- Joined
- Sep 13, 2006
- Messages
- 13
This map (although the data can be exported and be applied on any map) is to feature subfactions and focuses on territorial claim and strafing. Currently I finished gathering potential models (AUTHORS WILL GET CREDIT!) and have already started on the units, upgrades, and abilities. This will take some time, as I will also have to translate the work since the default language is not english.
New Features
I. Subfactions
All 4 original races will be split, with 3 subfactions for each of them. There is no truly
"vanilla" faction, and each faction emphasizes a type of play, for example, Dwarves will be a steamrolling faction due to a more varied and potent array of vehicles. I will attempt to balance it as much as possible, and when I submit the map I will visit the post frequently for constructive criticisms.
II. Focus on territorial claims
In Warcraft III, there are already neutral buildings that are accessible by all players, such as the Goblin Merchant and Goblin Laboratory. Now certain buildings can be "commandeered" for their own use. For example, a refinery provides constant gold income, while a newtual lumber mill would provide constant lumber income, yet even more rune factory allows for rune items, some being permanent. This allows for more strategical sites which probably would be heavily contested.
III. Strafing and unorthodox strategy
This map will encourage flanking, strafing, and other kind of unorthodox strategy. Elves for example can also camoflage on the night, while some Dwarven vehicles will be amphibious, while crusaders and lower paladins can turn temporarily invincible.
IV. New array of items
New items will alter the tides of battle if used properly. Rune factory will provide runes that gives bonuses, heal hero and units, or cast spell on enemies, while chemical factory allows for cheaper and/or more potent potions.
Other ideas accepted after consideration.
Release of english beta version is likely to be in late December or early January.
New Features
I. Subfactions
All 4 original races will be split, with 3 subfactions for each of them. There is no truly
"vanilla" faction, and each faction emphasizes a type of play, for example, Dwarves will be a steamrolling faction due to a more varied and potent array of vehicles. I will attempt to balance it as much as possible, and when I submit the map I will visit the post frequently for constructive criticisms.
II. Focus on territorial claims
In Warcraft III, there are already neutral buildings that are accessible by all players, such as the Goblin Merchant and Goblin Laboratory. Now certain buildings can be "commandeered" for their own use. For example, a refinery provides constant gold income, while a newtual lumber mill would provide constant lumber income, yet even more rune factory allows for rune items, some being permanent. This allows for more strategical sites which probably would be heavily contested.
III. Strafing and unorthodox strategy
This map will encourage flanking, strafing, and other kind of unorthodox strategy. Elves for example can also camoflage on the night, while some Dwarven vehicles will be amphibious, while crusaders and lower paladins can turn temporarily invincible.
IV. New array of items
New items will alter the tides of battle if used properly. Rune factory will provide runes that gives bonuses, heal hero and units, or cast spell on enemies, while chemical factory allows for cheaper and/or more potent potions.
Other ideas accepted after consideration.
Release of english beta version is likely to be in late December or early January.
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