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Elemental Battlefield

09-18-2008, 05:41 AM#1
Quack_Kills.
Elemental Battlefield .21b

Originally started 1 year ago as Water and Fire. Since then it has been updated countless times and renamed. Now there are 4 unique elements each with a plethora of different creatures.

Elements are Fire, Water, Earth, and Nature
Elements to come are Wind, Darkness, and Light

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Story

In many versions the story goes as follows: A great ruler of the world, dubbed The Prince of Destiny, called for a tournament to take place on a secluded island between elemental summoners. The Prince promised glory and fame for the summoners but intends that the summoners wipe one another out. The Prince wishes the summoners deaths because of their threat to his ultimate "Omni-Power". So, for amusement and benefit, the Prince of Destiny calls for these tournaments to take place on an Elemental Battlefield.

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Gameplay

8 players, 1v1, 2v2, 3v3, 4v4
People tend to get confused with this game since it does not resemble any other games. The best synonym for the gameplay I can give you is Castle Fight, Raccoon Wars, Alliance vs Horde. In truth, its is really its own genre. Try it, and figure out what it closely resembles. The best resemblence in my opinion is MTG Wars which I recently played.

Object: Destroy all 4 opposing "Towers of Destiny" through waves of creeps.

Basically, you start out by picking your summoner then you have the option to build three structures: Tech, Creep Spawn (your element), or a Tower.

Tech Building
Researches 8 possible upgrades for your element (improved attack, improved defense, etc) on different creatures.

Creep Spawn
This is named after your element. But it spawns creeps in a pattern. The creeps automatically start heading for the enemy towers. This can be teched up 5 times and in many different ways. This building will be the most used.

Tower
Used for defense against tier 1-4 creatures. These towers do not stand much chance vs a level 5 creep so don't think you can camp with towers forever.

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Creatures

there are 16 different creatures for each element. All of them unique with multiple purposes.

Water
Hidden information:
1- Amphibion
2- Gorgon She Fighter
3- Sunken Sailor, Gorgon Soldier
4- Gorgon Coveknight, Hydra Warrior, Kraken Sailor, Island Monster
5- Gorgon King, Gorgon Queen, Hydra Legend, Leviathan, Kraken, Tidal Sorceror, Grengel, Deteriorator


Fire
Hidden information:
1- Magmalite
2- Magman
3- Fire Druid, Fire Veined Barbarian (Barbies)
4- Keeper of Flame, Dragon Tamer, Berserker, Minotaur
5- Pyrotic Incarnate, Vulcan, Fire Giant, Red Dragonspawn, Tauros, Ares, Blademaster of Rage, Berserker King


Earth
Hidden information:
1- Earth Worm
2- Kobold
3- Giant Mole, Rock Animate
4- Sand Beast, Sandtaur, Spire Golem, Carver Ant
5- Dunelord, Barge, Nago Boar God, Exile, Termatii, Ant Lion, Gaion, Fungi Golem


Nature
Hidden information:
1- Rootling
2- Woodfolk
3- Satyr, Woodguard
4- Dryad, Forest Assassin, Elderwood, Tree Drake
5- Guardias, Bear Warlord, Nature Priestess, Sharpshooter of Luna, Basilisk, Green Dragon, Ancient One, Stone Giant


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Changelog
Hidden information:

.21 > .21b
X Major bug fixes
X Spelling fixes
X Tweaked many spells
X Modified player interaction

.20g > .21
X Gave Satyr "Trickery Strike" ability
X Got rid of useless mana bars
X Made Kraken produce 8 tentacles when spawn
X Modified Seismic Tower
X Modified Earth upgrades
X Gave Termatii splash damage
X Modified Gorgon Queen attack visual
X Water Barrier bug fix
X Water Shields bug fix
X Gave Corrupt Ent Tower "Corrupt Blast" ability
X Changed some attack types
X Added Earth Worm attack visual
X Modified Earth
X Eliminated spelling errors
X Added better ability definitions
X Added TOD explosion visual
X Made it so when a TOD dies, its team gets minor benefits


Also, if you guys are curious as to how the game looks in game, here's some guy's footage of a way older version: http://www.youtube.com/watch?v=SQI8-mrGBqI

I hope you enjoy the game as much as I, myself, and numerous other people I have encountered.

