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Eternal Chaos - Main Thread

02-19-2004, 08:03 PM#61
Maegus
Well, the duel arena idea came from my Footman War CTF map (I really need to make some efforts to get it distributed...).

Well, the problem with making the arena too big is that you have people who can't stand to die and will just run around trying to draw out the duel... That was what usually happened in my FWCTF map, so I'll try to add lots of obstacles and such, but I'll also keep it concise...

ACTUALLY, what I could do, is make it so that after 30 seconds, a Sudden Death mode begins, where movement speeds are halved and the duelers begin losing 2% hp per second!
02-19-2004, 08:11 PM#62
erwtenpeller
sudden death mode sounds good! thats what it needs, prevents peepse from being away from the game too long.

you should base sudden death mode off death and decay, so that a certain percentage of health is drawn. that would be fairer becouse tanks can take a hellolotto more damage :D

good ideas... good ideas... this game is going to be good...

Coastal Conflict is going to have some seriouse competition in conquering b.net ^^''

allthough there is always tob and dota ofcourse... and now eul is working on a new dota i fear the worst... beh...
02-20-2004, 12:04 AM#63
Maegus
Well, i could just as easily take away hit point percentages using triggers.


Lol.

I'm still going to have to start posting on the AI forums to find someone who can script me some different playing styles for each faction race...


Actually, though, your map will probably be done long before I finish mine. I keep adding more and more ideas to the concept... but that only makes the wait that much more worth it =D

-------------------------

EDIT:

I was brainstorming one day, and an idea hit me, but I wasn't quite sure if I would implement it.

I thought that it would be so cool if, instead of simply buying your weapons and armor from smiths, you could have a Forge system instead. This would give the players more freedom of choice in what items they wanted, despite that it would be complex and a bit more tedious.

Now, the system I was daydreaming about was one where you could specifically determine the effects. Whether it had poison, frost, fire, lightning, shadow, etc. damage, what its damage would be, what stat bonuses it would give, etc. However, I doubt that would be possible unless you had an over-the-top mind-blowingly tedious and complex system that was more trouble than it was worth.

So... I'm thinking, maybe I could just pre-design a ton of different weapons and armors, and then I'd assign each item its own "Formula". Like, for a Burning Mithril Scimitar, you would need a Pheonix Egg (For fire effect), some Mithril ore, and a Scimitar template thingy (I don't know what it would be called). Then, you would also need a certain amount of gold for producing the sword. When you want to make an item, you simply go to your faction's Blacksmith/War Mill/Hunter's Hall/Graveyard and insert the items into the forge (it will have item slots). When the appropriate formula is reached, they will be combined into the item.

The components for the weapons would be easy or hard to find, varying on level of difficulty. For the Mithril Ore, you could kill a Mithril Golem. For a Pheonix Egg, a pheonix. The scimitar template could be store-bought. Merchants would also RARELY have forging components in stock as time passes. However, their wares would continually change, so you could check back every few minutes to see if they have your desired component for sale. Chances are you'll get most of your components from scavenging, however. The rarest will certainly only be dropped off extremely powerful creatures.

Interesting, no? I think it really shatters the foundation on the whole "Go kill. Get gold. Go buy from shop. Go kill. Get gold. Go buy from shop" cycle." I think it brings a little more adventure and innovation into acquiring items.

But... this isn't really an RPG, so I'm still concerned on whether this system would be fit for this type of map. Perhaps a straight-forward, simple item system would be more fitting for a map that is SUPPOSED to focus on battling rather than scavenging? Not to mention that if I do decide to add this to my already long To-Do List, the map will take that much longer to make.

Comments, please?
02-20-2004, 07:31 AM#64
erwtenpeller
...

i just got blow away...

you are inventing a new genre in custom games my man... this is more and more becoming a fresh mix of eos gameplay and morpg gameplay... wich happone to be my favorites... (i'm not really into rts... i just like warcraft for its incredible creativity, story, humor...)

man this is going to be good...

that system sounds great great great...

