Hi, I'm currenlty working on this idea so I decided to put this post in Map Feedback area instead of Map suggestions. Since the most time consuming tasks (unit and upgrade balancing) are still ahead I would like to hear now, if the idea behind this map has any potential to become a fun map and if it's worth of finishing.
O defense is tower defense like map but if you remember Matrix Defenses from SC I those would be more accurate analogue. As the name suggests map is circular. It is divided into 16 sections, 8 sections (low-ground) for 8 different players and 8 AI-spawn (high-ground) sections. When enemies are spawned they get orders to move through this circle and each enemy unit that succeeds in this will remove life point from players. When players have 0 points left, they will lose the game. See the minimap of screen shots at the end of this post for sections.
Game starts with the Building phase. Players are able to teleport defending units directly below their flying Command Bio-Dome. Unlike in most tower defense maps, these units can be moved to different positions during the Building phase. Players have only one another building that contains all possible upgrades for units and the Command Bio-Dome. Individual defending units can't be upgraded, modifiers apply to all towers so micro managing every tower is not needed. When the timer runs out the Building phase is over and Defending phase starts.
All defending units of all players are frozen still (Command Bio-Dome is not a defending unit). Defending units have footprints so the enemy units will "see" them as obstacles and won't just keep running at them. If a player chooses to build total block on the path of enemies the AI will respond by opening fire on player's units until path is open again (this event won't kill more than 1 player unit so one mistace won't cause endless massacre and ruin the game).
Since the Command Bio-Dome (CBC) is able to move during the Defending phase, players are still able to bring more guns into fight at this point. However, placing them should be done with caution since if the enemy path is blocked, event described above will be triggered. Also upgrades, level ups and CBC's skills can and should be used.
When all AI units are killed or they have ran through the circle the Defending phase will end, timer is refreshed and new Building phase starts. For now the map doesn't have ending trigger, but it can be added so that players will win if they beat 30 or so waves.
About units, upgrades and stuff:
Each player can combine units from 3 different classes, terran, toss and zerg (more imaginative names under progress). In the beginning of the game, player selects which class he will be using at the beginning and spends 1 gass to unlock that class. Each class contains 9 different units, divided equally into 3 tiers. The first tier will be unlocked when player unlocks class of that tier. Units are purchased with minerals.
Upgrades are bought for whole tier at the time. For example player pays 2 gas to get the first damage boost for terran tier 1 units and all 3 different terran tier 1 units will get this bonus. Each tier has upgrades for damage, weapon speed and attack range. Each is scaled depending on the defending unit, so that close combat unit won't get same range bonus as the sniper if they are in the same tier.
In addition to tier upgrades players can spend their Level up points to global upgrades for their units. Global upgrades are divided into 3 trees, terran, toss and zerg. For example if player picks terran skill, every terran unit of that player will gain that bonus. Experience for Level ups, minerals and gas are gained by damaging AI-units. Killing them gives bonus income.
If you like the idea, feel free to give suggestions or even better if you want to help me to finish this map I'm more than happy to share the credit. Since this is not reqruitment area, don't reply to this post but PM me if you want to balance units and stuff.
I don't know what it is about defense maps that make people neglect how the map looks. From the screenshot it looks plain and dull. That's not really a bad thing, but it is something that you could improve on. Players will spent quite a bit of time looking at it so you may as well make it look good.
Also, alot of defense maps suffer from the same issue where the first towers built are useless halfway through the game. You mentioned global upgrades that effect all towers but are they scaled to match the power of later tier towers? If not, and tier 1 towers become too weak after level 10 or so you could give lower tier towers useful upgrades (auras, buffs, etc) that are only available after they start investing beyond tier 1.
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Hi, I'm currenlty working on this idea so I decided to put this post in Map Feedback area instead of Map suggestions. Since the most time consuming tasks (unit and upgrade balancing) are still ahead I would like to hear now, if the idea behind this map has any potential to become a fun map and if it's worth of finishing.
O defense is tower defense like map but if you remember Matrix Defenses from SC I those would be more accurate analogue. As the name suggests map is circular. It is divided into 16 sections, 8 sections (low-ground) for 8 different players and 8 AI-spawn (high-ground) sections. When enemies are spawned they get orders to move through this circle and each enemy unit that succeeds in this will remove life point from players. When players have 0 points left, they will lose the game. See the minimap of screen shots at the end of this post for sections.
Game starts with the Building phase. Players are able to teleport defending units directly below their flying Command Bio-Dome. Unlike in most tower defense maps, these units can be moved to different positions during the Building phase. Players have only one another building that contains all possible upgrades for units and the Command Bio-Dome. Individual defending units can't be upgraded, modifiers apply to all towers so micro managing every tower is not needed. When the timer runs out the Building phase is over and Defending phase starts. All defending units of all players are frozen still (Command Bio-Dome is not a defending unit). Defending units have footprints so the enemy units will "see" them as obstacles and won't just keep running at them. If a player chooses to build total block on the path of enemies the AI will respond by opening fire on player's units until path is open again (this event won't kill more than 1 player unit so one mistace won't cause endless massacre and ruin the game). Since the Command Bio-Dome (CBC) is able to move during the Defending phase, players are still able to bring more guns into fight at this point. However, placing them should be done with caution since if the enemy path is blocked, event described above will be triggered. Also upgrades, level ups and CBC's skills can and should be used. When all AI units are killed or they have ran through the circle the Defending phase will end, timer is refreshed and new Building phase starts. For now the map doesn't have ending trigger, but it can be added so that players will win if they beat 30 or so waves.
About units, upgrades and stuff: Each player can combine units from 3 different classes, terran, toss and zerg (more imaginative names under progress). In the beginning of the game, player selects which class he will be using at the beginning and spends 1 gass to unlock that class. Each class contains 9 different units, divided equally into 3 tiers. The first tier will be unlocked when player unlocks class of that tier. Units are purchased with minerals. Upgrades are bought for whole tier at the time. For example player pays 2 gas to get the first damage boost for terran tier 1 units and all 3 different terran tier 1 units will get this bonus. Each tier has upgrades for damage, weapon speed and attack range. Each is scaled depending on the defending unit, so that close combat unit won't get same range bonus as the sniper if they are in the same tier. In addition to tier upgrades players can spend their Level up points to global upgrades for their units. Global upgrades are divided into 3 trees, terran, toss and zerg. For example if player picks terran skill, every terran unit of that player will gain that bonus. Experience for Level ups, minerals and gas are gained by damaging AI-units. Killing them gives bonus income.
If you like the idea, feel free to give suggestions or even better if you want to help me to finish this map I'm more than happy to share the credit. Since this is not reqruitment area, don't reply to this post but PM me if you want to balance units and stuff.
I don't know what it is about defense maps that make people neglect how the map looks. From the screenshot it looks plain and dull. That's not really a bad thing, but it is something that you could improve on. Players will spent quite a bit of time looking at it so you may as well make it look good.
Also, alot of defense maps suffer from the same issue where the first towers built are useless halfway through the game. You mentioned global upgrades that effect all towers but are they scaled to match the power of later tier towers? If not, and tier 1 towers become too weak after level 10 or so you could give lower tier towers useful upgrades (auras, buffs, etc) that are only available after they start investing beyond tier 1.