This project is abandoned and its default file will likely not work with the most recent version of StarCraft II. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
This game reminds a lot of my older Nexus Word Wars; it has the same mood and style (no typing, though).
This is a tug of war (like Nexus Wars) where players can tip the battle by making laser-walls to micro the units.
Thank you for the feedback. Some of your suggestions are really hard and might even be impossible to do, but I do plan on doing big updates for the map if people start playing it
Played this with several people and initial impressions where that it has a lot of potential. I think some rework with basic gameplay mechanics can improve the fun factor tremendously, such as:
1. There is something fundamentally wrong with making your builders the same unit as the spine crawlers. Later game this gets extremely annoying as if you have a strategy setup with your team and you need to switch tech or build more you have to abandon a crawler {and if your crawlers are in the middle of the map well then your SOL}.
2. The basic movement of crawlers and the auto cast feature of the crawlers is confusing. Sometimes you have no idea which crawler is attached to which crawler and sometimes both are attached so you spend a great deal of time trying to setup paths. This also becomes a huge problem when trying to communicate with teammates. even 1 teammate can screw your whole pathing up in about 2seconds (and who can blame them as it's a confusing and diffcult learning curve to use the crawlers effectively.
3. The fact that your units have to abide by the opposing teams lasers makes for frustrating gameplay. Its very easy for them to actually trap your units in a localized position and get an easy surround and then release gates and demolish your units that you spend forever to get over to their base.
4. I realize that your crawlers can burrow and damage other crawlers but this is annoying and time consuming to do and frankly there is a point in mid game where you could easily go and burrow, but you dont want to go through the trouble of dropping your pathing setup just to attack their pathing setup. It's counterproductive.
5. I was so busy trying to setup pathing with my teammate that in every game I never once had the time to pay attention to what units they were building and try and build counters. In fact, i just set up some buildings and build who the hell knows what kind of units. Usually didn't matter anyways as the armies never met face to face because of teammates switching the pathing so much. Frankly I dont think my teammates or enemies should be able to govern the pathing for my own units. With a game like SC2 where every game you join is 85% newbs this becomes a very unfriendly time consuming game quick.
If you could somehow figure out how to allow pathing (without spine crawlers) only for each players units that was easy and quick (which other players couldn't alter or change) then I think you could have a real good game here.
Nexus Hindrance Wars was updated.
- Deathmatch now starts after 45 game minutes instead of 60 real minutes.
@Etravex: Go
Thank you for the feedback. Some of your suggestions are really hard and might even be impossible to do, but I do plan on doing big updates for the map if people start playing it
Played this with several people and initial impressions where that it has a lot of potential. I think some rework with basic gameplay mechanics can improve the fun factor tremendously, such as:
1. There is something fundamentally wrong with making your builders the same unit as the spine crawlers. Later game this gets extremely annoying as if you have a strategy setup with your team and you need to switch tech or build more you have to abandon a crawler {and if your crawlers are in the middle of the map well then your SOL}.
2. The basic movement of crawlers and the auto cast feature of the crawlers is confusing. Sometimes you have no idea which crawler is attached to which crawler and sometimes both are attached so you spend a great deal of time trying to setup paths. This also becomes a huge problem when trying to communicate with teammates. even 1 teammate can screw your whole pathing up in about 2seconds (and who can blame them as it's a confusing and diffcult learning curve to use the crawlers effectively.
3. The fact that your units have to abide by the opposing teams lasers makes for frustrating gameplay. Its very easy for them to actually trap your units in a localized position and get an easy surround and then release gates and demolish your units that you spend forever to get over to their base.
4. I realize that your crawlers can burrow and damage other crawlers but this is annoying and time consuming to do and frankly there is a point in mid game where you could easily go and burrow, but you dont want to go through the trouble of dropping your pathing setup just to attack their pathing setup. It's counterproductive.
5. I was so busy trying to setup pathing with my teammate that in every game I never once had the time to pay attention to what units they were building and try and build counters. In fact, i just set up some buildings and build who the hell knows what kind of units. Usually didn't matter anyways as the armies never met face to face because of teammates switching the pathing so much. Frankly I dont think my teammates or enemies should be able to govern the pathing for my own units. With a game like SC2 where every game you join is 85% newbs this becomes a very unfriendly time consuming game quick.
If you could somehow figure out how to allow pathing (without spine crawlers) only for each players units that was easy and quick (which other players couldn't alter or change) then I think you could have a real good game here.
looks fun but that guy in the video is really, really annoying :S