Essentially, you can pick a race. You will then micro with that race's units. The catch?
You don't know what units you will get. Or rather, you don't know which of the 16 combinations of units you will get.
Each player has 16 "slots" of units. They are located at the bottom of the screen map, where you have a dragoon hero in the slot that belongs to you. Within each slot is a selection of units of your own race, Whenever you build a unit with your production buildings, it is placed in one of the slots (To make Guardian/Devourer/Lurker, use the Creep Colony/Spire). You have an Edmund Duke hero near the top right. When it is sieged, your units are placed randomly in one of the slots. When it is not sieged, it is placed in the last slot that a unit was placed inside, OR if your Dragoon is standing on a light green squares near a slot, the slot that the Dragoon is adjacent to. You may not have more than 40 units in one slot, so kill weaker units with your dragoon if you hit the limit.
You start out with no upgrades or techs and must research them as appropriate. You may start a round with the civilians (all players must move their own civ), or wait for the countdown to finish. Once a round starts, each player receives all units in one of the slots randomly, and they will be placed in a large arena to duke it out. Last man standing wins (Allied Victory works).
Sample Screenshots:
UPDATE 1:
-Probe death/invincibility bug fixed.
-Probe limit decreased to 8.
-Map Limit now much more unlikely to be reached.
-Replaced civilian slot toggle with a siege tank to allow hotkeyed slot switching.
-Zerg can now build sunken and spore colonies at the normal price.
-Starting unit combos changed.
-Kills 2 Cash revalued.
-All players will receive money on the end of a round, allowing players who are behind to catch up slightly rather than be stuck.
-Carriers/Reavers no longer require minerals to build interceptors/scarabs. .
-Zerg now builds 1 at a time even with all larvae selected, as opposed to having to select individual larvae to build less than 12.
-Bunker glitch fixed.
-SCV build glitch fixed.
-Income changed... again.
UPDATE 2:
-Fixed Zerg Egg Crash bug.
-Fixed Siege Tank Transfer bug.
-Fixed Liftoff Terran dupe bug.
-Fixed infinite devourer/guardian bug.
-Fixed multideath bug (may put it back in as a feature, I like the effect)
-Fixed round loss bug.
-Fixed instant repair bug.
-Modified supply caps.
-Modified round start system; a countdown timer will auto start in the event that someone is AFK.
-Fixed CC not invincible bug.
-Probe limit lowered to 4.
-Costs revamped. Units now only cost minerals.
-You can no longer use Recall to glitch units out. The spell had no use anyways.
-Zerg available supply modified.
UPDATE 3:
-Fixed bunker garrison bug.
-Units now start with full energy and hangar count.
-Dark Archon spell costs changed to compensate for lack of energy.
-WAVs added.
-Costs tweaked.
-Unit build times decreased.
-Brief tutorial/instructions provided.
-Rounds will now automatically start.
-Arena redesigned.
-Spawns are now random.
-Nuclear missile cost fixed.
-Suicide area now marked clearly.
-Scanner sweep energy cost reduced.
UPDATE 4:
----------BIG PATCH----------
-Zerg units made in a cluster will now be individually placed into slots rather than as a group, to aid with placing units in random slot.
-There are now three arenas with distinct terrain: 1 = flat ground, 2 = hill in middle, 3=ring of high ground.
-The arenas are now cycled every round.
-Default starting units have been substantially revamped for more balance.
-Some costs have been altered.
-Map revealers removed, meaning you are now affected by the fog of war. When you die, you enter observer mode for that round. Players' vision is reset to normal at the end of the round.
-[Dark] Archons can now be purchased by making Citadels of Adun and Templar Archives, respectively. Your archon purchasing probe is located to the left of your Nexus.
-Unit purchase between rounds is now limited. You can now only purchase up to 30 Control/Psi/Supply of units per round. (Devourers and guardians are only 2 food LOL)
-Income tweaked.
-Interface slightly improved.
-Fixed nuke message spam.
-Fixed larva kill bug.
-Fixed non-disappearing units exploit.
-Fixed no-win glitch.
-Fixed instant win glitch.
-Fixed AI spellcasting/shuttling/sieging glitch.
-Fixed disappearing siege tanks glitch.
-Units now start with 60% max energy instead of 100%, for balancing reasons.(120/200 without upgrade, 150/250 with)
-Fixed scarab move glitch.
-Fixed a crashing bug.
-Fixed vision glitch.
-Fixed stasis invincibility glitch.
-Fixed some typos.
-Fixed building nonremoval glitch.
-Fixed ZOMGLOLMASSARCHONSSPAMADINFINITUM.
-Fixed endless minerals.
-Fixed random units dying for no reason.
-Guardians and other sprite-using units will now be less likely to misfire.
-Rounds are now timed for 6:00 maximum; if no player has won by then, the player who controls the most units will automatically win.
-Added Banning system: 3 banners are required to eliminate player. (P1 starts with 3, all other players start with 1)
-You can now choose the creep colony morph type with a civilian.
-Creep colony cost increased to compensate for change.
-WAVs changed slightly.
-Optimized some triggers.
-Unit recycling improved to make hitting the map limit more difficult.
UPDATE 5:
-Fixed several glitches caused by killing units that were supposed to be invincible
-Fixed boundary errors
-Buildings are now removed upon round termination and refunded.
-Unit costs have been tweaked slightly.
-Box limit increased to 40.
-Building costs and build times changed slightly.
-Tutorial now easier to understand.
-NEW FEATURE: Winners of a round are given a civilian to purchase upgrades/powerups with. (More incentive to win)
-You may purchase any of the following: Additional larvae, additional energy, mineral pack, invincibility on spawn, amongst others. Some purchases are disabled (for now).
-Fixed several Unit Unplaceable glitches.
-Made terrain slightly more micro-friendly in several locations.
-Added a much more awesome arena contributed to by ImagoDeo. Thanks!
-Cute, harmless critters added ;o
CURRENTLY EXISTING BUGS:
-Drone cancel after round end for +1 win bug.
-Still no refund for overmaking units, since I have not stablized prices yet.
I still don't have measures in place to end scenarios in which neither player can kill the other (firebat vs. Corsair, science vessel vs. vulture, 18 medics vs. 1 medic, etc.), so you need to be the bigger man and suicide your units by moving them out of bounds.
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Here's a list of things that I would like to hear from anyone who is kind enough to help beta test this:
-Is the concept okay? Is the implementation okay? What part of the UI is cumbersome?
-Are there any game-breaking glitches/imbalances?
-Is Kills 2 Cash too generous/too cheap?
-Should I keep the build times at 6, or would faster times be preferred? (They will mess up the unit wireframes)
-What should be the actual unit costs? What would make it balanced? (They are at default melee costs at the moment)
-Do hotkeys break?
-Finally and most importantly, would you play this on your own if not asked to beta test?
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Post has been edited 15 time(s), last time on May 25 2010, 2:53 am by Aristocrat.
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