Micronwars 2 gameplay test

Micronwars 2 gameplay test

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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Micronwars 2 gameplay test

Post by Razorblade » 09 Apr 2013, 10:47

hello everyone

I have uploaded 2 versions of micronwars 2

http://springfiles.com/spring/games/micronwars-2
the normal version with outpost capturing

and

http://springfiles.com/spring/games/mic ... estversion
this version does not have the outpost capturing and everything is available from the start

Can somebody please test both games and tell me wich gameplay fits best for this game

thanks in advance
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Micronwars 2 gameplay test

Post by zwzsg » 09 Apr 2013, 13:42

Two versions? Use mod options, it makes the life much easier for both player and mod maintainer!
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Razorblade
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Joined: 11 Jul 2009, 14:51

Re: Micronwars 2 gameplay test

Post by Razorblade » 09 Apr 2013, 16:34

it is the meaning that it is gonna be 1 version
if ppl can test it and tell me what the best gameply would be for the game :D

it is not intended to be 2 games
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FireStorm_
Posts: 664
Joined: 19 Aug 2009, 16:09

Re: Micronwars 2 gameplay test

Post by FireStorm_ » 09 Apr 2013, 18:17

I gave the bunker variant a quick look. (Note that I hardly play any spring games, but am always trying to make one in some way :-) )
Didn't look at the other one, since I wouldn't have any preference being not a player, and because I thought the same thing as zwzsg said.

I imagine it could manifest as a box one can check just before starting a battle, and next to the box it would say: "Play outpost capturing mode". Not two versions, but just an option in your game. Not uncommon at all I think and it would solve your problem.

Overall it looks pretty neat; has a strong C&C vibe.
I did think the Infantry weaponry is very detailed, like for a FPS, but that doesn't really matter.
Not sure if I ever saw the outpost idea somewhere else, but I like it and think it has potential. For instance: different types of outpost or a specific outpost granting construction of a specific unit.
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Razorblade
Posts: 47
Joined: 11 Jul 2009, 14:51

Re: Micronwars 2 gameplay test

Post by Razorblade » 10 Apr 2013, 09:57

thanks for the input

i changed it to modoptions and gonna use that



here is the new version with the option to set it on or off

http://springfiles.com/spring/games/micronwars-2
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Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: Micronwars 2 gameplay test

Post by Google_Frog » 13 Apr 2013, 12:03

Could you make a startscript for launching a SP game with either modoption set as well as good values for the other options.
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