-Quack_Kills.
Attached Images
File type: jpgEB.jpg (6.2 KB)
File type: jpgEBscr_1.jpg (142.7 KB)
File type: jpgEBscr_2.jpg (171.3 KB)
File type: jpgEBscr_3.jpg (143.2 KB)
Attached Files
File type: w3xopt-Elemental Battlefield .21b.w3x (466.6 KB)
09-19-2008, 05:14 AM#2
Leopard
Seems interesting, i will give it a try..i am a fan of 5-elements rule.
09-20-2008, 01:31 AM#3
Pyrogasm
You need to attach the map to the first post, and you need to update your description with something that in some way describes your map. Do players control heroes? Is it strategy-based? What are some cool features? What are the significance of the elements?

That sort of thing.
09-20-2008, 04:30 AM#4
Kino
The idea is nice but I found some glaring problems with the map.

1)Towers of destiny absolutely devastate everything except the highest tier elementals.

2)Combat is slow as the game progresses the higher level creeps have retardedly high hp and too little damage causing ultra pileup.

3)After destroying the TOD, creeps just idle there and waste food, you cant stop them from spawning either.
Imo, builders should have an Unsummon feature to remove unecessary buildings.

Aesthetics

Tooltips are lacking, you can put the lore of your creeps in the description fine by me. The only issue is that the tooltip doesnt say whether the creature is melee or ranged or whatever.
The "strength" bar for the creatures is quite nice.

Finally you may want to descrease the scale of certain buildings and give them less eyesore tints (especially) the higg level spawners.
09-20-2008, 05:58 PM#5
Quack_Kills.
I found some of your feedback necessary, and some of it unneeded. I will take note of what you have said.

Also, lore is VERY unneeded, only people who are TRYING to find problems read the tooltips unless they are flashy with vibrant colors (that's why I made important tooltips more noticeable). For the most part, they are looked over and would be a complete waste adding more lore to 64 different creatures. However, I plan to flesh out the story in the future.

I wish I could add more depth and information to the statistic tooltips but alas, there is only so much room a tooltip will let me put in it. The attribute bars will be staying for the moment.

Furthermore, the TODs are meant to destroy tier 1-2 creep easily, otherwise, the first one with the upper-hand wins and that just isn't fun for anyone.

I hope I've cleared a few things up, thanks for playing.
09-20-2008, 08:58 PM#6
TKF
Quote:
Originally Posted by Pyrogasm
You need to attach the map to the first post,...
Attach the map to the first post! If you can't for some reason, then explain why!

Also screenshots on the first thread might be nice! How many players can play this map? ....

The Map Submission Rules
09-27-2008, 05:16 AM#7
Rising_Dusk
The map certainly wasn't bad, but it also wasn't good. I've seen numerous maps of this type and they all feel generic. None of them, including this one, offer something crisp or have some coherent structure that gives them an atmosphere and makes it flow.

Really, the biggest killer of this map is that it just doesn't have that extra oomph to be good enough. Structurally, it's okay. It has lots of design flaws in that it's always more effective to build in one lane and rush with cheap spawns, then upgrade later. The terrain was boring, the units weren't very exciting, there's limited player involvement in the game, and so forth. If all of these things could be improved and the map given some kind of flow and atmosphere, I think it might be able to go somewhere.. But in it's current state I really don't think it's good enough for the database! Sorry!

Disapproved
09-28-2008, 12:46 AM#8
Quack_Kills.
Oddly enough, I never get this sort of feedback when I'm hosting it on battle.net with a group of strangers. Usually they just love the game. I rarely ever hear of someone disliking it. Perhaps the wc3 campaign crowd is not my target audience.

