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- May 1, 2008
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NebRealms (Name Pending) v0.15
NebRealms
Got a better name?
Got a better name?
About | ||
This map is an RTS with unique gameplay mechanics that are not often found in RTS games. The only two that come to mind that share these mechanics are "Populous: The Beginning" (AKA Populous 3) and Battle Realms. Battles Realms being the game that influenced me to make this "RTS Engine" for many WC3 maps (I would hope) in the future to use this. Mainly just a few variants using this so people wouldn't go insane from playing the same game on the same terrain over and over. | ||
Units | ||
In most RTS games you play, you would pay resources to "magically" spawn units out of that building. Which I'm pretty sure you can admit this is in reality quite odd, but it's something that you do quite often in RTS games and regard it quite common. However, in this instead you have your people over spawn out of your Settlement; Your main building. Houses can increase the maximum amount of units you can control. The more units you have the longer it takes for a new one to spawn. |
Clearly nothing special, just your standard techtree here. | |
Training Units | ||
As you can see, so far you're just left with a bunch of spawned Worker Units. How you obtain specifically talented units is based on where you train them. Say you build a Barracks, if you were to send a Civilian there to train, it would become a melee-oriented soldier. If you build an Archery, it would train there to become a ranged-oriented soldier. Now if you were to send it to train in both it would combine it's learned knowledge and become better in both regards. As you can see if you were to have many buildings like this very fast a mass amount of cross-training possibilities can be made. So far, I'm only letting a unit train in two places maximum or else I would have far too many units to come up with. Plus one or two very specialized buildings. For Heroes I only plan to have them be slightly buffed regular units that you can only have one of at a time. There will be one hero-type per unique unit-type. Example: Units are Soldier, Ranger, and Monk; There will be a Soldier Hero, Ranger Hero, and Monk Hero. I also don't plan on making Heroes extremely overpowered unique units. Rather I plan on them being only slightly stronger than their standard counterparts, an additional ability or two (nothing too major), and a lot more health so they don't die uber fast. |
As you can see there are lots of choices. Four Tier 1 Units, Six Tier 2 Units, Ten Tier 3 Units (Heroes), and a second Worker Unit. If I had added 3-way training there would be a LOT more units. If you were to make a mod of this map for example, and you had enough appropriate models you could do it. All the units at the bottom branched off of other units are summoned units. | |
Resources | ||
On top of the standard WC3 resources, this map has Honour. Honour is accumulated from successful enemy kills. Over long periods of time if you choose not to enter combat with enemy players, your Honour will diminish if it is not spent. Other players who are actively engaged in combat with each other will continue to obtain Honour. Honour is used to train Tier 3 (Hero) Units, Eternalize Ghouls/Ents, and for the stronger unit researches. | ||
Upgrades | ||
Every unit "type" has 2 attack damage upgrades, 2 armour upgrades, and a general upgrade. From that point on each individual unit will have their own upgrade. As well as plenty of others. All the more advanced and powerful upgrades will require honour. | ||
Gameplay | ||
The way it plays out, even though every player will often be approximating around the same amount of units (Especially at the beginning); Any good micromanaging, macromanaging, active, and often battle successful player will be promptly rewarded. Advanced tactics will help players win battles. When to use healers, targeting the right units with the right units, fleeing if and when necessary will all be very important. Every unit has sensical strengths and weaknesses. Just like players. Communicating with others in team games will make it easy to ambush opponents or "friends" who you only use for your own gain. | ||
Game Modes | ||
In the first 15 seconds of the game, the host of the game can setup several of many game modes. Which allow you to changed starting resources, units, reproduction rate and honour rate. You can choose modes which set these individually, or choose Ragnarok Mode (or even Ragnarok Mode 2) which gives a mass amount of all of these for a quick paced game. | ||
Alliance System | ||
This map has a custom alliance system. When in game and when the game has started, you can send several chat commands to Add/Remove Alliances, Show/Hide your unit's vision, and even give armies to allies to help back them up if they really need it. | ||
Post-Script | ||
Please leave any comments about my map, have you the urge; As well please leave any helpful criticisms to help me improve on my methods and my map. Also, I will never "Protect" the map, feel free to fiddle with this, as long as I get some credit ;D. Similarly if you would like to help me work on the main project itself, feel free to ask and offer your services. In need a decent terrainer for creating the actual terrain that the game will be played on! |
Download |
NebRealms v0.15 1v1 Test Map |
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