ScoringTowers v1.1 (update)
Posted on 07/04/07 @ 07:05 PM (updated 07/05/07
|# of Players:
||AoM: The Titans
Before anything, I just need to tell you, you should have the updated file when playing online.
This is my very first 2v2 multiplayer scenario for The Titans. It's a simple, short and easy concept :-)
I literally did have heaps of fun playing it online!
You are to destroy your enemy's 5 towers using your Hoplite, without being killed by your enemy's Hoplite(s) (see in picture). You have a 6 minute time limit to do this. If the clock runs out, both teams are defeated.
If your Hoplite dies, it comes back to life where you started from. Be careful, when your Hoplite dies shortly after it died before, you can get a delayed respawn up to 5 seconds. So you gotta watch it!
Each Hoplite, has 1 HP, 0% armors and 2 attack. (2 attack for instant death to a Hoplite)
Each of the Sentry Towers have 5HP, and just their original stats for the other things. (they can't attack.)
- Beautiful eye-candy
- Smooth intro cinematic
- Respawn feature (fixed by s7092910! He was credited.)
- Aligned Hoplites/Towers ;)
Also, for a 10 minute gameplay video showing 2 games of it, refer to this link:
The video shows the slightly older beta version.
- Player 4's Hoplite speed was twice as faster than any of the other Hoplites.
- Added information (slightly) into the introduction cinematic.
Enjoy my first map! :)
|Author||Reviews ( All | Comments Only | Reviews Only )|
Playability is 4 for the easy deaths and the trees but not a bad rating. It is kinda bad that the units can run around the graves and the trees can get you stuck sometimes. It is nice though that you have the Line of sight over the whole map.
Balance is a five because botjh sides are equal (except maybe the tree placement). Since there is a tree closer to the red and blue base it is harder to get around it and get the teal and green.
Nice map and creative idea. This is the first of its kind. It is smart to have a low attack instead of a high attack and hp. Since this keeps the game going on for a while than it creates a harder game.
Map Design: 4
Well the tree placement and the stone placement makes it difficult to move around sometimes. The graves can also make you get stuck. You should have made the map a little wider but overall it is a nice map.
you forgot to add the part where the towers only have 5 hp in the game. When i started i thought you hadn't changed the towers HP yet. You should have mentioned everything in the cin instead of telling us before the game.
Additional Comments: i didn't download it here but played it online with someone.
[Edited on 07/05/07 @ 12:30 PM]
|Khan And Steak
I loved this map on all aspects of playing it, hence the 5. A great fast pace game to get your Adrenalin pumping. The easy deaths and tree hiding/circling are my favourite parts of the game, circling around a tree getting chanced by another hoplite that if he catches up to up you, your solider will die. I like the way you are given line of sight on the whole map, although I wouldn't mind playing it with a very small LOS say something like 5 LOS, would be creepy, as you don't know where they are, or what they are planning. Sometimes, as stated above your man can somehow manage to get stuck on a tree whilst in the middle of a high-speed chance, I'm not sure on how to fix that, so I left it out of my marking. Also another suggestion what if it took 3, 5 or even 10 seconds to respawn, it would stop people from just charging in and attack and let them think about stat's. Maybe you could add 1 or 2 side passages, maybe not either way.
Very simple, 5. Not only are both sides equally balanced in units/building stats and placement but (I don't know if you did this intentionally) the eye-candy is kinda also balanced/symmetrical (more on that later). When I first played it teal moved really fast causing an inblancement, but it seems in the updated version you have fixed this.
The map its self has a whole dimension to it, you don't have the classic build and destroy nor the riddles or RPG. It makes the players think more of the objects and terrain around them for better or worse usage. Strategic plan also come into action very fast, the classic - player 1 is the shield while player 2 runs in behind player 1 to take out a tower. Or the distraction, player 2 runs at them and then once he is getting chased, runs away whilst player 1 runs in for the kill. Or (last one) the classic attack on 2 fronts, I'll go one way, you go the other. As you can see the variety is endless, and put these strats on top of the option that they might go wrong and and enemy unit might just run straight at your towers whilst you expected them to do something else and you have one mighty fine game there lad.
Map Design: 4
A good, decent amount of eye-candy like columns, trees and flowers. As well as strategically placed trees and varying terrain height. Not much to say here, but I think to get a perfect 5 you would need to add a few extra things like; bigger rock(s) - ones that you can't walk over and some broken columns to stop people walking/ make a trap. Of course things that I haven't thought of would definitely make this a five. Remember, don't be afraid to make this map a little wider (just don't go overboard).
You told me everything I needed to know in the opening cinematic and that would have landed you with a 5 except there was no mentioning of modified unit stats - like the tower or the hoplites (maybe I'm wrong, but I distinctly remember not knowing about the towers hp). Apart from that it was good - maybe try and add a bit of storyline into it, why are they fighting? how did they get there? what is so special about the towers that you have to protect? if these get answered then you will have a 5 in no time.
Great first map, can't wait to see the other 3.
Congratulations ~ Steak
[Edited on 08/02/08 @ 12:37 AM]