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- Просмотров 15 746
Home of Stormgate
Австралия
Добавлен 31 июл 2024
[1.12.24] Stormgate: TheoRy (Infernals) vs (Vanguard) 【2 Games】
TheoRy's Links:
Twitch: www.twitch.tv/theory
X: x.com/TheoRySC2
Liquipedia: liquipedia.net/stormgate/TheoRy
Instagram: derektravisano
=========
♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin
♥Join The Discord - discord.gg/MDJSVQC
♥ Twitter: Connor5620
♠ Twitch: www.twitch.tv/connor5620
#HomeofStormgate #Stormgate #StormgateGameplay
Twitch: www.twitch.tv/theory
X: x.com/TheoRySC2
Liquipedia: liquipedia.net/stormgate/TheoRy
Instagram: derektravisano
=========
♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin
♥Join The Discord - discord.gg/MDJSVQC
♥ Twitter: Connor5620
♠ Twitch: www.twitch.tv/connor5620
#HomeofStormgate #Stormgate #StormgateGameplay
Просмотров: 40
Видео
[1.12.24] Stormgate: TheoRy (Infernals) vs (Infernals) 【Map: Ruination】
Просмотров 224 часа назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[1.12.24] Stormgate: TheoRy (Infernals) vs (Infernals) 【Map: Titans Causeway】
Просмотров 174 часа назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[1.12.24] Stormgate: TheoRy (Infernals) vs Wallace (Infernals) - TANC #26 【Map: Broken Crown】2
Просмотров 2912 часов назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[1.12.24] Stormgate: TheoRy (Infernals) vs Wallace (Infernals) - TANC #26 【Best of 3】1
Просмотров 2512 часов назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[6.10.24] Stormgate: TheoRy (Infernals) vs Nina (Celestials) 【Showmatch】
Просмотров 60День назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[6.10.24] Stormgate: TheoRy (Infernals) vs Albino (Vanguard) 【2 Games】
Просмотров 34День назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[24.11.24] Stormgate: TheoRy (Infernals) vs Mixu (Vanguard) 【Map: Titans Causeway】
Просмотров 31День назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[3.10.24] Stormgate: TheoRy (Infernals) vs NightMare (Infernals) LMSL S0 【Best of 5】
Просмотров 2814 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[3.10.24] Stormgate: TheoRy (Infernals) vs Parting (Celestials) LMSL S0 【Best of 5】
Просмотров 3914 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[7.10.24] Stormgate: TheoRy (Infernals) vs Snoxtar (Infernals) LMSL S0 【Best of 3】
Просмотров 2014 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[7.10.24] Stormgate: TheoRy (Infernals) vs Aureil (Celestials) LMSL S0 【Best of 3】
Просмотров 3014 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[6.10.24] Stormgate: TheoRy (Infernals) vs Snoxtar (Infernals) LMSL S0 【Best of 3】
Просмотров 1114 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[6.10.24] Stormgate: TheoRy (Infernals) vs Aureil (Celestials) LMSL S0 【Best of 3】
Просмотров 1314 дней назад
TheoRy's Links: Twitch: www.twitch.tv/theory X: x.com/TheoRySC2 Liquipedia: liquipedia.net/stormgate/TheoRy Instagram: derektravisano ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGameplay
[14.11.24] Stormgate: MaNa (Vanguard) vs Grimmy (Vanguard) 【Map: Ruination】
Просмотров 8221 день назад
Twitch: www.twitch.tv/liquidmana Teamliquid Page: wiki.teamliquid.net/starcraft2/MaNa RUclips Channel: ruclips.net/user/manaesports X (Twitter) - x.com/Liquid_MaNa ♥Become a Member to help support: ruclips.net/channel/UCgLFbrC7-g0ihBKB0obVPTgjoin ♥Join The Discord - discord.gg/MDJSVQC ♥ Twitter: Connor5620 ♠ Twitch: www.twitch.tv/connor5620 #HomeofStormgate #Stormgate #StormgateGame...
