Re: The Battle for Urbarahz v1.0
Posted: Fri Oct 02, 2009 10:43 pm
I'm not sure I buy the comparison you're making here. Nearly all the enemies on Shoulders of Urbarahz come from one side of the map and the whole map has invisible observers, meaning if you group up at the other side of the map you can see them coming from nearly the whole map's distance--MUCH more warning than you get on Shadow of the Mountain or The Wall or any Bungie map--it's one of the things I've always loved about Shoulders, on which the greater visibility is a good balance for the fact that there are larger than normal numbers of enemies and traps are more than usually helpful. I'm not sure if the ability to go around with all heroes and pick up reinforcements is intuitive, but I *know* I made sure to include it in the hints. It's true that you're not told where to go, but I don't think that that's information I as a mapmaker should necessarily have to give you, especially on a defensive map. It's a game of strategy and tactics--what fun is it if you aren't pushed to make decisions?Cobalt 7 wrote:It's little things that snow ball. Take Defense Maps that Bungie made. They always gave the player a good deal of warning most of the time about when a wave would come. Enemy waves in Urbarahz just sort of swamp you, especially in that epic sized defense map at the Gates in the snow. I had no idea which way the scripting was supposed to go, or where I should be moving my units around (at least, as a solo). The scale and detail were great... It just eventually got overwhelming like a 1-man game of Mazz.
That said, I may want to put more variation in the difficulty levels on that map--the idea would be to keep Normal and higher as they are, but remove some enemies on the lower difficulties, which I think currently have the same enemies as Normal.
Not much to be done about that at this point, but I think that it really is a matter of learning to use the unit sets you're given. Between the arquebusiers and the axes, you've got a lot of potential to recover if the enemy gets inside bottle range, and I've rarely found myself setting satchel traps to win except on Shoulders.Cobalt 7 wrote:Then there's the Goblins. I love the Goblin Units in TSG, but since they're faster than the player units, they force a dramatic shift from the flexible "Attack, Make a mistake, retreat, try again, maybe." strategy of Myth, and turn it into a lot more "Prepare for a trap, or battle plan that will kill a ton of Goblins with minimal damage to your forces. Fuck up. Hit reload."