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Kingdom Elimination v2.0

04-19-2007, 12:59 AM#1
Morkeliph
Well, after highly critical (but helpful) feedback, and a lot of work, I've managed to revamp my map considerably, and would like to recruit your assistance in helping me work on it and test it. Of course, all people who give suggestions that are later incorporated into the map will be credited.

Description:
Kingdom Elimination is a 6 player, modified melee map that is somewhat describable as a cross between standard melee, deathmatch, and elimination/defense. Featuring 4 custom races: the Storm Callers, the Wild Earth, Demon Fire, and the Raging Seas, each with a mix of standard and custom units and abilities.

Four new game modes, selectable by dialog at startup by Player 1
- Team Mode: this is the current game mode
- FFA Mode: unallies all players, first individual player to 75 points wins.
- Deathmatch: removes harder creeps and prohibits the training of standard unit producing buildings. Instead of eliminating players by taking out their Altars, players now work only for Hero kills. First individual to 50 points wins.
- Team Deathmatch: same as above except 2 teams of 3 compete to achieve a score of 100 to win.

Objectives:
Lead your team to 150 points by killing enemy Heroes and Altars. Destroying a player's Altar will eliminate them from the game, so defending yours is essential! Points are awarded based on vanquished Hero level and 50 points for eliminating a player.

Income comes somewhat differently in Kingdom Elimination. Gold comes freely at regular intervals, but how much you receive is dependent upon a few factors. First, the amount of lumber you have. The more the better. Second, the amount of unused food you are producing. Once again, more = better. Third, your upkeep status. The more food you are using, the more you pay in both food and lumber upkeep. However, nearby creeps often drop large piles on lumber than can bolster your income.

Tips:
Nearby neutral buildings contain useful items and units that can assist you towards victory. Make particular use of the Mercenary Camps, as they sell units without charging lumber, and stockpiling lumber is key to maintaining a consistent income of gold. Also make good use of the nearby Taverns, which will allow you to exchange gold for lumber or vice versa, buy hero power-ups, or recruit neutral Heroes.

Current Version Bug/Error Report:
None to date...
04-23-2007, 02:51 PM#2
SeruK
Map Testing?
04-23-2007, 04:13 PM#3
CommanderZ
There is imbalance between heroes and units. I bought 2 heroes for cca 1000g and tried to hunt some creeps. These l2 centaurs kicked my ass - one hero died and the other one was nearly dead (30hp). Then I bought 3 fulborgs for 300 gold and kicked their ass without losses :( Thats quite weird.
04-23-2007, 04:18 PM#4
Morkeliph
ah,bnut your furbolgs don't gain up to 30 experience levels now do they? Even after just 5 exp levels, your heroes should be able to take most creep camps by themselves. It's not unlike standard melee, you could much more easily take out a creep camp with some basic units early on than with a hero solo, but one your heroes level up a few times, or if you bring along some items, there's no comparison.
04-23-2007, 04:56 PM#5
CommanderZ
Okay, but heroes are still too expensive when compared to creeps. I haven't played this in multiplayer, but I guess a player who bought a hero just after game start (which is natural for me) can be easily rushed by another player who bought a lot of basic units. L1 heroes are just a bit stronger than common creep which is 5 times cheaper!
04-23-2007, 06:35 PM#6
Morkeliph
Actually, you should have enough money to purchase two heroes and a creep if you do things right, which not only helps you out in creeping, but you also can train 1 more shredder for every hero you have, meaning that it increases your income to recruit heroes as well. Also, only heroes can pick up the lumber dropped by creeps, which you need to increase your income, and finally, your Altar works like a fountain of healing/mana for your heroes, which deters early rushing because you have a considerable defensive advantage.
04-23-2007, 07:16 PM#7
CommanderZ
I just tried it - you can have 9-10 fulborgs VERY soon. I believe they would kill 2 L1 heroes and one creep pretty easily.
04-23-2007, 09:05 PM#8
Morkeliph
Noted, I'll take a look into it and adjust costs appropriately. Other comments?
04-24-2007, 10:49 AM#9
CommanderZ
What about making some spots on the map, which would generate additional income for a player holding them?
04-24-2007, 02:09 PM#10
Morkeliph
Not a bad idea, though it might inspire camping instead of seeking each other out. What I really need is something that will speed up the pace of the game and make it less like standard melee.
Attached Files
File type: w3x(6)Kingdom Elimination v2.11.w3x (3.4 MB)