| 11-27-2004, 02:21 AM | #1 |
http://www.wc3sear.ch/?p=Maps&ID=2711 <-- download page I finnally think i got this down enough to show to you guys. I believe I've made something that's overall different from any AoS you've ever seen, yet somehow not bizzare. This is a world where post modern soldiers fight against each other, the goal is simple, to destroy the enemy's base of operations, but the number of units and heroes that will stand to stop you from your goal are numerous. Ok end the cheesy inspirational advertisement :) The part about an AoS different for most or all of the others is true though, this is an AoS made by a person that typically doesn't like AoS's. I'll just lay out a brief discription. Uniside - meaning that both forces use the same spawnies and heroes, theres enough potential diversity that this has never been a complaint though Individual Spawn Building Upgrades - I wanted spawns to be upgradable but for this not to be an instant win like on some AoS's. So the spawns are upgradable, but each individual building has to be upgraded, some more advanced buildings even have to be built first. Interactive Enviorment Elements - The map is huge, it would be rather dumb not to have these. You can influence the flow of the game by using blasting parts of the enviroment to block off paths, all damage is correctible, but it can buy sometime by causing the spawns to take much slower alternate routes Advanced Compensation for People Leaving ingame - It was my personal annoyance that many AoS games do not have adequate compensation for when a player leaves, cause lets face it, giving control isn't enough, in addition to that i also have a system that will periodically divide and distribute gold from bailed players to their allies still on the team, so even if you decide not to keep using the person's hero your team can collect on the periodic gold that you get Spawnies that are more than walking exp - While heroes play a big part in the destruction properly used spawnies will do even more, on their own they can smash defenses and cause some destruction that heroes cannot easily manage. Also do not think that spawnies are not a danger, while they are not unstoppable they are deadly and can give you a run for your money. Well I'm out of sales pitches or something like that, bottom line its for the most a part balanced AoS with a couple innovations, I get some pretty nice possitive feedback, the maps worth checking out. |
| 11-27-2004, 02:43 AM | #2 |
Guest | this sounds fun i might download it when i have my warcraft working again good job man |
| 11-27-2004, 01:48 PM | #3 |
Guest | Review of LoS: Terrain: -A wide variety of terrain, which i believe was blended together all but seamlessly, except for maybe the lava terrain. A few annoying glitches in the bridges' surrounding terrain too that should be easily fixed. Some of the 'dirt' terrain could be made better by using doodads and variences. Interface: -Not much has changed from my view. The most in need of changing would be the Gold/Lumber icons and names, as this IS supposed to be post modern. I liked the pull-down scoreboard though, well done. Objects: -I wouldn't say there was a wide variety of units. Although the same units on both teams may look boring, i think it gives a more balancing sense to it. The Kustom units looked smoove and suave, yet a little repetitive. Abilities were more than acceptable, giving a wide range of strategies for the same hero to use making it almost totally unique. Doodads were used sparingly, thank god, but put in awkward positions that could be improved. Triggers: -Pretty even running with the triggers. Even though some were laggy at parts, the effects they produced paid the price a few times over. Gameplay: -The number of lanes was great, Better than DotA and most AoSs anyway. It gives good spacing for each unit column making it hard to dominate alone. I can't think a full game of 5v5 being ended that quickly, and the endless possibilites for each hero makes the game life factor very high for this game. The balance was almost perfect, but at times blockages can cause a little rush, but maybe that added to the feel of the game. Overall, i think this was a very above average AoS. It totally re-defined my definition of the game-type. A few tweaks here and there, and maybe in the full version it'll knock out a few Bnetters. Good Job! ;) |
| 11-27-2004, 02:21 PM | #4 |
Thx, oh yeah damn thx for reminding me i gotta fix those bridges lol, i'm gonna get right on it, (everytime someone tells me that i make a note to work on it later cause its not a major priority) |
| 11-27-2004, 02:30 PM | #5 |
Guest | No prob, hope you get the next version up soon. |
| 11-27-2004, 04:36 PM | #6 |
OK im dling your map now. But if you dont liek it that you ahve to control maybe make the computer take over the extra her. It works ive seen it done |
| 11-27-2004, 05:09 PM | #7 |
Some of the abilities like the demolition charge, (any of the engineer's trap abilities), and the biomech contraption's means of spawning minicontraptions are currently beyond the power of the ai to control, but it is an interesting idea to look into, i might see if i could work something together for the final version. |
| 11-27-2004, 09:03 PM | #8 |
Cool glad i could help. Anyway im mianmian on Azeroth if you need anyone to help test with you |
| 12-14-2004, 04:16 PM | #9 |
Guest | i downloaded map, but how do i play it? |
| 12-14-2004, 08:27 PM | #10 |
Can you elaborate? I can't really understand wether you're wondering how to play this type of map, wether you're having some error in just getting wc3 to run it, wether you want strategies, etc. |
