Hi first of i really like the map - moreso than Nw , red vs Blue or Nexus Wars because its closer to the real Sc2 than any of those beforementioned
However: ... i think the game has some fundamental flaws which are not likely to be solved without some rather drastic changes:
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1. no Vespene Gas, i`d really like to see Vespene Gas in this game. in real Sc2 its there for a reason, while the mineral portion of a unit always represents the muscle of it ,Gas is what makes a unit trickey, especially caster.
and i dont think that you can reasonably balance units like Archons , Infestor ,Ht , Raven , Ghost etc. without limiting them to Gas ,
sure you can push Archons to 500 Minerals to ensure that it is not imbalanced vs Zerg in straight up fights but in this way you would only fight the symptoms of a flawed system.
i know that it would be a lot of work to reassign mineral and Gas costs to units but i think it would overall be worth it.
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2. Too Strong Base Defence. The Canon and the Planetary Fortress deal ridiculous amounts of dmg which results the game to become very tech / income oriented.
and after all the game is about player vs player and not player vs npc vs player.
i mean if you spend your first ~600 Minerals only on units you are barely able to deal any dmg at all, because the canon / pf damage and shield are so strong
this renders any early game strategy completly useless in opposition to income / tech player.
my suggestion to fix this problem. ( rough approximations)
reduce Pf Dmg to ~50 dmg per shot decrease Fire rate by about 300%
reduce shields by 50%, increase Hitpoints by 100%-200% add 1-2 shield and lifearmor.
The Concept of the Canon is actually nice:
slowing down the enemy.
buys time if the enemy suddenly has an suprising army.
grants a mineral bonus if destroyed - thus it slightly encourages active aggressive strategies (as opposed to reactionary play only)
but i just think the canon is overall too strong for a single unit and thus , once again encourages the player to play overly techy / passive
so i think you should split the power of this insane canon to about 10 canons, each ~200 hp 100 shield ~15 dmg per 1.0 second ~7 range grants ~50 Minerals if Killed.
in about that layout
what i expect this change to do -
more dynamic ,less passive gameplay.
encourage early game aggression to punish overly greedy and techy player
( just like in real sc2. i mean who would build 3 expansion to then go Battlecruiser without any steps in between ? - and win.)
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3. Unitcap , represented as space.
in desertstrike1338 there is no supply cap, the units you can send on the field is represented by the space you can occupy with buildings.
and this is once again a game feature which does the following;
it encourages high tech, high supply units. like broodllords ultralisk, carrier , collossus , Thor etc. because they are SUPER space effecient. in a game where you cant even sell
unit-buildings.
and even so, iam sure there is a niche for Zealot / Stalker / Marine / Roach / Zergling / Baneling play , this niche cant be filled because those units cost exactly as much supply (space) as
collosus, Thor or Ultralisk , and thus they will never be able to compete in lategame situations
Suggestions to fix this:
increase the Builder space and introduce a Unitcap. make every building sellable ~50% refund.
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4. Spawning and formation.
i think its unacceptable that all units spawn in exactly 1 place at the same time. 1 fungal , several collossus shots, or storm can completly demolish an army in that situation before they even
had the chance to take action. so make units spawn behind the PF in a rather large area
also you have no influence over the formation of an army , i saw that you tried to fix that by changing the speed of units but i think that this is an rather unsophisticated method
my suggestion. give all Unit-buildings an ability which determines a spawn delay of 1-4 seconds ( i think some testing is required to determine a reasonable timespan)
eg you want your banelings to be behind your zerglings ? give banelings 1 sec spawndelay (via banelingden ability toggled on.),
you want your zerglings to come in after Ultralisks ? give Zerglings a ~3-4 sec spawndelay.
i dont know how hard this is to to implement in the Sc2 galaxy editor - but it would have been a rather easy task in Wc3
(eg give every building 4 abilities, 1,2,3 and 4 sec delay. make each of them a autocast ability and depending on what ability is toggled on a spawn dealy is applied.
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thats it for now ...