| 05-26-2009, 02:06 AM | #1 |
Game Name: The Original Allegory Game Type: Mixed (AoS + RPG + Boss + TD + Adaptive Action) Game Play Time: Estimated to be 30 mins - 1 hr. Game Play Description: (Updated)
Here's couple of pictures: Yang's base's waterfall: ![]() The five elemental grounds at the center in mini map: ![]() Please voice your opinion as you wish. Thanks |
| 05-26-2009, 03:33 AM | #2 |
Well, the concept sounds nice... Manipulating elements and interhero synergy is good (extremely hard to balance, but good), seems like the towers would never be used (too complex and inefficient compared to heroes), boss hunting is also nice, but i think you will find that its a less of a 'lets gang up and kill this insanely hard boss' and more of a 'well im 30 levels higher than the boss and i can easily solo, ill just go grab some quick items' . As for the get item, activate item, get gaurdian, destroy world, Its a bit complex and annoying. What will the gaurdian achieve? It will just destroy them, is there any way for them to fight back? You have created effectivley an ultimate snowballing scenario: team is winning, team gets item, team gets uber boss. If you want the boss to be killable then the weaker team needs to get it, if the boss is going to be uber dominant then its just the same as killing their base outright. I say, knock it back to capturing the center for X duration to free your gaurdian. Gaurdian has a cooldown and can be summoned unlimited times, but only once he dies. If killed he gives massive XP and gold to the other team. Then you have the sort of scenario where you are trying to keep and hold the center, while summoning at the right time to help you push but hopefully deny enemies XP and gold that could put them ahead. The elemental stuff is great, definatley keep that. Maybe even depending on which other elemntal 'zones' you can summon different gaurdians. Eg if you hold water you will summon a water gaurdian, if you hold fire and nature you summon a random fire or nature gaurdain. That adds another layer of stratergy without unwanted complexity. Hope you take that into consideration. ^_^ |
| 05-26-2009, 04:58 AM | #3 |
Thank you for your feed back, I'd take that into consideration. |
| 05-26-2009, 10:51 AM | #4 |
In what sense would this map be an allegory (as your title suggests)? How much of the map has been created? How many people are working on this project? What is the setting? Why are the two teams fighting? What are the guardians, why do they exist, and why are they summoned? Why would the terrain be partitioned into elemental zones? I ask about the setting because it's integral to a coherent theme, and is a strong influence of development decisions. Tower Defense games typically don't require much in the way of a setting, but this isn't a tower defense game; it's an AoS with features from other genres. Even Defense of the Ancients has backstory that establishes the context for the conflict. EDIT: The classical elements afflict me with terminal boredom. |
| 05-26-2009, 07:59 PM | #5 | |
Quote:
AO pointed out a very important aspect of any map.. interesting setting/story Without a great story/setting, a map will not be fun to play, technically brilliant or not Storywise brilliant maps with technical failings will also be more interesting than the latter A map idea is NEVER complete without a setting or story... Maps which cross with but do not focus on RPG are fail... RPG doesnt really work in multiplayer anyway... |
| 05-26-2009, 08:25 PM | #6 | |||
Thanks for the pointers. Here are some answer to your questions: Quote:
Just me Quote:
Currently it is still at terrain stage, as the terrains have themes. Not all grounds are divided into elemental bonus environments, but instead only 25% are. (I might add it to 50%) Quote:
The teams are divided among Demons and Humans. Not a very original name, but they are just currently called so and as it is easy to convey the idea. The reason the humans have elemental division is because I want it to be symmetric compared to the demons, as they are divided into 5 reason people die. Maybe dividing people into 5 reason they live would be more symmetric, but it is hard to impose any magical property if you know what I mean. For example, one of the reason people live is because they value life. How can I put that into the game play? Adding extra life regeneration? Therefore, instead, I set the time to the past where humans had magics and swords and shields as like a Western Fantasy (So keep in mind that "humans" here have magical powers like Gods, but they are not Gods because they can die and have limits). This also is more appropriate as "demons" are more ancient. So given that, the story is more like the "original" struggle between life and death battling their "powers" over Earth. That's the allegory part since we humans now life and somehow lost our magical power. Does that explain more? As for story line, I still haven't come up with one yet. If any of you, given the above more detailed description, want to contribute a story, by all means, please go ahead. PS: You shouldn't vote too fast based on your assumptions. |
