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Map Idea?

Started by: merich1 | Replies: 26 | Views: 1,356

merich1
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May 5, 2013 9:29 PM #965957
So, I was thinking, and each map doesn't really impact the game much other than the length of the map. So I thought that it would be cool to implement... modifications for each map.

You can also choose whether or not this plays a role in your game. (By that I mean a little checkbox in the "Select Empire" screen.)

So:

Castle:
Castle Archers and Castle Deads get a boost in damage.
Juggerknights get a small speed buff.
Speartons have more health.

Swamp:
All units, except for Giants and flying units, move slower.
Magikill's Electric Wall attack and Medusa's Venom Flux attack get large buffs.
Meric heal and auto heal get small buffs.

Desert:
All units, except for Deads, Marrowkai, and Juggerknights, die after 5 minutes, because of lack of water.
Order Miners can build Pyramids at the cost of 400 gold and 300 mana that basically are large pyramids that units can hide in and become undetectable. This must be researched for 200 gold. These pyramids cannot cover any prexisting structures (like rows of gold or the center tower). Opposing players can enter these pyramids, but they will not know what is inside until they get inside. Only players with units inside the pyramids may see inside of the pyramid.

Forest:
Archidons can climb trees and basically become Albowtrosses.
Juggerknights can cut trees and kill all Archidons on those specific trees.
Shadowraths are undetectable in cloak because it's easier to hide.
Chaos Miners can build Miner Walls, but it must be researched and it costs more.

Gates:
(YJang's Idea) "The units inside the castle(garrisoning) will heal twice as fast and your enemy can go inside your castle and kill all kinds your units, but your enemy in there won't heal in there. You can buy the gates toggle for 300 golds, 400 mana, you can toggle the gates on/off, so you can make your gate close and open. When the gate is closed the enemy cannot go inside your castle, but they can still break the gate. The gate's health is high as 3 miner walls. When your gate breaks, you can still replace your gate by 300 golds and this doesn't need to be researched and it is miner's ability."

Ice World:
Ice traps randomly appear across the map. These traps are invisible, and they will cause whoever steps over them to fall and basically be stunned.
A random ghost penguin will appear at the middle. The penguin is unkillable and basically just slips and slides and stuns stuff on both sides.

Grass Hills:
Many hills randomly appear across the map. When climbing a hill units are slower, at the top of a hill Archidons, Deads, and Enslaved Giants have more range, and when running down a hill units are faster. Flying units completely ignore this.
Crawlers receive a small speed boost.

Halloween:
Shadowraths are undetectable in cloak.
All Chaos units receive a small buff in regenerating health.


So, what do you guys think? Feedback please, and ideas for Gates, please!
THEFORCE
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May 5, 2013 9:40 PM #965965
Well, uhh..I dunno about this. But if you want an idea for gates, here's what I think:

2 Gates will appear on the quarter of the map, close to each player. When approaching, the gates will be like the middle tower(has a possession bar on it.) And when controlled, it will give every unit a buff for the player. And when controlling tower spawn, units will gain more buff and still tower spawn as normal...

That's my idea...
YJang

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May 5, 2013 10:02 PM #965980
It will be much more complicated and sometimes unfair, but fun.

For gates idea, how about this: The units inside the castle(garrisoning) will heal twice as fast and your enemy can go inside your castle and kill all kinds your units, but your enemy in there won't heal in there. You can buy the gates toggle for 300 golds, 400 mana, you can toggle the gates on/off, so you can make your gate close and open. When the gate is closed the enemy cannot go inside your castle, but they can still break the gate. The gate's health is high as 3 miner walls. When your gate breaks, you can still replace your gate by 300 golds and this doesn't need to be researched and it is miner's ability.
merich1
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May 5, 2013 11:07 PM #966021
Quote from YJang
It will be much more complicated and sometimes unfair, but fun.

For gates idea, how about this: The units inside the castle(garrisoning) will heal twice as fast and your enemy can go inside your castle and kill all kinds your units, but your enemy in there won't heal in there. You can buy the gates toggle for 300 golds, 400 mana, you can toggle the gates on/off, so you can make your gate close and open. When the gate is closed the enemy cannot go inside your castle, but they can still break the gate. The gate's health is high as 3 miner walls. When your gate breaks, you can still replace your gate by 300 golds and this doesn't need to be researched and it is miner's ability.


Yeah, I kinda like that.
That Other Guy
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May 5, 2013 11:37 PM #966062
Quote from merich1
So, I was thinking, and each map doesn't really impact the game much other than the length of the map. So I thought that it would be cool to implement... modifications for each map.

You can also choose whether or not this plays a role in your game. (By that I mean a little checkbox in the "Select Empire" screen.)

So:

Castle:
Castle Archers and Castle Deads get a boost in damage.
Juggerknights move faster.
Miner Walls have more health.

