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Map Concept

02-22-2009, 10:17 PM#1
Thunder_Eye
I'm sorry for the text-wall, I hope those of you who read through it will find interest in this idea.

I want thoughts, opinions, suggestions and criticism on the design.


I have put up a few screenshots of the first class, the Tribal, as well as some of the terrain (yes I do suck).

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This is a project I've been developing and brainstorming for the past few months.

The current name is "Primal Hunt", however, the name is not final. I've been thinking of using "Prime Hunt" or alternatively something else.

As the name suggests, the objective of the map is hunting. This doesn't refer to hunting animals or creeps, but players.

I have a hard time putting the map in a genre, it has similarities with Arenas in that the players are pitted against eachother in a limited battleground. It also has some elements from RPG which I'll talk more about later.

Anyway, the main goal of the map, is to eliminate your opponents. Once killed, you're out, simple?. There are no points or scores and such, just last man standing. Each player has control over one hero out of 4 possible (for starters).
Current max players is set to 4 as well.

To prevent newbies from getting spanked by more experience players, I've been thinking about having a "safe start" duration for the first 10-15 minutes. If killed within this time, you can get back in-game by doing some kind of mini-game (related to death/ressurection).

Map size would be somewhere medium, there has to be room for players to take a breath, but it shouldn't be hard to track down other players either. Therefore each heroclass has an ability which helps them track/scout players.
The map is also divided into 4 seperate regions, each with its own climate and theme. The (lore) reason behind this is that the area hides 4 powerful artifacts which are hidden in each of the areas. These artifacts affects their surroundings and can be obtained by the players, giving them enchanched powers. The power-increase these artifacts give isn't critical, it's just a minor bonus to help you get the enemy down.

The different artifacts is supposed to give different bonuses, one of them might boost defense versus spell, another perhaps changes the effects on some spells.

In the map, there are also 4 factions (one for each zone). These factions are neutral, and doesn't really affect the gameplay directly. However, as the time passes by, each of the factions will close off their area, limiting the battle-space and increasing the game-pace. The factions may also close their zone if you somehow anger them.

As I mentioned, there are 4 heroclasses to choose from. Each of these heroes will have a lore and purpose of being at the stage (read about it further down). One similiar thing with them is that they have all lost 2 of their items. These items (like the artifacts) can be aquired to boost your heroes performance. Both the artifacts and the lost items are presented using my Equipment System, latest version.
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So how do I prevent experienced players from killing the newcomers within the first minutes? Well first I mentioned the "safe time". But I also plan to have alot of different spawnplaces for the artifacts and the lost items.
These things also aren't just "laying around" on the ground. They can be obtained by doing quests, killing certain creatures/characters or by doing some other fancy stuff. As I said the items will give a minor boost. This boost can however be very useful to bring down your enemies, but you will first have to find the items which may take you some time.

This is a brief overview of the heroes. Note that some of them has more than 2 items, the extra(s) are just my alternative(s).
Each hero has:
- 1 meter
- 2 lost items
- 4 abilities (excluding passives)

Tribal

Name: Tribal
Model: Shaman
Background:
The tribal does not battle by greed nor for victory; his fightlust is based on blood. He seeks preys he can slice to pieces and store their blood either in flasks, or within himself.
Info:
He has a bloodmeter (custom barsystem) which increases the more he combats. Normal attacks increases the meter, as well as the Rend ability. He then uses the blood to amplify Exhale and Fiest.
Items:

Blood Flask:
The first item he lost was the flask he stores his victims blood in, he is capable of holding it within his body, however, without the flask the blood doesn't last for long.
Tribal Shield:(could use another name)
I have yet to find a good background for this item. However, I've found a good model for it which fits the shaman perfectly, so I'd prefer to use it somehow.
Skills:

He has "Rend", a basic damage ability which deals instant damage as well as appyling a small dot. It also adds some to his bloodmeter.

Next ability is "Exhale", an ability based on Breath of Fire. He breathes out a cone of blood, dealing damage and marking all targets with blood. This makes it possible for him to hunt them down. Damage is increased if he has sufficient blood.

Fiest is a healing ability where he drinks up all the blood he's got stored to refill his own health. Nothing fancy here.

Blooded Tracks is a passive spell where he constantly drips pools of blood. These gives vision to the Tribal, but each pool also cost a bit from his bloodmeter, unless he is carrying the blood flask.

Each hero should have 4 active abilities, so I have yet to add one here.


