The extended gallery contains images from all community members.
Add to gallery
Description
You and the homies verses the grunts. The grunts are in the wrong neighborhood.
The enemy is not supposed to tech up or make anything other than grunts. I had some trouble getting the AI to send waves of attacks consistently, so difficulty may vary. The map is also supposed to have blacksmith and all tier 2 and 3 tech locked. Let me know if it doesn't or if there are any major flaws. Have fun!
03/05/25
========
Reworked building cost for Orcs to prevent them from building axes and catapults.
Overhauled the enemy starting base to manipulate the AI to make MORE grunts.
Slight terrain changes to help AI path finding.
The enemy only having grunts makes you choose a bit of a different build order than usual which is appreciated.
Attacks in early game were much more severe, after that the mission drags a bit. They still build lots of grunts, but seems like they won't attack. (Probably the AI is set to default land attack and waits til it has a certain number of axe throwers / catapults before starting their next attack which never happens)
Tech being locked behind rescued buildings is a bit weird, if you lose them they are gone for good. It did work because attacks started to stop, but not sure if that would work out with continuous attacks, would be hard to defend them as they are spread all over the map.
Backed by popular request: "Brain Buster 2: Bring the IQ" demands nothing less than a doctorate in WC2 to beat. The ONE rule to the map is no chopping trees. I finished this map before I realized that you can't restrict peons from choppi...
Posted this review
Interesting