I've finally gotten my first published map, Glory to the Hogs, to a place where I'm starting to feel like it might actually soon be finished. Thanks to the help of wonderful people here I was able to get the "conquer the island to win" dynamic to work. The only thing I have left to do is set environmental hazards like units being able to fall into the river or being attacked by hungry plants/air sharks. That stuff I might do on this map or might save for others.
In any event, this map is designed to encourage somewhat more complex strategies and tactics, including effective use of terrain and control of resources. There are two ways to win. First, like usual, you can annihilate all of your opponent's bases. Second, if you can take and hold the island (by building a CC/Nex/Hatch and defenses on it) for 20 uninterrupted minutes, you win. Essentially the major strategies of the map come down to the decision to either try to take and hold the island for yourself or simply try to prevent the other guy from getting it before you annihilate his mainland (non-island) base(s). It is possible to win without holding the island or using its resources, but it's much more difficult, and I find it hard to believe that both players would choose to ignore it. It has the most resources of any one spot on the map by FAR.
The map is and will remain 1v1. I would love some feedback on the overall quality of this map. I have worried since the beginning that it's a better idea in concept than in reality. It is publicly published so you can start games with your friends and test it without needing me to be around for it. I'll gladly test your map(s) in return for some feedback on this one. Thank you all for your time.
I've finally gotten my first published map, Glory to the Hogs, to a place where I'm starting to feel like it might actually soon be finished. Thanks to the help of wonderful people here I was able to get the "conquer the island to win" dynamic to work. The only thing I have left to do is set environmental hazards like units being able to fall into the river or being attacked by hungry plants/air sharks. That stuff I might do on this map or might save for others.
In any event, this map is designed to encourage somewhat more complex strategies and tactics, including effective use of terrain and control of resources. There are two ways to win. First, like usual, you can annihilate all of your opponent's bases. Second, if you can take and hold the island (by building a CC/Nex/Hatch and defenses on it) for 20 uninterrupted minutes, you win. Essentially the major strategies of the map come down to the decision to either try to take and hold the island for yourself or simply try to prevent the other guy from getting it before you annihilate his mainland (non-island) base(s). It is possible to win without holding the island or using its resources, but it's much more difficult, and I find it hard to believe that both players would choose to ignore it. It has the most resources of any one spot on the map by FAR.
The map is and will remain 1v1. I would love some feedback on the overall quality of this map. I have worried since the beginning that it's a better idea in concept than in reality. It is publicly published so you can start games with your friends and test it without needing me to be around for it. I'll gladly test your map(s) in return for some feedback on this one. Thank you all for your time.