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[UMS] European Risk Revulsion

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 redmarine   Denmark. June 26 2011 00:31. Posts 162
Profile # 
[image loading]

[Images to be added later. Check the video at the end of the OP for footage.]


Today I'm here to share with you a map I and Hell_YA have been working on since the beta of SC2. Basically, it is a mix between SC2 and risk, combining the RTS gameplay with RISK's turn based economy and world dominance. I'm sure that some of you have played very similar versions back in WarCraft III and SC1 before.

Anyhow, if you are interested in trying out the map then you will find it on the pages between 3 and 4. Give it a minute or two before the lobby is filled up. If you're unsure how you play, either check out the video at the end of this thread, or simply ask your fellow players for help and suggestions. Hopefully you'll enjoy it quite a lot.

[image loading]

Map Description:

If you're familiar to WarCraft III Risk or the original StarCraft Risk for that matter, then this map should be quite familiar in terms of both gameplay and features.

Risk Revulsion is a StarCraft II remake of the popular board game, risk. Similar to the boardgame, each player begin with a limited amount of minerals for them to expand their influence by capturing countries. The more countries you capture, the more income you get, the stronger you become. When a country is captured, you'll be provided with free marines and additional income provided by your countries. This boost in income will be added on top of the original income of 4. You'll receive your income at the start of a new turn.

When your influence or power has reached a certain threshold, challenge your foes over the European battlefield and prove your worth.

Take chances, take risks,

Risk Revulsion!


Map Specifics:

Players:
  • Playable: 2-12
  • Ideal: 6 and above.

Resources
  • Income is given periodically.
  • Income depends on the number of countries owned.
  • Countries can be taken by conquering all cities inside its borders.

Terrain
  • Europe
  • North Africa
  • Middle East


If you got feedback, be it either concerns regarding issues such as imbalance, map not behaving as it should (bugs), or to simply discuss anything related to the map, then please express them in the comment section below. It would be much appreciated.

The home forum for Risk Revulsion can be found at:
http://www.udmod.com/forumdisplay.php?81-Risk-Revulsion

Just want to say that footage are really old, about a year or so, and a lot has changed since then. However, the basics are essentially the same.


The rest of the videos are hidden in the spoiler tag underneath the video.


http://www.youtube.com/watch?v=G7e04GRAgsE

+ Show Spoiler +


And by the way, let me know if I should fix anything in the OP. It's the first time I've posted anything in this sub forum.


[image loading]
Last edit: 2011-08-14 07:54:17
Old Post

 
 norsK   United States. August 12 2011 13:18. Posts 130
Profile # 
This is a very fun game!!! addicting!! the better the player the faster everyone backstabs them... very good
The true sign of intelligence is not knowledge but imagination - einstein
Old Post

 
 Gl!tch   United States. August 12 2011 13:29. Posts 573
Profile # 
Have enjoyed playing this in the time between laddering. I would say i have played about... 20 games (though some ended quickly, as half the people left and then everybody followed suit).

Only won once :D. Very challenging, especialy with a full house of 12.

I run the game on lowest settings on ladder games and get by fine, but on this one my fps takes a noticable hit. Expected, as it's a huge map.


Do you and hellya have any plans for a global risk (similar to "Risk 2.2.5" in BroodWar which was by... TheNevermind and.... somebody else i forget), or a global risk at all for that matter?
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Old Post

 
 redmarine   Denmark. August 14 2011 06:42. Posts 162
Profile # 

On August 12 2011 13:18 norsK wrote:
This is a very fun game!!! addicting!! the better the player the faster everyone backstabs them... very good



Glad you enjoyed it.


On August 12 2011 13:29 Gl!tch wrote:
Have enjoyed playing this in the time between laddering. I would say i have played about... 20 games (though some ended quickly, as half the people left and then everybody followed suit).

Only won once :D. Very challenging, especialy with a full house of 12.


