Fair points...but after numerous playthroughs, I kinda felt that mandala was still lacking on the design side; it just didn't seem "epic" enough for a map of this scale. Guess given the networking problems associated with the game, this is probably a map best played locally using the AI; hopefully, some of the other mods currently pursued in this area will help enhance the AI in order to make for a more varied, challenging single player experience.
phoenix917
Thnx for the feedback :)... the underlying motivation behind this (as well as the other map mods) is simple really - basically to inject a little more pace / strategy into each maps distinct design. Actually, I think 'Mandala' is a good example of a lost opportunity - especially with regards to the reinforcement portals (which seems too simplistic for a map of this scale). That is in essence how the ' Magus ' mod came to be - with the goal being to introduce a better fi
Hi all, I have managed to rework the 'Mandala' map lua in order to introduce additional portals capable of spawning reinforcements whose goal is to overthrow the opponents citadel. I have added new chaining for the reinforcement pathing, as well as some additional defensive structures in order to balance things out a little more. I have placed 2 screenshots at the following location: h
Hi all, I have managed to rework the 'Exile" map lua a bit in order to introduce 2 additional portals capable of spawning reinforcements whose goal is to overwhelm the opponents citadel. I have added new chaining for the reinforcement pathing, as well as some additional defensive structures in order to balance things out a little more. I have placed 2 screenshots at the following location: <a href="http://cid-d5efaeea8ac83a70.skydrive.live.com/self.aspx/DGMods/outcast0
Hi all, I have managed to rework the 'Crucible" map lua a bit in order to introduce an additional portal capable of spawning reinforcements whose goal is to overpower the opponents citadel. I have added new chaining for the surge pathing, as well as some additional defensive structures in order to balance things out a little more. I have placed 2 screenshots at the following location: <a href="http://cid-d5efaeea8ac83a70.skydrive.live.com/self.aspx/DGMods/cerberus01.jp
Thanks for the feedback there :)... As you have hinted, hopefully the mods to the map have introduced a little more challenge by opening up the side portals for extra offence, this being balanced by some extra defence towers at given points on the map. With regards to the fortresses, they remain unchanged - as I was primarily interested in introducing the side portals into Cataract - I then only added further towers where necessary in order to balance and polish up the final m
The opposing towers simply serve to create an initial struggle for those after control of the central portals - guess this adds a little more challenge / strategy to winning these positions.
ok... I have placed 2 screenshots at the following location: http://cid-d5efaeea8ac83a70.skydrive.live.com/self.aspx/DGMods/cataclysm01.jpg http://cid-d5efaeea8ac83a70.skydrive.live.com/self.aspx/DGMods/cataclysm02.jpg
hi, following screenshot shows some overall features for map mod...
Hi all, having recently got interested in modding for Demigod, I managed to rework the 'Cataract" map lua a bit in order to introduce 2 additional portals capable of spawning reinforcements whose goal is to flank the opponents citadel. I have added new chaining for the flank pathing, as well as some additional defensive structures in order to balance things out a little more. the resultant maps works pretty well - overall, portal grunt packs now tend to back each other up