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Galaxy Risk v2 beta

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Galaxy Risk is a risk set in generic futuristic galaxy teeming with life and planets. You are a Galactic Emperor watching from the Tavern at the end of the universe while competing with your rivals to control the largest portion of the known universe.

Like most risk maps the map is split up into territories each controlled by three to six control points that must be captured to the hold planet. Once you have control of the planet income will be distributed every 35 seconds depending. You can then use this money to buy ships and move you army to other planets.

In alot of risk games as the game approches the end it turns into unit swarming contest and wholely a numbers game. To counter this in my risk ive added a very futuristic balanced rock paper scissors element such as that in castle fight and some other features to take away any facerolling fights.
Weapon type;
Anti personnel: 150% damage to Civilian armour 50% to Adamantium plate
Laser: 150% damage to military armour 50% to Robotic
Plasma: 150% to adamantium plate 50% to Military armour
Ionic: 150% damage to Robotic 50% to Civilian armour

And then four unit classes;
Defensive: low damage, highest armour and health
Aggressive: highest damage, normal health, normal armour
Fast: low damage, normal health, normal armour, fast attack speed
Trained: A mixture of all three, faster speed, greater health and damage but not to the exstent of any of the others

Unit costs, Each units cost increases its base values then plus its class modifiers the cost brackets are:
1m
2m
3m
4m 1c
5m 2c m for metal c for crystal

The game has three game modes, FFA Teams of 2 and Multiteam where you can make complex alliances involving whoever and as many people as you want. And at the start of the game you can pick the income options either low, medium or high.

The map so far hasn't had much large game testing so feedback on any of your own experiences would be great and keep in mind this map was designed with the pro risk player demographic in mind.
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Credits to Illidan(evil)X and olofmoleman

Keywords:
space galaxy risk scifi
Contents

Galaxy Risk v2 beta (Map)

Reviews
18:47, 7th Jan 2010 ap0calypse: Approved
Level 18
Joined
Feb 28, 2009
Messages
1,970
Hmm, another galaxy risk-styled map.
But anyway it`s well-done, descriptions are good, the map works well and other things like that. To the wrong things: pretty small number of possible units for few planets (maybe it was supposed to be so, to get units from other planets to help them), on tutorial the text was disappearing sometimes a little bit too fast, and I think you should make a vote before it, if players want it, because if most of people have played it before, the may don`t want to watch this again, and those, who haven`t can read about it in quests (F9).
Hmm, and I think planets are a little bit too small. If you leave it as it is now, the map will have fast gameplay, because of small number of control points on planets. If you make them bigger, the gameplay will be harder and longer.

Overall it`s well-done as it is now, what is enaugh to vote for approval.
 
Level 2
Joined
Jan 4, 2010
Messages
13
Thanks for the feedback Krisserz great comments.:thumbs_up:
The low amount of units on each planet is as you rightly suspected at try and provoke players to go to different planets to find the key units they need in situation and almost all planets have a intentional flaw such as no laser weapons to fight off a robot invasion :smile: and give the attackers a small advantage compared to the defenders advantage of controlling the key terrain. Plus I feel spreading the unit types all over and having lots of unique units adds a bit more flavor to each planet.

And as for the tutorial problems i wasn't aware until I start testing in multi player so ill change that and make it optional.

As for to make the game play longer I'm adding new planets 8 times bigger then the current planets that will be unlocked at 10minutes 20 minutes ect to capture to get all players involved on one planet at once.

And no i haven't played star wars risk the game was inspired by a old text based internet game.

If you would host it ham that would be awesome :thumbs_up:
 
Level 2
Joined
Jan 4, 2010
Messages
13
Ah yeh i did't realize that was a problem because i always pick the modes fast and the trigger is value chosen by red X number of planets I mean i could say just pick the modes faster like in dota if you dont type the game mode fast enough its your fault but ill fix it in the next version and credit your testing :grin:
 
Level 2
Joined
Jan 4, 2010
Messages
13
Just had a very constructive session with beta testers beside all the bugs i will be fixing the new changes that will be implemented in the next version are:
*A over work of the space system this will include
-Food cap will be removed from ships and instead given to buildable buildings
-new space ship models
-a teching system
-doing away with the battleship style attacking instead each ship will have multiple gun and you will pick their targets.
-A rework of the ship types down to a few select ships: Fighter, Cruiser, Battleship, Colony Ship , Recycler and Deathstar
-Fighters,Cruisers,Battleships will be upgradeable through the new tech system to improve thier weapons/ weapon types ect
-Colony ship will be the only transport and upgradeable to hold more units if its possible past the current restrictions of 12
-Deathstars will be at the end of a long teching line and very strong however players will be able to halt the last stage of teching as a research station will have to be built on planet 20 and the players will be notified they have 5minutes to try stop the ship being built.
-Recyclers will be able to lay mines in space and build other defenses and build on top of planets a orbital defense ring that stops other players entering it to capture it without destroying the ring first.
-All ships will be able to carry units just not as many as the colony ships
-Ships will be rebalanced so that they can fight ground units without unbalancing the game

*Ships will be built on the planets surface as will other defenses such as walls and turrets. (The way gate on the surface will sell building units)

*Gone will be the excess metal and crystal you will be waiting on your income more then ever Players will be able to build the following on their planets surface:
-Research center
-Plasma turret
-Rocket turret
-Pillar boxes (where units can be put to shoot in defense)
-Weak barricades
-Shipyards
-Nuclear missile Silo (maybe depending on how it can be balanced)
-The turrets will be build able on the control points to form a effective way of defending them.
-Unit armor types and weapons will be upgradeable at the research centers but it will cost massive amounts of money to try reduce the effectiveness of just massing.

