S
Slaughter
Guest
Skip to the end if you are Rad or otherwise uninterested in the beginning ^^.
I made this map six months ago because I liked Footmen vs. Grunts, but I wanted more freedom in unit production.
Slaughter Wars is like regular war3, but with everything except combat taken out. You get resources by killing enemy units. You produce units by throwing up generators, which automatically churn out units, and work like regular Barracks buildings in that you can give them a rally point so that the units run to battle when they come out.
There was one generator building for each regular melee unit. Which means there were something like 40 generators. One builder had access to all these via a triggered spell that turned him into another builder. The set of worker-change abilities all had the same hotkey, so you could quickly cycle through the five available builders. High-tier units were available from the very beginning.
The version I made months ago was fun at the start of the game, where you had to try to get kills without letting the enemy farm your units. Late game, though, everything broke down because there would be WAY too many units. Screens were filled with Flying Machines. It was a bad scene.
I thought of a fix but didn't implement it then. I was bored with the game maybe. The fix is to have the generator buildings produce only a fixed number of units before 'timing out' and dying. That way, each unit has a well-defined cost to its owner. It costs [the amount that the generator costs divided by the number of units the gen can make]. If the bounty the unit gives is only slightly more than this cost, the amount of gold in the game will not grow very fast, compared to the way it grew when gens laster forever.
You can get one hero for 500, another for 1000 more, and a third for 1500 (these figures may be a little off, but whatever). Dead Heros respawn automatically, and for free when they die, but they give significant bounty and take a while to come back out. The alter works like the worker. There are 4 alter buildings, and you can cycle between them quickly.
I made a weak fountain to help out people who pull units out of combat, and also made it sell items.
For game-theoretical reasons, the most promininent being the reason that Footmen Wars is bad, the players are divided into two teams.
*****DESCRIPTION OF GAME ENDS HERE*****
So, everything works pretty much, but I could use some help with terrain. I have an arena that works pretty well, but it isn't super-attractive. If someone likes the map concept and is good at making nice, but fairly subdued terrain (I don't need it to look like the terrainer went doodad-crazy) I would appreciate the help. I'll insert a picture of the arena from above.
The two central starting locations on each side (the ones not in the corners) are recessed slightly back into the rear wall of the arena beceause I didn't want any players base to be more vulnerable to attack than any other's.
The center part of the arena is at a lower elevetion so that you can defend at the ramps for an advantage.
Any terrainers interested in helping?
Anyone else have comments on the game structure, ways to improve gameplay, et cetera? One important topic for discussion is which heros should be cheaper. For now, all heros cost the same amount, although a few stick out as being better than others in this format. Tauren Chieftain and Dreadlord both look really good in big battles. But is there any hero that will really be crap in this environment, and should cost less?
I made this map six months ago because I liked Footmen vs. Grunts, but I wanted more freedom in unit production.
Slaughter Wars is like regular war3, but with everything except combat taken out. You get resources by killing enemy units. You produce units by throwing up generators, which automatically churn out units, and work like regular Barracks buildings in that you can give them a rally point so that the units run to battle when they come out.
There was one generator building for each regular melee unit. Which means there were something like 40 generators. One builder had access to all these via a triggered spell that turned him into another builder. The set of worker-change abilities all had the same hotkey, so you could quickly cycle through the five available builders. High-tier units were available from the very beginning.
The version I made months ago was fun at the start of the game, where you had to try to get kills without letting the enemy farm your units. Late game, though, everything broke down because there would be WAY too many units. Screens were filled with Flying Machines. It was a bad scene.
I thought of a fix but didn't implement it then. I was bored with the game maybe. The fix is to have the generator buildings produce only a fixed number of units before 'timing out' and dying. That way, each unit has a well-defined cost to its owner. It costs [the amount that the generator costs divided by the number of units the gen can make]. If the bounty the unit gives is only slightly more than this cost, the amount of gold in the game will not grow very fast, compared to the way it grew when gens laster forever.
You can get one hero for 500, another for 1000 more, and a third for 1500 (these figures may be a little off, but whatever). Dead Heros respawn automatically, and for free when they die, but they give significant bounty and take a while to come back out. The alter works like the worker. There are 4 alter buildings, and you can cycle between them quickly.
I made a weak fountain to help out people who pull units out of combat, and also made it sell items.
For game-theoretical reasons, the most promininent being the reason that Footmen Wars is bad, the players are divided into two teams.
*****DESCRIPTION OF GAME ENDS HERE*****
So, everything works pretty much, but I could use some help with terrain. I have an arena that works pretty well, but it isn't super-attractive. If someone likes the map concept and is good at making nice, but fairly subdued terrain (I don't need it to look like the terrainer went doodad-crazy) I would appreciate the help. I'll insert a picture of the arena from above.
The two central starting locations on each side (the ones not in the corners) are recessed slightly back into the rear wall of the arena beceause I didn't want any players base to be more vulnerable to attack than any other's.
The center part of the arena is at a lower elevetion so that you can defend at the ramps for an advantage.
Any terrainers interested in helping?
Anyone else have comments on the game structure, ways to improve gameplay, et cetera? One important topic for discussion is which heros should be cheaper. For now, all heros cost the same amount, although a few stick out as being better than others in this format. Tauren Chieftain and Dreadlord both look really good in big battles. But is there any hero that will really be crap in this environment, and should cost less?