Yeah, it can be quite challenging at times. What I believe will make the game perhaps a bit harder would be the realization that diplomacy is the most dangerous weapon you can utilize. I've seen many great games of people utilizing great diplomatic skills, often in order to make a comeback, e.g. backstabbing, create conflict where none were and so on.


I run the game on lowest settings on ladder games and get by fine, but on this one my fps takes a noticable hit. Expected, as it's a huge map.


Performance has been a small headache for some players, simply due to the map's nature. Without a decent computer that meets the medium requirements of StarCraft II, we're afraid the map might not run optimally. What we have been trying to look into in the past was to optimize the coding aspect of the map to try to make the map feel as smoothly as possible. I believe I achieved that with version 2.0, and Hell_Ya did some improvements via the data editor. But as long as the majority of players are able to play the map, the current map specifications will do.


Do you and hellya have any plans for a global risk (similar to "Risk 2.2.5" in BroodWar which was by... TheNevermind and.... somebody else i forget), or a global risk at all for that matter?


Well, I can start by explaining why we have the European terrain. When we first launched Risk Revulsion, it was actually in the form of a global world, version pre 2.0. However, since most of the code was simply terrible (made during StarCraft II beta) I decided to remake the entire code base of the map with huge success. Because I made such drastic changes to the codes (rewrote every single line), I saw no reason not to remake the entire thing. Hell_ya somewhat reluctantly agreed to my proposed for a terrain change. So, we scraped the world terrain in favour of the multi national European landscape.

But here is the thing, the reason why we never went back, or one of them has been because of the popularity system. The current popularity system counts the number of hours each map is played over a period of time, and sorts maps by that logic.

However, the problem is that if we were to to publish two version of the map, what happens? A split in the player base. This will basically ruin either maps' presence on the higher end of the popularity list. We can't allow that.

The horrible truth is that because of how small the risk community is on StarCraft II, there is no way that two or more maps of risk will be able to compete. Only 1 can prevail. Just for a moment, try search the term "Risk" in the custom map list and you'll see.

As it stands now, we can't. If we do, the chances of new players finding risk will be slim and the player base will see a reduction in activity as a result.
Last edit: 2011-08-14 09:48:56
Old Post

 
 Capook   United States. August 14 2011 07:24. Posts 122
Profile # 
I used to play this but I quit because high level play was all about sitting back and ganging up on the leader, making it pretty random who won (among the decent players in the game). I know you have a fog on option which should help with this but the problem is there aren't enough good ways to scout, so nobody plays (played, anyway) fog on. So my opinion is find a way to make the game work with fog of war on and then it will get more popular. At least, I might play it again.
Last edit: 2011-08-14 07:25:01
Old Post

  stroggos   New Zealand. November 04 2011 05:18. Posts 1543Profile # 
anyone know where how i can contact hellya/redmarine. They havn't been online in a month and they released a buggy patch. I wanna fix this game myself...
hi
Old Post

 
 Milpheus   United States. November 05 2011 10:23. Posts 12
Profile # 
www.riskrevulsion.com , hellya gets an email every time there is a post there. I have him on skype and msn if he doesn't reply there.
Old Post

 
 galtdunn   United States. December 12 2011 08:17. Posts 799
Profile # 
Can anyone help with strategy related stuff on this map? I'm a beginner and terrible.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Old Post

 
 Chaosu   Poland. April 28 2012 23:21. Posts 302
Profile # 
bumping, it's getting pretty popular on EU!
Please be patient.
Old Post

 
 redmarine   Denmark. April 29 2012 20:08. Posts 162
Profile # 

On December 12 2011 08:17 galtdunn wrote:
Can anyone help with strategy related stuff on this map? I'm a beginner and terrible.

http://www.udmod.com/showthread.php?2330-Tips-And-Tricks&p=21431#post21431

Kinda late, but better late than never.


