Sounds all good and solid. I like the approach with the consumables especially.
One thing though: If you want to restrict the equipping of equipment items with categories, that's fine even if it's not like in WC3 (Adds a tactical element, though!). But make sure to setup the inventory extremely intiutive: In my map I found people wondering why they couldn't carry more items, since they had room in their inventory. Of course their last free slot would be a consumable slot.
What I'm saying is that for a quick-paced game like this you don't want your players wondering about stuff like this. Also it can turn out frustrating if you buy a helmet only to realize, that your helmet slot is full.
Not saying it's a bad idea, in fact I think it's great. Just make sure it's obvious in the inventory as well as in the shops.
@Sandman366: Go
Actually I found escpecially the second roach attachment very nice. What model are you using for that? And where do you attach it?
Edit: Woot @ Hydra! Would you mind telling us what the textures are?
Sounds all good and solid. I like the approach with the consumables especially.
One thing though: If you want to restrict the equipping of equipment items with categories, that's fine even if it's not like in WC3 (Adds a tactical element, though!). But make sure to setup the inventory extremely intiutive: In my map I found people wondering why they couldn't carry more items, since they had room in their inventory. Of course their last free slot would be a consumable slot.
What I'm saying is that for a quick-paced game like this you don't want your players wondering about stuff like this. Also it can turn out frustrating if you buy a helmet only to realize, that your helmet slot is full.
Not saying it's a bad idea, in fact I think it's great. Just make sure it's obvious in the inventory as well as in the shops.
Greetings
@Kueken531: Go
You should consider some private/public testing to help you with the balancing process. Also it's way more fun. And I want to play this. Duh. :D