[center]CTF DustFort[/center]
As few of you may still remember, 2nd session for CTF tournament is comming in this summer. At the begining of June. Communists won in winter tourney and I hope they are ready for some action because they will have to defend their champion title soon
Anyway, new tourney means new map. I was suggested to use desert tileset multiple times so here we go "CTF DustFort". I was really proud of terrain I made for StarFort and I tried to repeat the magic I got last time. I made like 10 different designs and they all sucked compared to StarFort, I kept trying and came upon this. It's a bit bigger than StarFort, but I like it, it has a lot of possible tactics to play and it's pretty varied. Maybe it looks a bit easier to steal the flag, but we will see
And for those who are new to this....
QUOTE
DustFort gameplay will be based on tactical thinking and teamplay. You can't win if you don't cooperate with your teammates or if you blindly run into fire. there are several ways to the flag so good tactical thinking and excellent teamplay is essential in DustFort.
[Progress]
I only recently begun to work on the map. I was kinda inspired when we played StarFort on B.net a while ago
+ Done +
@ Terrain
@ Unit placement
+ To do +
@ Triggers and everything.
@ Balancing new unit packs
Oh yea, I will be happy to hear your ideas on how to improve the map and suggestions about new unit packs.
[Specifications]
Pretty much the same as in StarFort.
+ Players +
There are total 8 players and 4 forces
@ Red Defence
@ Red Offence
@ Blue Defence
@ Blue Offence
2 players in each force, making it so each pair of players combine their packs and and use their own unique tactics to reach their goal.
1 player in required in each force for the game to run. So I suggest to play with friends who wont leave after 5 minutes. It is recommended to have all 8 players. Game experience may change during full game.
+ Map tileset +
Desert
+ Map size +
128x96. the battle field is about half of 96 height, the other half is unit selection sections and upgrade buildings.
+ Type +
Player vs Player Capture-The-Flag tactics game
[Features]
+ Player Interface +
Pick a special pack of units. And defend your base or try to capture the enemy flag. After death you can pick another pack or the same and respawn immediately.
+ New stuff? +
There probably isn't too much new stuff that can be added to CTF game while keeping it simple and fun for players, which is my highest priority for this map.
But a new thing that wasn't in StarFort will be virtual flag. Now unit that carry a flag won't have a flag by it but will have a scourge following it. Actual flag caused too much bugs.
[Unit packs]
There will be 2 teams and 4 forces. Each team will have Defence and Offence force. Unit pack options will differ for each force. 2 players in each force.
There will be 2 new packs in each force. This time I will also use zergs. Old packs stay, but if you have any suggestion how to improve them, speak
+ Defence packs +
@ Engineer (SCV) + 500 mins
@ Sniper team (4 ghosts)
@ Front line squad (2 goliaths + SCV) + 200 mins
@ Artillery squad (reaver + 2 marines)
@ Heavy support team (3 dragoons)
@ Suicide team (4 infested terrans)
@ Infested spy (Inf. Kerrigan + 2 zerglings)*
@ Poison crew (defiler + 3 hero zerglings)*
+ Offence packs +
@ Scout (vulture)
@ Melee squad (5 zealots)
@ CTF team (4 hero marines + probe)*
@ Spy (Hero ghost + probe) + 200 mins
@ Assault team (4 firebats + 2 medics)
@ Support team (2 hero templars + probe)
@ Acid squad (4 hydralisks)*
@ Tesla team (2 archons + probe) + 150 mins*
+ Specials +
@ SCV can build sentry turrets and repair. Build a turret and it will be replaced with sieged tank. Turret cost 250 mins.
@ Reaver can build scarabs for free. But they scarabs are not build instant.
@ Infested terran, zergling, hero zergling and defiler can burrow.*
@ Vulture can set mines.
@ Hero marines have stims.
@ Hero ghost has cloak and lockdown abilities.
@ Medic has all spells
@ Hero templar has all spells
@ Defiler has all spells*
@ Inf. Kerrigan has all spells*
@ Probe can build pylons, shield battery and photon cannons. pylon costs 100 minerals, shield battery and cannon costs 50.*
In StarFort only probe and SCV could carry the flag. I haven't yet decided to keep that or not. Virtual flag system would make it possible for any unit to carry the flag, but on the other hand it could disbalance current unit packs. Also units like vulture are too fast for scourge to follow. Suggestions please
*New or changed.
[Screenshots]
Battle field (A - offence spawn points, B - defence)
I remember that I made a decision to launch StarFort as public beta and that move made the game really balanced and good. But there was like 10 version of it. Anyway, this time I will really need several good testers who will help me to test and balance the game. Hoping for co-operation