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Guys I don't have fancy stuff to make this idea look better =(, but what I do that is a UMS idea that is fresh and hasn't been tried before.
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Map name: King of the Hill v1.0
Players: 3-4 teams of 2.
Description: King of the Hill blends the essiential elements (micro, macro, tactics, teamwork) of a melee game into a new fresh UMS. I find RPG and many defense games are too long and repetitive. With this in mind, it is my idea that UMS are best served fast. King of the Hill forces the players to play aggressive but also tactically in their pursuit of hill glory.
Outline: *Three, 20 minute (starcraft time, so that equates to 15 minute rounds)
*Each round has a different hill, with different terrain, forcing one to employ different tactics
*Kill count, if for example each team has won a round at the end of the game. This also rewards
teams for aggressive play
*All teams have vision of Hill
The objective is to assume the hills for the longest period of time.
Tactics: As stated earlier, each his has its own properties. The third hill, for example, is a depression on the ground with no ramp accessing it. This will force players to use dropships or air units to assume hill control; or both. Micro and the ability to have a fast tech (air macro) is vital in hill 3. The more experienced teams will think outside the box. They will make fast ground units to destroy all the other teams before they even reach tech, because in theory, the other teams will be solely concentrating on teching to air units.
Another example is the first hill. The first hill has a higher plateau with four ramps accessing it. Players will traditionally try to assume hill control early, as it is much easier to fight down a hill than it is fighting up. While the teams are busy microing, slugging it out for Hill 1's control, a smart move may be to wait. For example a P/T team may wait until the Terran has a good mech team (siege tanks, vultures, mines) and then they will overwhelm all 3 other teams who are too far behind in the macro and tech. Once the mech Terran has assumed the hill, with the aid of a large zealot group, they can't be defeated as they have higher ground. This is when the other teams will try to do crazy stuff like drop dts/lurks, go air and whatnot.
KOTH is all about continuous action and aggressive play. But like I said earlier you need a consistent blend of micro, macro and teamwork just to win a single round.
Have you got what it takes to conquer 'the Hills' ?
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