💀 Arena of Death - Official Thread
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The concept
To produce a tactical gladiator style skirmish game with four units a side, in an Arena.Map: Went with 100 hexes for the Arena, so a small map.
Stacking: First off was to get the unit stacking working, went for 2 units per hex, so this can give unit synergy if needed, like a healer unit and damage dealer unit. Combine this with the enemies stacking that only allows a maximum of 4 units per hex.
Tropes: What type of heroes/gladiators should there be, came up with 7 tropes, Archer, Barbarian, Priest, Rogue, Summoner, Warrior, Wizard.
Hit Points: The heroes had to have multiple wounds/Hit Points and be magically healed to give an extra dimension to the game.
Victory conditions: Initially had to kill all 4 heroes, but that was sometimes a very short game, so made it 5 heroes. So another hero needs to be earned/bought. This meant you had to have map locations that generated PU/ capture the flag style, so you could be rewarded with a hero for doing so adding another dimension to the game.
Added starting locations/Spawn Points and a centrally placed Healing-Well as a focus to fight over.
Arena of Death was born.
Thoughts?
Is now available from [Download Maps] button listed in the Experimental tab as Arena of Death.
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Game Notes
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For Code Raiders
This map has the following code that is worth looking at;;- Unit stacking - 2 allied units & 2 enemy units max per hex territory, search Go Stack
- Multi-hit hero units that can be wounded, search Warrior
- Multi-hit hero units being healed, search Go Heal (done with triggers)
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Posts 1 & 2 updated.
See post 1 for download link and more details and how to install.
https://forums.triplea-game.org/topic/3264/arena-of-death-official-threadYour comments would be most welcome.
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Is now available from [Download Maps] button listed in the Experimental tab as Arena of Death.
@beelee @LaFayette @RoiEX @RogerCooper
Thanks for all your help ! -
Why does the map look like it wraps around but it doesn't? I thought connections were like in hexglobe. For example, the zone B1 is half up and half down, and it is adjacent to A10, B10 and C10 but does not connect to any one of them. Either I'm overlooking some explanations or it's just wrong.
The map is no doubt intriguing, but I've not yet gone past taking a peek.
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Cernel you are not wrong, the original map did wrap round, the hexes were taken from the hex_globe10 map and I made a quick attempt to unwrap it.
I do have an improved map, built from the ground up (pun intended), my first!
It will be in the next release, hopefully with buyable placeable terrain for each faction.
Remember to play on Fast AI as Hard AI is too reserved.
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Update now available from [Download Maps] button listed in the Experimental tab as Arena of Death, includes;
New Arena Map - as the post above
4 Placeable Terrain pieces
column - one stack
hill - Adds 1 range to Archers-shot or Archer-Shot-1 - by trigger
impassable - Impassable to all
marsh - Slows movement by 1 when leaving hex. WARNING do NOT enter with a 1 move heroToolTips
Fix some minor bugs