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Inside the Development of Team Mayhem - Episode 3: Welcome to Scorched Earth



In this entry, we’re excited to give you an in-depth look at the making of Scorched Earth, the first map designed for Team Mayhem. As we continue to refine this fast, furious, and unconventional 3v3 mode, Scorched Earth plays a central role in providing players with tactical depth and varied gameplay, pushing teams to coordinate and adapt to different objectives across the map.

First, a quick recap of our design goals for Team Mayhem:
  • Team-focused gameplay (Start together, end together)
  • Short-to-Medium game-length (Easy to fit multiple matches into a play session)
  • Loads of positive teamplay opportunities (Also, avoid conflict between teammates)
  • Support Hero and Sub-faction variety (To keep the meta and team comps highly varied)

[h2]Map Design Priorities[/h2]

Creating a map for a 3v3 mode involves a completely different approach than a traditional 1v1 map. Jorge, one of the designers who helped build Scorched Earth, explained:

"My main goal was to create an engaging playspace that could accommodate six entire armies, offer a variety of tactics, and complement the 'battery' and 'core' mechanics. This map offers a lot of opportunities for teams to outmaneuver, pincer, funnel, flank, and surprise the opposing team, while offering multiple defensible positions."


He also emphasized how Team Mayhem encourages players to build forward positions and defend the neutral territory:

"Unlike 1v1, this map is designed around the new central mechanics for this mode, the 'batteries' and the 'cores'. We wanted the batteries to be placed in neutral territory away from the player’s main bases to encourage the construction of defensible positions at the Luminite sites across the map."


Early Version of Scorched Earth Map (Not Final)

[h2]Varied Gameplay and Tactical Choices[/h2]

One of the key elements of Scorched Earth is providing players with meaningful choices throughout the game. As Greg, another designer on Team Mayhem, pointed out:

"We wanted to make a map where there isn’t a clear best way to play. We want players to have several options for what they can do at any given point in a game. Some areas of Scorched Earth focus heavily on expansion, while others offer key objectives, such as additional battery towers, creep camps, and even a boss creep. This way, you could claim advantages that fit your personal playstyle or your team’s goals."


Greg further explained how different parts of the map are designed to support varying playstyles:

"For example, the bottom left corner is very expansion-heavy, while the top right corner has an extra battery tower spawn, more creep camps, as well as the boss creep."


Balancing these different areas was one of the major challenges the team faced, with Greg noting:
“We needed to figure out the right balance between the number of expansions, creep camps, and other map objectives. We also needed to make each of the different objectives feel rewarding to go for. As we were testing, we went back and revised the map to make the terrain, cliffs, and chokes more interesting and varied from one spot to another to create a more dynamic playspace.”


From Jorge’s perspective, one of the major challenges was creating an engaging playspace that can comfortably accommodate six players.

“This is surprisingly tricky. There are “sweet spots” you must discover as a designer when it comes to spacing and distances. Choke points can quickly become frustrating if too tight, and areas that are too open can feel bland. Through a lot of testing and iteration I believe we found the sweet spot for a 3v3 map, and I’m excited to see how Scorched Earth plays out when it goes live.”


[h2]Art and Environment Design[/h2]

Scorched Earth sets players up on a deserted, post-apocalyptic wasteland tileset. From an art perspective, Scorched Earth has evolved with the rest of the game and benefits from our recent improvements to lighting and terrain. Joanna, one of our artists, shared her thoughts:

"Exploring the map is really cool because it’s like playing hide and seek with enemy camps. It’s a game of dividing and conquering areas, as each team fights to compete for additional resources."


Joanna even pointed out an unintentionally fun detail resulting from the map’s asymmetric design:

"I discovered that one corner of the map looks like a goat’s head. Once you see it, you can’t unsee it."


Pro tip: Goated teammates work together. They don’t butt heads.

Jorge shared a few more of his thoughts on Scorched Earth, pointing to the work the artists put into the map as one of his highlights:

“I love the environment art in Scorched Earth and how our gun “Cores” turned out. Our art team is amazing and our maps are improving week after week. I believe this map is a glimpse of what’s to come and highlights our commitment to continuously make this game better for our players.”


