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Seeking Members - Objective based Hero Defense

06-17-2009, 02:35 AM#1
Scale_Guardian
Map Name: Scale_Guardian's Kingdom Defense

Creator: Scale_Guardian

Synopsis: The Kingdom of Raxia has long held dominion over this mysterious region. Legends tell of gateways to the Elemental Planes existing nearby, though no "elementals" have ever been encountered. All of this is about to change. A nefarious Warlock known as Darius Maledroth has somehow infiltrated the Elemental Planes and has stolen an artifact from each Elemental Lord/Lady.

The Elementals, angered by this blatant intrusion, have sworn to cleanse the world in retribution. This decree has caused panic and turmoil in the surrounding areas. Local beastmen tribes have taken up arms to destroy Raxia, which has been blamed for the Cataclysm's advent.

You must choose your hero, and venture forth to defend your kingdom from those who would seek to destroy it. You must fight your way through waves of enemies and reach their leader, and put him/her to rest. Should you take too long in routing the problem, then they will grow strong enough to siege the kingdom, and you must defend the city from their wrath.

Premise:
Quote:
-Mission Based Objectives with a timer for each.
-Should timer expire, the game is not lost. The current objective changes to "Defend the Kingdom from X"
-In this mode, a large number of monsters will spawn and begin to siege the kingdom, you must defend it and defeat their leader.
-Each objective is chosen from a random list of 3-4 possible encounters per round, for a total of 5 rounds.
-The final round is a survival. One of the elemental lords will send forth his minions to exterminate humanity, starting with Raxia.
-Should the heroes survive this attack, they must confront the Elemental Lord and pacify him, or die trying.

Features:
Quote:
-Unique heroes with a multitude of abilites (Both in-house and trigger modified).
-A full compliment of items designed to offer flexibility in roles and spice up the action.
-A different objective system which requires the heroes to budget their time properly.
-Your kingdom plays a role in your success, and as such you may choose to augment the defenses of the city instead of your own hero!
-Think of it like an AoS, only the units will play a role during survival time.
-Lots of replay factor in that very few games will ever be the same set of faces.
-Normal Mode; for the average player. This is the default setting. No adjustments are made.
-Hard Mode; for veterans seeking a challenge. Units have increased stats and bosses may possess additional abilities.
-Hardcore Mode; for professionals looking to prove their valor. Normal mode, but death is permanent. Upon completing this mode, each surviving hero will receive a code for either a Hidden Character or Hidden Boss.
-Limit Mode; for sadists looking to test their limits. Normal mode, but now every hero is limited in level. 1 for wave 1, 5 for wave 2, 10 for wave 3, 15 for wave 4, and 25 for wave 5. -Upon winning this mode, each player will be given a Hidden Character or Hidden Boss code.
-Hidden Characters based upon some of the bosses. Note: Some of these will knowingly be under or overpowered based on who it is.
-Hidden Bosses based upon the elemental planes and playable characters. Note: These are harder and give greater rewards!
-A fifth, Ultimate Mode is also available. It requires 5 Hidden Boss codes (one for each wave) and to be on Hardcore or Limit mode.
-This mode will fully test the mettle of even the most seasoned player, as the timers for each wave will be removed and it will be a full on survival.
-The reward for this mode will be mention in updated versions of the map, in addition to bragging rights.

Team: All Aspects: Scale_Guardian

Progress: Terrain: 70%
Doodads: 10%
Concept: 95% (Includes initial heroes, bosses, and such)
Units: 5%
Triggers: 0%
Customized Models/Skins/Interface: 5%

Seeking: An advanced Terrainer/Doodad Artist, must be able to create playable, yet attractive locations. Basic terrain is mostly complete, just need someone (or many ones) to make it look great.
An experienced JASS/vJASS user for spicing up hero abilities (Preferably those versed in XE and similar libraries.)
In the long run, I'd also like to find a Modeler and Skinner for when the project is nearing its completion (Custom models and skins are rather low on the priority list for the time).

Roles: Design Lead: Scale_Guardian
Terrain: Scale_Guardian
Doodad Art: Scale_Guardian
Triggers/JASS : Scale_Guardian
Units: Scale_Guardian

About Me: I've been messing around with the World Editor for the better part of 5 years, back before TFT when you couldn't do much to it, and now with all of the advanced libraries and whatnot. Triggers, Unit Design, and Balance have always been my forte, however I've never been quite good at Terrain and Doodad placement (aesthetics-wise) and that's usually what wound up grounding former projects.

This time around I decided to get at least the basic terrain done before starting hard production of the project. I've done that, decided on the tileset I want to use (it's a very varied tileset, terrainers will have a lot to work with and many different settings to choose from). Attached below are screenshots of the major play areas. 8 different regions, 2 per elemental alignment.

I'm quite good with triggering, though cleaning things up is something I could use a bit more work on (that and wrapping my mind around commands that simplify things I try to do, thank you "for each integer A, do actions"!). The effects that can be created in JASS are mostly what allure me to the code, however I have a rough time deciphering what most of it actually means (Not a coder at heart).

Requirements: For those prospective souls who may want to join the team, I'd prefer if you could submit a few examples of your work (JASS spells, Playable-Terrain you've done in the past, models/skins you've done). I am seeking members who clearly have more skill in their field than I do.

Contact Information: Email Address: [email protected]
AIM: Twlightsoul13