I think that the maps in Demigod do not add enough to the gameplay and could have much more potential.I realize this can be hard to change, but perhaps in new map designs you could benefit from the suggestions below.
I appologize in advance for the comparison to DotA / Warcraft 3, but it is necessary as an example of what I think is missing.
There is no "Line of Sight" based gameplay, or almost none, primarily because the maps have a very simple layout and few obstructions. There are no differences in eleveations - the maps are flat all the way through.
Here's an example of line of sight gameplay:
Here's an example of the map complexity: Main paths lighted in Blue. Secondary Paths in White. "Secret" paths in Orange and Red.
In Demigod the movement choice is almost always "forward" or "back", there's some lane positioning, and there are a few intersections, but not nearly enough to create significant movement based gameplay.
I'm not saying that Demigod should become a DotA clone - but to get inspired by some of the most fun map concepts that gave that old game so much longevity. The ability to hide your movements and the requirement to predict your enemy's path on a slightly more complex map can go a long way to add gameplay depth to this title.
Hope this helps.
P.S. Posted in the wrong section and without [Suggestion] in the title. Please move this to "Demigod Ideas" and edit the title if possible.
Thank you.
I totaly agree, and would love to see complex maps.
but Its will be very hard to creat a map like this in Demigod style right now because there no trees or water and map are smaller. For the time of lucnch it will sure not be ready
but, if the game sells well and there will be support in modding I will expect to see more complex maps and maybe even in a post-release.
Thanks!
The trees can be themed to match the Demigod style - they could be columns and buildings.
I think this is important enough for release, but wouldn't mind waiting for extended content.
really interresting, but i fear that i would need to rewrite many parts of demigod code; the line of sight is only manage via the distance, the obstacles do not (for what i know) modify it. moreover, the units shoots whatever they see and it at range, that would become very problematic with trees and a realistic line of sight because units would probably just shoot on the trees (the supcom engine, unlike w3' one know what balistic means, and oddly enough it is a problem here). You could always make transparent for projectiles trees, but i imagine it would be a bit weird (even if w3 doesn't care at all)
Also, i am not sure but i think that demigod engine is a bit too greedy in computing power to be able to show an entire forest(i want to add that i am saying that without knowing if i am right or wrong, i am just suspecting this).
But still, it would be awesome to have a dota-like map with many sideways and secret passages, even if i think that the disparition of dota's creeps is mostly a good thing (who really wants to fight some dumb AI instead of real players during an online match?)
No trees, seriously.
Demigod has it's graphical style - like a styled chessboard. Demigod does have line of sight mechanic - Fog of War.
I don't think it will be too complicated to work with Fog of War and introduce obsticles. In form these could be buildings or ruins with passages in between.
The levels in demigod are very bland, though I do like the stylization. They just need more complexity. Completely symmetrical maps become hard on the eyes after a while, and not having to "learn" maps is going to hurt replay value.
Also noteworthy is that players can modify the map of DOTA by destroying trees. Theres an item to eat a tree and some heroes destroy trees en mass (force of nature).
I would rather draw ideas from dawn of war's or WoW battleground map styling than DOTA though. They're more simple, but still allow for complex factors. The battle ground "eye of the storm" feels extremely relevant to demigod.
I also agree - firmly. Elevation and geographical elements which enhance the tactical game play would be necessary for me to not lose interested after several hours of play.
I agree their should be elevations and buildings or something but dodn't think that geographical changes should do alot or anything at all. I'm more in favor for tiny changes like going alittle faster when downhill and alittle slower up hill.
So you're fine with keeping the game very simplistic on the tactical level? Plain tug of war maps with little to no variation in moves?
I dodnt like the idea of bid differnces because it gives ranged demigods a big edge. So yes if up higher up maybe a little larger ranges but not major things that will give regulus in perticular a big edge when hes already a beast.Also maps right now arn't plain tug of war, maybe besides prison
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