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Review, Test and Feedback Need!

Level 3
Joined
Feb 11, 2024
Messages
13
Hi there, im new wc3 world editor user, currently ongoing project called Ancient of War RTS, its my own rts genre dream. I believe there is some hole between SC2 and Wc3 can still be explored, thats where my onoging project try to fill.

Ancient of War RTS is a fast pace game, the battlefield is between Sc2 and Wc3, fast but still micromanageble level. And for this game, im focusing on "Synergy" tactic, as if MOBA kinda approach. So, im more focusing on team/Coop kinda pace, 2v2, 3v3 games. Ofcourse 1v1 is still applicable, but for me, RTS game is more fun when we play with our friends, creating combo-line up that working together to fight enemies.

So, the factions i was creating consist of 5
  • The Empire : Human doctrine siege/artillery/gunpowder focus, the playstyle revolve positioning/timing push and hold the ground tactics.
  • Warfang Clan: is a Beast faction, focus on raiding, mobility and constant micro movement. They are fast and slick, strong early game, but kinda weak lategame.
  • Demon Army: The Legion of Abyss, strong shield, slow and corruption playstyle. Superior aerial unit and destruction of chaos, this faction is slow but durable and scary when reach late game.
  • Lizardmen Tribe : A group of ancient warrior with the help of apex predators. This faction focus on Relentless Hunting, strong from early to late game.
  • Pandaren Dynasty: One of unique faction, focus on 3 styles Frement, Harmony and Storm style. Styles can be changed anytime during the game, making an interesting adapt and react faction.
 
Cool to see more people delve into the custom RTS genre of maps. Do you plan on showcasing any gameplay or anything?
ikr, the RTS genre is much wider than we expected, there are thousands of ideas you can mesh it up and still creating something new! Yes i plan it too, but usually people will start with Youtube right? im really new to this XD


Here's the link of the gameplay video!
 

Here's the link of the gameplay video!
I checked out the map! I think you should make a discord server, there's a lot of people interested that'd be willing to chat.
I do want to point out that the way the triggers in your map are structured, I'm not sure the mechanics and abilities of the races will really be functional in multiplayer :( It might require a rewrite.
 
I checked out the map! I think you should make a discord server, there's a lot of people interested that'd be willing to chat.
I do want to point out that the way the triggers in your map are structured, I'm not sure the mechanics and abilities of the races will really be functional in multiplayer :( It might require a rewrite.
ikr, im really bad at writing trigger😭 I dont have any advanced knowledge about, i do try train and learn trigger, but its too hard😭 So, most of the trigger is basic functioning and avoid complicated trigger, but this end up the mechanic is simplify and not much unique approach/abilities and etc.

Make a discord? ohhh thats one of interesting way to get constant feedback! i will update it !

Thank you for your reply!
 
I checked out the map! I think you should make a discord server, there's a lot of people interested that'd be willing to chat.
I do want to point out that the way the triggers in your map are structured, I'm not sure the mechanics and abilities of the races will really be functional in multiplayer :( It might require a rewrite.

I have created the discord server, in purpose for this projects development!
 
I was wondering, if i go assymetrical approach like sc2... would that be a good idea for this rts?
In short: It's a highly promising but extremely challenging direction. The key is to design with purpose—not just for the sake of being different.


👍 Advantages: Why it's worth considering​

  • Depth and variety – Asymmetry creates near‑infinite tactical possibilities and replayability. Each faction has unique units, buildings, and economies, forcing players to adapt constantly.
  • Appeals to different playstyles – You can tailor factions to specific player preferences (e.g., swarm lovers vs. tech enthusiasts), broadening your audience.
  • Stronger immersion – When mechanics are deeply tied to faction lore (like Zerg creep), the game feels more cohesive and engaging.

👎 Challenges: What you must overcome​

  • Balancing is notoriously difficult – Since there are no direct unit equivalents, you have to balance overall win rates rather than unit‑to‑unit matchups. This requires extensive playtesting and ongoing patches.
  • High design risk – Novice designers often create “asymmetry for asymmetry's sake,” leading to gimmicky, one‑dimensional factions.
  • Steep learning curve – Players must master entirely different systems for each faction, which may deter casual gamers.