[24.11.24] Stormgate: Brave (Vanguard) vs BitMaxi (Infernals) 【Map: Isle of Dread】
Просмотров 5521 день назад
[24.11.24] Stormgate: Brave (Vanguard) vs BitMaxi (Infernals) 【Map: Isle of Dread】
[6.10.24] Stormgate: TheoRy (Infernals) vs Yoru (Infernals) - TANC #18 【Best of 5】7
Просмотров 2721 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs Yoru (Infernals) - TANC #18 【Best of 5】7
[6.10.24] Stormgate: TheoRy (Infernals) vs GameFriend (Celestials) - TANC #18 【Best of 3】6
Просмотров 1721 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs GameFriend (Celestials) - TANC #18 【Best of 3】6
[6.10.24] Stormgate: TheoRy (Infernals) vs Jayexp123 (Vanguard) - TANC #18 【Best of 3】5
Просмотров 3621 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs Jayexp123 (Vanguard) - TANC #18 【Best of 3】5
[6.10.24] Stormgate: TheoRy (Infernals) vs You (Celestials) - TANC #18 【Map: Broken Crown】4
Просмотров 1821 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs You (Celestials) - TANC #18 【Map: Broken Crown】4
[6.10.24] Stormgate:TheoRy (Infernals) vs You (Celestials) - TANC #18 【Map: Broken Crown】3
Просмотров 1521 день назад
[6.10.24] Stormgate:TheoRy (Infernals) vs You (Celestials) - TANC #18 【Map: Broken Crown】3
[6.10.24] Stormgate: TheoRy (Infernals) vs Hyy (Celestials) - TANC #18 【Map: Titan's Causeway】2
Просмотров 1021 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs Hyy (Celestials) - TANC #18 【Map: Titan's Causeway】2
[6.10.24] Stormgate: TheoRy (Infernals) vs Brave (Vanguard) - TANC #18 【Map: Lost Hope】1
Просмотров 6421 день назад
[6.10.24] Stormgate: TheoRy (Infernals) vs Brave (Vanguard) - TANC #18 【Map: Lost Hope】1
[7.10.24] Stormgate: TheoRy (Infernals) vs Nina (Celestials) 【Showmatch】
Просмотров 3621 день назад
[7.10.24] Stormgate: TheoRy (Infernals) vs Nina (Celestials) 【Showmatch】
[25.11.24] Stormgate: TheoRy (Infernals) vs (Vanguard) 【2 Games】
Просмотров 3121 день назад
[25.11.24] Stormgate: TheoRy (Infernals) vs (Vanguard) 【2 Games】
[25.11.24] Stormgate: TheoRy (Infernals) vs (Celestials) 【Map: Secluded Grove】
Просмотров 1521 день назад
[25.11.24] Stormgate: TheoRy (Infernals) vs (Celestials) 【Map: Secluded Grove】
[24.11.24] Stormgate: TheoRy (Infernals) vs (Vanguard) 【2 Games】
Просмотров 2121 день назад
[24.11.24] Stormgate: TheoRy (Infernals) vs (Vanguard) 【2 Games】
[24.11.24] Stormgate: TheoRy (Infernals) vs (Celestials) 【2 Games】
Просмотров 5921 день назад
[24.11.24] Stormgate: TheoRy (Infernals) vs (Celestials) 【2 Games】
[24.11.24] Stormgate: Brave (Vanguard) vs BitMaxi (Infernals) 【Map: Isle of Dread】
Просмотров 5021 день назад
[24.11.24] Stormgate: Brave (Vanguard) vs BitMaxi (Infernals) 【Map: Isle of Dread】
[8.12.24] Stormgate: Brave (Vanguard) vs You (Celestials) - TANC 【Best of 5】3
Просмотров 4128 дней назад
[8.12.24] Stormgate: Brave (Vanguard) vs You (Celestials) - TANC 【Best of 5】3
Brave is very fun to watch play he’s smart ! Although i can’t help but feel expanding after the 2nd Vulcan would’ve been better eco speaking however mech seems very strong against Celes
Stormgate’s art direction can change as often as the developers desire, but without significant gameplay innovations, the game risks feeling stagnant. To truly captivate players, it needs deeper mechanics and features that enhance replayability and excitement. Procedurally Generated Maps Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches. Evolving Economy and Resources A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment. Buildable Walls for Strategy and Comebacks Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks-especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance. Aiming Beyond SC2: Learning from Age of Empires 2 Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles. Embracing Innovation The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints-they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave. To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential. Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible. There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games. To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience-if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences. Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer. You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.
