| 02-15-2006, 07:30 PM | #1 |
it definitely builds upon mass battle |
| 02-15-2006, 09:47 PM | #2 |
How about lag? EDIT: In order to avoid negative rep, I asked about lag since those pictures show a loooot of units. |
| 02-15-2006, 10:56 PM | #3 |
The screenshots merely depict the extreme case. That's how it would look like when you're not being attacked for about 7 mins. In normal game you get 1 berserker/footman/swordsman/skeleton warrior every 1,2*unitcoefficient game seconds; with unitcoefficient ranging from 1 to about 10, depending on the amount of overall units. I'm hoping for a huge kill rate (ca. 100/player/minute) to ensure a constant flow of units (which also means lots of action). Highly efficient upgrades and one more powerful unit type per race every new tier will get you to a point to realize that the pure amount of units is barely half the game: I bet about 2 dozen fully upgraded tier 5 knights would easily tear apart the masses of tier 1 and 2 warriors seen in the screenshots. Same for tier 4 siege weapons (**splatter**) or a bunch of tier 6 war dragons. Btw.: the perspective here is not fake, but a little spell using 3 different camera setups, so you can have fun with about any unit you own, seeing the game from a more spectacular 3rd person perspective, and sway back to normal cam whenever you like. Don't worry about the rep. I'm not hitting back. |
| 02-15-2006, 11:21 PM | #4 |
well lag is one, but also I do not see a lot of gameplay features that are different from normal footman wars. In order to make it a promotional screenshot, make some screen of what the game really contains and what is different about it from the original ;) |
| 02-16-2006, 02:53 AM | #5 |
i like how it looks like a battle field rather than what footies has |
| 02-16-2006, 10:02 AM | #6 | |
Quote:
That's a tough one, as many features are not very special per se, but in my opinion fit as good as possible into the overall concept: take upgrades as an example. You have to make sure that they're not way too expensive at the beginning and still yield a great effect on units, but a pro should just about to be able to reach - let's say - the final armor upgrade level 30, if he wanted. - high spawning rate - 6 units and 2 heroes per race, 4 balanced races - high amount of update possibilites with strong effects - 14 levels per hero - 4 new JASSed abilities, new items - more realistic unit hp and damage values - mass control system by phyrex1an and Dragonorc allowing the efficient control of several hundred units with a single click - efficient zone / building detection system - player coefficient adjusting the amount of kills needed to reach the next tier to the number of players - unit coefficient slowing down spawn to prevent overload - the Insight ability to get into 3rd person perspective - fully supported cinematic guidance allowing newbies to quickly grasp the principles - body count see how footman wars is more a brawl, whereas this is pure slaughter. But all in all I'd say the main difference to footman wars is both the zone system and the tier system. It definitely brings a lot more variety into play. Both however are more prevailing in game than on a few screenshots. and: Obviously, with a box around 1200 Mhz and a graphics card à la Geforce 4 MX, you'd definitely be better off playing maps involving far less moving units. |
| 02-16-2006, 11:40 PM | #7 | |
Quote:
Nice, nice, but the essence of this forum part is that you promote your map by means of screenshots, and you did, but you should show inovation by means of screenshots ;) thats what is central here. |
