- Joined
- Oct 8, 2005
- Messages
- 298
------We were footmen...------
Map Style: Footman Wars
Maximum Number of Players: 12
Features:
*A total of 3 camera heights.
*Mass move commands (-middle, -top left, -top right, -bottom left, -bottom right).
*A new teching systems (Read on for more details).
*6 Tiers
*Creeps that spawn in the center that can be killed for bonus gold.
*Powerful new items that can be bought from a fountain in the center of the map.
*Units spawn very rapidly for non-stop action (Dear lord that sounded gay, but its true).
*Last, but certainly not least, We were footmen has a powerful new AI for allowing computers to play. This is not your simple, run of the mills AI but is actually powerful enough to beat your average player (The AI was originally so good that I had to tone it down to prevent it from constantly beating everyone).
In We were footmen, 12 players (amongst which can be computer controlled) face off against each other in a battle to destroy each other's bases. Each base has a 'castle' player and 2 regular players.
*Castle Player: The castle player starts off at tier 2, but cannot tech to a higher tier to spawn more powerful units. Instead, his base automaticly upgrades once every 10 minutes (this is both a plus and a negative. It is a plus because he doesn't have to fork over thousands of gold to tech, but is a negative because he cannot choose what he wants to tech to).
*Regular Players: The Regular players for each team start out with your typical tier 1 base spawning tier 1 units. They can buy a hero (as can the castle player) and tech whenever they want to to whicever race they wish to.
Teching: The teching system in We were footmen is not that which is typical of your average footman wars. Instead of teching to whatever race you desire and then watch as units auto spawn at your barracks, you tech from tier 1 to tier 2 (or 2 to 3 and so on and so forth) and then build whatever unit you want to spawn from another barracks away from the battlefield. There is 1 unit, per tier, per race. After you build the unit, you move it onto your circle of power to spawn it. The unit can be removed from it so you can then place another on it to spawn that unit (allowing a mix and match system: Example - Shamans spawned with mountain giants).
Link:
http://www.forums.hiveworkshop.com/resources.php?id=369&cat=54
Map Style: Footman Wars
Maximum Number of Players: 12
Features:
*A total of 3 camera heights.
*Mass move commands (-middle, -top left, -top right, -bottom left, -bottom right).
*A new teching systems (Read on for more details).
*6 Tiers
*Creeps that spawn in the center that can be killed for bonus gold.
*Powerful new items that can be bought from a fountain in the center of the map.
*Units spawn very rapidly for non-stop action (Dear lord that sounded gay, but its true).
*Last, but certainly not least, We were footmen has a powerful new AI for allowing computers to play. This is not your simple, run of the mills AI but is actually powerful enough to beat your average player (The AI was originally so good that I had to tone it down to prevent it from constantly beating everyone).
In We were footmen, 12 players (amongst which can be computer controlled) face off against each other in a battle to destroy each other's bases. Each base has a 'castle' player and 2 regular players.
*Castle Player: The castle player starts off at tier 2, but cannot tech to a higher tier to spawn more powerful units. Instead, his base automaticly upgrades once every 10 minutes (this is both a plus and a negative. It is a plus because he doesn't have to fork over thousands of gold to tech, but is a negative because he cannot choose what he wants to tech to).
*Regular Players: The Regular players for each team start out with your typical tier 1 base spawning tier 1 units. They can buy a hero (as can the castle player) and tech whenever they want to to whicever race they wish to.
Teching: The teching system in We were footmen is not that which is typical of your average footman wars. Instead of teching to whatever race you desire and then watch as units auto spawn at your barracks, you tech from tier 1 to tier 2 (or 2 to 3 and so on and so forth) and then build whatever unit you want to spawn from another barracks away from the battlefield. There is 1 unit, per tier, per race. After you build the unit, you move it onto your circle of power to spawn it. The unit can be removed from it so you can then place another on it to spawn that unit (allowing a mix and match system: Example - Shamans spawned with mountain giants).
Link:
http://www.forums.hiveworkshop.com/resources.php?id=369&cat=54
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