Hey everyone, I thought it was about time to post some details about my project, which I have been working on since release (we all know how many hours everyone puts into these things!). I want to thank everyone on the forum for the help and support they provide.
Background:
I started off creating a mod, with the idea that you could include it on any map, place a few markers etc, and the mod would do the rest. This has worked out quite well and the mod supports both a Co-op and VS game mode.
The main reason I did this is because it means I have one mod/place to update all of my heroes/abilities and this makes it much easier on maintaining multiple game modes. I will possibly release this as a public mod in the future so that people can create their own map designs and use my gameplay, I know there are artists out there who just want to create maps, so I thought this would be ideal for them.
Initially I worked on the Co-op version, but shortly after came up with my VS idea and focused on that. I now have a working alpha which is actually quite bug free, and almost ready for beta. With the map design came the name for the VS game, which is Battle for Skyfortress (or will be something simliar).
Features:
12 unique heroes
17 unique weapons with class restrictions (3 weapons per class, 1 common weapon)
More than 36 custom abilities, most are multi-level abiltiies
Hero Revival & Ressurection system (allowing team mates to revive you)
Hacking system, allowing you to hack bases, gates and bridges
Shop system to buy weapons, equipment, orbital strikes and structures
VS Gameplay
The game starts in Sector 1, both sides have a base at either side that spawns waves of units that attack the enemies base. The objective is simple, destroy the enemy base.
The first sector also includes one hackable base (see below)
Once either team destroys the other team's Sector 1 base, the map expands to a bigger area and the Sector 2 bases are visible. This area is more heavily defended, and contains 2 hackable bases per team, which are already hacked for each side.
Your objective in Sector 2 is the same, destroy the enemy base.
There is a 'secret' path in Sector 2 that allows you to sneak into the enemy base, you must hack the security gates and get past the defences to use this path.
Once either teams Sector 2 base is destroyed, the map again increase in size and the final Sector, Sector 3 opens up.
Sector 3 contains 3 more hackable bases per team, and has another secret path.
Hacking
Both teams can hack hackable buildings at any time, this will give your team ownership of the building and spawn extra units for you.
To access secret paths you must hack the security gate or light bridges to make it accross
You must purchase Hacking Tools to hack anything
Currently this is a basic tool, in the future it may have a mini-game attached to hacking.
Sector Bases
When you lose a Sector Base, that base no longer spawns waves of units for your team.
You must be near a Sector Base to shop, you can not shop next to destroyed Bases
When you die you can respawn at any of your alive Sector Bases.
Hero Revival
When you are taken down in a battle, your team mates have 25 seconds to revive you, if they do not you will die.
After you die, you will need to respawn at one of your sector bases after a countdown timer.
Shopping
You earn credits for kililng enemy units, heroes and have a periodic income
You can spend credits at the shop to buy new weapons and equipment for your heroes
Shops also contain large area effect Orbital Strikes which are very expensive
Shops also contain orbital structure calldowns, allowing you to place stationary defences, detectors and healing around the map.
Weapons System
I came up with a weapon system that allows you to switch your primary attack weapon once you have purchased extra weapons.
The idea here is that some weapons are better against light, some are better against armored and some have special effects (or even penalties)
You can easily change weapons at any time by pressing 1,2,3 or 4.
Skilled Gameplay
I have tried to make a game that is easy to learn, but also requires experience to learn about the weapons and abilities, when to use them most effectively. This will hopefully make it more interesting to play for longer.
Status
Half of the abilities need to be finished (they are planned and will be done soon)
Balancing is the main thing left which will be time consuming.
Although in alpha, it is quite polished and bugfree after a few playtests.
I will see if I can sort out some screenshots, and will be working on a promotion video once the abilities are finished off during this month.
This is an awesome map. Literally the only thing I'd suggest is increase the size of the map. Only 2 bosses and 3 sections is kind of small. My map I'm almost through with has 20 bosses and 17 sections. Mine, however, isn't as "open world" as yours is. Good job on the map though. Zero bugs and the scenery is wonderful which are 2 main problems most maps have.
PS: Why did you nerf the last boss so much? I used to almost be able to solo on easy but now I can solo on medium difficulty. Not really complaining but it just seemed a bit much. Also, insane difficulty is practically normal if you have all 6 players. I'd suggest to reduce the players needed to 4 because people hate having to wait for others to join.
Thanks! There are one or two bugs in there somewhere though I'm sure. I am considering increasing the map size for co-op later on, which would double the size and add new content.
The bosses were only nerfed in easy/medium, but are more difficult on hard/insane now. I suspect people just understand how to take them out now.
The new Invasion mode should be out this week which will spice things up and make it a bit more challenging.
Normally getting 6 players isn't an issue, but due to a blizzard bug we have taken a big hit in popularity the past week. The map was featured and now it doesn't show up in the Co-op VS AI category. Unfortunately being featured hurts your map more than it helps :(, and blizzard don't care enough to fix the issue with any sort of haste.
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Hey everyone, I thought it was about time to post some details about my project, which I have been working on since release (we all know how many hours everyone puts into these things!). I want to thank everyone on the forum for the help and support they provide.
Background:
I started off creating a mod, with the idea that you could include it on any map, place a few markers etc, and the mod would do the rest. This has worked out quite well and the mod supports both a Co-op and VS game mode.
The main reason I did this is because it means I have one mod/place to update all of my heroes/abilities and this makes it much easier on maintaining multiple game modes. I will possibly release this as a public mod in the future so that people can create their own map designs and use my gameplay, I know there are artists out there who just want to create maps, so I thought this would be ideal for them.
Initially I worked on the Co-op version, but shortly after came up with my VS idea and focused on that. I now have a working alpha which is actually quite bug free, and almost ready for beta. With the map design came the name for the VS game, which is Battle for Skyfortress (or will be something simliar).
Features:
VS Gameplay
Hacking
Sector Bases
Hero Revival
Shopping
Weapons System
Skilled Gameplay
Status
I will see if I can sort out some screenshots, and will be working on a promotion video once the abilities are finished off during this month.
reserved
@KratsAU: Go
This is an awesome map. Literally the only thing I'd suggest is increase the size of the map. Only 2 bosses and 3 sections is kind of small. My map I'm almost through with has 20 bosses and 17 sections. Mine, however, isn't as "open world" as yours is. Good job on the map though. Zero bugs and the scenery is wonderful which are 2 main problems most maps have.
PS: Why did you nerf the last boss so much? I used to almost be able to solo on easy but now I can solo on medium difficulty. Not really complaining but it just seemed a bit much. Also, insane difficulty is practically normal if you have all 6 players. I'd suggest to reduce the players needed to 4 because people hate having to wait for others to join.
Thanks! There are one or two bugs in there somewhere though I'm sure. I am considering increasing the map size for co-op later on, which would double the size and add new content.
The bosses were only nerfed in easy/medium, but are more difficult on hard/insane now. I suspect people just understand how to take them out now.
The new Invasion mode should be out this week which will spice things up and make it a bit more challenging.
Normally getting 6 players isn't an issue, but due to a blizzard bug we have taken a big hit in popularity the past week. The map was featured and now it doesn't show up in the Co-op VS AI category. Unfortunately being featured hurts your map more than it helps :(, and blizzard don't care enough to fix the issue with any sort of haste.