A simple and deep turn based strategy game. What's unique is how the turn based mechanics are handled to minimise waiting for all players. This is purely a battle of the minds since game play focuses on making interesting decisions.All this information will not do the game justice as I consider it highly engaging to play. It is very satisfying to think up or experiment with simple or advance strategies in order to outsmart my opponents.
Two teams compete for the higher score. Score is increased by kills, holding the flag, or capturing the hill.
I need help improving the game and increasing attention. I don't mind how little the contribution is but every bit counts. I would greatly appreciate it if you wish to do any of the following actions:
NA: starcraft://map/1/231632EU: starcraft://map/2/161277
ES Tactics (Elite Squad Tactics)SC2MapsterEnGamerNA: starcraft://map/1/232755EU: starcraft://map/2/162001
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 This attachment will likely become slightly outdated because I'm continuously working on it.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.
Author of various page 1 maps, including EU and SEA's #1 map.
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.
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