*Emperors and the tavern at the end of the universe will have a more key role as the tavern will sell metal and lumber in a physical form that emperors can swap to help buy off a rival or forge alliances

*The tutorial is either going to get reworked or scrapped i haven't decided yet but if i'm keeping it you will be able to opt out of it and just talk till its over.

*Thinking of expanding the space area to spread planets out and increasing the speed of spaceships to compensate.

So whats your review on the changes? Do you have any ideas of your own on how to improve the map?

I'm looking for any graphic artists to make a loading screen and or new logo for the map ill do the compression and conversion so don't worry that a interface would be great too if someone can do the images and ill set it up.

Btw players have mentioned that the name could be improved to increase popularity with the BNET community do you agree or have any name suggestions that will make it more appealing?:confused:
 
Last edited:
Level 18
Joined
Feb 28, 2009
Messages
1,970
Btw players have mentioned that the name could be improved to increase popularity with the BNET community do you agree or have any name suggestions that will make it more appealing?
Something more creative than "Galaxy Risk" ? ;p
I have no idea for such a name ^^
(I`d probadly only chenge that "risk" in the name to something other (like conquest (there is a map with such a name already :/)))
 
Level 2
Joined
Jan 4, 2010
Messages
13
Just updated the page with some images at the top to improve the description
currently im looking for any issues people are having with the new version and looking into improving the tech and ship combat system further. :smile:
 
Level 2
Joined
Jan 4, 2010
Messages
13
My exams finish today and like promised heavy beta testing starts today in anticipation of a v2.1 which to remove all bugs from v2 and improve the teching and spaceships which tbh still don't feel fully completed im english so ill start hosting tonight on europe at 5pm gmt then move over to US west later on
 
Level 11
Joined
Nov 12, 2006
Messages
765
reminds me of Star Wars galactic risk, were you inspired by it at all?

Im glad somebody remembers my map hahah. I looked at the minimap of this game and was like "oh boy this is probably gonna pawn my star wars risk map"

And then I looked at the terrain minimap image (when you scroll your mouse over minimap) and noticed that the terrain positions was eerily similar to mine. So for a second I went "hey, what the hell! Im gonna have to investigate this!"

And after thorough investigation, your map and my map were not copies off each other. And yours is a lot more advanced and in various occasions, the terrain/unit tool tips are much better.

Agh, If you only knew the power of the Dark side.
 
Level 2
Joined
Feb 12, 2009
Messages
25
This game really needs it's own models. Feels too unsci-fi without sci-fi models for land units.
 
Level 2
Joined
Jan 4, 2010
Messages
13
This game really needs it's own models. Feels too unsci-fi without sci-fi models for land units.

At the moment im working on just improving the maps most important features which is gameplay and microing

Im glad somebody remembers my map hahah. I looked at the minimap of this game and was like "oh boy this is probably gonna pawn my star wars risk map"

And then I looked at the terrain minimap image (when you scroll your mouse over minimap) and noticed that the terrain positions was eerily similar to mine. So for a second I went "hey, what the hell! Im gonna have to investigate this!"

And after thorough investigation, your map and my map were not copies off each other. And yours is a lot more advanced and in various occasions, the terrain/unit tool tips are much better.

Agh, If you only knew the power of the Dark side.

Yeh when I made my map I didnt really have much experience of sci fi risks and I just felt it was the natural progression after making my last two risks on a planatary scale to see how far I could push the scale in risk to what level I could take it to and I feel ive made it so big it makes it truely like a empire in space would be that what happens on a few planets is largely insignificant and that its impossible to defend from all directions. At the moment though the system on my map isnt in place to help players control their empires to a degree that would allow them to truely enjoy the game which is something ill be having a look at your map to see how you deal with it.
 
Level 5
Joined
Dec 7, 2009
Messages
96
Okay, this game has a lot of potential, and I can see this game going far. Everything is really well made. The only thing I see that is VERY unbalanced of this game is the Deathstar ships, and the other battle ships. I mean, it gets to a point where making units is futile and just not worth your time and money on making them since they get one shotted by those ships:thumbs_down:. The units barely tickle those ships. I think it just ruins the whole concept of the "risk" game. Once people do all the research for it, it's impossible to destroy them or stop them. Not to mention the AoE effect they have. Those turrets are as well useless against those Deathstars. To be honest, once it gets to that point, people started leaving, and started to get boring of just massing battle ships and Deathstars. They can ALSO take over the unit production buildings. In my opinion, these ships are way too over powered.
Suggestions: Maybe try removing those battle ships and Deathstars, it will make the game more fair by ALOT. But let the cargo ships in there though.
Overall: I'm rating this map a [4/5] since I can see that you put a lot of effort in it, how everything is well made, the terrain, the nicely done descriptions, and the variety of units you inputted in this. If you ever remove those ships and Deathstars, or make them a lot weaker. I'll be more than happy to rate this a 5/5. :thumbs_up: Keep up the good work. :infl_thumbs_up:
 
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