^^'' the only proble i can think of is that this game is getting very complicated, and i think only really good/hardcore players would frequently play this...

BUT that doesnt matter, this game will get its fans... its just so fresh..
:D

good one...

i'm going to school now... i got a test... allready late... damn you..
02-20-2004, 10:05 AM#65
Maegus
Lol =D

I added this in to the first post.
02-20-2004, 03:39 PM#66
erwtenpeller
this system will require several diffrent creep spots like dragon lairs and such, where you can slay the dragon and get s dragonscale, wich you can then use to make an even better item... for example an armor, mithrill ore and a dragon scale might give a dragonscale armor w ith a big armor bonus and magic resistanxce or something...

i think you'll need to add at least four 'lairs', wich are hard to beat, so hard eve that you cant do it on your own, you need to be with two, but if you slay the beast you get a special unique item you can then use for forging...

it'll need to be kinda legendary stuff...

like a dragon lair, maybe some deamon spot... out of insparation allready... beh...

besides these 'legend' creep places, you will need normal creep spots as well that drop normal random thing wich you ca forge with. these creeps will respawn.

sounds good?
02-21-2004, 11:21 PM#67
Maegus
Yeah, I already have plans for Boss creeps that drop rare stuff. Every game will have a few of them, and random bosses will appear, so if you're lucky, you just might run into the boss you need to slay.



EDIT: Whoa, weird. I somehow double-posted within the same post. Lol. Fixed it...

Also, I've decided to set the dueling arena in the middle of the lake in the center of the map. I didn't see the need to throw in a bunch of obstacles, since I don't like people running around them anyways. I might put in a few explosive barrels or something...
02-22-2004, 10:05 AM#68
Vig0r
Sounds promosing! :D
02-24-2004, 11:39 AM#69
Maegus
I think I'm going to take a little break to improve my Footman War CTF map. I finished it, but I never quite let it past the Beta phase, so I'd like to polish it up and try and get it to more of the public. I think I'll put in some of the heroes like the Psychic in it as well, so you can sort of preview them in my map before they're in Eternal Chaos.

This shouldn't take too long as there isn't a whole lot of work to be done, so I should be back on track in a few days.
02-24-2004, 11:40 AM#70
erwtenpeller
it's all good...
02-24-2004, 11:44 AM#71
Uzhgi
Quote:
Originally posted by Maegus
I think I'm going to take a little break to improve my Footman War CTF map. I finished it, but I never quite let it past the Beta phase, so I'd like to polish it up and try and get it to more of the public. I think I'll put in some of the heroes like the Psychic in it as well, so you can sort of preview them in my map before they're in Eternal Chaos.

This shouldn't take too long as there isn't a whole lot of work to be done, so I should be back on track in a few days.



:D :D :D :D :D Good thinking :D :D :D :D :D
02-26-2004, 09:09 PM#72
Maegus
I'm proud to report that I've nearly finished all of the custom heroes I've posted about in this thread (I'll still be adding more soon... I'm toying with the ideas of the Trapmaster and Engineer right now).

The psychic is just as cool as I'd hoped (if not cooler =D). The ability that I replaced Storm of Blades with (now that its his passive ability) is:

Demoralization Aura - The Psychic manipulates nearby enemies' emotions to inspire fear and doubt. Reduces movement and attack speed.

Also, this is how the Storm of Blades ability works. At level one, he begins with one blade that circles around him in a close proximity. When he levels, the blade will begin circling around him at a greater distance. At the level after that, he gains a new blade. Next level, range increases again. So, the range and number of blades are upgraded alternately as the Psychic levels. At level 1, he has 1 blade with a range of 400, and at level 25, the maximum level, he is commanding a raging storm of 13 blades that roam about a very wide area (1000). Up to 3 Blades may swarm a unit at once. Each deals 10 Normal damage with a 1 second cooldown... so he could be attacking 4 units at 30 damage per second at the same time, and a 5th one for 10 damage per second. (30 x 4) + 10 = 130 collective damage per second. However, as far as killing heroes goes, he'll be pretty crappy at it, but he still has the ability to attack and run around at the same time, since the blades are fighting for him.



