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(10) Jail Break

05-04-2008, 07:55 PM#1
d07.RiV
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Jail Break
by d07.RiV

Summary:
A fast-paced team deathmatch with twists.
Two teams of 5 heroes fight each other, when a hero dies he is revived in other team's jail. You can unlock the jail by standing in a circle of power for a short time, releasing all your teammates. The first team to kill the other one wins the round.

Features:
Five available hero classes (Damage, Vitality, Caster, Stun and Healer), you pick a class and get a random hero of that class (3 heroes in each class except Damage, which has 2). Stun and Healer are unique per team (that is, you cannot have 2 stun heroes or 2 healer heroes in a team - to prevent stunlock or massive support).
Class-specific item system to prevent abuse (a hero with a lot of damage and health will be too imba).
Mode which evens player's levels at the end of each round to prevent some players from dominating the whole game leaving the others underpowered.
You might find abilities boring but I didn't make the game focus on hard to understand abilities, instead abilities are kept simple, most are ladder spells/skills.
Also planning to allow AI players by default.
Random Arena Combats (about every minute or so), one prisoner from each team joins the arena combat and the winner is granted freedom.

The project is "inspired" by UT2004 mod with the same name, and I tried to make the game UT-stylish (e.g. heroes die much faster, powerups which replace UT's weapons make it important to run around the map instead of camping). Also game will be use quite a few UT sound exports (I figure that doesn't violate any rights since a lot of maps use UT sounds).

Progress:
IIIIIIIIII Terraining - major terrain done, need to add some more decorations
IIIIIIIIII Heroes - 14 heroes finished (including abilities)
IIIIIIIIII Triggering - most basic triggers done (including jail related ones), need gameplay triggers (e.g. initialize rounds, etc) and AI.
IIIIIIIIII Items - only like 2 items are done.

Work log:
Hidden information:

5th May 2008: worked on triggers for nearly the whole day, hopefully got game mode selection and all those random picks/etc done. Plus did a part of gameplay triggers.


Screenshots:
Not uploading any yet since there's not much eyecandy in this map (at least yet).
Attached Images
File type: jpgwar3mapPreview.jpg (8.9 KB)
05-04-2008, 09:17 PM#2
assassingao
Sounds interesting.

It would feel like hero arena (killing heroes) + tag (rescuing teammates).


Nice concept XD
05-05-2008, 01:13 PM#3
TEC_Ghost
Reminds me of Capture the Flag back in GymClass! You should have a random JailBreak every so often but the escapes only have 1 health hehe.
05-05-2008, 07:04 PM#4
d07.RiV
feels like random jailbreaks would negatively affect teamplay.
by the way ive realised a lot of UT modes have great potential in wc3 if done properly. e.g. mutant mode, double domination, onslaught (this one especially).
05-06-2008, 12:08 AM#5
rulerofiron99
There's already a project trying to harness the power of onslaught energy, not sure if it's still going. (somewhere on this site)

Mutant mode... I think I'll give it a shot.

Invasion = hero siege, so it's already been done to death.

This map sounds really good (haven't tried it yet), but I don't like the idea of spending entire minutes in the fail jail - and that is a reality that you have to face.

I quote my example from tag maps (e.g. Vampirsm, Tree Tag, etc), which captured peasants/sheep/treants become wisps in the center of the map - and from there they gain the shackles ability. Either way it's pretty damn boring.

What another map does (Zombie Survival Z), is turn dead players into ghost - not nearly as powerful or effective as players but still useful, and at least it keeps players from quiting.

So I strongly suggest you add something like that.
05-06-2008, 09:21 AM#6
d07.RiV
no problem i don't stop allied attacks when both players are in jail ^^
another thing is arena combats
plus the whole thing is supposed to be dynamic, the map is quite small so either the team will get rescued or the remaining survivors will die.
05-06-2008, 03:38 PM#7
rulerofiron99
Well I really do hope you can get the tricky balance perfect - if you do, this will be an excellent map.
05-06-2008, 03:51 PM#8
Captain Griffen
Quote:
Originally Posted by d07.RiV
Also game will be use quite a few UT sound exports (I figure that doesn't violate any rights since a lot of maps use UT sounds).

That'd be a wrong thing to figure. Just get someone to record the sounds for you, legally and morally. It is most definately violating rights to use ripped sounds.
05-06-2008, 04:57 PM#9
d07.RiV
So DotA with ut sound exports is violating rights and is still gaining global recognision?
05-06-2008, 05:06 PM#10
rulerofiron99
Pretty much yes.

If you just want your map to be a battle.net thing, keep the sounds. If you want to have the support of this site (and by the way this site's rules state that such resources are not allowed), make your own sounds.

Someone made a tutorial about this a while back, but I don't seem to be able to find it in the database.

The trick is to use a sound editing program, increase pitch a few percent, add echo effect, etc.
05-07-2008, 12:07 PM#11
d07.RiV
damn -.-
Ok, I'll remove the sounds for now, playable version (no items/AI) is almost done.