A new map called Plague Swamp.
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TODO:
- Forests
- Trigger script
- Territory (bumps, hills, some more circles around the player starting position, to hide those ugly circles)
- Actors (bushes, dust)
- Ambient sounds (once there was ambient sound support)
- Fog factor and thickness
Forests:
Why so few wood again? Give lobby players their mainland variant they are desperate for (which is one of the reasons african plains was so much more popular after the release than many other new maps).
In particular if we have to
EXPECT RANDOM UNITS TO DIE AFTER A CERTAIN TIME.
It might even look much more interesting if there are different swamps in a jungle forest.
Trigger Script:
Make @elexis write a proper trigger to go with the map
disease-ridden swampland with little territory to build on. When illness strikes with lightning speed out of the festering pools, will you be able to stand its onslaught
Should this be linked to some territory? Units in the swamp could be harmed while units on the ground might not.
That however would lead to players being incentivized to not attack, but we should do the opposite.
That however runs into the issue that players can hide in their CCs until the enemy reached phase 3 and can produce rams or elephants.
So running around a garrisoned CC or tower with your 20 citizen soldiers 5 of them died on the way to the enemy might not be too rewarding.
This is where I come in with that gaia idea again.
How about one amok-running asian elephant for each of the initial player CCs every 10 minutes? (because disease-ridden and so forth)
Perhaps we could use a custom template for that map (for example faster walk speed and more HP).
I'd prefer a gaia-free map this time.
After minute 15 lets say every 2 seconds a random unit dies.
If its not enough you could make units in the swamp itself lose a small amount of hp/s
No amok asian elephants please
As for forests, sure
And as can be seem on the first screenshot, dust has been added. I didn't want them too common, that's all
@trigger: To encourage attacks maybe check every unit every few seconds with a random roll and maybe damage it like: if randFloat() > [units within range x of checked unit including garrisoned and structures] /100: [deal randFloat() * 10 damage to checked unit]