[h2]Moving Toward Playtesting[/h2]

We are preparing to enter very limited closed alpha playtesting for Scorched Earth in phases, similar to how we handled our pre-alpha and alpha tests. Initially, we will invite a very small number of players, with more players brought in over the following weeks. We’ll share instructions for how you can participate here on the official website and in the #announcements channel on the official Stormgate Discord. This phased approach helps us gather valuable feedback while ensuring we can take some time to fine-tune the map and its mechanics before inviting additional testers.

We’re looking forward to hearing what players think of Scorched Earth and seeing the strategies that emerge as teams explore all of Team Mayhem’s possibilities.


Stormgate Patch 0.1.2



Hello, everyone. You have successfully summoned the patch notes!

The Frost Giant development team is working hard on numerous significant initiatives for Stormgate. This includes improving our campaign content, evolving and refining the game’s art and audio, gathering data for an upcoming balance patch, and kicking off limited closed playtesting for our Team Mayhem game mode. As a result, we are renaming this upcoming release to patch 0.1.2, coming October 29, to better reflect its focus on delivering critical performance improvements for a significant number of our players. It also includes refinements to the Co-op Gear system and even includes a spooky holiday login bonus of free cosmetic rewards. We expect to release a 0.1.3 patch in the near future that will include balance changes for competitive 1v1 play. Our 0.2.0 content update is expected later this year.

[previewyoutube][/previewyoutube]

[h3]Support:[/h3]
How to Install Patch 0.1.2 on Steam:
  • Open Steam
  • Click on Library to see your games list
  • Click Downloads at the bottom of the Library window
  • If the new build does not download automatically, click the Download Now button to manually download the new update

How to report a bug or provide feedback on the latest build: https://playstormgate.com/feedback

Still having trouble? Visit our Stormgate Help Center.

Help us out by leaving a review over on Steam: bit.ly/stormgate



Build Spotlight:


[h2]Performance Improvements[/h2]
Smooth performance makes a huge difference to your experience, and our team has been hard at work triaging the performance issues players have been reporting. We are still actively working on performance improvements as we continue down the road to 1.0, and this patch brings several changes that should improve performance for some of you.

First, we've improved some of the issues with DX12 and have identified and addressed several of the major issues impacting performance with DX12. We've seen increases in FPS by up to 50% on some of our hardware configurations in local testing. We recommend players give this a shot and report any persisting issues. (Note: If you are still experiencing issues, you can revert to DX11 by selecting a different launch mode.)

We've also been focused on performance improvements for late-game and lower spec hardware, which have generally been CPU-bound. These optimizations should also help alleviate input lag in many situations.

Our rollback implementation is now also more dynamic. It will not be active if there isn't enough headroom to support it (rollback improved responsiveness at the expense of an extra tax on the CPU).
We'd love to hear if you feel the difference or if you’re still experiencing performance issues. Jump into the game and let us know how it plays now compared to before--any details about your specific experience will help as we continue to work on this aspect of our game. Your feedback is an incredibly helpful contribution to our ongoing efforts to make Stormgate feel great to play.

[h2]Improvements to the Co-op Gear System[/h2]
Gear, in general, is a system that a lot of player’s don’t realize is available to them, but once discovered, changes the whole Co-op experience. With this patch, we aimed to improve the Hero Gear progression system by making it available at lower levels. First off, players can unlock gear slots for all Heroes at level 6 and 11, making gear viable at early progression stages. To round out the gear choices, we’ve added a 6th unlockable piece of gear for each Hero giving players more options to make their Hero unique.

In addition, we’ve changed the progression paths of each of our Heroes to incorporate these changes and help make the experience of leveling them up feel more impactful.

This is just the start, and there is a lot more on the way from the Co-op side of things. We are listening and plan to continue improving and evolving this mode to make it as fun (and approachable) as possible.


