Rally the Troops

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Rally the Troops

terran90x100.png
zerg.png
protoss90x100.png


About the map
Genre: Tech wars
Maximum players: 5 vs 5
Suggested players: 2 vs 2
Current status: Published
Description: Each player controls a worker to build a selection of structures.
Structures automatically train units that will attack-move to the opposing Observatory.
A player needs to counter the opposing waves of attack while pushing in his/her own army to destroy the Observatory.
Once the Observatory has been destroyed the destroying team wins the round.


Getting income
Players have 3 ways to get resources:

Production
Production is given to a player each time the income timer expires. The amount of production depends on the race:
Terran - Structures produce 1/25th of their cost [currently unavailable]
Zerg - Structures produce 1/20th of their cost
Protoss - Structures produce 1/30th of their cost
Production is reduced for players with a high income.
Production continues even when the structure itself has been destroyed, unless it has been destroyed using Salvage.

Bounty

Bounty is given each time a player kills an enemy unit that has been trained by a structure.
In general the amount of bounty given by a unit equals the production of the structure that trained that unit.
An exception to this rule is the Zergling since multiple Zerglings are trained at a time.

Salvage
Salvage is an ability available on each structure buildable by the worker.
Using it destroys the structure and returns 100% of the build cost to the player.
However, the refund is reduced for damaged structures and the Production added by that structure is removed.
Getting income
Looking for feedback
Now that this map is available on Battle.net I'm looking for people able to test my map and come with suggestions for costs, units, balancing, bugs etc.
Feel free to post about the map.

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Level 18
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Sounds cool. It just misses something to make this one better than all of the others maps like this.

I was hoping to release the first map of this kind on Starcraft 2, but failed at that when Nexus Wars (the only map I know of the genre currently on BNet) came out. :p
I'm now focusing on making each unit unique and useful so that my map will be able to compete (and hopefully win) with the other maps in its genre.
 
Level 18
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*bump*

I have updated the map by the way to add Terran (balancing might be off though and the legendaries have yet to get unique abilities).
The latest version now supports 2 vs 2, 4 vs 4 and has 6 vs 6 added (although I do not suggest this mode).
With a mode for less players I'm hoping that the game will be a bit easier to fill since I need to get it hosted a bit.
 
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Speaking of nexus wars. I HATE that game. It just uses normal melee game units. I like melee, but I play a custom game b/c i want something custom. There is also Colony Line Wars. It has some resemblences to Tech Wars. Not a ton but some similarities. It has unique units though which makes me happy about it. I hope this project of your becomes popular so people would play it, i'm thinking of trying it tommorow.
 
Level 18
Joined
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Speaking of nexus wars. I HATE that game. It just uses normal melee game units. I like melee, but I play a custom game b/c i want something custom. There is also Colony Line Wars. It has some resemblences to Tech Wars. Not a ton but some similarities. It has unique units though which makes me happy about it. I hope this project of your becomes popular so people would play it, i'm thinking of trying it tommorow.

Haven't played Colony Line Wars although I know what you mean with Nexus Wrs. I'm doing my best making sure units are unique in their own way (haven't achieved that for all so far, but I'm updating the map whenever I can). :p

Currently doing some adjustments to keep income fair in case players leave.
 
Level 18
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*update bump*

So I haven't been able to do a lot with this project lately, however today I checked the map out with matyko since I was hoping to fix some balancing issues I found earlier and it turns out all units magically lost all their models even though everything worked alright when I played the map a few patches ago. Does anyone know if this was a common problem with the last few patches (and hopefully how to solve it without having to redo all units)? I'm hoping to at least keep my map playable. :p
 
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