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Hero Arena: Azeroth's Champions!

05-28-2008, 08:17 AM#1
Dragon.Head
AoSes and RPGs these days are overrated. Most of them don't even deserve to exist..
It seems that everyone has/is working on an AoS/RPG of their own. Whatever happened to TDs, or Footies or Hero Arenas? The only maps that fall under those categories you most commonly see on b.net are underdeveloped and unpolished maps. Fortunately though, there are some which sparkle bright as a star, and there is still hope for good maps under those genres!

Ladies, I now present to you my project, a Hero Arena, Azeroth's Champions!

Key Features:
  • The all new element system introduces a new style of play for different heroes. Heroes can be centered on one element, composite(no element) or mixed.
  • [OLD STAT SYSTEM] At Level 1 you have 10 stat points which you can spend on five different stats. You gain 10 stat points whenever you level up again. The five different stats are:
    • Proficiency - Each point increases chance to deal critical damage. (Spells can also critical)
    • Concentration - Each point increases critical damage multiplier.
    • Evasion - Each point increases chance to avoid damage. (Can avoid spell damage)
      Every 10 points increases movement speed by 20.
    • Accuracy - Each point increases the damage you deal to enemies. (Affects Spells)
      Every 10 points increases attack speed by 10%.
    • Endurance - Each point reduces the damage you take. (Affects Spells)
      Every 10 points increases max life by 75.
  • [NEW STAT SYSTEM] At level 1 you have 10 stat points, whenever you level up you gain 5 stat points. You can spend these on:
    • Fire Mastery - Increases all fire damage dealt.
    • Ice Mastery - Increases all ice damage dealt.
    • Earth Mastery - Increases all earth damage dealt.
    • Lightning Mastery - Increases all lightning damage dealt.
    • Ice Mastery - Increases all fire damage dealt.
    • At level 1, you can use all of your abilities. You have
    • Fire Resistance - Decreases all fire damage taken.
    • Ice Resistance - Decreases all ice damage taken.
    • Earth Resistance - Decreases all earth damage taken.
    • Lightning Resistance - Decreases all lightning damage taken.
  • 3 standard skils and an ultimate ready for usage. These skills improve whenever you level up!
  • No duels, in order to keep the game focus on the real arena instead, there are no duels or duel system. The map is FFA, I do not plan on having teams though.

The arena will soon feature up to 24 heroes made with the greatest of care, but I aim for atleast 10 for the beta release. The arena is small and pvp-oriented, I decided however to not include anymore than one arena.

The arena has runes which spawn on four different locations, they spawn rather quickly. Neutral creeps can also affect the outcome of some battles. They are also moderately smart. Random events can also occur inside the arena, lightning storms, blizzards, huge earthquakes, etc,.

Everything is done, except for the random events, items, heroes and the AI. Hopefully, I can design a decent, working AI in the future. I'd say map progress is around 60%!

I finally made a thread of my project to get some comments and to see what people think of the map, so please feel free to drop a reply!
05-28-2008, 10:07 AM#2
erwtenpeller
Looks good, nice and simple, as a hero arena should be. I think the random events could really add something to the intensity of gameplay, as long as players get somekind of visual advance warning; nobudy likes being cought completely by suprise. I also like the idea of neutral creeps being smart, but i wonder, how exactly are you going to make this work?

Theres also no information on the death system, could you tell us something about that?

Concentration seems like an absolutely pointless stat, though, as you have Accuracy to increase damage (wich would increase crit damage automatically) and proficiency to increase crit chance. Your stat system also fails to adress a lot of secondary statistics that could be verry interesting, wuch as movement and attack speeds, or even attack range (for ranged units ofc.)
05-28-2008, 10:20 AM#3
Dragon.Head
First, thanks for the reply ;)

Now on to the serious note..

Concentration affects critical damage, and Accuracy only affects normal damage. Those two don't associate with each other.

Neutral Creeps have a custom AI as well :P Death system is.. Well pretty simple. You revive after 10 seconds in a safe area where there are shops.

I also like the idea of increased movespeed, attackspeed, etc,. I guess Evasion could also increase movement speed, Endurance increases life regen. If I consider it, heck Accuracy would increase attack range for ranged units and attack speed for melee units :P Still thinking on the substats though..
05-28-2008, 10:37 AM#4
Fulla
I think what Ertw meant is, you have 1 stat that increases critical that is useless unless you also level another stats that gives a % chance to critical in the first place?
Unless you start with a critical chance to being with?

===

Could you elaborate a bit more on the gameplay?
- Are there rounds? perhaps with time limit, last man standing etc.
- Do you just keep teleporting into the Arena until you die, or can you get back out?

I think the attribute system could be enhanced.
Consider hp/mana regen as well as hitpoints/mana, unless you simply want them enhanced via items.
05-28-2008, 02:39 PM#5
Dragon.Head
Quote:
Originally Posted by Fulla
Unless you start with a critical chance to being with?

Exactly.

The win-goal is decided by Player 1, who chooses if players must be the first to get X kills, or get the most kills within X minutes. It is FFA as of now.

The stats would be giving more bonuses. Every 10 points of each stat excluding Concentration and Proficiency now gives an additional bonus!
  • Evasion: Every 10 points improves movespeed by 20.
  • Endurance: Every 10 points improves max life by 75.
  • Accuracy: Every 10 points improves attack speed by 10%
05-28-2008, 08:31 PM#6
Omega-Prime
If you increase your normal damage, though, wouldn't you automatically increase the amount of damage a hero metes out when he strikes another unit critically? If I can get one extra point of damage that is dealt consistently with every hit or two extra points of damage that are dealt occasionally, I don't see why I wouldn't choose the former. Maybe I'm just reading this all wrong. Whatever the case may be, it looks interesting!
05-28-2008, 10:30 PM#7
Sabertooth_X
I like the disaster effect like earthquakes and blizzards and thunderstorms. Things like that can possibly turn out really nice.

I'm with everyone else on saying Concentration's bonus should be more important than just +crit damage, as accuracy does that as a side effect.
05-29-2008, 01:52 AM#8
Dragon.Head
I need to rephrase Concentration's description.

Each point increases Critical Damage Multiplier

That should make more sense >_>

Updated: I introduced the all new element system to the map! Yay cookies :D The old stat system and stats will be dropped however.

That should be more fun, random disasters like earthquakes, meteor showers, lightning storms and blizzards would deal elemental damage :)
05-29-2008, 07:05 AM#9
Fulla
Any Hero concepts/ideas yet?