The Objective of this map is to create as many units as you can, and they all clash in the middle, and whoever side wins the clash, move to the other sides main base, and attempts to destroy it. The FIrst side to destroy the other sides base wins.
Gameplay
The Gameplay is quite simple, create a Mazed TD to kill as much units as possible. Every unit killed will spawn 2 units on its corpse. The more you kill the better, and then, they will move toward the center, and each players force combines into one, for a battle in the middle.
The Map itself is still postponed until further notice, i am posting this here to try and see if anyone thinks the idea itself is good enough for me to start working on it.
Idea sounds good enough. Not sure if 6v6 is a good idea.
What happens to units you don't kill in your maze?
edit. Its now been 10 hours and I haven't heard back from you.... so in regards to your impatient "nothing in 6 hour post" give it time :) everyone is not on every moment of the day... every day
All units head towards the center, once you kill them it makes 2 of the same unit in its place. you basically have to kill as many as you can to add to the army and beat the struggle in the middle.
I played a similar map in WC3, but which was just 2 lanes. Was a fun map, and a nice concept.
The only issue that could occur is a high drop of framerate when 12 players are killing hundreds of units.
The map idea is nice, I'm assuming you would remove the spawn 2 units on death once they reach the middle?
I had to reread it a few times to really understand what's going on. So units spawn from each of the 12 end points (6 per side) and each individual makes a tower maze to kill the units that are walking from the endpoint towards the middle and on to the enemy's base. When an individual kills an enemy unit, two units will spawn in its place. The more units you kill, the more you'll have marching towards the center.
Essentially you have 12 players in their own TD game, and if someone on your team is bad or leaves you'll lose. I would guess that losing the game will most often be the result of one person being really bad or quitting, and that is not a good thing for gameplay. My advice would be to drop it down to two spokes per side (total of 4 spawn points) and have multiple players building in the same "lane". Since killing an enemy unit just makes more enemy units, you can have other teammates trying to kill the new enemies that spawn. In this game mode, one player killing enemies up front will not be taking kills away from other players. With only 2 spawn points per side, you could have the game work with as few as 2v2, or maybe even 1v1 if one player can build in both lanes. Just make sure the resources given at the start and any regular resource gains redistribute based on the number of players on a team.
I played a similar map in WC3, but which was just 2 lanes. Was a fun map, and a nice concept.
The only issue that could occur is a high drop of framerate when 12 players are killing hundreds of units. The map idea is nice, I'm assuming you would remove the spawn 2 units on death once they reach the middle?
Yes, when they attack each other, they do not create copies. And i know it would take a toll on the System itself...
I had to reread it a few times to really understand what's going on. So units spawn from each of the 12 end points (6 per side) and each individual makes a tower maze to kill the units that are walking from the endpoint towards the middle and on to the enemy's base. When an individual kills an enemy unit, two units will spawn in its place. The more units you kill, the more you'll have marching towards the center.
Essentially you have 12 players in their own TD game, and if someone on your team is bad or leaves you'll lose. I would guess that losing the game will most often be the result of one person being really bad or quitting, and that is not a good thing for gameplay. My advice would be to drop it down to two spokes per side (total of 4 spawn points) and have multiple players building in the same "lane". Since killing an enemy unit just makes more enemy units, you can have other teammates trying to kill the new enemies that spawn. In this game mode, one player killing enemies up front will not be taking kills away from other players. With only 2 spawn points per side, you could have the game work with as few as 2v2, or maybe even 1v1 if one player can build in both lanes. Just make sure the resources given at the start and any regular resource gains redistribute based on the number of players on a team.
1 Unit for each player, essentially by the time they reach the end, each side would have created a large scale army. I like the idea for only 2 lanes either side.. and would help if a players leaves...
Seems simple enough to work for most casual players. I'm not sure what you could do that would add interesting depth to it though. There is some potential to do something unique and interesting here, so if you decide to go forward with the idea then I will be anticipating some interesting twists.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Split Tower Wars
Objective
The Objective of this map is to create as many units as you can, and they all clash in the middle, and whoever side wins the clash, move to the other sides main base, and attempts to destroy it. The FIrst side to destroy the other sides base wins.
Gameplay
The Gameplay is quite simple, create a Mazed TD to kill as much units as possible. Every unit killed will spawn 2 units on its corpse. The more you kill the better, and then, they will move toward the center, and each players force combines into one, for a battle in the middle.
The Map itself is still postponed until further notice, i am posting this here to try and see if anyone thinks the idea itself is good enough for me to start working on it.
Nothing?... In 6 hours?..
Idea sounds good enough. Not sure if 6v6 is a good idea.
What happens to units you don't kill in your maze?
edit. Its now been 10 hours and I haven't heard back from you.... so in regards to your impatient "nothing in 6 hour post" give it time :) everyone is not on every moment of the day... every day
Lol sorry.. i know about it now anyway...
All units head towards the center, once you kill them it makes 2 of the same unit in its place. you basically have to kill as many as you can to add to the army and beat the struggle in the middle.
I played a similar map in WC3, but which was just 2 lanes. Was a fun map, and a nice concept.
The only issue that could occur is a high drop of framerate when 12 players are killing hundreds of units. The map idea is nice, I'm assuming you would remove the spawn 2 units on death once they reach the middle?
@Pshyched: Go
I had to reread it a few times to really understand what's going on. So units spawn from each of the 12 end points (6 per side) and each individual makes a tower maze to kill the units that are walking from the endpoint towards the middle and on to the enemy's base. When an individual kills an enemy unit, two units will spawn in its place. The more units you kill, the more you'll have marching towards the center.
Essentially you have 12 players in their own TD game, and if someone on your team is bad or leaves you'll lose. I would guess that losing the game will most often be the result of one person being really bad or quitting, and that is not a good thing for gameplay. My advice would be to drop it down to two spokes per side (total of 4 spawn points) and have multiple players building in the same "lane". Since killing an enemy unit just makes more enemy units, you can have other teammates trying to kill the new enemies that spawn. In this game mode, one player killing enemies up front will not be taking kills away from other players. With only 2 spawn points per side, you could have the game work with as few as 2v2, or maybe even 1v1 if one player can build in both lanes. Just make sure the resources given at the start and any regular resource gains redistribute based on the number of players on a team.
Yes, when they attack each other, they do not create copies. And i know it would take a toll on the System itself...
1 Unit for each player, essentially by the time they reach the end, each side would have created a large scale army. I like the idea for only 2 lanes either side.. and would help if a players leaves...
@Pshyched: Go
Do you actually think you're going to work through this project? Are you just brainstorming about it?
I'll see what happens.
Seems simple enough to work for most casual players. I'm not sure what you could do that would add interesting depth to it though. There is some potential to do something unique and interesting here, so if you decide to go forward with the idea then I will be anticipating some interesting twists.