💡 Core design principles (to do it right)​

  1. Define your goal – Ask: Why should this faction be different? The answer must serve a specific gameplay experience, not just novelty.
  2. Think in "power spikes" – Balance isn't about equality at every moment. Give each faction clear strengths (e.g., early aggression, mid‑game tech, late‑game siege) and weaknesses, creating a dynamic ebb and flow.
  3. Let mechanics serve theme – Every unique rule should reinforce the faction's identity.
    • Terran → engineering & adaptability (flying buildings, add‑ons)
    • Zerg → biological expansion (creep, larvae‑based production)
    • Protoss → advanced technology (pylon power grids, regenerating shields)

🎮 Case studies:​

  • StarCraft II – The gold standard for hardcore asymmetry. Three races with fundamentally different economies, production, and combat. Unmatched depth, but a steep barrier to entry.
  • Stormgate – A more accessible take. Still highly asymmetric, but with simplified mechanics (e.g., AI‑assisted macro). However, some critics argue this dilutes strategic complexity.

💎 Final verdict​

  • Go for it if you're aiming for top‑tier competitive depth, long‑term longevity, and have the design/balance resources to support it.
  • Reconsider if your team is small, your budget tight, or your target audience is more casual. In that case, consider a milder asymmetry (like Age of Empires civ differences) or keep core mechanics symmetric to control complexity.
Ultimately, asymmetry is a powerful tool—but only if wielded with clear intent and careful iteration.
 
In short: It's a highly promising but extremely challenging direction. The key is to design with purpose—not just for the sake of being different.


👍 Advantages: Why it's worth considering​

  • Depth and variety – Asymmetry creates near‑infinite tactical possibilities and replayability. Each faction has unique units, buildings, and economies, forcing players to adapt constantly.
  • Appeals to different playstyles – You can tailor factions to specific player preferences (e.g., swarm lovers vs. tech enthusiasts), broadening your audience.
  • Stronger immersion – When mechanics are deeply tied to faction lore (like Zerg creep), the game feels more cohesive and engaging.

👎 Challenges: What you must overcome​

  • Balancing is notoriously difficult – Since there are no direct unit equivalents, you have to balance overall win rates rather than unit‑to‑unit matchups. This requires extensive playtesting and ongoing patches.
  • High design risk – Novice designers often create “asymmetry for asymmetry's sake,” leading to gimmicky, one‑dimensional factions.
  • Steep learning curve – Players must master entirely different systems for each faction, which may deter casual gamers.

💡 Core design principles (to do it right)​

  1. Define your goal – Ask: Why should this faction be different? The answer must serve a specific gameplay experience, not just novelty.
  2. Think in "power spikes" – Balance isn't about equality at every moment. Give each faction clear strengths (e.g., early aggression, mid‑game tech, late‑game siege) and weaknesses, creating a dynamic ebb and flow.
  3. Let mechanics serve theme– Every unique rule should reinforce the faction's identity.
    • Terran → engineering & adaptability (flying buildings, add‑ons)
    • Zerg → biological expansion (creep, larvae‑based production)
    • Protoss → advanced technology (pylon power grids, regenerating shields)

🎮 Case studies:​

  • StarCraft II – The gold standard for hardcore asymmetry. Three races with fundamentally different economies, production, and combat. Unmatched depth, but a steep barrier to entry.
  • Stormgate – A more accessible take. Still highly asymmetric, but with simplified mechanics (e.g., AI‑assisted macro). However, some critics argue this dilutes strategic complexity.

💎 Final verdict​

  • Go for it if you're aiming for top‑tier competitive depth, long‑term longevity, and have the design/balance resources to support it.
  • Reconsider if your team is small, your budget tight, or your target audience is more casual. In that case, consider a milder asymmetry (like Age of Empires civ differences) or keep core mechanics symmetric to control complexity.
Ultimately, asymmetry is a powerful tool—but only if wielded with clear intent and careful iteration.
Thank you so much for the knowledge

The first reason i choose faction assymetry, is like your said "Variable Strategy Approaches from each faction" plus more theme depth XD

Because i did replay many times against AI what i found out is that it become repetitive melee + range + support + siege, which at first not that i care much but i realized its quite boring and not catchy.

