Risk
This is a basic version of Risk. This is my first map. I have most things from risk except for books. I plan to add books some time. If anyone want to change or improve this map feel free but just give me credit for what i did. It would be great if someone took over the project. Multilayer works
Build stuff at your bunkers -Marines Cost 3 minerals -Lings Cost 2 minerals -Immortals Cost 15 minerals
You Get Money every 10 seconds -each bunker gives you 1 mineral -if you own a continent you get bonus mineral
-Asia 21
-North America 15
-Europe 15
-Africa 9
-Oceania 6
-South America 6
Great game, except there are multiple balance issues I have noticed. I played only risk back on WC3 and that version had supreme balance. Basically the one thing I could do without is the upgrading system. My other questions are will there be more units added? Will the terrain be detailed to add more dynamics to the game play so it's not just a mash of units fighting?
The one other thing with the upgrading can you possibly make it so it can be voted out? The upgrades really do ruin the game for the most part. The last thing is with the way the income is massively given out the games only can last about 10 minutes. Lastly the bunkers get taken over once someone attacks them, instead you should make it like the older risk where maybe the guy inside the bunker's health goes down instead of the bunker, and it sucks a guy from the side into the bunker as long as one of your units are within range.
Otherwise it's a great start!
Hey just played this map for the 1st time and owned with just marines and ghosts with a few ups. I don't think there is a direct counter so perhaps a Colossus would be a good idea top help balance it out?
I agree with Earofcorn, while the host can make the game FFA, the defeault should be 2v2v2, with the possibility to switch to FFA. I'd also appreciate a longer turn length(or option to choose up to a minute), as you eventually make nearly too much mins for such short terms and the effect is to have the game going at a slightly too fast pace, I always set it at 30 seconds, and it still seems a little short. Also, when choosing the vespene options, it'd be nice to have an option similar with the original SC risk where you'd get vespene for kills. Otherwise, very nice work, I've had fun playing your map. :)
Just wanted to let you know, there is a major bug with some versions i've been playing making people allied 4v2. As far as i know, Risk is supposed to be FFA, and even if teams were intended, it shouldn't be 4v2. I got this website from the startup screen so I hope i'm in the right place :). I love the game btw when I played a version where it was actually FFA. Thanks
Continents: Some form of unit spawn every turn (make turns 1 minute) when you own a continent. Continents: Ability to share continents and the units spawned with it with allies. Turn: Make turn/income time 1 minute. Units: Make 3 units 1/5/15 respectively? (income per unit) Continents: If you make these changes do Asia: 7 Aus: 2 SA: 2 Europe: 5 Africa: 3 NA: 5 Continents: Empires? NA+SA = income1/5 units spawned every Turn/minute as well as Euro+Africa = income1/15 (because it's in the middle) and Asia+Aus = income1/5 units.
Basically. Change it to warcraft 3 risk but now on starcraft2. In my opinion that is the most strategic and fun.
I have done some work on your map: -Renamed to Risk Supreme -Added Marauders and Siege Tanks -Improved Income System (You now actually get gas!) -Revamped Unit Stats (Cost, Health, and Damage) -New Territory Capturing System (You can't Bunker-walk anymore!) -Longer Turns (kbot, that will mean a slower, more strategic game)
I think this is a good start - but it feels like there is too much income at some point. I would like it to feel more strategic like Risk instead of how fast can you spam speedlings/marines etc. I played like 5 games and nobody won by using Immortals for what thats worth.
cool map keep up good work should post it at starcraft 2 forums.