| 10-01-2008, 07:20 PM | #1 |
Hello! Stand of the Elves (SotE) is a 6v6 AoS that varies from the traditional AoS style. It's designed around a siege/defend premise, paying homage to its namesake Stand of the Dwarves. For those unfamiliar with Stand of the Dwarves, SotE pits two teams (one Elf-based, one Undead-based) of up to 6 players against each other. The UD have 30 minutes to breach the Elven defenses and destroy a central structure to win. Conversely, the Elves need only to keep their key building alive until the time limit expires. So what makes SotE worth playing or worth your time to help? -6v6 game play -Dynamic ability levels: abilities don't necessarily follow a static growth pattern per point placed in them. This is enhanced by... -Ability builds: because abilities and their uses alter per level, each Hero has several "builds" or variations of playing them. This is further enhanced by... -Level cap: the maximum Hero level is 15 but there are 18 potential ability levels (3 normal abilities with 5 levels each, 1 ultimate with 3 levels). This forces players to select their abilities wisely -Over 40 consumable, passive & active items -18 custom Heroes -Team-Unique upgrades (still being developed) -Modified armor System As stated in the thread title, the map is almost finished. My co-developer, dead_poetic, and others, have completed all the terrain work, Heroes, and items. All we're looking for is maybe a few moderately experienced coders to implement the following basic systems... -Hero selection -Hero revival -Assist system -Current trigger review/correction The aforementioned systems are already implemented but, because of mine and poe's limited technical knowledge, they cause some large problems in an otherwise ready-to-play map. I hope to have a few screen shots posted shortly to give you an idea of what SotE is all about. Let me know if any other information is needed. edit: Here is a link to the current beta version that we are now releasing for public play http://www.mediafire.com/?nhl5hchkfkn The game is essentially complete, but we are still looking for a few people to look over, revamp, or completely face lift our triggers. Let us know what you think or if you are interested in helping. Thank you for reading and your consideration! |
| 10-01-2008, 10:14 PM | #2 |
I played this map yesterday, and I think it is promising. You should upload the map so people can try it out for themselves. |
| 10-01-2008, 10:28 PM | #3 | |
Quote:
|
| 10-02-2008, 12:28 AM | #4 |
me agree with Dusk...AoS is his power anyway :) |
| 10-02-2008, 01:00 AM | #5 |
I tried to attach the map but am getting an upload error. It definitely isn't bigger than the 5mb limit, so I don't know what the problem is exactly :/ I'll gladly host it via b.net if anyone is interested enough |
| 10-02-2008, 01:26 AM | #6 |
I don't know if this is the version you want hosted, but this is the one I played yesterday. http://www.mediafire.com/?jidnqwtylty |
| 10-02-2008, 03:20 AM | #7 |
The "5 MB" limit is just for show. The actual limit is somewhere around ~2.5, or ~2.8. I forget. Terrible, I know. :/ |
| 10-02-2008, 04:02 AM | #8 |
Well I guess that would explain it. The actual size is roughly around 3.3mb I believe. |
| 10-02-2008, 04:08 AM | #9 |
Yep. Same as my Jungle Trolls. :/ The only solution I've found to work (other than hosting off-site, of course) is to make 1 version of your maps sans all the biggest imports (custom models, icons, triggers?, etc), then make a secondary file for all the custom stuff, with instructions on how to import correctly (the right file-paths and such). Lame, yes, but meh. |
| 10-02-2008, 04:20 AM | #10 |
The obvious solution is to make your maps smaller than 2mb. ;) |
| 10-02-2008, 04:24 AM | #11 |
^not funneh. |
| 10-02-2008, 06:20 AM | #12 |
And yet it's a really good idea... considering download times and all that. |
| 10-02-2008, 11:02 AM | #13 | |
Quote:
|
| 10-02-2008, 11:30 AM | #14 |
Use Mdx squisher and map optimizer. That could help reduce the map size. Also only import most essential stuff. For example if you have a samurai hero that uses a custom model, try to find a decent Blademaster skin that fits your model. Naturally do this if you think Blademaster's look & feel (read: animations and skin) could be implemented in your map. |
| 10-02-2008, 06:17 PM | #15 |
Pictures attached to fist post now. Has anyone tried the map out yet? |