So now i tred to stir up each faction like The Empire right now, i swapped Longswordsman eith Arbalist, a mid range durable unit. Its kinda serve same function, act as frontliner but different way. Arbalist has Defend ability and Large armor, making it good frontline unit. But cant attack air unit so thats come Handgunners, the multipurpose serve unit, high damage, vulnerable, player can choose to build only handgunners but its fragile. Backup with Mobilr Bunker, deploy unto Bunker Mode to become anti-ground. Now u can imagine The Empire Playstyle is static defense, slow push.

While Warfang Clan, i dont change much, Gnoll Brawler and Gor Spearmen + Ratorgh Shaman Mov speed aura making it the most mobile faction in the game. They focus on raiding and flanking enemy. So now u have Static Defense vs Flank battlefield view.

Demon Army is slow, durable but exolosive faction. Rampager early game is slow bruiser, upgraded with Berserk ability, making them charge bruiser plus with War Drummer (not typical range unit), orovide lifwsteal aura for them, and has summon imp which when contact with enemy exploded themselves. So u see here, they strong face to face with other factions.

In short: It's a highly promising but extremely challenging direction. The key is to design with purpose—not just for the sake of being different.


👍 Advantages: Why it's worth considering​

  • Depth and variety – Asymmetry creates near‑infinite tactical possibilities and replayability. Each faction has unique units, buildings, and economies, forcing players to adapt constantly.
  • Appeals to different playstyles – You can tailor factions to specific player preferences (e.g., swarm lovers vs. tech enthusiasts), broadening your audience.
  • Stronger immersion – When mechanics are deeply tied to faction lore (like Zerg creep), the game feels more cohesive and engaging.

👎 Challenges: What you must overcome​

  • Balancing is notoriously difficult – Since there are no direct unit equivalents, you have to balance overall win rates rather than unit‑to‑unit matchups. This requires extensive playtesting and ongoing patches.
  • High design risk – Novice designers often create “asymmetry for asymmetry's sake,” leading to gimmicky, one‑dimensional factions.
  • Steep learning curve – Players must master entirely different systems for each faction, which may deter casual gamers.

💡 Core design principles (to do it right)​

  1. Define your goal – Ask: Why should this faction be different? The answer must serve a specific gameplay experience, not just novelty.
  2. Think in "power spikes" – Balance isn't about equality at every moment. Give each faction clear strengths (e.g., early aggression, mid‑game tech, late‑game siege) and weaknesses, creating a dynamic ebb and flow.
  3. Let mechanics serve theme – Every unique rule should reinforce the faction's identity.
    • Terran → engineering & adaptability (flying buildings, add‑ons)
    • Zerg → biological expansion (creep, larvae‑based production)
    • Protoss → advanced technology (pylon power grids, regenerating shields)

🎮 Case studies:​

  • StarCraft II – The gold standard for hardcore asymmetry. Three races with fundamentally different economies, production, and combat. Unmatched depth, but a steep barrier to entry.
  • Stormgate – A more accessible take. Still highly asymmetric, but with simplified mechanics (e.g., AI‑assisted macro). However, some critics argue this dilutes strategic complexity.

💎 Final verdict​

  • Go for it if you're aiming for top‑tier competitive depth, long‑term longevity, and have the design/balance resources to support it.
  • Reconsider if your team is small, your budget tight, or your target audience is more casual. In that case, consider a milder asymmetry (like Age of Empires civ differences) or keep core mechanics symmetric to control complexity.
Ultimately, asymmetry is a powerful tool—but only if wielded with clear intent and careful iteration.
But the problem i have is, i want 5 factions in my game XD And to go full assymetry is really hard to design.

But i still want to make it happen, everyday i keep change to achieve my goal, i keep redesign unit rosters, more replaybility. Hopefully when its fully ready, i can test drive with other players to collect more feedback.
 
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