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    posted a message on Power Scaling

    Hey guys, as I was working on my map (pretty standard defense fare) I was thinking about power scaling and how maps handle it. The way most maps do it is enemy health goes way up and you have to upgrade your defenses to match it like "Shoddy Tower" into "Tower" into "Super Tower" etc. I don't mind this at all and have played lots of maps where this works well and it generally brings a good sense of reward with it like upgrading or building a very strong splash tower and watching entire waves of enemies disintegrate.

    The problem is that there is a very clear difference between low power units and high power units to the point where in just a few waves units become completely irrelevant and need to be upgraded to be of any use.

    The way I am thinking of making my map is in a more Starcraft like fashion where even your starting units (Marine, Zergling, Zealot) remain relevant all throughout the game through upgrades (such as Stimpack) or supporting units (like Medics) or being more cost efficient than anything else.

    The problem with this is that it's harder to make the player feel rewarded for progressing. The map still punishes you for not playing well but it doesn't reward you by giving you bigger guns to play with so it can make players not want to play the map.

    So I made this thread to ask you guys what do you prefer? The more traditional "Splash Tower lvl 1 -> Splash Tower lvl 2" or just have it cut out. Do you think maps where power doesn't grow exponentially have a decent chance at succeeding?

    Posted in: General Chat
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    posted a message on Automated Refineries are visible through fog??

    Yes but it just does not seem to work for text actors, temporarily solved this with triggers

    Posted in: Data
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    posted a message on Automated Refineries are visible through fog??

    I tried this but it didn't work for me

    Posted in: Data
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    posted a message on Eve of Battle

    What is Eve of Battle?

    It's a fast paced RTS played out in small, arena-like maps. Inspired by Dawn of War, you start out with a few units and a worker. There are many different tech paths available to you as well as the enemy. Battles can be over as quickly as a few minutes and will generally not drag on for very long. It is designed around constant aggression with early units having high amounts of health to encourage moving towards your enemy base the moment the game starts until the very end.

    Where to play?

    You can find it on EU and US under the name Eve of Battle. Join the channel Eve of Battle if you want to talk about the map or find a game however I am EU so you won't find me on the US chat.

    How to play?

    The ingame tips provide some information on some basic things, however you will have to find out more yourself. I know the protoss hints are unfinished right now, I'll expand on them later. Just know that assimilators require a power source, you only need one pylon at the start and to get gas you need to upgrade your pylon.

    Here are some pictures to look at

    Posted in: Map Feedback
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    posted a message on Text Actor & Fog of War

    I would like an answer to this, it's been bugging me for a while now.

    Posted in: Data
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    posted a message on Custom Mod Files

    Is it possible to automatically use the latest version of your own mod file on one of your own maps without having to reupload the map with the updated mod file, and if so how can I do that?

    Posted in: Miscellaneous Development
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    posted a message on [Release] Catalyst

    I did fine against a 3 tank setup with 2 tanks and a healing wraith, sell both guns and go double heal from start with power diag. Move on to T2 fighter with more heals and finally get a battlecruiser for lots of healing and droney goodness, they could not kill those 2 heavy armored tanks even with 3 of them.

    Posted in: Project Workplace
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