UPDATE: We now have a narrated gameplay video in HD which explains the basic rules and shows a quick round in the second half:
Hey there, as a quick summary, Outranged is a competitive 1v1 gametype with following design goals:
very simple to learn yet (hopefully) hard to master
distinctivly different from most known games yet kind of familiar/easy to get into
competitive - even though it’s a custom map we didn’t intent making a "funmap" - it should still be fun though of course
The name is due to the basic concept of two players trying to outsmart each other by combining units with different view- and attackranges in battle. If you're interested, feel free to read through the rules on our project page: http://www.sc2mapster.com/maps/outranged/
Screenshot:
As we have reached Beta status, all gameplay components are in the mod, but the balancing is still not complete. This is where we need you. Which unit is overpowered? Too fast? Has too much health? Kills too quickly? Any overpowered/unfair tactics? Strange bugs? Too cute Automatons? Anything else improved? Additional ideas?
Actually, it might be helpful if anyone who might be interested in testing and doesn't yet have someone to play with leaves his battlenet-ID and code in this thread. (ours would be anteevy.690 and BaronCid.654)
In the last few days we changed and improved quite alot concerning the look/feel and balance of the game. We are still planning to polish further and are currently still aware of some real balance-issues but hope to get to improve on that in the next time... we really need you peoples' help for that. Getting balance right with 2-3 testers (who also made the game) is kind of hard.
Comfort features:
There is now a system that counts won rounds and determines the winner after 3 won rounds.
There is now a "Vote Stalemate"-button in case a round ends in a stalemate-situation.
There now is an ingame-Help System which explains the game!!!
Both skills "Slow Gear" (scout) and "Warden Aspect" (Melee) can now be activated and deactivated with seperate hotkeys.
Graphical details:
The hatching of a new unit is now visualized with a corresponding "Egg"-model inside the pont.
The sound-system is improved so now it should be easier to hear when friendly units are shot at by unseen enemy Rangers.
(The Ranger-Speed-ability of the Scouts is now called "Slow Gear")
Balance/Gameplay stuff:
Melees gained a new skill called "Warden Aspect" which can be activated and deactived.
When Warden Aspect is active, it slows Melee-movement down to Ranger-speed and opens a short sight-radius which enables Melees to attack without nearby Scouts revealing enemies.
This skill is meant to make Melees less useless when left without Scouts without making them too strong when on their own.
After some more private testing we made some changes to the gameplay to get the gameplay to a much more balanced state. Outranged should be quite well playable now - it's still not perfect though. Anyways, we decided to switch from alpha to beta since we feel that all major features are implemented now.
Graphical details:
Added effect on units that hatch new ones in a pont.
Balance/Gameplay stuff:
To abort hatching, the unit that hatches the new has to be eliminated or forced out of the pont now. It is no longer possible to abort hatching by simply entering ponts. This way harassing by simply running around a Scout should be shut down.
Added new ability to the Ranger: "Summon Warden" creates a Melee right next to the Ranger in exchange for 2 of the Ranger's 5 HP. It is only available when the Ranger is the owner's last remaining unit on the field.
I updated the first post with a new gameplay video among other things.
Great map sounds exciting.Do you plan in adding other units if you do you can add an advanced game mode with these units in.
We don't totally deny the idea of adding new units and "stuff" the game but in our opinion that would go against the design philosophy which is to have a game that is explained after 2 minutes and needs time to get really good at. We'd rather add another "race" to the mix wich works *entirely* different. So people have another choice to make. But mostly the way you combine and use your units should provide enough variety, there really is stuff to explore once you get into it.
Looks good, I love maps that are unique. But I think the rangers ability is a bit lame. Maybe something to shorten its minimum range but lower damage?
Loving unique maps makes you unique aswell. The critical mass of people seems to prefer TDs. :-P
Yeah, concerning the ranger and other things we still have some balancing-work to do. The game as it is already kind of works but we want to add a faster pace and more excitement to it. So in the next update the Ranger might become a tad faster and instead of "Summon Warden" it might gain an ability which allows it to explode for considerable area-damage. We're still working on the concepts.
By the way - we're playing with the idea to set up a small "Outranged"-Tournament once the game hits version 1.0 with prices like iTunes-giftcards for example. So starting to practice might win you some free stuff in the near future. ;-) (To find practice partners you could e.g. post your battle.net-ID in this thread)
Anyways... we really hope you guys (and more people) keep participating - because this mod lives from community participation and without it it will most inevitably have to die with the time. :-(
Can there be "special" units that has a specific role other than "close range" and "long range"?
Like buffing or healing a unit?
Maybe a offensive spell this unit can do is "blind" enemies or something? This makes it possible for it to run around blinding scouts while healing it's allies?
I'd see the Ranger being as a "artillery" of the bunch better... The only thing about this artillery mode is that it should not do instant damage, and all players would see it on the terrain that a "target" ring is appeared and will hit the area soon.
Maybe include more micro by making it's attack ability "manually" used by players, so you must attack-ground, where the foes are, and you must be within the range and has vision.