Rising_Dusk, I will certainly modify the game to some of your satisfactions, you have made things aware to me that were clouded before.

Also, on the "Limited Player Control note", in the original version you could control every aspect of your forces except the spawning. But SO MANY people complained that they did not want this and wanted them to auto-send. To appease the masses I made it so. In short, player interaction cannot advance much further in this game, but I will do what I can.
09-28-2008, 02:00 AM#9
Shade987
Quote:
Originally Posted by Quack_Kills.
Oddly enough, I never get this sort of feedback when I'm hosting it on battle.net with a group of strangers. Usually they just love the game. I rarely ever hear of someone disliking it. Perhaps the wc3 campaign crowd is not my target audience.
We tend to have a lot higher standards then the average battlenet player. And, well, it means that we only have the highest quality maps in the database, so the high standards pay off.
09-28-2008, 03:53 AM#10
Rising_Dusk
Atmosphere is an abstract concept for a map, let me tell you. It's a feeling of immersion, that you're really doing what it is the map tells you to do. It's a feeling where you "get into" your characters and can actually see and act with them, where you play hardcore music of whatever you like and you get into it. Those are some of the things that make up a map's atmosphere.

There are also lots of concrete things that can build an atmosphere and a flow. Polish is a big one, everything being on an equal level in terms of design and execution. Polish comes from terrain, tooltips, texture choices, unit choices, model choices, the whole nine yards. Ultimately, what separates the "okay" maps from the "great" maps is this atmosphere, this design paradigm to create a world and envelop your players in it. That's what this map lacks, really, and that's something we as a community pride ourselves on.
09-28-2008, 05:14 AM#11
Quack_Kills.
Yes i believe I grasp the concept of atmosphere. However, I am confused on what needs changing. Music? Tileset? Unit tints?

My intention for the atmosphere was a flashy eyeful of dozens of creatures in conflict on the map, with boulders and fireballs being thrown overhead. In brief, I wanted a colorful game with memorable fights, monsters, and tactics. If the atmosphere that is there does not reach you, I will attempt to increase the potency.

I will endeavor to make a map worthy of the Wc3 campaign audience. Hopefully, with polishing, I will have gotten the interest and intrigue of the Wc3 Campaign moderators in the near future.

PS: I am sorry for delayed screenshots and map attachments. I am new to these forums and am unsure how everything works. My apologies.
09-28-2008, 05:31 AM#12
Rising_Dusk
Quote:
Originally Posted by Quack_Kills.
However, I am confused on what needs changing. Music? Tileset? Unit tints?
It's impossible to say what one thing is wrong, it is a combination of all things that simply do not flow together that result in such lack of atmosphere. And something being "flashy" and with lots of projectiles is not the atmosphere I'm talking about. An atmosphere is not just what a player sees, it's what a player feels, hears, touches, controls, reads, and says. I can't possibly explain to you one set way to create an atmosphere that corresponds to your map, all I can tell you is that this map does not have one.
Quote:
Originally Posted by Quack_Kills.
I will endeavor to make a map worthy of the Wc3 campaign audience. Hopefully, with polishing, I will have gotten the interest and intrigue of the Wc3 Campaign moderators in the near future.
I'm glad to hear that you're going to put forth the effort to improve it. :)
10-13-2008, 02:52 PM#13
Rising_Dusk
Been a few weeks, going to move this to map and campaign projects for its development. When it gets fully updated, PM me to have me move it back.
10-21-2008, 06:08 AM#14
Quack_Kills.
I apologize for my late activity. Updates (not full version updates) will be coming soon. I'm working on other projects and this is not exactly my highest priority. Ask me if you require further information from the map.

EDIT: If anyone would like a creature in the upcoming Wind element, just PM me or respond to this post.
10-29-2008, 01:07 AM#15
Rising_Dusk
Apparently this was updated, so it has been moved back.