Income Wars
Income Wars
This is the original Income Wars from Battle.net.
Target
Spawn units to kill the cannon of the other team.
Spawning units gives additional income.
Gamemodes
- from 1 v 1 up to 3 v 3
Uploads
- EU: bone: Income Wars (Official)
- US: bone: Income Wars - Official
Curse Link
This map is still work in progress, any suggestions,
ideas or bug-reports are welcome.
Income Wars on EU is back as:
"Income Wars (Official)"
Use "show new only" and then you should see it ( push it back to top ;D )
If you read this scroll down and push it back on top of the list please :( don't know what happend but it has very few games currently.
You have to stay ingame for 5 minutes to make it count
Citrien might get some nerf vs ground. (He is supposed to be an air superiority fighter type)
I'll stress the bone to put the AI back (the AI is actually still in the map, just deactivated. It is also a bit outdated as it doesn't know the new units etc. but it would work.)
Citrons and Tauren marines seem to be very overpowered.
can't wait for the AI and Superunits!!
@SomeFuckingUsername:
We are currently considering a change to all melee units (buff, a "new" mechanic).
Concerning tauren marines: They are strong because many t2 units are mechanic, but we will add some more nonmechanic too in the future (like swarm guardian recently). I will take a look at it's numbers again too tho.
Thanks for the feedback :)
This is just my opinion, but I think in the current version (4.18) I think Zerglings and predators are too weak and Tauren-Marines are a little bit to strong.
@CattleBruiser it is only looking slower because the model is bigger ;). but its getting faster with v5
@CattleBruiser:
The zerglings movement speed and collision size was never changed.
Health, attack speed and model size were increased when spawn number was changed from 2 to 1.
Maybe zerglings will get some love in the future ;)
Please return the zergling to its original size and speed.It's just too slow and cumbersome at getting to enemy units. Other then that the games great keep it up.
omg why is there the custom-custom bug in the EU -.-
Sounds good, but I have to figure out how to do this :)
Can't promise it for the coming 5.0 version, but I'm going to add something like this soonâ„¢
I can try to help with ideas. I know your trying to make it playable against ai too right? In other games ive played they have a voting option in the beginning of the game. You could make it a vote when you add a computer you have the choice for it to have control over it or for to have its own brain.
Other way maybe: instead of killing an empty spot player blob in the beginning, keep it. I wouldn't think that would be too hard to do because when a player leaves you gain control and that blob still has its own income. Maybe make it a voting option to kill or not to kill. That way if people want to say play 2v2 but only have 2 blobs each side they can. It can say "kill extra blobs?"
@Deathie38
english is not my first language :D
I said I thought about the 1v1 and how to solve/change it to make it challenging as well. I like the idea of controlling three choosers, just have to find a good solution for this. its very complicated if every chooser has its own income.
programming is fun, I just need a good idea.
@DrHouse777:
Going to check if bloodytosser (US uploader) is still alive :> (PM sent)
im confused by what you mean. I like the hp of the bunker and cannons for 1v1. I just want to play with 3 blobs that occur their own income independently. Like how if 2 players drop, i can gain control of both of theirs. I think it would be awesome if i could start the game like that.
why it's still version 4.14 in NA server... when I see here that it is 4.17...?
the v5 terrain looks cool already, stay tuned
going to test if it is possible to lock it to 3v3
going to change the hotkeys.
at least 1 vs ai is coming back
the idea with more blobs sounds good, going to think about it. should be good and not just 1v1 has 3 blobs :D thought about to change something like 1/3 hp of the bunker/cannon
@Deathie38:
The 1v1 with 3 choosers each can be implemented quite easily I think. I will take a look at it.
Hotkeys: I told bone to change that some time ago. He uses grid hotkeys so he isn't affected by that.
@tulliphunter: If you put 4 people in the same team, they should be in the same team. Working as intended. The trigger does take the teams from the lobby (opposed to before, when player number was important, which is determined when you join the lobby as "x"th player).
If you play the "Income Wars" mode (not "custom"), you should be restricted to 3v3 (or less).
Bug report: SEA version. If i am the host, I can swap players between team 1 and team 2, in the lobby. By doing this I can easily get 4 players onto team 2, leave 2 players on team 1. It works as a 4v2. The 4th person on the team of 4 is a bit buggy, but still works - thier units often dont attack for some time, and thier name does not appear on the in-game score board, however there is a slot of space for thier name on said score board.