Well, I've made a new Arena (the last) and it will be my biggest project.
I've also posted this project on HWS, where it got alot of positive feedback.
What I am trying to do is making an new arena with new features which does
not suck in any way. It should make fun, and ofcourse it needs to balanced.
New heroes and new items and a new kind of gameplay should underline
a new terrain and new enviroment systems aswell.
I look forward for feedback.
I am planning the first version to the 1st of April. And no, it is NOT a joke.
Templar Arena
Overview
General Information
Advanced Information
Step to Step Tutorial
Gameplay
Heroes
Terrain
Systems
Uniques
Ranking
Other features
General Information
Introduction
Gamestart!
Welcome to Templar Arena!
Thanks all for reading and/or downloading this map, I am glad you are interested in it.
First of all we want to learn the basic of this gigantic map.
There are the modes which are divined into the following types:
TheModes!
Game Type (Arena[default]):
Chooses the arena gametype to play. There is no other option until yet, but I am sure I will add some more options sooner or later.
Hero Chosing (Pick[default], Build):
Chooses the hero chosing mode. This does NOT affect the kind of getting an hero. With picking Pick you will be able to select the hero from a row of heroes, including my Hero.
Hero Selection (Allpick[default], Allrandom):
This chooses the hero selection, if you select allpick you can choose your hero, else you get a random hero.
PLEASE CARE THAT THIS COMBINES WITH HERO CHOSING.
If you select Herochosing=Pick and Heroselection=allrandom you get an random hero with his normal spells. If you choose Herochosing=build and heroselection=allpick you are able to build your hero with the spells you want.
Here you can choose in which kill situation you get Experience. Please care that the bountys stack. (You can select multiples)
Ok now we know what the modes are and do, so we jump to the chosing:
ModeChosing!
ModeChosing:
Well at start Player1 has an group of units in a small area. Those units are clickable. There are flying texts around the area, where each unit has its text under it. The text says the mode what you choose with it.
You select a mode with selecting the unit and then clicking the dialog button you want of the uppopping dialog.
When you have chosen all modes you click on the unit with the text "Start Game". Then the modes will be initialized and the game will start.
This might lagg a few seconds because the systems are loaded after choosing the modes, so please care about some delays in the first three seconds after modechoosing.
InGame!
Well now you have started the game, did select a hero and aswell the game started. But what to do now? Here are a few checkpoints you should care about:
Items
Buy items for your hero, combinine them, use them, share them for a better hero. Items are quite required in my arena so take a look at each item. Each item is worth its price and can be sold for 75% of the original price.
Ganging
In my arena a kill is really much worth, it can change the priority of the heroes aswell as counting for the soul increaser, meaning ganging is a really cool idea for getting fastly an herosould. Do not try to creep the whole time alone.
Creeping
Also take a look at Ganging.
Creeping is good, but not a must in my arena. Take also a look at systems to make sure to don't get a bad surprise while creeping.
Advanced Information
Advanced Information!
Basic Game Information: General Information:
Mapname: Templar Arena
Genre: Hero Arena
Suggested Players: 8
Mapsize: Medium
Modes: 4(ar, ap, hb, hc)
Current Version: 1.08A (Alpha)
Object Information:
Units
All Sunken Ruins critters,
all standart heroes,
a few own heroes,
Sunken Ruins creeps
Destructables/Doodads
Some from UTM 3.0
Some from HWS.
Most from Wc3 Sunken Ruins
Spells
Only vJASS selfmade spells
on own heroes, the others
are standart spells.
Effects
Most effects are from wc3.
However, there are still a few
imported effects.
Sounds
A few killing sounds imported.
Trigger Information: TriggerLanguage vJASS (with LHV until yet)
Condingstyle Systembased
( Systems which do work without
each others, but need to be handled
by an extra system. Advantage is
the easy import & export of those
systems. Also I can restore previous
versions of my systems quite simple with
that)
Additional Information:
Codetime:
1400 hours (until yet)
Testplays by WE:
1235x
Release date of Beta (hopefully):
01.04.2009
Amount of testers (hopefully):
15
Process:
75%
New heroes on release:
4 (3 made yet)
New items on release:
48 (42 made yet)
Own rating for current state:
82 % / 100
Step2Step Tutorial
Here is it, the Step to Step tutorial:
Modes
Aim
Aim Value
System Loading
Hero Chosing
Selecting Skills
Step 1:
A So now after loading, the Modes appear.
