And in the darkest hour, a solemn promise sounded;
No light shall penetrate this shroud,
No relief will come to these lands,
No supposed savior shall prosper.
By the devil's own hand, we swear.
| Map Information |
Size: 256x256, divided into the Over and Under worlds, with a console divider bar.
Genre: Hybridized Strategic RPG
Players: 6
Tileset: Jungle
File Size: ~2mb
| Map Image |
| General Information and Summary |
Demon Invasion II is an EUD-remake and re imagining of sethmachine's original map. While it still enjoys some popularity to this day, (no small feat for a map that didn't even use hyper triggers) attempts to edit and modernize it have been met with difficulty. Having tried to do so myself and having various systems collapse on themselves, I started some time ago on this remake, working on it on and off.
The premise is that you are one of six Magister Lords, each commanding your own Castle, Keeps, and forces. While under siege from the forces of Hell, these Magisters have a combination of goals, some selfish and some more noble. Although all of them want to see Hell's forces vanquished, each are pursuing power for themselves as well. As such conflict is a constant, not only to keep back the demons, but to secure holdings from the other Magisters.
Each structure you produce will recruit troops at the cost of upkeep minerals. Each City and Keep you control will grant you further minerals. These events are tied to the timer, which is currently set at a 3 minute interval.
Hell spawns both demons in its own lands as well as structures in the Overworld on a set timer that shortens as time goes on. The structures in the Overworld will produce demons, which also grow stronger as time goes on. The longer it takes to enter Hell and cleanse it with the Obelisks, the stronger Hell becomes.
Destroying demons in Hell, or Hell's structures in the Overworld, can grant significant powerups to your Magister. These powerups are essential to allowing you to upgrade and recruit stronger forces to your cause. Neglecting the opportunity to enter Hell or collect these powerups will lead you to be much weaker than the other Lords.
For the Classic game mode, one Magister is also a Traitor, who's victory is tied to that of Hell. They can choose to reveal themselves at any time to gain Hell's allegiance, and ensure the fall of the other Magister's. Doing so must be carefully planned, as it significantly increases your threat level to the other players.
| Downloads |
Post has been edited 5 time(s), last time on Jan 5 2023, 11:32 pm by Excalibur.
| Downloads |
Soon(tm)
How soon?
Nice to see you've been continuing to put time in the editor
| Downloads |
Soon(tm)
How soon?
Nice to see you've been continuing to put time in the editor
Inferno and I did a lot of testing last night. Its close. ;o
Beta released today, 12/30/22.
Hell yeah, I love the turn around time, was concerned this was gonna be one of those drag it out for months type of production threads
should've known to expect better from Excalibur
I probably won't get around to playing any time very soon, but excited to see it out there nonetheless. I'm sure I'll play eventually
Hell yeah, I love the turn around time, was concerned this was gonna be one of those drag it out for months type of production threads
should've known to expect better from Excalibur
Nonsense, I have a bazillion unfinished projects, and many that haven't been updated in years.
Its always a safe bet to assume a map isn't getting finished. In this case, this one has had some major snags not just in motivation to get the work done but a lot of technical conundrums that I couldn't have solved without Doodler and Milestone.
I probably won't get around to playing any time very soon, but excited to see it out there nonetheless. I'm sure I'll play eventually
I'll be playing it pretty regularly through the weekend and Monday, feel free to hop in Discord anytime.
I had fun just practicing it in single player. Gameplay with nice and smooth. I've played something similar, but it was all in Korean, overly complicated, and filled with niche "secrets". In contrast, almost everything in your map felt intuitive.
What's the ideal gameplay-loop look like while playing this?
i played this map once and i was like w/e lmao
None.
New version uploaded with dynamic demon spawn timers, balance changes, and an overhaul of the castle capture system.
BETA 14b:
-Fixed crashing issues w/T3/4 buildings. Did a 90 minute test, no crashes or issues.
-Added Safe Create to all Hell overworld structure spawns.
-More balance changes.
-Hell terrain changed for less pathing issues / stuck units.