Thursday, April 12, 2012

Castle type map

[:1]Ok so hear is the idea. :arrow: In your map type list you will have a “castle” type map.
Basically it’s a massive fort with near Indestructible walls, minas tirith and helms deep from The lord of the rings just as an example.
You could have options like how many walls how many gaits how many wall hit-points just to say a few, but the main point would be survival and I think it would be best to have a fixed income rate from a preset economy system (you could change it from the game menu) so all you have to do is protect your castle.
The castle could take up like 1/4 of the map and the enemy could occupy the rest.
It shouldn’t be too hard for gpg to implement either. :wink:
(And you could make minas tirith and helms deep with a gooe editor.) :D|||Anything that could lead to epic minas thirith or helms deep fights gets my vote!|||I made a related suggestion in another thread.. somewhere..
I didn't ask for anything this complex, but I do think alternative game modes are a good idea.. and I think some sort of 'offense vs defense' scenario is a perfect fit for a game about castles.
This was always one of my favorite game types in FPS games (e.g., Siege in Tribes 2, the various attack/defend maps for TF2), and I think it could work well for RTS games as well.
The key will be to stack the teams in the offense's favor, but give the defense an interesting set of advantages early on.. (e.g., more infrastructure, more tech, but fewer resources).
If they really wanted to integrate this mode into multiplayer then the trick would be designing it to accomodate even teams (i.e., 4v4) and then finding a way to automatically reverse the roles and reload the game so that each side can try to beat the other team's time. If they could do this through some sort of map scripting (e.g., a reset that clears/resets the map and swaps the spawn points), that would be cool. Even if you had to reload, it would still be fun. The only problem would be getting something setup in Steam so that everyone is thrown back into the same lobby and the previous game's time/score is saved and used as a benchmark for Round 2.|||I see no reason why you couldn't have a 4v4 one.
Hows this for an idea when your fixing up the game settings you have a option called set game time, 20 30 60 90 min, so basically it means that when the time runs out the defenders win.
For the attackers to win they must kill all the defending kings or king.|||jazz117|||Like Assault mode in Unreal Tournament, I like the sound of that.|||You should email chris about it! See if he replys to it.
Although, it may be just as effective in this forum. I dont know which method would be more effective.
Anyway, i do like that idea. The Tower Defence games on kongregate.com are my favorite time killers in work! Having a fully fledged KnC version would be great too :-)
It would have to scale very well though. And a rock-paper-scissors setup is a must for this, as the defender will always be able to outproduce at the start, and probably not at the end, so therefore will always loose. Also, maybe have another way for the defender to win, maybe by finding 3 or 4 artifacts around the map with the ONLY unit the defender is allowed to bring outside the castle. Or maybe by killing a specific attacking unit (the king or commander or whatever)
Certainly would like this idea to be brought into the game! Would be great craíc on a LAN!|||you do know they kind of already did this right? remember the 3vs1 map in SC2?
so yeah I think it's a great idear and I think they're already planning to do it.|||Dodanodo|||offcourse, it wasn't what I'd call a castle. but still, it was a beginning. so if they continue down the path ot will get better. besides, there will (hopefully) be allot less air in K&C, so that will make a bottleneck far more usefull.

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