I'll shmaplefle your shclagorglymorg!
Eh, good points.
Helper Bots so far are my favorite mechanic, they'll just be insanely useful and they're adorable. =)
I've watched a playthrough of it, it's such a weird game. XD
This might be some kind of research place. If it was a legitimate city, I'd think there'd be a lot more buildings and vehicles. Or at the very least people walking around.
Heh, sounds fine by me. You can use any of my comments if you like, I don't mind. =)
I'm just reviewing the map as-is right here. I not paying any mind to the fact this is a port. This is still a really well-designed map. It just could be better.
I feel like the attack paths are long enough without the cliffs right by the bridges.
The left-most spawning location has a way to harass units coming from the right-most most spawning location, from the safety of it's own base. The right-most spawning location also has a way to harass the bottom's units. But the bottom doesn't have as good of an advantage against either player in that.
The attack path of the top spawning position is almost twice as long as the other two spawning positions. Removing those cliffs would make this not so much of a problem, though.
I think that's everything I can figure out. Now, for an actual review:
+Bases are nice and empty, but not too empty. Provides plenty of space for macro-based play but not enough for it to totally dominate.
+Blue Tib fields in base provide means for very quick build-up and possibility for lucrative strategies.
+Easy to defend expansions can help promote longer, more exciting games.
+Wide open ramps reduces turtling and can open opportunities for early aggression, rushes, cheese, all-ins, and timings.
-Bad symmetry. Can provide advantages for one player that other players won't get.
-Red Tib field in the center isn't much worth fighting for, as each player's units will be going through it.
-Attack Paths are very easy to harass, with not much that can be done about said harassing. This is a quality I'd veto a map for.
Bridges help make the attack paths equal for all 3 players. However it is most important for the top-most player, which has the longest attack path without using the bridge.
While the blue tib fields are nice, they COULD promote heavy turtling.
About a 6.5/10. Needs some adjustments. The core concept of the map is faulty, but the gimmicks help make it pretty good. If the core would be polished up some, this would be an amazing map.
Idea: Randomly generated maps so there's more interesting places to play in then just the 5 same places all the time. Instead those 5 places could just be tilesets and maps are randomly generated from them.
Boondocks actually borrows a lot of action scenes from other Animes. This isn't the first one I've seen. I think it's cool.
Ah, Mortal Kombat-style gibbing. So beautiful.
Does it actually give more Credits?
N5 becoming so sassy. XD
*Sees first image* Well, I gotta go change my pants now.
Is that a Voxel? O.o
Ooh, that looks beautiful.
I have high expectations... This might actually get me super-hyped for MO again if it plays really different from a normal C&C faction.
O.o? How do I use them? I just redownloaded the game about a week ago, and tried pressing every button while in a Devil's Tongue and nothing happened...
(I was on Singleplayer, though)
Aaah, finally Sub mechanics. Will Sub APCs work too?
If you notice, the sink is busted too. I think this stall has just been sitting in this condition out of order for a bit, and that guy decided to take a nap there. Probably drunk.
Oh, that's a cool idea. I like it. Tracking now almost purely because of the Nomadic feature.
Never get lost again!
Super sunny! Looks nice.
Omfg, I ******* love this style immediately. So ******* fluid and colorful. UUUUUUUGH. I WANNA **** THIS ART-STYLE!!
Okay, that's enough of the word **** for now.
Basically, even if it is Fantasy, moving your shield completely off to the side when swinging your sword is just really counter-intuitive. You can still hold that shield infront of you while you're swinging, and moving the shield leaves you vulnerable. This is clearly visible in the Combo x1 animation and the Combo x3 animation. Instead what I'd suggest is similar to how the Combo x2 animation does it, the shield is infront of the character at all times during that animation.
It seems like a really small thing that doesn't matter, but it does make a difference in that it makes the character more believable that they're a trained swordsman.
Considering this is out in the middle of a body of water, I think there needs to be some kind of insurance policy for it in case something like a storm comes along and sinks the whole damn thing. 12,000,000 credits is quite a lot to spend.
That looks kinda like C&C3; style... I don't really like the C&C3;-style Tiberium, it was for all intents and purposes a complete redesign like everything else in that game (Not to say that's bad, a lot of things worked out really well)... I think if you wanted to keep the pointyness, make the pot thing they sit in darker and more noticeable. It'll feel a bit more nostalgic that way but still be unique. As for redesigning the Tib Trees, I'm fine with anything as long as it's not a pit! That is a lot easier to make something really good in because pretty much anything that even remotely looks like a plant or rock works really well.