The host is automaticly detected and is available to select
the units to chose the modes. CLICK ONLY ONCE. It does not
bug but it saves data written to your pc.
Select the mode of the herochosing. Stacks with the herobuilding and hero chosing. If you choose hero building at first and then allrandom, you get a
random hero with random skills.
Describtion:
Cast this spell on a unit to heal it. After healing you have increased speed for a few seconds.
Flood
Describtion:
Stomps the ground, lowering the whole area, forcing water to fill the hole. While this units have reduced speed and have decreased mana regeneration.
Water Strike
Describtion:
Adds a chance with unit killing to trigger an hidden strengh in your hero, adding additionall magic to your attack. With hitting a target with the magic the target will get slowed and looses lifes over time.
Meteor Rain
Describtion:
Casts meteors from the heaven. Each meteor has a chance to create a small water elemental while exploding.
Describtion:
Each time your hero takes damage, it is reduced for a few amount of damage
when the hitpoints of the hero are less then x %. Attachment 46962
Frost Revange
Describtion:
Creates pulses of frost energies, which deal ranged damage to the target area.
If an unit dies in one of the pulses, it will deal a frost nova to an nearby
random enemy unit next pulse. Attachment 46961
Ward of Frost
Describtion:
A ward of frost which slows enemy units around, and drains their mana when
they cast spells via abilities or items. Attachment 46963
Describtion:
Each attack has a chance to call a shockwave in the direct line to the enemy, dealing damage to all units touching the wave.
Taur Berserk
Describtion:
With giving the taur berserker strengh he will knockback the next attacktarget, dealing additional damage to her and smashing her backwards. Attachment 45965
Taur Stomp
Describtion:
Stompts the ground, creating stones around the hero, caging all units around in the stone circle. Attachment 45967
Taur Smash
Describtion:
While smashing the target unit, it will fly instantly upward, until it goes upward, dealing massive damage to all enemy units around, even to itself. Attachment 45966
Terrain
Screenshots
Ingame Screenshots
Old
Please look at the new ones since the old ones are deleted.
Well the terrain is an arena-alike Temple,
you can see that I used naga-structures.
Well the columns and the rocks, the bushes
and plants will tell you that its a fallen temple,
too.
Well the arena has 2 perfect copied sides,
which means fairness and also increases the
gamefun. In the middle there is a place of
big creeps and can be used for large battles.
If you want to creep a bit, use the corners,
left up, left down, right up and/or right down.
There will be also some
Weather Effects!
Coming ...
so it will look fantastic.
Animals
Coming ...
will also increase the game experience.
Systems
Systems!
Well the following system have been included into the map,
(de)activateable if I see what the players like:
PetSystem!
[DEACTIVATED YET]
Currently I have a petsystem. All players get pets equal
to their races. Each pet has 1 ability and is strong enough to survive
some time on the battlefield.
Pets do not have inventory slots yet.
For reviving your pet you must go back to your circle in
the shop area and go on it.
Hero Duell
[NOT MADE YET]
The Duellsystem allows your hero to battle any hero of the arena,
excluding the fighting ones. Heroes must have atleast 75% of their
life and be out of battle for asking for duell.
Active Attacking
[NOT MADE YET]
Heroes will need at least 1 attack triggered from you to attack the target,
they will not attack targets attacking them and/or coming into their range.
After attacking once, the unit gets angry and is able to autoattack as long
as you don't give her any other order, meaning move, patroling, stopping and/or holding position.
Creep System
[HALF DONE]
The creep have an auto strengh increasement, which means
their hitpointregeneration, their armor, their speed and their
hitpoints grow proportional to the heroes.
Your Void Walker has all Watery abilities (except for Meteor Strike?...). I would highly suggest a Theme change to, like, a Tidal Lord or something (*cough* jigrael's model for the 2nd Hero contest?... *cough*)
I haven't checked it out, but it looks like you've put a lot of work into this. Kudos. :P
A quick look at your Active Attacking system makes this spring to mind: I believe that if you give all of the heroes an acquisition range of 0 (or add the "Cargo Hold" ability to them), they will not autoattack at all.
But that wouldn't make them attack in range coming enemies once the hero attacked. Also the attack system is connected to other systems, which makes my method preferable.