And, finally, a new hero:

NEW ONE:

Spiritmaster
Model: Destroyer
Atrribute: Intelligence
The spiritmaster specializes in disabling units and turning them against their players.

Spirit Call - Summons Banshees that can Curse and Possess enemies.
Expel Mind - Banishes the target's spirit from its body permanently. (Pauses the unit and creates a powerful Neutral Hostile Angry Spirit beside it)
Spirit Clone - Creates a spiritual clone of the target unit that deals part of its damage and takes 150% damage.
Soul Reaver - ULTIMATE - Gives the Spiritmaster's attacks the Soul Reaver effect. Units that die under the effect of Soul Reaver are spiritually enslaved, become Banshees that may Curse and Possess their enemies.

As you can see, this hero can seriously turn an army against itself when used correctly.
02-26-2004, 11:12 PM#73
erwtenpeller
yet again, i love it all.... especially the physic guy OO, he can be soooo good... if his attacks dont attack towers that is!

and the new guy is quite cool as well, only i think you should only give the summoned banshees curse at high levels, and posess at ultimate levels... otherwise it would be a bit too good for a summon OO...

i'll dig deeper into commenting when i get back from my trip.. i'm too tired right now.. i just wanted to praise for a sec ^^
02-27-2004, 12:03 AM#74
Maegus
lol.

yeah, i wont let the ability get too overpowered. I'll probably make it so that it only targets low-level units, and only the computers' units. never the players' mercenaries.
02-28-2004, 01:15 AM#75
Maegus
Alright, I've put out the latest version of my Footman War CTF map. Take a look at it, and go ahead and download it to try out the Psychic and various other heroes that I've mentioned here. However, I haven't put in the Berserker(I've renamed him as the Barbarian) and the Juggernaut in yet. But I did put in the Nether Hunter, a hero I never mentioned here. He's pretty cool, so go ahead and take a look. I've re-directed the link in my sig to the thread in the Completed Maps forum, and deleted the one in the Maps in Development one. Hope you like the Psychic! (Badass...)



-----------------------------------------
EDIT:
-----------------------------------------


I was brainstorming today, and I came up with what may be my best hero idea yet... the Spy.

Through triggers, I can create a hero that can disguise himself EXACTLY like any player and unit he wishes. Even chat messages will look like the enemy, because the player's name and color are changed through triggers. I'm making this all up as I am writing this post, but here's what I've got:

Class: Spy
Model: Old RoC Warden
Attribute: Agility

ABILITIES:
Imitation - ULTIMATE - This is a trigger-based ability. A dialog menu will appear, and the player will select a list of players (including his own allies) that he would like to imitate. Whenever he selects a player, the enemy teams will change their alliances to him, and the hero and all of his mercenaries will receive that player's name and color, making them exactly like the other player in every single possible way. This ALSO means that the Spy can spy on enemy chat channels and even confuse the enemy by typing in misinformation, imitating his target player. However, the player will NOT received shared vision with the team he is spying on. But, since he can roam freely through enemy territory, its much easier to scout around. The only way to break the Spy's imitation ability is to attack one of his units (He can still attack enemies, but he will not receive bounty for killing them). Then, ALL of his units will revert to their old alliances, colors, and names. I initially considered making it a natural ability that is already learned, but instead I'm going to make it his Ultimate because its potential for wreaking havoc behind enemy lines is so great. The imitation will only last for a certain duration (I do not know how long yet).

Wind Walk: Although this ability belongs with the Blademaster, I felt that the spy deserves this one as well. He needs a way to escape undetected and do sneak attacks.

Decoy: Creates a decoy of the targeted unit that deals part of its damage and takes extra damage. This is PERFECT for imitating another person's hero exactly. Only problem is, if the enemy sees that its not using any abilities, then they will know. Pick a melee hero rather than a caster.

Poisoned Dart: Deals damage to the unit and poison damage over time.

The idea of this hero is pretty damn exciting... I can't wait to put him in =D.