This is an arcade or custom map. This game is about making fun and meaningful decisions while being easy to play. Two opposing sides select their squad compositions in order to destroy their enemies base.
This is currently at the prototype stage of development. This is playable and works on the NA server as of this post.
Up to 12 players
Average game time is roughly 15-20 minutes
In order to give everyone the most amount of fun and enjoyment from playing this map, I would like your feedback. Simply play this game once and let me know if you liked it. It would be nice knowing if you still liked this after replaying the map. Other forms of feedback are also welcome such as ideas or suggestions.
You may leave your comments here or in an arcade review. For more information or an alternate place for sharing feedback, visit my sc2mapster thread. Any help or support from this community would be greatly appreciated.
Looks cool, I like these more simplistic arcade games. Will hopefully get enough people for some fun games. On a second note, since it looks like you have good experience with arcade gameplay, could I request a very simple game that I've been trying to make? If not thats fine, no problem. I just suck at anything trigger related + Show Spoiler +
Basically, its an infinite defense game where you start of in the middle of a flat map as Terran, and zerglings (and later roaches and ultralisks) spawn in the 4 corners and converge on your location. All normal stats, the only difference being your bases mineral line has no gaps in it, so you don't have to worry about walling off 1/4th of your base. No custom units, just defend against zerglings forever.
Thanks for posting and you can most certainly request your game to be made. Whether I actually do it is up to me . If you're interested, here is a sub forum on sc2mapster for such requests and someone else may make your game for you.
I want to apologise to everyone since I learned just now that the map had an option preventing the lobby from working. It's all fixed now.
I'd like to remind you guys (if you've read the sc2mapster thread) that I won't continue development unless a significantly large number of people leave feedback showing they like/like-to-play this sort of game. It's the only way I know if this map is liked or you want it further developed.
I shall be very patient and will abandon this project if demand isn't high enough.
Thanks for reading.
I only ask you play this map at least once and let me know what you think.
What I meant to say was I'm not abandoning the project but putting it on hold until I get plenty of feedback that shows whether lots of people find this fun.
It's the best way I can think of to make this map enjoyable to as many people as possible by relying on feedback. This feedback will help me know if my map has the fun factor or I still need to make tweaks to get there. Once I believe the map is fun to most/all people then I'll build around it and make it more awesome.
The sc2mapster thread is where I post development updates. I've just recently published a major update in an attempt to make the game tonnes more enjoyable to play.
Here's a snapshot of the new (and very different) terrain.
Very recently I have discovered this map is not very fun, yet. I will post an update when I think I've fixed it. Play this map at your own risk (for now) .
I've just published an update that fixes said issues of fun. For anyone interested, read on about what I want to say about this project as a result of this update.
This is not a tug-of-war where you win by countering or swapping out units quicker and harder than your opponents to the point your team/lane has the biggest synchronised ball of death.
I find that uninteresting and put alot of weight and power into player decisions since you can counter enemy armies with fewer units or just one (in some cases). If you want to take a back seat to the gaming occasionally then you should be able to in order to watch the fun battles and have more time for strategic countering/play.
If this hasn't been made clear enough, my project aims to have that rich (enough) strategic depth that you would want in any strategy game while being very easy and fun to play (with up to 12 players!). There's no convoluted calculations, considerations, or management for players (which is at least the intention). It's the highest form of strategy games: pure interesting decision making (kind of like turn based games or Hearthstone).
I hope anyone interested will play this game and leave feedback. Thanks for reading.
There are plenty of interesting decisions I've been making while playing my project which I'm hoping is apparent to any player while trying to make it apparent if I need to. This game is much more than just countering enemy moves, with other interesting considerations such as:
When to counter the enemy
How much to counter the enemy
Mind games or faking out what strategy you'll use
Where to invest your resources or squad/unit power
The best part is the above considerations are only optional as a simple play style is viable too (such as just countering enemy troops) especially in games with more players. I find there are times I want to play simple and other times I want to build around that simple game play to find creative solutions for dealing with my opponents. It doesn't have to be a huge mess of thoughts in order to win. I often go 'ok, let's try this', 'or let's try that'.
To further clarify what this project tries to be, it's a strategy game which is a level playing field. No need to learn/memorise/practice massive amounts of skills/knowledge or spend massive amounts of time to be pro. Any player can jump right in and experiment or improvise their way to victory. It's a battle or competition of interesting decisions.
I've just published a major update that adds new air units to this game. This now opens up new options for game play by giving you another area to send your awesome squads.
New very eye candy terrain with a big thanks to wargirl
Updated the arcade screenshots
According to the few players I've been playing with they find the map very fun. Also at particular times I find it fairly easy to get a 1v1 game with a public lobby. Feel free to try this map! If you want to be cooler, leave an arcade rating or feedback!
I've very recently learned this map is potentially very boring because there are too many stalemates. I'll do my best to think of an excellent solution that allows players to break through enemy units in a fair, acceptable, and interesting way.
I apologise to everyone who plays this map and reaches boredom or frustration. It is my fault for not being a genius game designer but I will try my best.
Do not underestimate your power as a play-tester/consumer. Every time someone speaks up, it brings me closer to tracking down and solving my project's biggest problems. The more people who speak the more I'll believe 'this is a problem that everyone would have' meaning it becomes a higher priority on my to-do list.
Thanks for reading.
EDIT: My objective is to make a game that I and everyone will find highly enjoyable from the first time and replaying. It's easy to make a game that only I'm satisfied with but it's much more challenging and interesting making a game for everyone. My ideas only get this project started and player feedback makes this game awesome for everyone.
Building a full sized squad now comes with a cooldown for building units
Increased the cooldown time of special abilities
Increased the time it takes for special abilities to be useable
The first point above is the most important update since it completely changes how the game plays. Instead of looking like a rapid unit building game (which is unintended) it's more about carefully picking a suitable time and squad to attack with. It should be much clearer this game is about strategic counter attacks.
This looks much more like a card battle game or a well disguised turn-based game (based on test games between me and 1 AI player). Also, this game is now much easier to play because less clicks/actions are required so you can take a back seat, observe the battlefield, and make interesting decisions.
I believe I've solved the recently mentioned problem about stalemates making this game far more enjoyable. If anyone could play this map and leave feedback (especially about whether it's enjoyable to replay) that would be appreciated.
Thanks.
Just in case some people haven't realised, I caved in and decided to mirror the update posts on sc2mapster here for the convenience of frequent team liquid site users.
Fixed AI logic so they play more effectively with the new gameplay (of steady building and countering)
Fixed a potential issue with periodic AI marines moving to the wrong places
Today has been pretty awesome since I had a few games in public lobbies. It was the first time I had 2v2 games with all humans and there were multiple 2v2 games (with all human players). If anyone isn't convinced this game is easy to play I've seen everyone play really well (while very likely being first time players of this map), I've never had to say a word about how to play, and they stick around until the game ends.