| 05-26-2009, 09:08 PM | #7 |
You intend for it to be an allegorical game about life and death? Elements hardly are appropriate to convey this, but themed magic could emphasize the relationship between the two phenomenon and it has the potential to be far more interesting. How do demons fit into this allegory? Does it assume a spiritual perspective or do they represent something else? Are both the humans and the demons playable? What about the guardians? PS. It's a poll. Expect people to vote on the basis of the first impression. |
| 05-26-2009, 09:49 PM | #8 | |
Quote:
Since you are a philosopher, I'd think that you would not assume as much as others. Anyways, the Demons are a playable team. As I said, the team are divided between the Demon and the Human which are both playable. Both team would have 5 players and they go head on against each other. The guardian would only be controlled by the computer. If you have some great ideas, please share it. |
| 05-26-2009, 10:37 PM | #9 |
If you're going to use elements, do something original with them. For example, blend them in interesting ways. I don't mean "Fire + Water == Steam hero!!1!". For example, in my map, a Night + Death combo gives a Void element hero. That kind of uniqueness will help take the dulling edge off of your everyday elements. Also, consider how the elements will factor into game play. Since you're only using 5 elements, you could very well modify the given Blizzard attack/armor constants and make attack type a factor as well. (Unfortunately for my map, I use more elements than there are constants, so I have to use a workaround). Oh, and just a head's up: "Exciting legendary items" had better not mean an item that grants insane uber stat/attack/armor bonuses. Those are stupid items that only work for... well, stupid maps. Make the items truly legendary. For example, the item could be a whole new powerful spell, but not grant any stat bonuses. I'd personally find that to be a better "legendary" item than an orb that grants 50 to all stats *cough Dota cough*. |
| 05-26-2009, 10:50 PM | #10 |
Thank you for your feed back darkwulfv, I find them to be useful. The elements that I am going to use, after many thought, is going to be Wu Xing from the chinese culture. Why? It's my culture and it is my home land. It is the only civilization that withstood the test of time compared to other four Great Civilizations since the ancient times. Your legendary item suggestion is definitely what I am going after. Also your I might adapt your armor/attack bonus system but it may also introduce abuses in the game: Player would simply always pick counters. Although I could just say after 60s or 1min, assign all random hero to the ones who didn't pick! XD |
| 05-26-2009, 11:44 PM | #11 |
The philosophic traditions of China are fascinating. If you'll be utilizing the elements of Wu Xing, perhaps you can borrow from your culture to further develop the setting and the factions' motives behind the conflict. |
| 05-26-2009, 11:51 PM | #12 |
Yes I definitely will do that. Thanks to your enlightenment that motivated me to find a more original and special theme. The conflict will between Ying and Yang. Generally Ying represents the dead/damned or hunted; but sometimes it's a Chinese representation of the Hell but without the evilness. On the other hand, Yang means life/spirit light. |
| 05-27-2009, 12:19 AM | #13 |
That's more like it. Way to go using your own unique culture to inspire your map. THAT is unique. (Wish I could say the same, I just use some more "obscure" elements =P) Good luck with this. And BTW, what I was going for with the attack/armor elemental bonus stuff is more centered around spawns than heroes, to add a slightly more dynamic gameplay and give more room for unit modification than Blizzard attack types allow (the only ones you can really use and still have balance are Normal/Pierce/Siege/Magic. Hero and Chaos are both overpowered for general unit use). |
| 05-27-2009, 12:29 AM | #14 |
creating map based on existing gameplays is not good |
| 05-27-2009, 12:51 AM | #15 |
MaD[Lion], there are alot of games created based on existing genre and some are highly successful. Your opinion have no reason to back up and therefore will not be considered. Tactical Shoot = Shooter + Real Time Strategy Example Game: Brothers In Arm Series + Expansions Gears of War 1 Gears of War 2 Rainbow Six Vegas 1 Rainbow Six Vegas 2 Swat 3 Swat 4 + Expansion All of those are great great games. |
