I've almost finished a map, "Twilight Islands" and am just wondering what it's overall popularity is likely to be. The map has for "bases", in the corners, but of a fair size. The team primarily works at the beginning cleaning up their own "base" as trouble has gotten there just before the game begins.
Basic Idea: There are four teams, and three players in each team, each playing a different power in the team, sorta like H&E.
Players: One plays a command role, controlling a town hall and a few peasants, you can probably get a rough guess about after that. Another plays a "hero" or RPG role, commanding at first one hero, working up to three, roughly protected by the command player, and helping the commander in certain places. Finally the last player controls a "Deity", who is not able to enter the field often, but is lethel when he does.
Objectives: The empire player just harvests resources and builds buildings to get on his feet, while the hero player kills local creeps.
Later, the players work to unlock the center, enabling the empire players easier access to other teams, (explained below) the hero players quick access to most anywhere as well as the purchasing of powerful items and resource trading. (wood to gold and vica-versa)
Finally, toward the end, the deity player is able to incarnate himself, but requires all of the major upgrades from all allied players and himself, and afterwards, he has a tail-kicking hero-like thing, which he must get to a certain level and send to the center.
Economy: The empire player harvests wood with peasants and gets gold every few seconds, (the amount and rate of which can be increased with certain upgrades) the Hero gets both gold and wood from killing creeps and other enemies, while the deity gets a small amount of gold and wood from every unit that dies (more though from hostiles than from freindlies) and cannot get food by themselves, as they require sacrafices from the empire to show loyalty. (1 food per level of sacraficed creature)
Center: At the start of the game there is an area known only as "the center", surrounded by water, blocked by force fields, and guarded by powerful hostile creeps, to open the force fields, one must activate one of the circles of power at the four sides of the islands, killing a respective guardian dragon to do so, and than the one who activated it must go to the force field facing the activated circle, but only the owner of the circle may open the fields, so if another takes the circle in their absence...
The command player, after the center is unlocked, can get generals, (but must sacrafice a dragon first) who are rather powerful and automatically respawn after a period of time.
At the start of the game, invulnurable anti-air towers prevent any units from crossing through the center, but are destroyed when the center is unlocked.
Four warp gates, connecting to importent locations on the main island area, start the game dormant, but open when the center is unlocked.
Also, please post comments on where it can use work and questons about it.
Basic Idea: There are four teams, and three players in each team, each playing a different power in the team, sorta like H&E.
Players: One plays a command role, controlling a town hall and a few peasants, you can probably get a rough guess about after that. Another plays a "hero" or RPG role, commanding at first one hero, working up to three, roughly protected by the command player, and helping the commander in certain places. Finally the last player controls a "Deity", who is not able to enter the field often, but is lethel when he does.
Objectives: The empire player just harvests resources and builds buildings to get on his feet, while the hero player kills local creeps.
Later, the players work to unlock the center, enabling the empire players easier access to other teams, (explained below) the hero players quick access to most anywhere as well as the purchasing of powerful items and resource trading. (wood to gold and vica-versa)
Finally, toward the end, the deity player is able to incarnate himself, but requires all of the major upgrades from all allied players and himself, and afterwards, he has a tail-kicking hero-like thing, which he must get to a certain level and send to the center.
Economy: The empire player harvests wood with peasants and gets gold every few seconds, (the amount and rate of which can be increased with certain upgrades) the Hero gets both gold and wood from killing creeps and other enemies, while the deity gets a small amount of gold and wood from every unit that dies (more though from hostiles than from freindlies) and cannot get food by themselves, as they require sacrafices from the empire to show loyalty. (1 food per level of sacraficed creature)
Center: At the start of the game there is an area known only as "the center", surrounded by water, blocked by force fields, and guarded by powerful hostile creeps, to open the force fields, one must activate one of the circles of power at the four sides of the islands, killing a respective guardian dragon to do so, and than the one who activated it must go to the force field facing the activated circle, but only the owner of the circle may open the fields, so if another takes the circle in their absence...
The command player, after the center is unlocked, can get generals, (but must sacrafice a dragon first) who are rather powerful and automatically respawn after a period of time.
At the start of the game, invulnurable anti-air towers prevent any units from crossing through the center, but are destroyed when the center is unlocked.
Four warp gates, connecting to importent locations on the main island area, start the game dormant, but open when the center is unlocked.
Also, please post comments on where it can use work and questons about it.