Afterlife -- survival and race maps

Discussion and development of scenarios and campaigns for the game.

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vasya
Posts: 12
Joined: August 29th, 2012, 1:53 pm

Afterlife -- survival and race maps

Post by vasya » February 22nd, 2018, 1:53 pm

Afterlife -- survival and race maps.

Your units are copied to enemy part of the map to be controlled by AI.

Playing time: ~ 25 minutes.
If you have any ideas or feedback, feel free to share. hf!
Source code + bug tracker: https://github.com/vgaming/afterlife

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ghype
Posts: 96
Joined: December 13th, 2016, 4:43 pm

Re: Afterlife -- survival and race maps

Post by ghype » April 7th, 2018, 5:18 am

Any one thoughts on a 3p version of the Afterlife survival map?
This mod gained popularity very fast on the online servers.

Map would look more like Isars Blasphemy, instead horizontally just vertically.

Instead of fighting the clones of one side you would fight the clones of the 2 others.
that would cause same balancing issues but if am sure enough there is an easy solution for that like:
(1)less starting gold
(2) less village support/income
(3) using lower clone percentages rates
- or a more experimental approach
(4) set a cap on how many units are cloned from each side, for instance only the strongest and every two waves that cap gets increased

# Any one having Ideas on how else this could even better balanced, since otherwise there could be too many units spammed real quick??
post sprites & stuff every day: ghype's Daily Art
destroying enemy castle here: Orcish Castle - Destroyed

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