Shai-Hulud wrote:
Here are some tips and tricks I can think of off the top of my head. I tried not to repeat any from above, but if I happened to: think of it as emphasis on that tip.

Early Game:
Micro, micro, micro: There is no reason you should be losing a marine to take your first or second barracks, micro the targeted (weak) marine back and swap him with the full health marine at your starting barracks.

Start where their is potential to expand, you want to be able to use your conscripts, as well as the army you produced to take the original country, on near-by conquests.

Peace early game is very important, but it is also deadly, for if you truce too much and let yourself get boxed in you have no room to expand. This will eventually lead to you being under-incomed and out-manned.

Mid Game:
Do not make too many tanks, in this stage your income / bank is not large enough to recover from the loss of multiple tanks in a bad engagement.

More importantly, always keep your tanks behind infantry (marine, maraud, medic), their range is adequate to sit in the back and deal large amounts of damage.

Use Chokes to your Advantage: If you are being attacked make sure you engage them at a choke (when possible) and get a good concave on your side of the trees. Make sure you have a think line of troops to prevent a charge and breaking of your line here.
On the flip-side, if your enemy is covering/hugging his choke, do not charge into it unless you know what you are doing and see an opertunity.

If you're country is under attack and the enemy is advancing, do not make your response tanks at the barracks surrounded/near enemy troops, they will not return your investment of 20 minerals. You want to make sure you have created a strong enough infantry (marine, marauder) line before moving your tanks into the battle.

Around this time of the game is when army composition and engagement angles start to become very important.
I personally prefer to have few tanks and more marine marauder. Tanks are the core of your army and should not be the only thing in it. Medics are important for keeping your infantry shield alive and the tanks in the back safe.
With that said, if you see an enemies' tanks near the front of their army, target them down with your marauders. Or if you see tanks sitting in the front of a choke, don't be afraid to charge with a small group of men and target that tank down quickly and then retreat to the safety of the choke.

Diplomacy wins games, but take note on what players are faithful to their 'truces' and which ones are quick to take advantage of a weak neighbor. You want to treat the overly aggressive players cautiously, peace will only be maintained as long as its mutually beneficial.

Late Game:
Once again watch your army composition, and maintain a healthy amount of infantry, which should be the large majority of what you're losing in battles.
This is when positioning is key. Do not engage your army when you see that the enemy's is stronger. Unless trapped, you can fight another day on a more favorable ground, preferably in a choke.
When the battles are large and go on for longer portions of turns, the concave that forms becomes make or break.
Visualization: Your army -> )) <- Enemy army.
By allowing more enemy troops to be engaging your line, mostly focusing more on your center, you will be suffering more casualties and when they breakthrough to your tanks, your army and/or empire is as good as dead.

Side Note: I feel that the most under utilized element is swapping the defender on a barracks. Especially when under attack in the mid to late game. You can individually micro your tanks around within the range of the 'defender swap' on that barracks. When your tanks are caught too far forward and are in immediate danger, you can simply swap to defender and then swap them for a unit that is further away, saving that tank and your 20 mineral investment.

Naval Battles: Try to avoid them.
If you trade navies all that happens is you are both that much poorer than the rest of the game's contenders. After a naval battle, if it is not a clean trade, there is usually a clear winner, so unless you are confident you have the superior navy, be careful engaging.
The goal of navies is establishing naval supremacy in your region or sea. If two people are contending for that supremacy chances are they are going to fight for it.
If you are defending with a navy, using marines on a port for a shield / targets helps your navy survive much longer and can be a huge defender's advantage if implemented correctly.
One last note on navies: Splash is a deadly mother fucker and you want to spread your ships into a line, when possible, to avoid the splash. Banshees especially do not let them clump up too much or you will surely suffer in cost-efficiency.
With lines also comes back to the idea of a concave, you want to have your line longer than theirs so that you are getting greater surface area on the engagement, thus more dps and a cleaner victory.
Last edit: 2012-04-29 20:10:53
Old Post

 
 Fogetaboudit   United States. April 30 2012 21:16. Posts 232
Profile # 
im so happy I have an account now because I wanted to comment on this game.

