- Joined
- Nov 12, 2018
- Messages
- 74
Hello all! I'd like to showcase and get feedback on my most recent project, Conquestcraft. Conquestcraft is an RTS map inspired by the Command & Conquest franchise, while still maintaining its own unique vibe. It is meant to be as simple in nature as possible (simplicity is bliss), but still offering many interesting strategies, units and structures to play around with, not sacrificing quality for quantity.
Mechanics
Building in Conquestcraft varies drastically from Warcraft III melee. Instead of using workers, you have a menu (hero) that you can build with anywhere! The restriction, of course, is that you can only build near other structures. To bypass this, you can build Construction Yards using a Construction Soldier, which can be built anywhere with no restrictions, then building your structure in the area.
Income works differently as well. You can send any non-flying unit over to any Crystal or Super Crystal, then you can simply build a Power Plant or Nuclear Plant next to it. The limit is 1 plant per player per crystal, and this adds to your Income. You get Cash every 6 seconds, and your Income is how much cash you get in a full minute. (Oil Ships can also turn into Oil Rigs over Oil, another source of income.)
Once you have a stable income, make a Naval Shipyard, Barracks, Airport or Tank Factory, and begin your conquest! Each unit is meticulously designed to be balanced yet not unfun, with planes moving like real planes and shooting down at enemies on the ground, soldiers coming in pairs, kamikaze tanks that can blow themselves up, battleships that can siege coasts, stealth bombers that can cloak themselves, vehicles that units can enter and interact out of, and so much more.
Finishing Remarks
The map attached is the first of many to come, but I hope the current terrain will suffice for a combination of naval, aerial and ground combat.
We have a discord server you can join!
I would love some thoughts, feedback, testers and whatnot, so feel free to join our discord server if you're interested.
A release in the map section will probably not come anytime soon, as I'd like to focus on adding some more in-depth mechanics, some new units/structures, and balancing/fixing bugs.
Thank you to @SgtWinter for the creation of various mechanics, and helping with balance, feedback, UI.
Mechanics
Building in Conquestcraft varies drastically from Warcraft III melee. Instead of using workers, you have a menu (hero) that you can build with anywhere! The restriction, of course, is that you can only build near other structures. To bypass this, you can build Construction Yards using a Construction Soldier, which can be built anywhere with no restrictions, then building your structure in the area.
Income works differently as well. You can send any non-flying unit over to any Crystal or Super Crystal, then you can simply build a Power Plant or Nuclear Plant next to it. The limit is 1 plant per player per crystal, and this adds to your Income. You get Cash every 6 seconds, and your Income is how much cash you get in a full minute. (Oil Ships can also turn into Oil Rigs over Oil, another source of income.)
Once you have a stable income, make a Naval Shipyard, Barracks, Airport or Tank Factory, and begin your conquest! Each unit is meticulously designed to be balanced yet not unfun, with planes moving like real planes and shooting down at enemies on the ground, soldiers coming in pairs, kamikaze tanks that can blow themselves up, battleships that can siege coasts, stealth bombers that can cloak themselves, vehicles that units can enter and interact out of, and so much more.
Finishing Remarks
The map attached is the first of many to come, but I hope the current terrain will suffice for a combination of naval, aerial and ground combat.
We have a discord server you can join!
I would love some thoughts, feedback, testers and whatnot, so feel free to join our discord server if you're interested.
A release in the map section will probably not come anytime soon, as I'd like to focus on adding some more in-depth mechanics, some new units/structures, and balancing/fixing bugs.
Thank you to @SgtWinter for the creation of various mechanics, and helping with balance, feedback, UI.
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