Swamp:
All units, except for Giants, Juggerknights, and Deads, move slower.
Predatory Edge receives a massive nerf.

Desert:
All units, except for Deads, Marrowkai, and Juggerknights, die after 5 minutes, because of lack of water.
Order Miners can build Pyramids at the cost of 400 gold and 300 mana that basically are large pyramids that units can hide in and become undetectable. This must be researched for 200 gold. These pyramids cannot cover any prexisting structures (like rows of gold or the center tower). Opposing players can enter these pyramids, but they will not know what is inside until they get inside. Only players with units inside the pyramids may see inside of the pyramid.

Forest:
Archidons can climb trees and basically become Albowtrosses.
Juggerknights can cut trees and kill all Archidons on those specific trees.
Shadowraths are undetectable in cloak because it's easier to hide.
Chaos Miners can build Miner Walls, but it must be researched and it costs more.

Gates:
(YJang's Idea) The units inside the castle(garrisoning) will heal twice as fast and your enemy can go inside your castle and kill all kinds your units, but your enemy in there won't heal in there. You can buy the gates toggle for 300 golds, 400 mana, you can toggle the gates on/off, so you can make your gate close and open. When the gate is closed the enemy cannot go inside your castle, but they can still break the gate. The gate's health is high as 3 miner walls. When your gate breaks, you can still replace your gate by 300 golds and this doesn't need to be researched and it is miner's ability.

Ice World:
Ice traps randomly appear across the map. These traps are invisible, and they will cause whoever steps over them to fall and basically be stunned.
A random ghost penguin will appear at the middle. The penguin is unkillable and basically just slips and slides and stuns stuff on both sides.

Grass Hills:
Many hills randomly appear across the map. When climbing a hill units are slower, at the top of a hill Archidons, Deads, and Enslaved Giants have more range, and when running down a hill units are faster. Flying units completely ignore this.
Crawlers receive a small speed boost.

Halloween:
Shadowraths are undetectable in cloak.
All Chaos units receive a small buff in regenerating health.


So, what do you guys think? Feedback please, and ideas for Gates, please!


I read these and most of these maps give chaos a better advantage. Second, the first four map ideas all help juggerknights, like seriously you're showing you clearly favor juggerknights here, but they need to suffer certain effects the rest of guys suffer, and Speartons should be boosted in the castle too.

But you should consider that if there were to be special effects, they have to helping and hurting all the empires equally.
merich1
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May 5, 2013 11:45 PM #966079
Quote from That Other Guy
I read these and most of these maps give chaos a better advantage. Second, the first four map ideas all help juggerknights, like seriously you're showing you clearly favor juggerknights here, but they need to suffer certain effects the rest of guys suffer, and Speartons should be boosted in the castle too.

But you should consider that if there were to be special effects, they have to helping and hurting all the empires equally.


Oopsies. I don't even HAVE Chaos. I'll edit that.
And I was TRYING to make them balanced.

But... it appears that I failed. I'll edit some.
malbence
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May 5, 2013 11:52 PM #966086
Problem is that a lot of your ideas help Chaos. :P Not enough Order aid.
THEFORCE
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May 6, 2013 12:16 AM #966100
Chaos barely needs help right now...
merich1
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May 6, 2013 1:05 AM #966130
Well, the point is that each map should do specific things. I'm just tossing up ideas on what those specific things should be.
THEFORCE
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May 6, 2013 1:45 AM #966167
Quote from merich1
Well, the point is that each map should do specific things. I'm just tossing up ideas on what those specific things should be.


This could be frustrating, really. My opinion is maps should just effect in sizes. Which will affect strategies.
Invincitron
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May 6, 2013 2:08 AM #966183
Hi THEFORCE,

Chaos needs a lot of boosts... increased Crawler damage.. 2 bombers instead of 3 to kill a Sword...

.:Invincitron:.
THEFORCE
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May 6, 2013 2:15 AM #966194
Quote from Invincitron
Hi THEFORCE,

Chaos needs a lot of boosts... increased Crawler damage.. 2 bombers instead of 3 to kill a Sword...

.:Invincitron:.


You're pissing me off right now...2 Bombers??????? You can't be friggin' serious? ._.
Invincitron
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May 6, 2013 2:17 AM #966198
Hi THEFORCE,

You're right... 1 Bomber...

.:Invincitron:.
THEFORCE
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May 6, 2013 2:19 AM #966201
Quote from Invincitron
Hi THEFORCE,

You're right... 1 Bomber...

.:Invincitron:.


HAHAHAHA! *I'm gonna falcon punch your face face*
Invincitron
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May 6, 2013 2:20 AM #966205
Hi reader,

No really... it should be 1 Bomber... who can survive a suicide Bomber beside you while he's blowing up in the real world? 1 Bomber should kill 1 Bar of HP! Flying units and splash damage = 1/2 bars of HP!

.:Invincitron:.
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