| 08-12-2007, 05:21 PM | #1 |
Unfair Advantage
by CommanderZ Description Unfair Advantage is an altered melee map inspired by C&C3's Unfair Advantage. Team of defenders (2 players) is encamped on elevated platform with rich resources and only one access. Four-member team of attackers has to outnuber them in order to achieve victory. Features
Melee alternations
. . Legendary units Concept of legendary units is taken from Supreme Commander. They are extremely powerful, but also extremely expensive (10000+ gold, the most expensive costs 25000 gold) and can drain your economy for pretty long time. They differ widely in their purposes - some are meant to attract enemy fire, some offer long range bombartment and some are rather supportive. Every race has two by now. NOTICE: They have just basic abilities by now, but I'm going to make them much more unique in future. You can also throw in some ideas. AI AI can basically play this map very well but it has some issues by now:
It would be great if someone could made some adjustments to the (PM me if you are interested. I don't know how AI editing works, so I cannot estimate difficulty of these changes) Progress Triggers: Finished Terrain: Almost finished, needs doodads and maybe some cleanups Legendaries: 6 finished for now, may be revamped or expanded Balance: I have no idea Change log Code:
v0.133 - first public version v0.198 (see post #7) - the Naga Tidelord was introduced - the Demigod was temporarily removed v0.218 (see post #11) - the Divine Emissary was introduced - the Overmage was removed - the Naga Tidelord model and icon was changed to Naga Royal Guard - Circle of Power now generates gold for all players in the team Final word Please, don't treat this map as a full sized project. I just wanted to make a break from JASS and huge overcomplicated projects. The map was almost completely made in one week, so...don't let your expectations be too high. But it is still very funny, especially for people who don't like small-army limited resources based gameplay style ofvanilla wc3, but like its units, races, atmosphere... Enjoy! |
| 08-12-2007, 10:22 PM | #2 |
I could see an issue with air units, since they aren't affected by bottlenecks, which is half of how this map is won/defended. No bottleneck == death from ground, but either way, air units (especially Frost Wyrms, due to their freezing attack) could really throw it all off. |
| 08-12-2007, 10:32 PM | #3 |
There are blue fires which prevent air units from passing at sides of the base. |
| 08-12-2007, 11:16 PM | #4 |
OOoohh, that's perfect! Smart idea. |
| 08-20-2007, 08:32 PM | #5 | ||
New version is here. I have made two next-gen legendaries (I will attemt to recreate all 8 this way). Quote:
Quote:
Map was reuploaded to the first post. |
| 08-23-2007, 09:04 AM | #6 |
Instead of halving the build times you might think of making them 3/4 the time they normally cost and make most units have double armor (or life). This way instead of having to mass 2x as many units you have to mass 1.5x as many units that can live 2x longer. This would make it take more time to replace your armies, but make your armies last longer. This would in turn make the game last slightly longer but also involve more strategy than just massing units and sending them in. You don't have to implement it, but it's a thought. |
| 08-23-2007, 12:35 PM | #7 |
Interesting concept, I like it. I will try it with one race and watch its effect. |
