Grenzy!
Based on Footmen Frenzy, heroless, fast-paced. Up to 8 players (2vs2vs2vs2).
Really cool features:
· Up to 4 units spawning at the same time for each player: One slot for producing one type of unit from each race, with 3 tiers each unit.
· Nice spawning handicap system: To speed up the gameplay, balance it, and make newbie mistakes less fatal. It works by accelerating the training time of the units when having few different units spawning.
· Anti-massing feature: By giving all produced units a duration, massing monstrously huge armies is not possible. Your army can get pretty big even with this. This also highly encourages actually using your units, and adds an important strategic factor. Totally inspired by AceHart's Revenge of the Skeletons (and the desperate need to encourage unit usage).
Not that cool features:
· Solo player bonus: For speeding up gameplay on 1vs1vs1vs1, and give some chance to players that have leavers on their team. It works by accelerating the training speed of the units.
· Anti-bashing feature: Units spawn with increased numbers if there are too few total units. This enables defenders to stand a chance against big armies when defenseless.
· Well... different units: With a system that supports up to 120 different units (10 for 4 races with 3 tiers each), Grenzy has lots of space to grow.
· Unit abilities: most units have different abilities that add an important strategic factor to the game.
· Rebuildable and upgradeable tower: Each player has it's own personal tower, that can be upgraded to actually do something (starts as a Disarmed Tower that can be upgraded to Defense Tower). Destroyed Defense Towers remain as Ruined Towers, until you rebuild them to Disarmed Towers, to start the cycle again. You can upgrade the tower's damage, and don't worry, the research level will be kept for rebuilt towers.
· Early rushing discouraged: The bases do a little damage to the attackers (even rangeds) when attacked. I know early rushing it's a valid strategy, but very frustrating for the average inexperienced player. If you're a nifty person it's not that hard to overcome the damage.
· Fast paced: each unit is easily killable but can do lots of damage! Micro-intensive for advanced players. Each game shouldn't last more than 20-30 minutes, given that a player researches the correct units and attacks at the right time.
· Mini-sized: The map is tiny, the units are small, the war takes all over the place!
· Open source: the map is open for the public, and will remain like that as long it's not needed to optimize it for performance issues.
· Mercenary camps: hire powerful mercenaries to aid your army. They are permanent and don't add to the unit count (remember the anti-bashing feature? you can abuse this )
· Game events: NYI. Will be like 'host types -frenzy. the first player that kills 30 units in less than one minute wins 200 gold'.
· AI: NYI.
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Progress:
General Triggers: 100%
General Systems: 100%
Terrain: 95%
Units: 20%
Balancing: 17%
Game events: 0%
AI: 0%
Looking for:
Beta-testers: the beta is public, but I can't get enough people 'cause when I say it's based on FF, they leave I think this map deserves an opportunity.
AI programmer(s): I'm trying to do this myself, but some help would be VERY helpful (redundance ftw).
Terrainer: the map is VERY simple and small, but a skilled terrainer could make a dull footmen wars map into a very beautiful thing.
JASS programmers: not for doin' the hard work, but to give me advices about my programming
Suggestions: Like if I should add heroes, change some abilities, add new units, game events, new features, etc. Really really important!
Download a fully playable version of the map! (currently v0.23b)
Download from EpicWar
Download from ADrive
Thank you for reading and hopefully contributing!
edit:
Ideas List:
Here I will post ideas for the upcoming versions...
Champions and Heroes:
Basically an experience system for units, if they get enough experience (and luck) before expiring, a unit may become a champion (champions are permanent). A champion has increased HP (not more than the next tier), increased damage (may be more than the next tier), armor (just a little), and if the unit is tier 3 (ultimate tier), it may become a hero. You can only have one hero, and your hero must be of your initial race. So if you're human and have Swordsmen (tier 3), a Champion Swordsman with enough experience may become a hero, thus gaining the power to level abilities and growing in uberness.
The champions thing it's just a feature, nothing really strategical (for micro intensive players it may become crucial, though). The heroes are for ending games, because one major flaw of the game is the dragging when 2 players (or teams) are left and are just going back and forth, without opportunity to destroy the enemy base. In late game, champions will be your elite force, and a hero will be a deciding factor.
Mass unit controlling:
I have this idea from my previous Footmen map, but I'm delaying it, because it's not as useful as it seems. Microing > all
I had a wisp for each player, mass unit controlling was set by attack-moving to the point where the wisp was (if MUC was activated), with additional commands on the wisp (like stop, hold position, return to base).
Maybe I'll just make it AoE based (like, all the units on the AoE return to base, etc.).