A unique turn based strategy game where game play is focused on making interesting decisions. There are various ways for players to command their troops to achieve victory on a fairly realistic battlefield.
Designed to be accessible, short, interesting to play and replay.
Two teams compete for the higher score. Score is increased by kills, holding the flag, or capturing the hill.
I need plenty of feedback. I do listen carefully and it's your chance to suggest ideas so I can make the game better for you.
NA: starcraft://map/1/232755EU: starcraft://map/2/162001
Current Project:Blitz Fire (WIP)Review Thread:Trieve's Test Fest
Blizzard and everyone who showed an interest in my project or chat with me about it, I give you by biggest thanks :D
Wohoo! congratulations :D
For anyone interested I have good news!The current EA on all servers is extremely stable and now has 4 randomly generated environments:
I'm happy to share my map if anyone's interested. This attachment will likely become slightly outdated because I'm continuously working on it.
Elite Agents now supports AI. Coop and single player practice is now possible! :)
I would like a "stop" ability for the marines since I often want to move my marine closer for a better shot - for which he still needs to have 3 or 6 energy remaining - but find that I ordered him to move a little too far. With a "stop" ability I could prevent the marine from walking too far and running out of energy, which would also help with the sensor arrays that some of them can put up.
I do like the circles that are placed around the active marine telling how many points will be used to walk that distance, but when the distance is non-linear it would be nice to watch the energy numbers to know when to stop.
Here's a huge update from the last one in this thread.
For anyone interested I've decided to move here for everything Elite Agents. I'll frequently post my changelogs there and you can 'track' my project for instant notifications of updates.
Hi guys,I'm very interested in feedback because I consider this map finished (for now). Honestly, don't hold back. If you want to complain about anything, be insanely critical, or use some swear words then go for it. I think my map is amazing but I want to improve it as much as possible.If you're someone who is more of a casual gamer or has little-to-no interest in turn based strategy games, I find your feedback most valuable.In order to make it easier for me to get more feedback and process them more quickly, I will not respond to anyone's post unless you ask something specific.Really, I'm not going to get hurt by anything you say so spray away! It doesn't have to be complicated or detailed feedback either. Just some small comments or thoughts are enough. I will add a poll so you can give your own rating.
Personally I love the map, and think it's a shame it's not played very often. BUT I do think the variety of units you get to choose are too much, I like small amount of archetypes, with some customization maybe, rather than 15 classes who feel about the same with each other. It's like the difference of having North, South, East and West, rather than having North North West, North West, West North West etc. (weird comparison I know but I hope you understand)
Okay so these are my thoughts. Personally, I prefer honest and brutal feedback over lighthearted stuff. I just find it more useful. If you don't, then just ignore my post.
Let me start by saying that I've not even played it, nor have any desire to. I felt it might be useful to explain why that is the case.
Let's start with the name. "Elite Agents". It doesn't inspire anything. It doesn't tell you anything. You could literally name your favourite brand of dishwasher tablet "Elite Agent" and it'd still make sense. It's also one step away from "Elite Special Forces" which is not only a completely different (and well known) map type, but also overdone to all hell.
I'd go for something with "Tactics" in the name. It's a term mostly used for turn based games, and it's known for being that. A name like "Star Tactics" would appear to me to be far more descriptive of what it actually is. Still, I came up with that name in a few seconds, I'm sure there are better options.
It's ugly. I mean really ugly. There are *4* different "I made these in 30 seconds" dialogs, all with not only a different font, but also a completely different colour. I can hear a web designer somewhere groan just from the sight of it. The UI itself also has some really strange choices. What's the point of having both a mission timer and a "game ends" timer? There are also missing UI elements with ugly holes left behind. That score dialog. You have the most important number in the whole game tucked away in the corner. To top it all off, the command card is a mess.
I don't know the exact mechanics of ammo, but I'd wager that the ammo counter would be far better placed as a charge count on the unit's attack command, instead of taking up precious screen real-estate with a dialog. It's also probably less effort.
Then there's the terrain. Blank with brown/grey tones, yuck. That's just unacceptable. Some maps can get away with bad/no terrain because they have easy to learn gameplay to draw people in. Turn based games rarely have that luxury, since at least the details of the turn mechanic usually needs to be explained. Think of terrain as a pretty picture to distract people while you cram hopefully enough game mechanics down their throat so that they can enjoy what you've made.
If you're using a randomly generated terrain, then I'd seriously consider not, in favour of hand-crafted terrain. If you are not using randomly generated terrain, then really, there's just no excuse.
I won't say anything about the gameplay itself, because I've never played the map. However I felt it might be useful to see what puts me off from even trying it in the first place.
All the above is "just my opinion", so take it as you will.
My arcade maps
I thought it would be a nice change to show the progress or insights into the map with a video.
EDIT: I've also changed the name of the map. You won't find Elite Agents in the arcade but you will find Small Squad Tactics.
I'm interested in more feedback if anyone is willing! Especially if you've never played the map before! :)
I don't think I'll make any more major changes to this map, that players need to be concerned about (like mechanics, balance, or other non-visual things), unless someone comes along and shares a revolutionary idea through their feedback.I feel like it's 99% complete and it should be safe to jump in now and familiarise with everything. Based on my persistent testing the game is 99% bug-free and those bugs are very far from game-breaking.I've also recently published an update that makes the AI much more intelligent. Feel free to challenge them and/or check out my map.
Hi guys,With my frequent development effort, and a big thanks to everyone's feedback, this map/mod/game has turned out much better than I visioned from the start (several projects ago).Currently I'm most concerned about making this map noob friendly (since an arcade review(s) suggests otherwise). This is where I really need anyone's help.If you have played ES Tactics, which parts of the map took longer to learn or you felt could be more noob friendly? If you haven't played the map yet I encourage you to do so and then share your thoughts about noob friendliness.Basically I'm blind to noob friendliness which the casual players are more sensitive to because I've played enough games to familiarise myself with new games that have a certain level of complexity fairly easily. You could call me a hardcore gamer. I strongly believe and want to make my map easy to learn and play BUT staying true to my vision.Thanks for reading this far.
The map now has a practice/tutorial mode. You can now embrace the status of beginner/newb and become a pro in no time! :)
I finally decided to not be lazy and do a proper tutorial. It's now published and feedback on it would be appreciated. I think the map is now insanely easy to learn through the tutorial.
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