[h2]Free Spooky Login Rewards through December 4, 2024[/h2]
Trick or treat! Log in to Stormgate between October 29, 2024 and December 4, 2024 to collect two frighteningly FREE cosmetic rewards with our undying gratitude for gently tap, tap, tapping at our chamber door on Steam. (Please note that these creepy cosmetics will only be free for a limited time. Both will be available for purchase in the in-game store after December 4.)

What can you expect to see in your goodie bag?

[h3]Souls of the Fallen Fog of War Shader[/h3]
Honor the spirits of the dead and invite them to witness your prowess on the battlefield with this hauntingly beautiful fog of war shader. Please note that this shader provides no tactical benefit to either player. It simply lets you revel in the number of fallen enemies swarming around you.
[previewyoutube][/previewyoutube]

[h3]Shudderfly Pet[/h3]
This spectral moth glides through the night upon wings shimmering with ghostly particles. It’s the perfect eerie companion to help welcome your enemies to a gruesome defeat.
[previewyoutube][/previewyoutube]

[h2]Team Colors[/h2]
Some new options for team color display are now available. Here’s how they work:
  • Standard colors are assigned based on the player slot. So in versus, Player 1 is always blue, Player 2 is always red. And in a 2v2 team game, you might spawn in as the warm color set, or the cool color set.
  • Cool vs warm assigns you the cool set of colors, and your enemies the warm set of colors. So in a versus match, each player will see themselves as blue, and the other as red.
  • Friend vs Foe colors are designed to help battle readability by making your enemies appear red, regardless of what player slot they’re in. In co-op and team games, there can be multiple enemy players so this unifies their colors to make it easier to identify the bad guys.


Patch Notes


[h2]Performance[/h2]
  • DX12 is now the default launch mode for hardware that supports it.
  • Improved stability issues with DX12 and addressed several of the major issues impacting performance with DX12.
  • Optimizations to late game and lower-spec hardware which should alleviate input lag in many situations.
  • Rollback is now more dynamic and will not be active if there isn’t enough headroom to support it.

[h2]Campaign[/h2]
  • We’ve added a button to the options menu to restart the mission from the beginning (instead of the last save point).

[h2]Co-op[/h2]
  • Gear
    • We have reworked Hero Gear progression on all heroes for a more satisfying leveling experience.
    • Gear slots now unlock at level 6 and 11 (was 11 and 13).
    • All heroes have a new 6th piece of gear available.

[h2]General[/h2]
  • Cosmetics
    • Souls of the Fallen Fog of War
    • Shudderfly Pet
  • Range Indicators
    • Abilities now feature a range indicator to allow for more precise targeting. This initial rollout of range indicators will continue to be iterated on and improved.
  • Target Validation
    • Abilities now show a cursor change when an ability cannot be successfully targeted on the hovered area or unit.
  • Audio
    • Improved some unit and Hero audio to feel more impactful
  • Art
    • All 1v1 and Co-op maps have received a polish pass to improve visual fidelity.
  • Camera Angle
    • Game camera was lowered 5 degrees to subtly improve unit legibility and selection.

[h2]Bug Fixes[/h2]
  • Returning to the Co-op main screen after completing a game now correctly selects the same hero you last selected.
  • Creep camps no longer spawn facing in random directions.
  • Fixed various issues that could occur when loading from a campaign checkpoint.
  • Opening menus or switching quick macro tabs should no longer cause the next mouse input to be missed.
  • Fixed an issue where Shadow Mastiffs were doing more than the intended damage against air units.
  • Morph Cores are no longer automatically added to control group 1.
  • The Scanner’s Tag will no longer autocast on Critters.
  • Fixed an issue where Vectors would not retain their upgraded speed with the Recall Potential upgrade.
  • Vectors now correctly share a focus group after Delta Jumping.
  • Fixed an issue where Helicarrier could still attack while stunned.
  • Fixed an issue where the Kri’s Blaze of Light did not grant +20 damage as advertised.
  • Fixed an issue where the Shadowflyer’s armor debuff could not be dispelled.
  • Fixed an issue where the Radioactive Blood debuff from Slime creeps could not be dispelled.
  • Building an Ascension Matrix with a Morph Core now costs the correct amount of Therium (50 instead of 100).
  • Purify can no longer be cast in the fog of war.
  • Various other bug fixes and performance improvements.



