| 11-27-2008, 08:18 AM | #1 | |
Story The lost city of Khosar stands as a eternal monument in the burning sands. A city of the dead, A necropolis. In its dust drowned halls the ancients wake from the hereafter, drawn to live out lifes many vendetta's for an eternity. In this land where peace is short lived and strife omnipresent, not even the dead are spared. Overview The empire has long since crumbled, its many kings lie in their graves as a testament to the glories of the past. You and your fellow heroes of old must continue the wars fought in life and exact vengeance on your enemies. Death is not a release, merely a second chance to relive those battles fought in the ancient past. Necropolis is a Zone Control Map. The Aim of the game is to destroy all your opponents Crypts. Crypts are captured by killing them. Players are divided into 2 teams with up to 5 players each. Features
Structures Crypts are the main objective, they are fragile buildings scattered around the map. Bastions are large fortress structures that train units and provide regeneration to its owners. Has True Sight, Crypt Defenders are weak towers that watch over important locations. Has True Sight. Vaults are research structures, that must be captured in order for players to tech their forces. All structures can be taken over by destroying them. Heroes
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| 11-27-2008, 08:30 PM | #2 |
Sounds interesting... testing. |
| 11-29-2008, 01:49 AM | #3 |
Well, here goes:
As it stands, I don't think this is quite ready for the maps database, but it has potential. I think that this idea could be taken farther. I would also suggest using this, skin with a few particle modifications to fit the theme of the map better. I had something else to say, but I seem to have forgotten it. If I remember it I'll update. |
| 11-29-2008, 07:19 AM | #4 |
Well, the idea of this map is to keep it rather simple. so I dont wish to complexify the game too much. The thing about getting monotonous late game. Yes that is probabbly the biggest issue at the moment, any suggestions are always welcome. |
| 12-01-2008, 09:07 PM | #5 |
Perhaps add leveled abilities to the lich, so you gain more options and power later in the game. Basically, make it a hero. |
| 12-01-2008, 11:46 PM | #6 | |
Quote:
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| 12-02-2008, 03:41 AM | #7 |
No, the the name is not related to "cursed seer" in anyway way shape or form. |
| 12-02-2008, 03:49 AM | #8 |
I was talking about the phonetical pronunciation of the word. Unless English isn't your first language (which is possible, given the community here): Khur-sad Se-ir = Cur-sed Se-er. Notice the similarities? ~~~ Regardless, I was simply making that note in jest. I haven't had a chance to test out your work, but it looked interesting and I wanted to Subscribe to it. |
| 12-02-2008, 04:24 AM | #9 | |
Quote:
Hmm, regarding that idea I was thinking should abilities auto level with the Lich or should players manually improve their abilities like "normal" wc3 heroes. Alternatively I also have another solution. Basically, I implement a skeleton upgrade system so that the game works like "pimp my peon" allowing players to upgrade apecific aspects of thier minions such as damage, health etc. At the same times this would work like a custom attribute, affecting your commanders abilities. |
| 12-06-2008, 07:13 AM | #10 |
Version 0.38 -Added a bit of new content. -Remade the entire leveling system and how abilities scale with hero level. - Max level cap is now reduced. |
| 12-06-2008, 03:52 PM | #11 |
Sounds better. I'll check it later. |
| 12-31-2008, 02:30 AM | #12 |
Version 0.40 - Changed the way the mercenary cap works, as a result the game is now more player friendly. - Lighting conditions have changed more yellow... - Fixed small issues such as certain dummy units adding to score. Version 0.51 - Changed practically the entire map. - Full changes are above in the map descriptor. |
| 02-26-2009, 04:40 PM | #13 |
I tried this map, and I will be perfectly honest, it's got a lot of potential to be great and definitely the capacity to be approveable in the future. Right now there are some really strange problems with it, though.
Disapproved |
| 02-27-2009, 06:37 AM | #14 | ||||||
Ok I admit that its not too obvious how things actually work. Quote:
They are obtained at level 6. (Will make it more clear in furture) Quote:
Ill fix thatr in 0.54. Quote:
Admitedly the Lich model is currently a placeholder until i can get a nice skeleton general model. In the very early stages Liches were ranged but that made backstab tactics hella strong which is why a more robust melee hero was used. Ill probabbly recduce skeleton collison sizes to compensate for blocks. Quote:
This one could actually be a bug in the triggers. Ill test this soon. Quote:
Im very sure I included a credit log under optional quests"." Quote:
Well so far no one has comaplined of this yet ill see if i can reproduce it. Assuming its really a doodad issue. |
| 02-27-2009, 12:25 PM | #15 |
You probably did include a quest log and I just missed it. I have a terrible tendency to do that. That's why I make note of my absentmindedness. Also, I'm pretty sure that was a personal WC3 instance issue with the widgetizer, not a problem with the map. Oh, you could probably keep the liches the way they are in stats and just make them ranged with no other changes. I quite like the usage of the lich model. It feels right. Honestly, it feels like the right model for the job. Heck, I think this map could be done damned good without any imports at all. Those imported models kind of distract from the style it has. |
