Conquest/melee style map where your army is spawned instead of built; each player starts with a ship that spawns over Spawn Points unlocked units. You can unlock more units by building necessary structures (e.g.: Academy to get Firebats). To survive, you must keep your Military Power - a measurement based on your success through the game - higher than 0.
Conditions for victory (only one of them is necessary):
- Have your enemy with Military Power zero
- Annihilate your enemy
- Conquer at least 12 out of 15 Spawn Points on the map
- Reach Military Power 24
Upcoming features:
- There will be support for all three races
- Map details will be added
Known issues:
- Currently, only Terran fully works
- Player's Valkyrie is able to spawn units on other Spawn Points during cooldown
- Military Power may be imbalanced
- "Special/Bonus Units" may be imbalanced
Updates
Alpha A
Alpha B - 29/05/10
- Science Vessel now spawns on every Spawn Point
- New tips/warnings
- Only 1 of each spawner of a type is invincible
- Player is revealed in case he has no buildings in the map
- Zerg is now somehow playable for Player 1, but really primitive
- Spawn frequency enhanced
- Terrain modifications for balancing purposes
Alpha C - 30/05/10
- New warnings
- Flag conquering support
- Changed the rule: instead of placing 6 units on every Spawn Point to have instant win, you have to conquest all flags in the game
- Minor terrain modifications
Alpha D - 01/06/10
- Allying is now allowed
- 5 players support
- Terrain details enhancements
- Flags have been taken out (thanks to SCV's ability of picking them up)
- Spectator support
Alpha E - 05/06/10
- Changed game title to "Wars I"
- 8 players support
- New warnings
- Changed rule: you can win by conquering 11 Spawn Points instead of all of them
- Changed rule: player is revealed if he has no Command Center/Nexus/Hive/Lair/Hatchery left instead of no buildings left
- Some Spawn Points, player starts and natural resources were offset for balancing purporses
Alpha F - 11/06/10
- Rules and intro made simpler
- New warnings
- Cooldown time decreased
- Players cannot move units around until cooldown is over (avoids noob rushing)
- "Military Power" implemented
- Changed rule: you must keep Military Power (MP) 1 or higher instead of having at least 20 units
- Changed rule: 12 Spawn Points are required for ultimate win instead of 11
- Terrain modifications
- Now you are not able to "borrow" allies' Spawn Points (to avoid glitches)
- Made suggestive aesthetics in favor for game flow
- (Primitive) briefing script
- Increased the initial units count to a more noticeable amount, enough to avoid losing in the very beginning
- Added special buildings for each player on the map as a bonus to enhance the game experience and balance the MP
- Added Ulysses Reactors and the special/bonus units
Attachments:
Post has been edited 14 time(s), last time on Jun 12 2010, 3:09 am by adeon.
None.
So it's basically EVOLVES on awesome terrain.
None.
So it's basically EVOLVES on awesome terrain.
Funny you say before even testing it.
Well, not quite. Although similar, I believe it's not "basically EVOLVES" since I've never played it.
EDIT:
Just played it and, yeah, it's not evolves.
Post has been edited 1 time(s), last time on Jun 6 2010, 11:17 pm by adeon.
None.