Centre State Odyssey (Beta) MP2.6

C

Corgi

Guest
New AoS-style map.

-1v1, 2v2, 3v3
-5 heroes per side to choose from
-Unique troops
-Epic items


---------

Overview:

This is a small AoS-style map which intends on focusing on teamwork more than anything else.

Being a small map (the lane is the map) means that there is no "solo-ing", and players will have to learn to work with each other. Players will find that it is very difficult for any one hero to "solo" anything, which makes most heroes seem weak at one glance.

However, when players figure out how to use their heroes to complement each other, that's when the full potential of the heroes are brought out. Each hero has a role to play on their team, and it is by playing this role can heroes help their team to achieve victory.

Also, being a small map, games will typically last about an hour or so, without dragging on for too long.

---------


Get MP2.8 here:
http://www.savefile.com/files3.php?fid=8060817



Feedbacks, bug reports, suggestions, queries, etc are all welcomed.

If possible include replays when reporting a bug/thing-that-needs-to-be-corrected.


=========

EDIT: Can anyone help me test the map on Battlenet? I seem to be having some problems with accessing Battlenet recently. Reply in this thread or PM me if you would like to help.

=========


Version MP2.8: Various small fixes, changes, and updates. Tweaked all heroes. Overdrive working properly now.
 
C

Corgi

Guest
Ok thanks a lot. :)

I just found some things that need to be corrected testing it myself just
now. Lord knows how many more bugs are still waiting to be found.


EDIT: Anyone wanna help me put some screenshots in here for the map?
My image host has been down whole day. :(
 
C

Corgi

Guest
The map also tries to incorporate various tatical features, making tactics and teamwork a bit more important than other AoS-style maps.

These tactical decisions are an intergral part of the map, and frequently it is the team that comes together to make the best decisions that find themselves winning the match.

However, these tactical features do not take away from the core of the map, which is in essence still an AoS-type map.


------

Rallying additional spawns:

By spending money, players are also able to rally additional units that spawns regularly with the "normal" units that each side begins with. These additional units are very good at what they do, and they can easily help their team gain an advantage over the opposition.

There are currently three different units that could be rallied by each team: the Calvary, Mage, and Mortar team for the Human Alliance, and the Ogre, Shaman, and Sapper Team for the Orcish Horde.

A tactical decision has to be made when choosing which units to rally.

Do players play to the strength of their heroes and rally units that help their heroes do what they do best?

Or do players go for balance, and use these units to address whatever weakness that their heroes might have?

Also, players will have to decide what combination of these units to rally, and in which order, in order to maximise the efficiency of their team.

Do they rally the maximum of three units of the same type?

Or do they mix and match, perhaps getting one unit of each type?

---------

Unique troops:

Each team is also allowed to purchase a Banner, which allows even more powerful units to spawn reguarly and aid the team in battle.

However, in order for this to happen, the Banner, which drops upon death, has to be held by a hero, any hero, of the team. Dropping the Banner means a stoppage to these powerful units. And since the Banner can only be purchased once, players must try their best to retrieve their fallen Banner, in
order to continue summoning these powerful units.

To aid players in retrieving their fallen Banner, Banners cannot be destroyed, nor can they be picked up by heroes from the opposing team. Heroes from the opposing team can, however, guard the fallen Banner if possible, in order to prevent it from being retrieved, thus denying them of their powerful unique units.

Also, the type of unique troops that the team gets is entirely dependant upon which hero is currently holding the Banner. By passing the Banner to different heroes, players can change the type of unique troops that are being spawned for their team.

Again, this creates a tactical decision for their team.

Do players give the Banner to the most skilled player on their team, so that the Banner will not be easily dropped?

Or do players give the Banner to the hero who will summon the type of unique troops that the team needs most in their current situation?

---------

Epic Items:

Each hero also has an epic item that cannot be equipped by another hero. These epic items have a level requirement, and they can also be upgraded once.

These epic items typically makes their heroes a lot stronger, especially after being upgraded. And frequently, these epic items also help their heroes better perform their duty in order to help their team. However, purchasing an upgrading these epic items are costly.

And thus players are presented with another tactical decision.

Do they spend gold on obtaining epic items for their heroes?

Or do they spend gold on rallying additional units and purchasing a Banner for the team?

---------


There really aren't any right or wrong decisions for any of these choices.

Rather, players will have to learn to work together as a team, and figure out what the best choices are given the situation that their team is in.


EDIT: Not trying to spam by posting consecutively. Just seems too much text to edit in into the main post.
 
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