Stormgate’s art direction can change as often as the developers desire, but without significant gameplay innovations, the game risks feeling stagnant. To truly captivate players, it needs deeper mechanics and features that enhance replayability and excitement. Procedurally Generated Maps Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches. Evolving Economy and Resources A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment. Buildable Walls for Strategy and Comebacks Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks-especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance. Aiming Beyond SC2: Learning from Age of Empires 2 Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles. Embracing Innovation The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints-they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave. To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential. Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible. There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games. To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience-if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences. Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer. You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.
Stormgate’s art direction can change as often as the developers desire, but without significant gameplay innovations, the game risks feeling stagnant. To truly captivate players, it needs deeper mechanics and features that enhance replayability and excitement. Procedurally Generated Maps Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches. Evolving Economy and Resources A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment. Buildable Walls for Strategy and Comebacks Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks-especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance. Aiming Beyond SC2: Learning from Age of Empires 2 Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles. Embracing Innovation The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints-they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave. To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential. Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible. There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games. To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience-if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences. Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer. You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.
Stormgate’s art direction can change as often as the developers desire, but without significant gameplay innovations, the game risks feeling stagnant. To truly captivate players, it needs deeper mechanics and features that enhance replayability and excitement. Procedurally Generated Maps Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches. Evolving Economy and Resources A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment. Buildable Walls for Strategy and Comebacks Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks-especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance. Aiming Beyond SC2: Learning from Age of Empires 2 Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles. Embracing Innovation The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints-they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave. To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential. Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible. There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games. To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience-if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences. Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer. You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.
Stormgate’s art direction can change as often as the developers desire, but without significant gameplay innovations, the game risks feeling stagnant. To truly captivate players, it needs deeper mechanics and features that enhance replayability and excitement. Procedurally Generated Maps Introducing procedurally generated maps would revolutionize the scouting, making it more dynamic and engaging. This approach would also vastly increase replayability, as each match would present unique challenges and opportunities. Players enjoy adapting to fresh conditions rather than memorizing static, handcrafted maps. Age of Empires 2 serves as a perfect example: its map diversity, ranging from Arabia to Nomad or Gold Rush to Black Forest or Team Islands to Arena, requires entirely different strategies and skills, keeping gameplay fresh and exciting across thousand of matches. Evolving Economy and Resources A more diverse economy system could further enrich gameplay. Imagine resources with distinct mechanics: one tied to fixed points on the map, like gold or minerals, and another that players can harvest or generate anywhere, turning the entire map into potential strategic hotspots. Such a design would shift the focus dynamically during matches, ensuring that battles and critical moments happen in varying locations. Art-wise, resources should also stand out visually, adding aesthetic appeal and aiding gameplay readability. This diversity would make every match unique and create opportunities for more complex strategies, enhancing both player experience and spectator enjoyment. Buildable Walls for Strategy and Comebacks Walls are essential for creating strategic depth in RTS games. Cheap, high-HP walls allow for defensive maneuvers, buying time, and enabling dramatic comebacks-especially in team games, where protecting allies becomes vital. Walls also influence the flow of battles, shaping chokepoints and forcing creative unit compositions. The destruction of walls can spark tense, exciting moments across the map, keeping viewers and players alike engaged. Without such a tool, gameplay risks losing variability and tactical nuance. Aiming Beyond SC2: Learning from Age of Empires 2 Stormgate aspires to be a next-generation RTS, but to surpass Starcraft 2’s appeal, it must broaden its scope. While SC2 excels in fast-paced 1v1 matches, Age of Empires 2 boasts the highest active player base in RTS history due to its unmatched gameplay diversity and robust multiplayer modes (1v1 through 4v4). Even if one personally prefers SC2, the numbers don’t lie: Age of Empires 2 has found a formula that resonates with a wider audience. Stormgate can