Deepjay

Demigod needs a forest style 'real world location' map.

Demigod needs a forest style 'real world location' map.

I like the demigod maps, and i understand where they fit within the whole 'theme' of the game and all, but i swear this game would be ten times better if the maps were 'grounded' in real world locations with a bit of diversity to them. If you took away the 3d backgrounds, the maps themselves would be very very bland.

 

I would take the designs of the maps and incorporate them into a ground location. Add things around the maps, ruins, buildings, trees, rivers, lakes - they dont have to have any impact but would add so much to the asthetics.


Think a demigod version of the DOTA map - that would be so damned awesome. I don't mean THE DoTA map, but think how the DOTA map is setout - rivers, trees etc - apply that to Demigod and you see my point.


Environments such as desert egyptian style ruins, ancient greek ruins type settings, you name it.

Expansion perhaps?

12,808 views 32 replies
Reply #26 Top

Quoting Ke5trel, reply 24

A gameplay limitation I could understand, but not an engine limitation
It's an engine limitation having to do with ranged units.  The projectile physics system can't recognize three dimensions so an archer will auto-attack through a cliff/mountain.  For multi-tiered maps to work you'd need to take out the ranged units or make the levels far enough apart than a unit on one level could never be in range of a unit on another level. 

 

 

That's what I meant by a gameplay limitation - the engine can still do it, it did in supreme commander but you get units firing into the ground unless they had an arc attack.  Anyhow its not that big a deal - you can still make the play area flat but have an interesting surround, the only ability it might effect is sniper shot

Reply #27 Top

Well, the DOTA map is pretty much flat, so the concept could be adapted to Demigod. What i miss from DOTA is that you could hide in the forest and ambush players. Also, there were those neutral zones, with NPC monsters that you could kill for exp and gold. All this can work in Demigod, if they want to.

Reply #28 Top

Quoting Dead, reply 2
Well, the DOTA map is pretty much flat, so the concept could be adapted to Demigod. What i miss from DOTA is that you could hide in the forest and ambush players. Also, there were those neutral zones, with NPC monsters that you could kill for exp and gold. All this can work in Demigod, if they want to.

 

I guess teleporting-ambusing makes up for lack of ambushing in some respects.

Reply #29 Top

Would so hope a map editor would allow us a fair level of creativity with this kind of thing anyway. Who knows, someone might design the ultimate DOTA style map that aint dota

Reply #30 Top

I'm really bummed to hear that it's an engine limitation that prevents any sort of tiered environments.  The flat maps really are a drag, and I'm surprised the engine was originally developed like that. 

Rolling hills with streams, rocks you can punch through to carve new paths, and forests to crush or burn or freeze would have been just plain awesome.  Maybe in the future we can look forward to some indoor invironments, with heavy wooden doors to batter down, long hallways, and dividing walls?  Oh wait.. can't incorporate anything that interferes with LoS.


Oh well.

Reply #31 Top

idk, i like the sureal look of the maps, its part of what adds to the gameplay. maybe if you could incorporate the forest into the background, but fighting in a forset would suck.

Reply #32 Top

It would depend how it was done, I think it makes a more interesting map where like in dota you have forests blocking paths, but you can destroy trees etc.

 

 

Anyway they have a pretty good base game to work with, but they could make some really interesting maps with other objectives to open up alternate routes etc.

 

Looks like it's is built almost exactly like Supcom with lua so it should be pretty moddable, just depends what restrictions they have put in.