Btw, how do you explain, why DS has completely occupied the 1st position on EU, but hasn't on NA? It's on 1st page there too, which exposes it to the majority of players, but doesn't go higher. Is difference in tastes of EU and NA players relay that huge? Or there are other factors interfere?
Btw, how do you explain, why DS has completely occupied the 1st position on EU, but hasn't on NA? It's on 1st page there too, which exposes it to the majority of players, but doesn't go higher. Is difference in tastes of EU and NA players relay that huge? Or there are other factors interfere?
Definitely due to a mistake on my part.
I believe it is due to expectations. EU and US versions of Desert Strike are massively different when it comes to mechanics.
My version of Desert Strike came about after I fell in love with Sylon's Desert Strike 1338, but felt certain aspects were woefully underdeveloped. Games are short, units are entirely league units, and refineries are more of a strategic choice than a must-have. The fun in DS here is about countering your enemy's current wave.
Compare this to the US version, which has very long games, units are mostly custom, and refineries are paramount. The fun in DS here is building the perfect final wave, as the game is forced to an end at the 60min mark.
The difference is so great that I honestly feel that I should have given the US version a different name. Many early reviews made it very clear that this was "not desert strike".
I think the last point comes with that in EU, there was basically only one version of Desert Strike (prior to mine), and the maker had abandoned it for over a year. On US, however, there were many Desert Strikes, all vying for the tug of war spot. Certain mapmakers were especially venomous about getting their version to the top as well.
When I added mine to the competition, US players were presented with yet another Desert Strike map which was vastly different in style to what they were used to. I imagine some came to the conclusion that I just called my map "Desert Strike" in an attempt to cash in on free popularity.
That's not even scratching the surface, too, as the Chinese and Korean versions of DS are equally vastly different again.
TL;DR "Desert Strike" means different things to different regions.
On warships, how were you able to make your ships to have build-able units on it?
Absolutely loved it. Been wanting to do something similar to it for years.
Been scouring the net since I played your game bout a year ago to be able to recreate it. So far no luck, Can understand if you don't want to give the whole concept away. But would appreciate some pointers to get myself in the right direction at least.
In Warships, the units just have their position and facing continuously altered to be in line with your ship.
However I did plan to release a different version of Warships at some point in the future. In this, I'd managed to actually attach the units to the hull, using a headache-inducing amount of site operations. Unlike the original Warships, this allows the ships to tilt and rock, along with fixing an issue with missiles.
[Removed]
Wait you created Warships, Desert Strike and Zerg Defense?
How do you crank such HQ maps out so much.. I'm still working on my first one!
Not a fan of zerg defense, seeing how such a basic concept doesnt really appeal to me.
Desert Strike is a perfectly executed classic funmap.
Warships is awesome, one of the best.
Never really played Spellbreak and barely recall anything about it, just that I was impressed by its data magic.
@TyaStarcraft: Go
Btw, how do you explain, why DS has completely occupied the 1st position on EU, but hasn't on NA? It's on 1st page there too, which exposes it to the majority of players, but doesn't go higher. Is difference in tastes of EU and NA players relay that huge? Or there are other factors interfere?
Definitely due to a mistake on my part.
I believe it is due to expectations. EU and US versions of Desert Strike are massively different when it comes to mechanics.
My version of Desert Strike came about after I fell in love with Sylon's Desert Strike 1338, but felt certain aspects were woefully underdeveloped. Games are short, units are entirely league units, and refineries are more of a strategic choice than a must-have. The fun in DS here is about countering your enemy's current wave.
Compare this to the US version, which has very long games, units are mostly custom, and refineries are paramount. The fun in DS here is building the perfect final wave, as the game is forced to an end at the 60min mark.
The difference is so great that I honestly feel that I should have given the US version a different name. Many early reviews made it very clear that this was "not desert strike".
I think the last point comes with that in EU, there was basically only one version of Desert Strike (prior to mine), and the maker had abandoned it for over a year. On US, however, there were many Desert Strikes, all vying for the tug of war spot. Certain mapmakers were especially venomous about getting their version to the top as well.
When I added mine to the competition, US players were presented with yet another Desert Strike map which was vastly different in style to what they were used to. I imagine some came to the conclusion that I just called my map "Desert Strike" in an attempt to cash in on free popularity.
That's not even scratching the surface, too, as the Chinese and Korean versions of DS are equally vastly different again.
TL;DR "Desert Strike" means different things to different regions.
On warships, how were you able to make your ships to have build-able units on it? Absolutely loved it. Been wanting to do something similar to it for years. Been scouring the net since I played your game bout a year ago to be able to recreate it. So far no luck, Can understand if you don't want to give the whole concept away. But would appreciate some pointers to get myself in the right direction at least.
Thanks in advance, whatever you decide.
In Warships, the units just have their position and facing continuously altered to be in line with your ship.
However I did plan to release a different version of Warships at some point in the future. In this, I'd managed to actually attach the units to the hull, using a headache-inducing amount of site operations. Unlike the original Warships, this allows the ships to tilt and rock, along with fixing an issue with missiles.
nice....and thank you