WindHunter Posted September 13, 2021 Share Posted September 13, 2021 Responsible members of the Skylords Reborn team recently met to discuss possible changes to campaign maps. What is outlined here are the proposed changes to the map Ocean. These changes are not final and are only proposed. As a warning, other map projects such as more RPvE presets and Defensive RPvE have a much higher priority for our team. As such, these, or any campaign map changes, may not happen for a very long time. Some changes here are firmer than others, all italicized proposals have accompanying explanations for why we are considering them, but they are the most tentative of all the proposals. Proposed Changes: 1. Map has 6 Gold Chests, remove 2 (where mines are + top middle) to standardize at 4 for all 1p maps. 2. Add remaining Dropship counter to in-game goals. 3. Clear voodoo shack island to get a reward such as more Dropships that spawn from the island or when Dropships are lost. 4. Add something to top middle island to make it worth visiting such as a unit. Both islands are often skipped or ignored. We would like to give each island a reason for existing. New players often run out of Dropships, so we want to consider adding more Dropship spawns if the player puts in the effort to clear the island. Same could be done for the top middle island. Ocean 1: Voodoo Shack Island. Often skipped Ocean 2: Top Middle Island, with the chest removed it now serves little purpose Link to comment Share on other sites More sharing options...
Cocofang Posted September 15, 2021 Share Posted September 15, 2021 Main Issue: The Windhunter guarding the Cultist Master that summons the Death Ray cannot deal damage to the Dropship as long as it stays on the move. Which is pretty obscure. This allows for an instant Death Ray without committing any additional resources. Context: The Death Ray is a pretty powerful asset on the map. Although being slow it can be a big help locking down a direction or provide air support. Especially when the players army is still on T1 or T2. At the very least the player should attack the Windhunter with SOME additional airsupport. Fix: Make the Windhunter hit and consequently paralyze moving targets. Link to comment Share on other sites More sharing options...
arabikaa Posted June 27, 2022 Share Posted June 27, 2022 Can we remove the "A" from the top middle spawning position, which is supposed to warn you for an incomming attack during the last sequence. (Or make the ravenships also spawn there). It is one of those little things which noones really cares about but can through some newer players off. It always makes this kinda cool map feel like it is unfinsihed or doesn't work properly, which is a shame for such a cool designed map. Metagross31 likes this Link to comment Share on other sites More sharing options...
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