Guardian

Name: Guardian
Model: Crypt Fiend
Background:
The Guardian is the keeper of the artifacts. He residents in a underground-crypt, and in no way will he let anyone near the powerful artifacts.
Info:
The Guardian collects relics which are spread around the map. Unlike the Tribal, his meter doesn't increase. He can use the relics to increase the effect of his spells.
Items:

Ankh:
No motivation on this one yet.
Spiderling:
The Guardian has lost on of his precious childs. This "item" functions more like a pet.
Oviduct:
I know it's kind of hard to lose something like this, however. If he(it?) finds it, he will be able to ressurect himself by using "Lair".
Skills:

First off is "Scarabs", this is a summon spell which can both be used to track enemies, but also to trap them. Otherwise it functions similiar to the Crypt Lord spell, other then that it doesn't require any corpse.

"Burrow" digs the Guardian down in the ground, this can be used to hide when being hunted. Note though that he will be seen if the enemy gets close enough.

The last ability is "Lair". I'm uncertain of the basic functions of it, however, when the Guardian has obtained the Oviduct, he will be able to lay an egg and rehatch from it would he be killed.


Warlock

Name: Warlock
Model: Medivh
Background:
The Warlock seeks for power. Deep in a library he found texts describing four mighty artifacts, hidden in the area. Bound to claim this power for himself, he sets out to find it, killing all who oppose him.
Info:
The Warlock has a Focus-meter which increases the more spells he casts in a row (think combo). The higher the Focus, the higher the effectivness of his spells.
Items: (yes both are boring)

Staff:
No motivation yet.
Spellbook:
Creates a shield which gives a minor protection against magic attacks.
Skills:


Sentry

Name: Sentry
Model: Huntress
Background:
-Insert famous Night Elf- sensed evil thoughts disturbing the peace in his forests. To vanquish the evil, he has sent the Sentry, one of his finest warriors.
Info:
Similiar theme to the Sentry in Dark Chants
Items:

Eagle:
By finding her lost eagle, the Sentry will be able to send away two eagles, making it easier to find her prey.
Glaive:
Increases the range from melee to short range.
Cenarions Horn:
Summons some kind of help from the forest. (descriptive yes?)
Skills:

The first spell is "Eagle", which summons an eagle that circles the Sentry and scouts for nearby forest-enemies.

"Root" pierces through the target, doing instant damage and stopping its movement a short duration.

The last ability is "Meld", which makes the Sentry invisible and slows her movement speed. However, if the enemy gets to close they can still sense her.

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02-22-2009, 11:46 PM#2
Michael Peppers
Quote:
Originally Posted by Thunder_Eye
I'm sorry for the text-wall, I hope those of you who read through it will find interest in this idea.

No problemo, guy! It means that you have a clear and detailed idea of the project!

Quote:
Originally Posted by Thuder_Eye
Warlock

You fixed his name when no-one was watching. XD

Quote:
Originally Posted by Thuder_Eye
To prevent newbies from getting spanked by more experience players, I've been thinking about having a "safe start" duration for the first 10-15 minutes. If killed within this time, you can get back in-game by doing some kind of mini-game (related to death/ressurection).

Good and original idea. IMO a good way to prevent noob spanking. Keep it!

Quote:
Originally Posted by Thuder_Eye
I want thoughts, opinions and criticism on the design.

As it is described, I think good criticism can be done only by playing it, sorry...

But all these ideas seem great, though
02-22-2009, 11:59 PM#3
Thunder_Eye
Quote:
Originally Posted by Michael Peppers
You fixed his name when no-one was watching. XD
Yeah I just copied the Tribal as a template, forgot to change the head for the hidden tag.

Quote:
Originally Posted by Michael Peppers
Good and original idea. IMO a good way to prevent noob spanking. Keep it!
Glad to hear. If I would choose to go for this solution, the next step would be making the mini-game up. Probably some kind of puzzle, which shouldn't take to long. They need to be able to get back in relatively quickly so they can catch up in the real game, else they'll just end up dead again.

Quote:
Originally Posted by Michael Peppers
As it is described, I think good criticism can be done only by playing it, sorry...

I hope to atleast get some feedback on changes, as well as suggestions to fill out the empty spaces (abilities etc).
If someone would go to the lengths of desigining a suggestions for a whole hero, that would be appreciated as well.

Quote:
Originally Posted by Michael Peppers
But all these ideas seem great, though

Thanks, imo the Tribal abilities could use some twitch, they feel rather generic. He also needs some kind of speed-boost so he can catch up with whoever he's chasing. I'm still considering abilities for the other classes.
02-25-2009, 12:18 AM#4
Thunder_Eye
*bump*
02-27-2009, 08:43 PM#5
Thunder_Eye
*bump*
Is it really that much to read?
02-27-2009, 09:02 PM#6
Kyrbi0
Sounds neat. I don't play enough maps to really tell, though, so I'll wait and see what others have to say.

Still, I can appreciate hard work. Nice job. :P