New Gloomreap Mire
Posted: December 10th, 2011, 5:52 pm
It's not done yet but putting the basic info out there for initial comments/concerns.
4 lane map, lanes are generally fairly wide open (not necessarily as open as stormwail but only slightly less so). All lanes have visible roads so people won't complain about getting lost. No lane intersections. Transition between lanes should be fairly easy. My goal was a lane setup more like Verdant but with lots more space.
There's currently only one layer of outpost halls, but with multiple tower layers, but this could change if it doesn't work out well (initially it was due to a lack of space, but now its clear that space exists, however I want to see how games go with only single layers of bases). The biggest problem I'm anticipating with this will be difficulty in reaching the front lines, so I'm considering adding capturable portal stones if necessary.
Gloomite remains but excavating it will work differently. Gloom is suppose to be Stormwail-lite, so I'm aiming for a simpler obelisk mechanic. There are 4 dig sites (currently), all in the lanes. There will be a circle of power that you can click on and pay 250 to summon a digmaster. The digmaster functions somewhat like the obelisk towers in that he represents control of the site (he's a unit not a tower fyi). Digmaster himself doesn't harvest the gloomite, but he'll regularly summon the old miners to get it, which means a site's productivity goes up the longer it is held. Killing miners also results in a partial loss of productivity without necessarily capturing the entire site.
The two far corners are currently unused, so I MIGHT add some other feature to the map to make them useful, but odds of that are fairly low since it's most likely unnecessary. Having an unclaimed outpost or two would be kind of interesting but might just turn into a rush for who claims it first to win.
DarnYak
4 lane map, lanes are generally fairly wide open (not necessarily as open as stormwail but only slightly less so). All lanes have visible roads so people won't complain about getting lost. No lane intersections. Transition between lanes should be fairly easy. My goal was a lane setup more like Verdant but with lots more space.
There's currently only one layer of outpost halls, but with multiple tower layers, but this could change if it doesn't work out well (initially it was due to a lack of space, but now its clear that space exists, however I want to see how games go with only single layers of bases). The biggest problem I'm anticipating with this will be difficulty in reaching the front lines, so I'm considering adding capturable portal stones if necessary.
Gloomite remains but excavating it will work differently. Gloom is suppose to be Stormwail-lite, so I'm aiming for a simpler obelisk mechanic. There are 4 dig sites (currently), all in the lanes. There will be a circle of power that you can click on and pay 250 to summon a digmaster. The digmaster functions somewhat like the obelisk towers in that he represents control of the site (he's a unit not a tower fyi). Digmaster himself doesn't harvest the gloomite, but he'll regularly summon the old miners to get it, which means a site's productivity goes up the longer it is held. Killing miners also results in a partial loss of productivity without necessarily capturing the entire site.
The two far corners are currently unused, so I MIGHT add some other feature to the map to make them useful, but odds of that are fairly low since it's most likely unnecessary. Having an unclaimed outpost or two would be kind of interesting but might just turn into a rush for who claims it first to win.
DarnYak