LORDS OF CHAR 0.6b (name will most likely change)
this map is heavily based on a melee. play centers around two zerg computers who battle each other in the middle, who's units you can kill for minerals and gas. one zerg is allied to each team, however both zergs are considered enemies by both teams (so you can farm off either zerg). also, there is a ring of minerals in the very center where you can bring 6 units for a hero, 6 workers gets you a worker of the other race. prices are ~3 times more than default to make hunting zerg a necessity. everything has a gas price.
SPECIFICATIONS
- Players
4 humans (2 teams of 2, top vs bottom), 2 Zerg computers (left vs right). Top team begins the game as Terran, bottom as Protoss. - Map Tileset
Ash world. - Map Size
96x128, the center area where the zerg fight is 96x48
GAMEPLAY
at the beginning of the game you have 8 workers, a base, and a stealth hero (kerrigan for terran, zeratul for protoss) to be used for getting early money and controlling the expansion of the zerg. the computers can easily overwhelm you very early if you let them tech too fast. once you've built some combat units, you may choose to bring 6 of any unit (which has a hero model) to the center for a hero. be warned though, these units are not intended to be god units. they can easily be defeated by superior numbers (note: i will probably buff heroes later on, i've been recieving complaints that they aren't worth it). i recommend using mostly basic units with a few heroes mixed in. finally you win the game by destroying all workers, bases (cc, nexus etc.) and factories (basically all means of producing anything) of all enemies, which includes both zerg computers.
note: in this release there is a nr20 trigger that makes the zerg's starting hatcheries invincible for 20 minutes and keeps you from entering your opponents base for 20 minutes. i am considering making the former permanent, the latter is only temporary.
SCREENSHOTS
coming soon.
PROGRESS
- IDEAS (80%)
the core game mechanics are all implemented, still considering suggestions. - TERRAIN (10%)
terrain is only a rough mock-up for the purpose of testing. - UNIT PLACEMENT (95%)
as this is basically a fancy melee map, there isn't much unit placement necessary. however, i may add some starting defenses when i remove the nr20 trigger. - TRIGGERS (90%)
as i said the core game mechanics are in place, including what i anticipate to be all of the most time-consuming series of triggers.
UPDATES
- 7/9/2013
initial release. i do not consider the game balanced yet. terrain is ugly and boring. - 7/15/2013
completely overhauled my bounty system, with advice from MetalGear (thx alot!) starting heroes are much weaker. terran gets kerrigan (tier 2 ghost hero), protoss gets zeratul (tier 2 dt hero) - 7/25/2013
fixed some inconsistencies in the hero scaling, still haven't started balancing yet
MY GOALS FOR THIS RELEASE
- Establish a pool of testers.
testers should be enthusiastic about he map and want to see it become popular - Find collaborators.
i learn best by asking questions, and then testing the answers i am given. the wiki is nice, but to me it is no replacement for knowledgeable people who can answer specific questions. the main part i want collaboration on though is the terrain. i find designing terrain to be extremely tedious personally (especially when using square tiles, which is what i want) and i lack the artistic talent i would like to make my map look great. consider this an open invitation to design the terrain for my map (if you do this, append your name or some other identifier to the end of the file name), if more than one person decide to do this, my favorite (or maybe i'll do a poll) will be featured in the final release of the map. also, i don't even know how to begin balancing the heroes.
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Post has been edited 10 time(s), last time on Jul 25 2013, 8:03 pm by Zacharee.
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