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Knights Evolve - Dynamic Script

PostPosted: 06 Sep 2013, 13:11
by RandomLyrics
Knights Evolve

My dynamic script map, based on old evolves map in starcraft.
Only for multiplayer, but playable for test in singleplayer

Copy downloaded map to /MapsMP

You are commander of special watch tower thats produces army, your objective is to destroy oponnents towers. Your units will upgrade for enough number of kills:
For map4:
  Code:
LANCE_KN = 50; AXE_KN = 150; H_AXE_KN = 300; PIKE_KN = 500; SWORD_KN = 750; KNIGHT_KN = 1000; BARB_KN = 1500;
For map8:
  Code:
LANCE_KN = 75; AXE_KN = 250; H_AXE_KN = 400; PIKE_KN = 700; SWORD_KN = 900; KNIGHT_KN = 1200; BARB_KN = 1500;
For example: you need 50 kills to get lance spawn :)

Features:
- Autogrouping units (default your units wil group in 15 count, you make new group just unlocking your tower delivery block)
- Middle player is Stronger player, he gets more units for every 4th spawn. 5/4 = stronger/other player units.
- Watch towers automatically gets stones to shoot and recover health (10 per 2 seconds).
- Score board shows kills, spawn timer and message when player evolves.
- Every 4th spawn player get range unit.
4444.jpg
3333.jpg
222.jpg
Download:
Knights Frenzy 4+8 v1.02.zip

Re: Knights Evolve - Dynamic Script

PostPosted: 06 Sep 2013, 15:12
by Islar
i really like the idea and i think it would be a very good map with a few improvements. here is my replay for singleplayer test.
Saves.zip

Re: Knights Evolve - Dynamic Script

PostPosted: 06 Sep 2013, 15:59
by Krom
Gave it a try in a single-player. The mode is quite interesting to play )

Re: Knights Evolve - Dynamic Script

PostPosted: 06 Sep 2013, 17:49
by RandomLyrics
thanks, i will consider any good ideas. In future i will add bonus for every 25, 50, 100 kills = some TPR new units like barbarian or vagabond. also improve the spawn sytem that u get every time range and melee units. for example the lance spawn: 5 lance/1 bow ; for bow spawn: 5 bow/1 militia. also add victory conditions .
Im thinking about new name for the map, coz Evolve doesnt match to KaM world :D

Re: Knights Evolve - Dynamic Script

PostPosted: 08 Sep 2013, 21:23
by RandomLyrics
Update v1.1

Playable in multplayer and singleplayer.

Added:
- simple AI (attack units and buildings, can retreat, changing tactic)
- victory conditions
- melee/ranged supporters
- some balance changes

To do:
- bounties
- maps description

AI plays each player includes human players, so if u dont want AI control over your units, just unblock delivery in your main watch tower.

Hmm sometimes i lose while playing with these crazy bots ^^

Screenshots (taken while AI plays each player(include default)):
11.jpg
22.jpg
33.jpg
Download:
Knights Evolve v1.1.rar

Re: Knights Evolve - Dynamic Script

PostPosted: 09 Sep 2013, 16:59
by Nayot
It's really good. It could be fun in MP (H) .

Re: Knights Evolve - Dynamic Script

PostPosted: 10 Sep 2013, 15:44
by Bence791
Very good job :) I like it. Tho I think after achieving the Warriors spam, there should be a "restart" of it. Like, you get the warriorspam, plus, after getting certain amounts of points, you'd get the other spams along with it. For example, 1100 points would give warriors+militiaspam, 1350 - warriors+lancers etc. After reaching 1k points it gets too "boring" (no variety in units). :(

P.S.: It's Warriorspam, not Barbarian spam :C

Re: Knights Evolve - Dynamic Script

PostPosted: 11 Sep 2013, 13:15
by Nayot
I personally don't like that you can add 2 lines of bow near enemy watchtower and enemy won't be able to defend him self (units immediately die). You should add opinion to set auto spawn off with con that it takes 7 seconds instead of 6 to spawn.
Over that It's a good map. I really like it :D .

Re: Knights Evolve - Dynamic Script

PostPosted: 11 Sep 2013, 15:23
by RandomLyrics
Bence791, its good idea, but i rather make the match shorter like 30-60 mins. With bots its not able to test. But im still doing balance changes to reduce game time to 30-60mins. In future when the map will be played lot in MP i will add this :)
Nayot yea i noticed it too, this is what i call 'the siege" xD, i was thinking about the button for "spawn off" but my tower lack of it and i dont want to place anaother building for that ;p so i just depend on the players greed to kill easy targets as 'attacking archers' :P
Hmm maybe i can check if 'my units = 0' and 'repair on' and 'enemy units in bases region > 5' then turn off spawn. ;p

Re: Knights Evolve - Dynamic Script

PostPosted: 11 Sep 2013, 16:37
by Skypper
i will try to make a bigger map

Re: Knights Evolve - Dynamic Script

PostPosted: 11 Sep 2013, 17:01
by RandomLyrics
i will try to make a bigger map
Thanks :)

Re: Knights Evolve - Dynamic Script

PostPosted: 11 Sep 2013, 19:28
by Kamykos
Hey this is awesome :D. I must try this in multiplayer. I realized that the best tactic to win is destroying a tower with archers and melee units at the same time. I made a 3 groups of melee so when enemy's units spawned they didnt disturb every melee, but just one group :P. Good job.

Re: Knights Evolve - Dynamic Script

PostPosted: 12 Sep 2013, 18:00
by Skypper
this is the map i made, i hope you like it :)
i tried to keep it the way your map was, with 4 sections and a center, and very green.
if you want to edit it, feel free to add something or remove something.

if somebody else want to use it, feel free

Re: Knights Evolve - Dynamic Script

PostPosted: 13 Sep 2013, 19:25
by Skypper
do you like it ?

Re: Knights Evolve - Dynamic Script

PostPosted: 13 Sep 2013, 19:34
by Bence791
do you like it ?
*Are you alive?
I guess he is just away, that's all :P