Bombers And Runners
Map By Gorukant
I highly recommend to download the Demo to have a first glimpse about the map (run in SinglePlayer and watch): http://www.epicwar.com/maps/91801/
Lots of artillery units and explosions:
Only Runners can destroy enemy bridges:
Lots of blood:
Tactical View over battlefield:
Brief Description
This is a map which in many ways is similar to a standart melee map. However the gameplay is focused on the general strategy of the battle rather than small tactical manoeuvres. Hence saving you from dealing multiple issues at one time.
Gameplay Overview
This map puts you into position of a field-commander. As a commander you lead an army into the battlefield.
Unlike standart melee maps, you don't have to bother giving commands to each unit. Once a unit is trained, it automatically moves to attack. This lets you more freedom to think about the overall strategy of your team instead of messing with numerous units. Only when the units are stopped or stucked you may find necessary to give them orders. In this case just select them and right-click anywhere on the map, they will get in motion.
Although you are assumed to deal with general aspects of your forces that doesn't mean you will just sit and watch. You have to respond enemy tactics and try yours to push them while specifying your team strategy with your allies.
Gameplay Details
Your main goal is to defeat the enemy with your allies by destroying their bridges. To do so, you must train a special unit who is the only unit that can deal damage to bridges in the entire game: "Runners". Runners are also the only source which increase your income.
You have periodical income. The amount of income is increased with each Runner you train. As start value each Runner trained increases your gold and lumber income by 5. This value can be upgraded. Other than that, you gain bounty gold by killing enemy units.
To provide more flexibility in tactics I decided on adding "Expiration-timers" on units. Each trained unit has a limited life time. It dies automatically when its timer expires out even its hit points are above zero. This brings more dynamic tactics in order to gain superiority on battlefield.
Story Background
This map is not about attempting to form a creative storyline. If this map is about nothing else but one thing, then it's about 'Gameplay'. So the story just stands as a helping aspect to provide a background. In fact the bridge stuff in game is put there only for giving a story basis. They were not existing in my early designs. All I wanted was to make a competitive map for no-gosu noobs like me and give the feelings of epic battles, all those guts and blood spread everywhere, huge explosions, etc. So, if the story is necessary then here's the bet:
The game takes place in a Warcraftish world and era. The land is seperated by huge chunks of water forcing the livings on it to shelter into safer grounds. The map where this game takes place is just one of those various seperated islands and peninsulas. However some recently occured events have arisen the question of an incoming disaster as depicted in the myths. Upon the new situation, the local governors have gathered their men and consulted with their most reliable advisors about the possible steps that may be taken. Most of the elder sages agreed that it was the sign of the approaching end and informed their rulers that they must take actions sooner. So the decision is made, the preperations for the evacuation has begun. And you, being the most trustworthy commander of your civilization, is chosen as the leader of your people in these dark ages of history to guide them safely through the unforeseen future.
But there was a problem. The enemies of the past who were slipped from memory were once again on your path. The ones who were once you had fought against for the dominance of the territory has also been alarmed by the recent events. Seeing them as the signs of the incoming cataclysm, they have already set their way through. However to the place where you and they are supposed to go, there may not be enough resources for both. Even the land itself may manifest as a deadly hostile. Shrouded in these uncertainties you have taken a decision. A decision, which would change the fate of all of you!
Now you have been convinced that it better to deal them sooner rather than later, you have decided to launch an early assault upon your very enemy before they could even become a greater threat. Destroying the only bridges that give the passageway from their protected lands to the open area would be enough to imprison them for eternity.
..Only if they hadn't thought the same...
Credits
Models, icons,.. credits are in Quest Menu.
Final Notes
The map is in its playable version. However as map making is a very time consuming process and I am alone, I intentionally dropped off some of my ideas which I saw them as less important. In fact, the content and gameplay mechanics I wanted to include at the beginning were much more. So I only focused on core elements needed to make a playable map with a main goal and an ending.
Though this is the final state, I can make minor or major modifications according to your comments.
Please leave comments. Bugs, suggestions, performance,.. I'll care.
Update:
- Added screenshots (here)
+ LoadScreen image resized to 512x512
+ Opening camera focuses on base
+ Start tips last longer
=> updated to v1.01
+ Fixed all cameras at start
+ Corrected Loading Screen typo
+ Removed unused models, map size decreased
+ Initial resources changed
+ Ending camera angle changed
+ Fixed End game Tip Remind and ending speech clash
=> updated to v1.02
Keywords:
cannon, mortar, Runner, bridge, mass army, explosion, artillery, guts, blood, gore, dust, catapult, trebuchet, realistic, strategy, tactics, competiti