benefit from adopting and improving upon these mechanics without losing its identity. Procedural maps, diverse resources, and walls would not make Stormgate a clone of Age of Empires, but rather a richer game that combines the best elements of various RTS titles. Embracing Innovation The success of RTS games lies in openness to innovation. Just as Stormgate borrows successful elements like early scouting from Age of Empires and player abilities from C&C Generals and AOM, it should embrace new features that foster replayability, strategic variety, and accessibility. Procedural maps, walls, and an evolved economy are not constraints-they are opportunities to craft an RTS that stands out in the modern gaming landscape. By combining the best ideas from across the genre, Stormgate can deliver the diversity, excitement, and depth that players crave. To limit its scope would be to limit its audience, ensuring it remains a niche game rather than a genre-defining masterpiece. A broader, more adaptable vision will unlock Stormgate’s true potential. Listen to the nay-sayers who like Starcraft 2 will not improve Stormgate much. They want a game like Starcraft 2 and how successful this was and is we can see. It has less active players than SC 1 and Age of Empires 2. So they have to think about if they want to build a game for a niche or they really want to build the best next gen rts possible. There are still plenty of things that differentiate Stormgate from Age of Empires. Not only the futuristic setting but also the look and feel of the units, the better technical execution, and the improved unit responsiveness make the game still feel like a Blizzard RTS. By the way, Age of Empires, like Warcraft 3, features units with higher HP, which is one reason Age of Empires has a larger player base as Starcraft 2 and why Starcraft 2 is beyond its potential. Even the developers of Stormgate knows that and that is the reason why they increase the life of all units and structures compared to Starcraft 2. But here the good parts of Age of Empires doesn't stop. There is more like the benefits of procedural generated maps, walls and a bit more different economy. There are also good things for the economy in other games like C&C. The concept of power plants that work a bit like Pylons have a big potential to create interesting mechanics and decisions during one match. Don't just think about the mechanics in other games one by one, but also be creative. Change something in a new direction to the things you take from other games. To be successful, a game needs casual players, not just professional ones. The pros will come on their own if the game is successful with the broader audience-if players not only enjoy playing it themselves but also watching others play. Seeing the same revealed maps repeatedly, already knowing how they will be played (as is typical in Blizzard RTS games), becomes very boring for viewers. It lacks the variety and surprises that make for exciting spectator experiences. Everyone opposed to these changes should carefully consider their effects: fewer players, longer queue times in ranked matches, fewer tournaments, less support, and ultimately a less developed game. Is that what you really want? Then continue to be endlessly enthusiastic about Blizzard RTS games and ignore everything other RTS games have to offer. You can dislike Age of Empires, but you can't dislike walls or procedural-generated maps, because they offer to much for the exciting gameplay and the replayability and from which game these ideas come doesn't matter. There are lot of other games with procedural generated maps and buildable walls.
Finaly someone who steals the heeling flowers with the hexen. I just started doing this and have been wondering why none of the high level infernals do it.
No one wants to watch this lame game my man
you gotta find a way to mute the clicking man, hearing you click the build key 15 times before you have enough resources is too painful
looks exactly like wc3. Are there any ddifferences?
Maybe rename home of theory at this point xD
i have some games from Albino coming shortly :D
that's a game released in 2024?!
sorry for the late reply, yes it has been released and is free to play
@ no worries! While watching this I assumed it was a wc3 era game based on the graphics…. I was so confused since I couldn’t believe an old school RTS flew under my radar
wp
Oh….mana has a channel. I think I’ve watched a lot of your games casted if you are who I’m thinking.
Holy hell Mana you are a bully :D
This looks like warcraft 4
I'm from France, but I can't see which word your viewer is referring to. It doesn't look/sound like a French handle.
Great show Mana! Perhaps an overcharge on your Bobs would make that fast expand roll out even sooner.
game looks so boring
4 mins of gameplay and 16 mins of replay analysis :D
Lmao, yeah he had to of built his third base at your 4th or something There is no way he had that much mining from just 8 prisms right? Plus I think you just took better fights, you always killed at least one argent every engagement he had a lot of damaging you without finishing you.
Looks like a bad infomercial.shamwow
do fucking infernals look like celestials to u?????
chill dude, but thank you
@@HomeofStormgate ik mb
dead game
The game looks like it should be fun, but it just isn't. Really hopeful, but man I really don't feel it.
First
Are these from the very start of SG ?
I do believe so yes, Elazer hasn't streamed for the last month, and there aren't many people that are streaming SG and most of them are either Celies or Vans so there aren't many people to ask for their permission to get their post their gameplay.
Sweet mate, waited for this !
Hi mate, thank you for yozr work. Some infernal vods would be amazing!
yoyo, i know this is late but if you are still interested i have some on the way in a day or so
@@HomeofStormgate Sure mate
Sorry Stormgate, but this isnt it. It looks so dull and uninspiring. :( I was really hoping for Stormgate to be the next RTS for me after StarCraft 2, but i don't think it will be.
It's still really early days, lets not forget the problems SC2 has had in the passed and with the beta, people said the same with SC1 when SC2 released as with SC2 and Stormgate they both are completely different games - both games have base and army management there really isn't much else in common lets give it time and see where it goes after the full release on the Aug13th