I love this game but the way the cards work really tilts me!

This game would be much more enjoyable, and risk-like, if card value increased throughout the game. There should be an ingame message... "player X traded 3 cards for 5 minerals" "player Y traded 3 cards for 8 minerals" etc etc etc.
Old Post

 
 Fogetaboudit   United States. April 30 2012 21:16. Posts 232
Profile # 
also you could have cards correspond to certain territories and give bonus minerals for occupying these territories.
Old Post

 
 BoggieMan   May 01 2012 01:24. Posts 463
Profile Blog # 
haha, played a map exactly like this in wc3 so many times, will definetly check it out if i end up getting bored of ladder.
Old Post

 
 redmarine   Denmark. May 01 2012 22:56. Posts 162
Profile # 

On April 30 2012 21:16 Fogetaboudit wrote:
also you could have cards correspond to certain territories and give bonus minerals for occupying these territories.


We don't have any plans to replicate the card function of the table game. It was more of a mechanic to make invasions more cost effective since you get paid a small bit to kill.


On May 01 2012 01:24 BoggieMan wrote:
haha, played a map exactly like this in wc3 so many times, will definetly check it out if i end up getting bored of ladder.


Definitely check it out if you find time. :D
Last edit: 2012-05-01 22:56:27
Old Post

 
 Maudi   May 05 2012 15:51. Posts 5
Profile # 
Ok so heres the thing. I've been Playing risk revulsion for more than a year now. It's my #1 favorite game and im pretty damn good at it. I've won more ranked games over the past year than i can count... i've won 3 in the last 4 hours (and thats just today). Problem is, I've never gotten any of the achievable skins. Being my alltime favorite game, this problem kills me inside a little bit. Is there anything that anyone can do to help me out?
"Try looking into that place where you dare not look! You'll find me there, staring out at you"
Old Post

 
 redmarine   Denmark. May 05 2012 20:30. Posts 162
Profile # 

On May 05 2012 15:51 Maudi wrote:
Ok so heres the thing. I've been Playing risk revulsion for more than a year now. It's my #1 favorite game and im pretty damn good at it. I've won more ranked games over the past year than i can count... i've won 3 in the last 4 hours (and thats just today). Problem is, I've never gotten any of the achievable skins. Being my alltime favorite game, this problem kills me inside a little bit. Is there anything that anyone can do to help me out?


Where do you play EU or NA?
Old Post

 
 Fogetaboudit   United States. May 05 2012 22:58. Posts 232
Profile # 

On May 01 2012 22:56 redmarine wrote:

Show nested quote +



We don't have any plans to replicate the card function of the table game. It was more of a mechanic to make invasions more cost effective since you get paid a small bit to kill.


Ya this is fair enough but why not just automatically convert to minerals then. Seems like a waste of APM.
Old Post

 
 redmarine   Denmark. May 05 2012 23:21. Posts 162
Profile # 

On May 05 2012 22:58 Fogetaboudit wrote:

Show nested quote +



Ya this is fair enough but why not just automatically convert to minerals then. Seems like a waste of APM.


That's what it does in EU. The NA author doesn't agree on it since he wants to allow players to stack up.
Last edit: 2012-05-05 23:28:04
Old Post

 
 Maudi   May 06 2012 16:48. Posts 5
Profile # 

On May 05 2012 20:30 redmarine wrote:

Show nested quote +



Where do you play EU or NA?

I play NA
"Try looking into that place where you dare not look! You'll find me there, staring out at you"
Old Post

 
 redmarine   Denmark. May 06 2012 21:23. Posts 162
Profile # 

On May 06 2012 16:48 Maudi wrote:

Show nested quote +


I play NA


We disabled the banking system because it was somewhat faulty. It should be right back in with next patch.
Old Post

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