A World War II, team-based, action-strategy game where you collect companies of units and battle in quick online matches Read more
Funding for this project was canceled by the project creator on March 15, 2013.
Feature Spotlight: Map Design
Philosophy of Map Design
Maps in Victory are an integral part of the gameplay. Much of the focus is on players making smart use of the terrain to tactically outperform their opponents. To that end, every map will be carefully designed to allow players to make extensive choices and to allow lots of gameplay depth. Maps feature multiple objectives and useful terrain spread, resulting in fluid, unpredictable gameplay from match to match. No two games will ever quite be the same.
Map Overview: Battle of Tunisia
When designing this map, we focused on two points of design: ensuring that each capture region had a unique strategic capture-and-control approach and that the overall layout promoted fluid mobility.
The Battle of Tunisia hosts three victory points, two resupply points, and two landing zone start locations.
Each victory point takes advantage of line-of-sight, high ground, and cover mechanics in different ways.
Victory point "A" demonstrates the importance of infantry and high ground. There are four strategically placed higher ground positions surrounding the victory point. These vantages give infantry the opportunity to scout out the enemy prior to an offensive attack to capture the victory point. There are also some cover locations that help infantry hunker down and defend the location. With a nearby resupply point, Victory region "A" can be a valuable asset and, with good team coordination, could be easily held once captured.
Victory point "B" provides a balance of offensive and defensive strategic opportunities and, due to its central location, is often the most contested victory point on this map. The capture area is fortified with defensive cover positions located safely beyond the line-of-sight of surrounding high ground attack positions. Should an enemy be forced to retreat, high ground positions accessible only by infantry offer excellent opportunities to stay on the offensive.
Victory region "C" is located in high ground, offering line-of-sight advantage to defenders who can scout out approaching enemies. This position is also the only region that has an infantry-only access point, providing excellent opportunities for pincer attacks against enemies holding the victory point. The nearby resupply point should be captured prior to attempting to take victory point "C", as control over the resupply point could either cut-off a retreating enemy's attempt to regroup and heal, or allow you to regroup after a successful capture of the victory point.