been a while since i posted anything so i thought i'd demo what i've been working on for when the SDK comes out. so far i've almost got it so you can more then two teams on a map so i thought i'd start out with a map that works off that principle. Basic idea is like a lot of people have suggested a while back, with a map where 4 teams each attack each other.
this map specificly works with the conflict of working with two demigods but having 3 seperate grunt paths. with 12 diffrent paths and only 8 demigods this measn increased communication between team mates will be needed in order to push and defend the extra path for each of team.
Map Idea: Crown
# of Players:
8 players across 4 teams (2v2v2v2)
Good for all game modes
The map, as you can see, if based around the idea of a compass (kind of). with 4 directions and a centre the edges are lines with rim that gives the impression of a crown. the crowna and interlocked by the paths with a septer looking thing in the middle. since the centre is where most of the fighting will take place this makes it look like four crowns all fighting for a septer in the middle.
anyway the pics are taken from 3ds max and the file can be found later on so if you interested check out the file and have a look at it in 3d.
Simple is Best (monokuro boo). 2 towers on each brance with 2 archers behind them. citadel is surrounded by 2 more towers and maybe 3 archers. other then that ther's one shop in the middle with one flag on each arm, one the the middle, and one flag controlling all three portals in the base (thou that flag is actualy inside the citadel).
the idea is that the middle path will cross to the oposite team and the sides to the others. once a team is defeated the citadel reveals a flag that controls their portals. other teams can capture this flag and double their grunt. thes grunts will follow the same path as the defeated team (the path that leads to new pwners team will simply join a path [clockwise])
for those interested you can download the max file here if you want to have a closer look:
so that it for the map, pretty simple but the concept of more grunts then Demigods should lead to interesting strategies at least. untill the SDK comes out i'll prbabbly be just going through the lua script figuring out how to do this and then whem i can make scmap files and edit granny fiels i'll get on making it
unless ofcourse the dev' wouldn't mind maybe sending over a few of the tool their using at the momment in which case i could probably have it up and in alpha tests before the end of the weekends