key and I'm not really asking for one as I compeltely have the patience to wait for the game to come out, and in some regards I don't want to ruin the game at all, but at the same time I am very surprised that Blizzard hasn't given beta keys to the creators of the top 10, 25, or heck, even top 100 most played/highest rated games out there in an effort to prevent the mess that happened with the release of 1.5 all over again.
Sure, 1.5 introduced the arcade and they wanted people to prep for it by releasing the alpha to some and the PTR to everyone later - but I'm talking about the updates that messed up things within the game. Those issues took some games months to recover from (In fact I know of at least 1 game still suffering from an unfixed bug that 1.5 introduced.)
I figure HotS will update more overall than 1.5 did, so I am just worried more unexpected issues will arise in existing custom games and think it would make sense to give those mapmakers as much lead time as possible to fix the new bugs so that the first day of HotS for the public is as issue free as possible.
BETA KEEEEEEEEEEEEEEEEEYZZZZZZZZZZZZZZZZZZZZZZ