Patch Launch and Maintenance - October 29 1700 GMT



🛠️In order to prep for the launch of patch 0.1.2 we will hold maintenance October 29 at 1700 GMT.

Stormgate will be unavailable for up to 2 hours, and you will see a “NoPermission” error if you attempt to log in.

Stormgate dev hires another StarCraft veteran to deliver the style it deserves

As a new RTS game very much following in the footsteps of titans, Stormgate has a strong list of names at its back. It boasts several former Blizzard developers from the production of StarCraft, Warcraft, and Diablo, as well as designers who worked on the Command and Conquer series. While the free Steam game has a lot to praise mechanically, the main criticism from players has been around its unpolished visual state, which is currently a far cry from the flash of StarCraft 2. In order to help rectify this, developer Frost Giant Studios is bringing in another Blizzard veteran with a powerful résumé.


Read the rest of the story...


RELATED LINKS:

Stormgate update adds new hero, co-op challenges, and visual upgrades

New RTS Stormgate from ex Warcraft 3 devs is out now and free to play

New StarCraft style RTS Stormgate plans changes after mixed feedback

Roadmap Update



CHANGELOG (October 25, 2024): To give our team more time to work on features such as our Team Mayhem closed alpha, we are moving our 0.2.0 Content Update to later this year. In the meantime, our October Patch, 0.1.2, will deliver a critical update aimed to fix a number of bugs and improve performance for a variety of hardware configurations. We expect to follow it up with a November Patch, 0.1.3, which is scheduled to include a wide range of balance updates for ranked 1v1 play along with many additional improvements.

Other updates related to our future plans and our dev roadmap:

We are pleased to welcome Frost Giant’s new art director, Allen Dilling, to the Stormgate development team. Allen is an industry veteran who was the lead artist for StarCraft II: Heart of the Swarm as well as the lead 3D artist and assistant art director for Legacy of the Void. He also contributed to Warcraft III, World of Warcraft, StarCraft: Ghost, and Heroes of the Storm.

Allen is currently onboarding and, as he ramps up, is planning for the future of Stormgate’s visual identity. The current plan begins with elevating our core factions, starting with the Infernal Host. Please join us in welcoming Allen to the Frost Giant team. More details on our plans around art will be shared in the future.
  • Added spooky login rewards available to all players for free in patch 0.1.2.
  • We are hard at work on our implementation of fully customizable hotkeys. We aim to deliver them early next year.
  • Range indicators are being implemented in patch 0.1.2. These will continue to be visually polished after their initial implementation, but will enable players to more easily see the ranges of their attacks and abilities, especially when targeting them.
  • Moved the release of our next Vanguard Hero to later this year, in update 0.2.0. This change was made so that we could prioritize some improvements to the Gear system, leveling experience, and other aspects of the Co-op mode.
  • We’ve improved Co-op progression to make it more satisfying and to give players access to Gear much earlier than before. These changes will be part of patch 0.1.2.
  • We are making significant improvements to the Chapter 0 and 1 campaign missions, but we will be putting more time into polishing that content and anticipate their release in early 2025. This work includes:
    • Changing the mission order to improve narrative flow
    • Adding a new “hub” level, the Raptor One, for players to explore between missions
    • Overhauling map layouts and mission objectives
    • Updating most character models with improved designs and higher-fidelity versions that support lip syncing and facial animation
    • Incorporating additional playable Heroes to more missions
    • Adding a new Hero leveling system and customizable abilities
    • Improving Campaign sub-systems, including Items, Journals, and cutscenes
    • Rewriting and re-recording a significant proportion of the Campaign dialogue
    • Improving how new units are introduced

Team Mayhem closed alpha playtesting begins at the end of this month. We are keeping this initial test very small and will invite more playtesters over time. Stay tuned for more information.

Please note that all future plans are subject to change.