I enjoyed the first one, so I was pretty happy to give this one a go. Grabbed a friend and went at it.
Balance
The early-game is nicely balanced. The waves are just strong enough to make losing possible if you're careless. Some of the Zerg units seem to be pretty bad value. Basically anything that can't survive a siege tank or a hellbat/firebat (the AI has a LOT of these) seems useless. That pretty much meant brutalisks and ultralisks only. Anything else just got chewed up. Rather than having the other units buffed, I'd probably prefer to see the AI have fewer siege tanks. It gets pretty insane at times.
Lag
The lag becomes gamebreaking after a while. I mean, so bad that my client refused to even let me leave the game. The path that the AI units take is so long that the whole map gets filled with zerg units. There's some rocks which I can only assume are there to shorten the path, but we couldn't figure out how to destroy them. Infesting towns makes this problem 10x worse. The zombies are so slow that they tend to get stuck at certain waypoints and just clog up huge portions of the map, blocking your own units which adds even more issues. I'd strongly recommend giving a different bonus for infesting towns. Maybe a few aberrations that spawn periodically instead of zombies?
Heroes
Stukov seems fine as a hero. Fungal Growth seemed a bit weak compared to his other abilities, but then that's probably down to how many stationary siege tanks the AI relies on. Allies can't "push" past his infested terrans, meaning that you can bodyblock an allied hero in, who will then probably die to siege tanks.
The Commando has a tiny vision range. Seems like he should have the best vision range.
The General is a really nice concept, but his mineral income method is so weird. You have to spawn units (which cost minerals) to destroy units (which grant maybe 1-2% of your unit's cost). I'd rather see the headquarters have energy, and calling in units costing energy. You'd then have the usual assortment of energy upgrades for him.
Infested Mothership isn't biological. I guess it makes sense, but it does kinda mean that you can't interact with basically all zerg healing. Prefer to see this unit be biological so that it can actually be healed!
Didn't try the rest!
Other
The Hero Assassins. Oh god why. They sit in your base, permanently cloaked, waiting to 2-shot you when you respawn. I'd really, strongly recommend putting these only on the harder difficulties. The effect they have on the game is "okay, I'll move my hero over here and- why is my hero dead? Oh..."
Late game vespene income is crazy-high.
Base defenses are so not value for money. Personally I think they should respawn like the nydus worms do.
I liked the map overall. Just a bit rough around the edges at the moment!
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I enjoyed the first one, so I was pretty happy to give this one a go. Grabbed a friend and went at it.
Balance
The early-game is nicely balanced. The waves are just strong enough to make losing possible if you're careless. Some of the Zerg units seem to be pretty bad value. Basically anything that can't survive a siege tank or a hellbat/firebat (the AI has a LOT of these) seems useless. That pretty much meant brutalisks and ultralisks only. Anything else just got chewed up. Rather than having the other units buffed, I'd probably prefer to see the AI have fewer siege tanks. It gets pretty insane at times.
Lag
The lag becomes gamebreaking after a while. I mean, so bad that my client refused to even let me leave the game. The path that the AI units take is so long that the whole map gets filled with zerg units. There's some rocks which I can only assume are there to shorten the path, but we couldn't figure out how to destroy them. Infesting towns makes this problem 10x worse. The zombies are so slow that they tend to get stuck at certain waypoints and just clog up huge portions of the map, blocking your own units which adds even more issues. I'd strongly recommend giving a different bonus for infesting towns. Maybe a few aberrations that spawn periodically instead of zombies?
Heroes
Stukov seems fine as a hero. Fungal Growth seemed a bit weak compared to his other abilities, but then that's probably down to how many stationary siege tanks the AI relies on. Allies can't "push" past his infested terrans, meaning that you can bodyblock an allied hero in, who will then probably die to siege tanks.
The Commando has a tiny vision range. Seems like he should have the best vision range.
The General is a really nice concept, but his mineral income method is so weird. You have to spawn units (which cost minerals) to destroy units (which grant maybe 1-2% of your unit's cost). I'd rather see the headquarters have energy, and calling in units costing energy. You'd then have the usual assortment of energy upgrades for him.
Infested Mothership isn't biological. I guess it makes sense, but it does kinda mean that you can't interact with basically all zerg healing. Prefer to see this unit be biological so that it can actually be healed!
Didn't try the rest!
Other
The Hero Assassins. Oh god why. They sit in your base, permanently cloaked, waiting to 2-shot you when you respawn. I'd really, strongly recommend putting these only on the harder difficulties. The effect they have on the game is "okay, I'll move my hero over here and
- why is my hero dead? Oh..."Late game vespene income is crazy-high.
Base defenses are so not value for money. Personally I think they should respawn like the nydus worms do.
I liked the map overall. Just a bit rough around the edges at the moment!