I was browsing this site yesterday when I noticed that someone had actually taken the time to modify my old map (Regicide) and rereleased a version about a couple years after I had "officially abandoned" it. Quite frankly I'm rather flattered that someone would view my work as worthy of such treatment. Anyways, the point here was that I didn't exactly abandon the project, but rather have been more or less fiddling with the map for the purpose of entertaining my close friends at LAN parties. Apparently there is someone out there interested in this stuff, so I am going to go ahead and share what I've done.
What is Regicide?
Regicide is an Attack/Defend type map, set up somewhat similar to an AoS. The primary objective is the King; one team, the Rebel Militia, has ~45 minutes to plow through a fortified city in order to slay said King, while the other, the Royal Guard, seeks to stop them.
Although the map has the three generic "lanes" that are characteristic of this map style, each lane is designed differently: a western lane travels through the streets and alleyways of a crowded city, the central lane carves through the heart of the city and its various fortifications, while the eastern lane passes through the outskirts and forests. Each lane is decorated carefully to allow for both tactical finesse as well as general aesthetic value.
How does it work?
Players control a single, unique Hero unit throughout the game, each with 5 custom learnable abilities as well as a few baseline utility spells. Each side has 20 available Heroes to choose from, for a total of 40. Each Hero can advance over the course of the game to reach level 40, with scaling spell abilities up to that point. Approximately 40% of the abilities are at least entirely built through triggers, while the others are clever implementations of stock abilities. Heroes acquire new abilities at levels 1, 6, and 10; these have 9 ranks, 6 ranks, and 4 ranks respectively.
Computer controlled units assist the teams in sieging/defending the city, and each force is upgradable and expandable. Units serve as the primary means to pressure the opposing team - failure to upgrade your force at the pace your opponent does will lead to your heroes being overrun. Each unit type is also intended to counter a different purchasable unit type on the opposing team. Strategic decisions on which unit to upgrade to counter the opponent is highly emphasized.
So what's different from 1.06?
To be honest I don't even know. The build that I've been working on has deviated quite a bit from the last build I bothered to release. Off the top of my head:
- Basically every hero and ability has been at least inspected, reworked, shuffled, and polished.
- Several new heroes and abilities - about 8-9 heroes, >50 skills.
- Several new unit upgrades and a new Attacker mercenary system.
- Unit upgrades are now purchased primarily with Lumber, which is acquired through defeating opposing units.
- New items, maybe new secrets?
- Some semblance of balance testing.
- I finally found some map optimization tools which should make the load times significantly faster.
Arrrggg!!! Where are the AI controlled heroes?
There aren't. Sorry. Although you can probably play this single player, this map is generally balanced around 2v2 to 5v5 play. I'm sure it is enjoyable just with a couple of other friends (which is the primary means that I've played around with the map).
What is Regicide?
Regicide is an Attack/Defend type map, set up somewhat similar to an AoS. The primary objective is the King; one team, the Rebel Militia, has ~45 minutes to plow through a fortified city in order to slay said King, while the other, the Royal Guard, seeks to stop them.
Although the map has the three generic "lanes" that are characteristic of this map style, each lane is designed differently: a western lane travels through the streets and alleyways of a crowded city, the central lane carves through the heart of the city and its various fortifications, while the eastern lane passes through the outskirts and forests. Each lane is decorated carefully to allow for both tactical finesse as well as general aesthetic value.
How does it work?
Players control a single, unique Hero unit throughout the game, each with 5 custom learnable abilities as well as a few baseline utility spells. Each side has 20 available Heroes to choose from, for a total of 40. Each Hero can advance over the course of the game to reach level 40, with scaling spell abilities up to that point. Approximately 40% of the abilities are at least entirely built through triggers, while the others are clever implementations of stock abilities. Heroes acquire new abilities at levels 1, 6, and 10; these have 9 ranks, 6 ranks, and 4 ranks respectively.
Computer controlled units assist the teams in sieging/defending the city, and each force is upgradable and expandable. Units serve as the primary means to pressure the opposing team - failure to upgrade your force at the pace your opponent does will lead to your heroes being overrun. Each unit type is also intended to counter a different purchasable unit type on the opposing team. Strategic decisions on which unit to upgrade to counter the opponent is highly emphasized.
So what's different from 1.06?
To be honest I don't even know. The build that I've been working on has deviated quite a bit from the last build I bothered to release. Off the top of my head:
- Basically every hero and ability has been at least inspected, reworked, shuffled, and polished.
- Several new heroes and abilities - about 8-9 heroes, >50 skills.
- Several new unit upgrades and a new Attacker mercenary system.
- Unit upgrades are now purchased primarily with Lumber, which is acquired through defeating opposing units.
- New items, maybe new secrets?
- Some semblance of balance testing.
- I finally found some map optimization tools which should make the load times significantly faster.
Arrrggg!!! Where are the AI controlled heroes?
There aren't. Sorry. Although you can probably play this single player, this map is generally balanced around 2v2 to 5v5 play. I'm sure it is enjoyable just with a couple of other friends (which is the primary means that I've played around with the map).