Anyways, ever consider making a Team vs Team vs Team map? 4 players per team in a team free-for-all.
Three way teams are usually more fun because it's even more unpredictable.
UPDATE: We now have a narrated gameplay video in HD which explains the basic rules and shows a quick round in the second half:
Hey there, as a quick summary, Outranged is a competitive 1v1 gametype with following design goals:
The name is due to the basic concept of two players trying to outsmart each other by combining units with different view- and attackranges in battle. If you're interested, feel free to read through the rules on our project page: http://www.sc2mapster.com/maps/outranged/
Screenshot:
As we have reached Beta status, all gameplay components are in the mod, but the balancing is still not complete. This is where we need you. Which unit is overpowered? Too fast? Has too much health? Kills too quickly? Any overpowered/unfair tactics? Strange bugs? Too cute Automatons? Anything else improved? Additional ideas?
Now that you've made it this far, you'll be rewarded with a download link: http://www.anteevy.de/upload/temp/Outranged%20Beta%200.7.SC2Map
The map is published on the EU servers. To playtest it on servers other than EU, download the map, publish it and play with your friends.
Thanks in advance, anteevy and sh1tbringer
Alpha v.0.2
After some additional testing and some afterthought we made the first couple of changes to the game.
Balance/Gameplay Changes:
Version Notes:
Actually, it might be helpful if anyone who might be interested in testing and doesn't yet have someone to play with leaves his battlenet-ID and code in this thread. (ours would be anteevy.690 and BaronCid.654)
We've now got a project page under http://www.sc2mapster.com/maps/outranged/ .
wow, great demand so far...
Alpha v.0.5
In the last few days we changed and improved quite alot concerning the look/feel and balance of the game. We are still planning to polish further and are currently still aware of some real balance-issues but hope to get to improve on that in the next time... we really need you peoples' help for that. Getting balance right with 2-3 testers (who also made the game) is kind of hard.
Comfort features:
Graphical details:
Balance/Gameplay stuff:
Version 0.5 is available on the EU-Server right now! Please publish it on other servers, too! To download the newest version, click here: http://www.anteevy.de/upload/temp/Outranged%20Alpha%200.5.SC2Map
That's it for now! We hope you have fun and give us feedback!
Beta v.0.7
After some more private testing we made some changes to the gameplay to get the gameplay to a much more balanced state. Outranged should be quite well playable now - it's still not perfect though. Anyways, we decided to switch from alpha to beta since we feel that all major features are implemented now.
Graphical details:
Balance/Gameplay stuff:
I updated the first post with a new gameplay video among other things.
Link: http://www.anteevy.de/upload/temp/Outranged%20Beta%200.7.SC2Map
Really original idea. I love it.
I hope it will become, popular. People should make more maps like this, not copying other games...
Great map sounds exciting.Do you plan in adding other units if you do you can add an advanced game mode with these units in.
Looks good, I love maps that are unique. But I think the rangers ability is a bit lame. Maybe something to shorten its minimum range but lower damage?
Hi! Thanks for your replies! We've got this mod out since almost a month and you guys are the first to write anything. I mean *anything*. ;-)
We don't totally deny the idea of adding new units and "stuff" the game but in our opinion that would go against the design philosophy which is to have a game that is explained after 2 minutes and needs time to get really good at. We'd rather add another "race" to the mix wich works *entirely* different. So people have another choice to make. But mostly the way you combine and use your units should provide enough variety, there really is stuff to explore once you get into it.
Loving unique maps makes you unique aswell. The critical mass of people seems to prefer TDs. :-P Yeah, concerning the ranger and other things we still have some balancing-work to do. The game as it is already kind of works but we want to add a faster pace and more excitement to it. So in the next update the Ranger might become a tad faster and instead of "Summon Warden" it might gain an ability which allows it to explode for considerable area-damage. We're still working on the concepts.
By the way - we're playing with the idea to set up a small "Outranged"-Tournament once the game hits version 1.0 with prices like iTunes-giftcards for example. So starting to practice might win you some free stuff in the near future. ;-) (To find practice partners you could e.g. post your battle.net-ID in this thread)
Anyways... we really hope you guys (and more people) keep participating - because this mod lives from community participation and without it it will most inevitably have to die with the time. :-(
BaronCid & anteevy
Can there be "special" units that has a specific role other than "close range" and "long range"? Like buffing or healing a unit?
Maybe a offensive spell this unit can do is "blind" enemies or something? This makes it possible for it to run around blinding scouts while healing it's allies?
I'd see the Ranger being as a "artillery" of the bunch better... The only thing about this artillery mode is that it should not do instant damage, and all players would see it on the terrain that a "target" ring is appeared and will hit the area soon.
Maybe include more micro by making it's attack ability "manually" used by players, so you must attack-ground, where the foes are, and you must be within the range and has vision.
Anyways, ever consider making a Team vs Team vs Team map? 4 players per team in a team free-for-all. Three way teams are usually more fun because it's even more unpredictable.