Time as a Resource Part 2: Multiplayer Map Design

In my last post we discussed how map design can greatly impact the quality of single player missions. At the end we came away with the conclusions that what we want from a good map is: – Naturally encourages a player to interact with the map and their opponent – Use subtle methods to encourage…

Time as a Resource Part 1: Single Player Map Design

Within the standard real time strategy genre (along the lines of Command and Conquer, Age of Empires and Starcraft) there is a real sense of progression as the game moves along, having fairly clear early, mid and late game. This is drawn out in a few ways, resource expansion, technology improvements and overall growing unit…