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Island Strategy Wars

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Island Strategy Wars


Gameplay

In Island Strategy Wars you have to get control points and build income- and unit-producing structures on them in order to survive or have the best score in the end of the game.
There are 2 types of control points: Production resources and military resources.
Production resources increase your income, while Military resources create forces to attack your enemies.
Some production resources are placed in a terrain, that grant extra bonuses to some buildings.

Every 30 seconds, a round is over and you get gold and material depending on your income.



Game-Modes

Gamemodes are: Round limit, Score limit and deathmatch.

In both Round and Score limit, you need the best score at the end in order to win the game.
The game ends after the defined amount of rounds are finished/ a player reaches the Score limit. Each building grants score.
Deathmatch only ends, if one player is the last survivor and has destroyed all other players bases. Score is not needed for this mode.


Features

This game is some new type of strategy game, that can be
played as well as minigame with low round/score limit, as well as a game with high limits, taking a lot of time, or as Deathmatch.


Below you can see all buildings and researches, that are currently in this version:

Clay Pit, Well, Lumberjack and Telescope

The basic buildings all grand a Gold income + 2, Material Income + 1 and Score + 1.
If built in the right environment, they grant and additional Material Income as well as a special ability or aura.
Gold Mine

Gold mine grants +5 Gold Income and +2 Score and an additional
+2 Gold Income, if built in the mountains.
Lumbermill

Grants Gold Income + 3, Score + 2 and for each Lumberjack in 800 range an extra Material Income + 2.
Farm

The farm produces 2 food, gives +2 Gold income and +1 Score.
Warehouse

The Warehouse grants a Material Income of 3 and 2 Score.



Barracks

Grants +5 Score and creates Footmen and Knights.
You can research Discipline here.
Archery

Adds +5 Score and creates Archers and Trappers.
You can research Vulture's Eye and Trap Expert here.
Monastery

Grants +5 Score and creates Priests and Soceresses.
You can research Faith here.
Laboratory

Grants +5 Score and a lot of researches.
If researched, you can produce Siege Weapons here.
Researches are Restoration, Chemistry, Animal Experiments and Siege Weapons


Restoration

Increases health of all buildings and grants a health regeneration bonus
on level 2.
Chemistry

Allows your trappers to place stun traps, and your Archerys to research Trap Expert
Discipline

Increases the damage of Footmen and Knights.
Faith

Increases health and movement speed of your Priests.
Invention

Allows you to build Laboratorys.
Siege Weapons

Allows your Laboratorys to produce Siege Weapons.
Further increases damage & attack speed of Siege Weapons on
level 2 and 3.
Vulture's Eye

Increases the damage and range of Archers.
Trap Expert

Allows your trappers to see hidden traps.
Animal Experiments

Allows your Sorceresses to use their Polymorph skill.
Production

Allows your Workers to take neutral Production Resources.
On level 2, also enemy resources can be taken.
Military

Allows your Scouts to take neutral Military Resources.
On level 2, also enemy resources can be taken.


Progress


Terrain: 30%
Triggers: 90%
Units & Researches: 80%

What is needed:

A terrainer & beta testers
 

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