Multiplayer Map Pack - 10 Maps
- Focus on balanced 1vs1 Maps, where no player has an advantage
- Diverse Map Designs, some maps are designed for early aggression, some for easier turtling, midgame aggression, or more space for chaos.
- Still most maps should allow to rush, but is also less punishing for turtlers *(Turtling is disadvantages in general).
- You reach endgame when you your opponent allows it. Not by artificially delaying player2player Integration, so both players can't snowball with farming heros, or collecting specials. I did that to prevent a simpel steam roll scenario.
- Simple Design Philosoph: "What you see is what you get". All maps have the same ruleset, no surprises, easy to learn, hard to master.
2 Versions
- The default version is the Vanilla Version.
- If you go to "show all versions" and download "Map Pack Balance.rar"
Balance Changes
== Unlock Order ==
- Workshop swapped placed with Bridge
- Scavenger room moved for the Prison
- Destroy Walls swapped placed with Armageddon
== Creature Balance changes ==
- Bile Demons Fart ability swapped placed with Poison Smoke
- Demon Spawn Strength increased from 50 to 80
- Orc Training Speed increased from 2 to 4
- Troll Health increased from 450 to 600
- Fly Health increased from 150 to 250
- Fly can see invisible units by default
- Tentacle Health increased from 700 to 1200
- Tentacle unlocks freeze ability at level 2
- Tentacle can see invisible units by default
== Sacrifice ==
- Demon Spawn + Fly = Dragon
== Scavenge Speed Streamlining ==
- Beetles, Flies and Spiders have a Scavenge speed of 3
- Every other unit has a Scavenge speed of 2
== 9 Tile attraction ==
- Demon Spawns and Trolls take 9 Tiles of their room to spawn
Why did I made certain changes?
== Unlock Order ==
- The Workshop got unlocked too late to make it even remotely viable.
- The Bridge got unlocked so early, that it made any map with lava or water attacker favored.
- Destroy Walls isn't as strong as Armageddon and it's just a small change.
== Creature Balance changes ==
- Bile Demons were able deny access from a save distance and spam poison smoke. Fart has a longer cooldown and needs to be castes upclose. He still provides the same utility and at lvl4 he is back to his former glory.
- Demon Spawns now are able to nibble away Dragons in mass, but still die from Bile Demons. So that there is some sort of rock-paper-siccsor dynamic at early game.
- Orcs were just too slow to train to compete with dragons. Because the research order changes a bit, there is now a bigger window for Orcs to shine.
- Trolls are still utility creatures, but at least they won't die as fast.
- Flies are still bad unit, but can survive for a bit longer, also is able to defend against invisible workers in early mid game.
== Sacrifice ==
- Should allow to justify keeping Demon spawns and Flies till endgame.
== Scavenge Speed Streamlining ==
- To not make Dragons the ultimate mid game unit and to simplify it.
- Additionally giving insects more utility, I though making them more relevant at mid game.
== 9 Tile attraction ==
- To give the player more Control over the early spawn pool. So you aren't forced to get Demon Spawns at the very beginning, but are still able to train your units for a small sacrifice of Efficiency. Same for getting the Workshop.
River of Time had no imps pre-placed - now fixed