Hmm . . . when I thought about making a map that resembled CS, I was thinking more about hostage rescue, demolition, etc. I never really considered modeling the "buy" system. I mean, the buy system is just part of starting the game. Don't you think that what you do in the game is much more important. Actually, I'm not quite sure what you mean, especially with not being able to kill the units. Would you mind restating it?
As for the other idea (flags), I think it would be too complicated and too much trouble. But it would allow your opponent to get his spawning power back. That's definitely a plus. As it is in my map, once that neutral unit is destroyed, there's no way to get yourself back in the game. Usually, one of two things happens:
1) One player comes out decisively more powerful and decimates his opponent's base by killing the neutral units at his beacons while his opponent's forces are there but too weak to put up a good fight.
2) Both players destroy each others' beacon units simultaneously, leaving them to duke it out with the forces they have at that point and pretty much deciding the game in favor of the person with the larger force.
So, the way I see it, there are two problems. One is that there's no way to get back in the game once your base has been raided, like I said before. Two is that once both players' bases have been raided, the game diminishes to a brute force conflict, which might as well be a melee game. The whole point of UMS maps is to add a unique touch that allows for more strategy.
Wow . . . you guys really got me thinking. Thanks a lot.
