(Updated on 01/13/14
My entry to the Defend the Spot Competition:
I will hope to make a better version soon, after the competition, so keep an eye on this file.
To win you must survive for 2000 seconds. Enjoy!
Don't forget to put the AIs in the AI folder!
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"Tower of Flies" was a contest entry for the 2013 DtS. Although it takes place on a minuscule map, expect a lengthy gametime of 33 ingame minutes, thousands upon thousands of killed enemies, and immense lag.
The game started off enjoyable enough, even if it was tough to move your units around in the tangled forest. The enemies came fast and furious, and soon enough it became clear that the game wasn't particularly well crafted. It becomes impossible to control your forces as they infinitely spawn, as do the attackers, and soon they build up such a massive force of ranged units you cannot even approach them. Your troops continually spawn in and try to move too far afield which makes it tough to control and lasso your men. Eventually lag sets in and destroys any enjoyment that you might have, immense world ending lag. I easily solved this lag by simply entering the editor and replacing the custom AI provided with the "Aggressive AI" which resulted in a smooth gameplay.
The enemy attacks relentlessly with a huge force, but due to the map being choked with trees its very difficult to counter them with intelligent tactics. It becomes nearly impossible to move your large formations of units later on, and the enemy-and your own reinforcements-spawn infinitely on a timer, so expect hundreds of men on both side slugging it out fairly quickly. The game is extremely difficulty, perhaps nearly impossible due to the enemy receiving plenty of Siege Onagers which are hard to kill because the map is crowded and the paths will end up filled with enemy troops. The challenge provided by the scenario is basically how to fight Siege Onagers in difficult circumstances. Not my idea of a good time. Also the time required to win is crazy;33 ingame minutes.
Quite a simple game with no particularly complexity or thought given to crafting an interesting challenge.
Map Design 2-
The map looked reasonable enough for a 3 rating, but the issue is that its a very poor match for the gameplay. Its an ES Sherwood style map with cliffs, and its packed to the gills with gaia resources. On a larger map this could be forgiven at times, but on such a small map that could almost fit within one screenshot you would expect a higher level of detail, since its quite easy to make such a small area look good. The gaia objects also interfered with pathfinding and the trees made it a nightmare to move around and fight. The forest itself looks fairly nice, having a undergrowth of flower patches with the usual scattered trees appearance. In summary, it looks better than a random map such as the actual ES Sherwood, but its massive quantity of white outlines combined with being entirely unsuitable for the gameplay drastically reduces the score. I went in with the editor and deleted half the objects on the map for a second playthrough and it became much better just from that.
There was barely enough text to avoid the minimum score. There really isn't anything to comment on here.
Final Thoughts:Its quite a simple game with a lag problem. I recommend three simple steps that greatly increase the fun factor;one, replace the AI with Aggressive AI, two, delete all gaia resources and half the trees from the map, and three, disable siege onager spawns.
[Edited on 09/08/17 @ 08:54 PM]