| 12-05-2009, 02:31 AM | #2 |
How many players can play this map and how complete is it( o% - 100% )? It sounds cool. |
| 12-05-2009, 02:56 AM | #3 | |
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If all goes the way i expect it to so far then it will be max players (12) with three invaders and the rest to be a one team defence. So far i am just starting with the terrain so it's probably just around 10% complete. |
| 12-05-2009, 06:00 AM | #4 |
I assume you are going to make the 3 invaders a lot more powerfull than the 9 defenders and are heroes going to be a big factor in this map? |
| 12-05-2009, 11:14 AM | #5 |
Well since the player set up isn't important just yet as im terraining i haven't solidified it yet, i'm jumbling between having the town guards being neutral AI that attack on sight. And the defenders would be one man captains which would be stronger and customizable with minor skills. While the invaders being able to control a mass of units and invade. Then there's another side where i could make small groups maybe a 6v6,invaders vs defenders, and have them be able to hold small groups of soldiers with average abilities ofcourse having the captain as their hero unit. Heroes are not yet exactly planned but hero paths instead of hero abilities haven been considered and are possibly are going to be implemented. |
| 12-06-2009, 03:29 AM | #6 |
I think your first idea sounds extremly cool! That would be sick and you wouldent have to worry about geting an even number of players to play like you would with your second idea. Looking forward to see what you do. |
| 12-06-2009, 07:11 PM | #7 |
Changes Changes Changes... Need more support from you guys :D (cant get in hiveworkshop so lack of support) Heres a summary: Defenders will be captains which can "recruit" soldiers to their cause. with a maximum of four recruits. So captains can recruit city guards to their own cause at any time. It will be eight vs four and invaders units will "arrive" periodically. Heroes will have paths which will give them certain abilities or auras. |
| 12-07-2009, 12:46 AM | #8 | |
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What do you mean by that? |
| 12-07-2009, 01:40 AM | #9 | |
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I guess that people aren't really helping him out. The possibilities are that he's being flamed; (your map sucks, horrible idea, etc) or there just aren't enough people who say "Cool stuff, I'd love to help you out!". That's the prob with Hive since, you don't get help or you do get help from people who can't provide it. :[ (Not saying I don't like the hive, there are some great people there! :D) Just a thought, Wouldn't it be better to finalize your terrain so your ideas can become solid and not variable? I mean, you want to setup cool areas and areas of interest a player might want... pour example, you could have a dragon's den far off from the castle's general area and you can go kill it. When you kill it, you get some item(wc campaign reference :D) and you can bring it over to Midgard's blacksmith. There, he can provide with some cool item and a boost to all the allied units on the map! Or other things like, if there were ports by the water, you could secure them for extra resources and boosts to damage and armor for your units and allies! Ofc, enemies could get them too and it'd be a great help to secure it before them! These are just some general ideas, I'm sure since you know exactly what units will do what and where they'll be and since you've got control over the terrain, you can implement some cool ideas :p. <3 |
| 12-07-2009, 02:08 AM | #10 |
The terrain looks cool and it's an interesting concept. Is it possible for the defenders to win? |
| 12-07-2009, 02:59 AM | #11 | |
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Well, if it wasn't possible, why would you play :3? |
| 12-07-2009, 04:31 AM | #12 |
Avenged, are you going to Implement alot or any custom models and doodads in this map, because I am a big fan of maps with new material. BTW, the terrian looks freaken sweet!! |
| 12-07-2009, 08:18 AM | #13 | |
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| 12-07-2009, 08:59 AM | #14 |
Thanks for all the comments. On the hiveworkshop matter, i needed more publicity and more people to review my map therefore i needed every popular site i can get. Now i am active on hiveworkshop aswell and are getting views and positive comments from all Now on the map matters. On the winning conditions for defenders, im juggling between having them survive a time limit, or make a highscore system where you can tell how good you played depending on how long you survived. And possibly just make it how well you defended instead of if you defended. and to Agrias, the terrain has been finalised at this point. I made it so the defenders will concentrate on defending and the attackers will concentrate on attacking. The new system that is being implemented to do this is the pillage system and the rescue system. The pillage system is where the more city the defender owns the more benefits he gets, but the more the invaders pillage the more they get. Hay stacks will be throughout the city (or similiar flammable objects) and when they are all burned the city block will set on fire. This will hurt the defenders while benefiting the attackers. Since this is biased towards the invaders the defenders get the rescue system, which will be the task of getting civilians to safety in the city keep (far left hill on the terrain map) they will give bonuses and extra troops will generate for captains to comandeer. On custom models and so forth, i am not sure if i will at the start of the game. But as time goes on and based on the popularity of this map i may implement a few skins and models. This is for a simple reason that in the starting phases when this map goes out to public i don't want to have a too long of a download time. Again thanks for all the comments and ideas, do feel free to point out any faults as they will get me thinking. |
| 12-07-2009, 04:22 PM | #15 |
I would go for a time limit. A 'defend as long as you can' works fine when all the players are on the defensive team, but if the attacking players will inevitably win eventually, it just feels like a cop-out. |
