Glittering Mountain - scripted 3vs3 MP map testing
- difficulty & balance
- fun coefficient
- script timing (if particular event should happen sooner or later)
- assessment of resources (is there enough/too much/too little stone, coal, etc. ?), is there enough/too much place for village? are starting resources overkill? (intended for really quick start)
- is starting map-revealer too big, or is it actually helping (again, quick start intended, without too much labourer based scouting)
- is narrow connection between players (top connected, bottom connected) useful/annoying/anything when top players are allies/enemies
- are passages too narrow? when/if mercenaries at the end are pouring through, is it possible to kill them? (because AI moves like lemmings!)
- is AI player at the center (a.k.a. Baron) overpowered? (note, the he cannot replenish his army)
Now to the map...
Situation is like follows: 3vs3 teams (optimally) battle over large deposits of gold situated in the center of the map, currently occupied by AI player. When AI players is attacked (or after some time if players are pacifists) he will call for help from mercenaries. After some time (at the time of writing: one hour) they will arrive and will ally with team with most gold(=ore+2*chests) (they are mercenaries after all...). Victory and defeat conditions are as normal (economy buildings). If mercenaries should fail to eradicate those with less gold, game continues as normal. (there are over 1000 mercs. around 250 will be present on map simultaneously)
Thank you for testing in advance! Map is in attachment.
Please send replays if possible.
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I would also like to thank to two Russian players who helped me with testing script