This map has been public for some time and I'm past the initial testing(technical things should be working properly), from now on I am looking for feedback on balance, features, and difficulty. This game is supposed to have units designed for certain tasks and still be very difficult, as in you shouldn't win your first time playing if you went in clueless. Here is what my map is about:
Guardians of the Obelisk is a 9 player survival game where you must push into enemy territory to win. Surrounding the Obelisk are 9 Shelters(bunkers), which you can claim with your starting unit,a Ranger(marine). Each game will always give you 9 Rangers total, so if you only have 8 people then player 1 will have two Rangers. There are 10 units total you can choose from to defend or attack against the enemy(5 infantry and 5 vehicles), as well as a variety of upgrades for them. Once you've built up a group of units you believe can attack the enemy, you can attack the spawning buildings that create the waves you're defending against. You will be pitted against the Ancient Protoss, Feral Zerg, and the Firestone Terrans. Each of these factions holds their owns attributes; The Ancient Protoss are all armored with high damage but slow movement; the Feral Zerg are the opposite having light armor and lower damage, but they come in larger numbers; then there's the Firestone Terrans, equipped with a variety of armor types and average stats across everything, though their units have more abilities than the others.
If you are interested in testing this map you can either add me and wait until i can round up enough testers for a full game, or play it with a few friends. I suggest that you play with a minimum of 6, and never under 3 unless you're experienced. If you have helpful feedback please make a post on this thread or leave a review on the map's in-game page. If you want me to test the map with you or if you have any questions about the map then send me a PM and I'll try to get back to you ASAP.
I really quite enjoy this map, but I often play with a smaller group of friends (2-4 player groups mostly) and would really like to be able to actually beat this.
The main problem we encounter is when multiple boons spawn in very high tier areas and we're unable to kill them because we can't reach that far with our current assault army. Boon hunters get obliterated by the sheer number of detectors in those areas so they build up 4 or 5 boons in the endgame zone and we just get wrecked.
Is there any way to lower the difficulty further for smaller groups of players, force the boons to spawn closer to the obelisk, or decrease some of the detection and whatnot to make small groups more viable? Would be nice to see a 3-player mode that incorporates some of these ideas.
The changes were really good! It wasn't too easy (we spent 3 hours at it) but we managed to actually complete the map on Easy Way haha;;; Was really satisfying, thanks for taking into account us smaller groups :)
I think that the difficulty needs to be toned down for ez mode. Ez should be beatable most games, but there are tons of noobs that haven't got a shot in heck because they ignore or have trouble with boons. Anyone who learns to boon hunt (and does so) can solo games up to ridiculous mode, but when you're starting out, boons make games hard. Easier boon placement or less detectors for ez mode would help noobs on ez. Perhaps only 1 moving detector for each of the high tier spawners instead of the current 3 and only 2 stationary detectors near the hive/nexus/command center instead of the current 4.
Occasionally you'll get the message that a boon has spawned and it won't give you the normal ping telling you where it is. That's because it's actually a bug - it didn't spawn anywhere and the counter will just be off all game now. You can check by looking at the units and seeing if there's a boon buff or not (assuming you've killed the rest of them).
The other glitch, which is much much worse, is that enemy units can get stuck at 1 hp and won't die for about 5 minutes no matter what you do to it. That glitch can make you lose the game especially if it's a final tier unit. This really needs a fix from the developer asap. This causes ragequits and people to stop playing the game, which means the game gets less play and less attention.
Sharing is caring makes it so you get about 1/5 the income that you would otherwise since there is 0 kill income and no extra shared income to compensate. If you're going to have a shared income only option, why not raise the share amount so it's playable? I can solo ridiculous vanilla, but normal sharing is caring is much much harder than that - that's a pretty strange setup.
Also on the topic of shared income: the game determines the amount of shared income based on how many players you started with 1-4, 5, or 6+. However, when people leave it doesn't readjust. So if you start with a full house, but halfway into the game you've got only 3 players left, you're getting half the income you normally would have in a 3 player game. Scaling it upon players currently in the game makes more sense to me than how many people started the game.
One more note about boons - the fact that they are small and that the game is angled away from you slightly (such that you can see the front of walls not just the top) means that boons can hide behind walls in areas you cannot see and even if you know the boon is there, you can't target it. An alternate camera angle from directly overhead would fix this and since it's only an issue for the boon hunter, you could make it an option people can turn on only if they want to. I know I'd like it.
I really like your game, so please don't take all these comments the wrong way - I just want it to be even better. Thanks for making it!
Hey there just recently started playing this map, and it is really good, however one of the suggestions i would have is offering a ranking system/leveling for players which offer bonuses such as Increased Minerals per kill or lower units costs, increased unit damage etc etc. It would just add to the replay value of this map, as it can allow people to play differently, for example the increase of damage would allow for more aggressive pushing from players, and the increased minerals per kill would encourage players to be defensive and encourage teamplay etc.
An issue i have however is how boons can spawn so far back early on that i have had up to 5 feral boons sat so far back that i literally cannot get to them till the late late game (this is when playing solo) obviously they dont want to be at tier 1 base locations because that would take away the threat of a boon however make it viable for people to be boon hunters as personally i find being an assault role is more likely to find and kill a boon as you work through tiers