The TL DR for the mod is as follows: It's a separate game from StarCraft 2 with unique rules (units drop resources when they die, some units use Energy as Shields or Ammo, bases are at fixed locations on the map, resources are out on the map away from bases) with 2 factions. If you are interested in some background, here's the TL Maps and Custom Games post I made to introduce the mod a while ago: Tl.netĪnd here's the challonge signup for anyone interested: It's in pretty good shape, I'd like to think, and in the hopes that it might help me to attract playtesters and drive some interest, I've decided to offer up $110 of my own money as prize money for a tournament. I have a StarCraft 2 Arcade Map called SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail) that I've been working on for a couple of years now. SCRAP features 2 factions at this time: the sturdy Fabricators, and the multifarious Dendrites. The game features a relatively flat tech tree, destructible resources, pre-defined base locations that players can steal from one another, mobile production facilities, and what I’m calling a ‘soft ammunition’ system. Players locate and mine out a resource cache in short order, then move on to the next while making hard decisions on how to spend the resources they just obtained. Resource gathering will be in fits and starts. I specifically set out to create a strategy game in which a constant flow of income is not to be expected. One of the game’s main themes is resource pressure. ![]() ![]() ![]() In most RTS, one of the core assumptions is that each player will be striving to constantly increase a steady flow of income, while another primary goal of each player is to disrupt or curtail the flow and rate of increase of their opponents’ income. SCRAP (Scavenge, Collect, Reclaim, Attack, Prevail) is a real-time strategy game that turns one of the core RTS mechanics on its head.
0 Comments
Leave a Reply. |