Thank you for the feedback.
Too open and few design elements. Yes It is missing a lot of “fill in the blank” type of meshes, to give it more variety and depth. I’ll be working on this now.
Overly Large. I hope I can find a way to make it work. I am aiming for a “campaign” type of feel. The attacker is invading the valley and has a long struggle ahead to reach victory. The kind of victory to be proud of, or the kind of bitter defeat you’d want to forget. I just hope there’s a way to make that work out.
Yes I agree with the running back and forth part to clear a roadblock then push the ram. The problem I have there is that I allow the attacker to choose what path to push the ram through. Clearing the roadblock is the method the attacker uses to make his choice which path to go down, this thus sets the matinee the ram will be using. So I can’t push it first without setting the matinee. An idea I was wondering about as a possible solution to this. If I let the attackers have some npc’s that help push the cart. I have not looked into what I can do with bots how I can influence their behavior so i don’t know if this is a viable solution. If that works then players don’t have to run back to start pushing. Any other ideas would be welcome. Good to have something to think about.
Objective stage, I am guessing this has to do with the “get the ram to the castle” stage? I had a problem there due to the multiple ram paths. I can’t use the advance objective stage if there are different objectives on different paths, I will find another way there to make the text in that part more clear.
Ah yes the grain, Ill thin it out a bit. Didn’t look quite so thick in the editor but I see it better during gameplay.
The optional objective is missing some descriptive text, it is there to allow the attackers to close the defending spawn in the farming village. Forcing the defenders to spawn much further away. Making the “push the ram” part much easier. So the defenders need to keep that point safe so they spawn closer to the ram path. I figured it was nice to have something like this. Not nessasary to do but it has a beneficial effect if you do it.
Walled in, yeah these high mountains do kinda cramp you in. I would like to give it a bit more open view type of feel. I will look into this after everything else is done.
The reason I have so many capture points is that I intend to have a resource system. So the attacker either captures these points for a quicker win, or depletes the defending resources to move to the next objective. The total resource counter in the castle stage will be reduced if the attackers chose to capture the farming village and the military training area earlier on the map. So extra beneficial effects there.
If the defenders manage to deplete the attacking resources it will add an extra goal at the end of the map for the defenders. The mason general will enter the field at the same time as the agathian king. So both sides have a VIP to keep alive. If the defenders fail to deplete the attackers resources in the castle stage then there will be no mason general and thus no mason VIP to hunt down. Only the agathian king will enter the field.
I have yet to set the king objective because the area inside the castle walls is totally incomplete. I wanted to have an escape objective for the king as well, with a slight twist to it. Haven’t started that yet, but after you released coldfront it seems that an escape objective is possible, so that gives me hope that I might be able to set it up.
So my hope is because these capture points aren’t the only way to advance the stage that it is okay to include so many of them. This is just so there are more ways to proceed.
I am glad to hear that the core idea appeals to someone. I hope I can make the gameplay experience a more positive one.