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Legacy Of Midgard

12-04-2009, 10:55 PM#1
Avenged
Legacy Of Midgard

Description:
Legacy of Midgard is a siege based game of viking assault, a group of savage vikings land on shore and invade the nearby castle. The Defenders of the castle try desperately to stop the barbarian rush and save as many people as possible, the murdering barbarians invade for pillage and loot... and only teamwork, tactics and sacrifice will allow the players to be victorious.

A map will be available pointing out all the places of imprtance and possibly a map showing all the reasonable fallback points and how to bypass them. Stay tuned.

History:
Midgard in norse mythology is the fortress bastion created by the norse gods to protect humanity from the giants.

Features:
Street to Street fighting, choke points and tactical retreats.
Map Based on real fortresses and towns from various ages for a kick of realism.
Various Objectives of different types such as:
+Escort civilians to safety.
+Rescue Stranded groups of soldiers or civilians.
+Hold the land.
All of these situated within one city.
The Last Stand Feature:
Hidden information:
If three or more units are stuck in a position which is surrounded by lost territories (each block will be put in categories) then the units will enter last stand mode, where they will defend the zone and the civilians that are now stranded, the other players will have to work together to push towards them and save the civilians and the troops for extra points.


Pillage feature:
Hidden information:
The invaders objective is to pillage and burn and loot and murder. So to show this there are now loads of hay stacks situated throughout the city. If a hero picks the pillage path then he will gain the pillage ability and will be able to burn these stack of flammable goodies. If a certain amount of them around a block are burned then the block will be set on fire. Losing these blocks will be beneficial to the invaders and harmful to defenders.


Rescue feature:
Hidden information:
As i mentioned last time saving civilians is key, so now i will make it required thing that will benefit you. Since heroes will only be able to recruit using their captain, rescuing units will make some of them arm themselves and be available for recruitment at meeting points, these will also give buffs for the defenders and deny invaders some of the pillage.


Heroes:
Defenders:
Defenders paths will be similiar to hero choices, each one will give an ability or benefit every level. Here are the three paths for defenders.
Leader:
To Arms - Will be able to recruit more soldiers than a normal captain.
For Glory - Give Beneficial Aura of presence which will increase armor and attack.
No surrender - Raises all soldiers from the grave to fight for their captain once more.
Protector:
Fire fighter - Will be able to putout fires in the blocks.
Swift Defence - Increase movement speed for all units to help civilians get away.
Last Stand - Give a final chance to all soldiers and each dying soldier will rise back to fight for a limited time.
Tactician:
Fortify - Is able to create makeshift barricades.
Spot Weakness - An aura which gives a 20% critical chance.
Tactical Retreat - Stuns enemies in a large radius to allow his units to retreat.

Invaders:
Warlord:
Bloodlust - Units in the area around the warlord will become enraged.
Fearfull Presence - Movement speed of enemy units reduced, prevents quick retreats and slows down civilians.
Unstoppable - Creates a gap in the enemy lines by pushing them back.
Berserker:
Relentless Blows - Increases nearby units attack speed.
Desperate Charge - A shout that decreases nearby units armour but increases their attack.
Into the Fray - The berserker leaps into the middle of combat and delivers punishing blows with a maddened fury.
Pillager:
Burn! - Sets hay stacks on fire.
Camp - sets up a camp which increases regeneration and creates a forward spawn which will divert all spawns to this building.
Disarming Smash - Disarms all units in a cone radius, they are unable to attack until they find their weapons.


Teams:
Defenders:
Hidden information:
So far the idea is that they have to protect citizens from trouble, the theory is that the AI will cause 50/50 of civilians to run and the other half to stay put in fear. The defenders will be penalized and rewarded for how many civilians they defend, the civilians will run to the military fortress or a bastion nearby. The defenders will have to defend 5 tiers of land, the first is the where the norseman land and where the farms are, then there is the main city itself the bulk of it, with alleys and streets this will be quite the challenge. Holding the gate will be impossible as invasions can come from six different places which would put the defenders at quite a strain.

Then there is the upper city, which is a more defencive part of the city with three entrances into it. Then there is a massive bridge leading into the military quarter, this is easily defensive and is an active respawn for defenders. When destroyed the defenders will have one the last stand, no longer able to respawn when dead they will have to be much more careful with the attack, ofcourse having only one small bridge and plenty of places to hold out. It will be a glorious last stand for those who know how to use it.

Invaders:
Hidden information:
The fierce vikings will be scored and gain bonuses for the amount of cruelty and pillaging done, the first thing of note is that they will be able to burn city areas which will give them buffs. Hay and other flammable items will be scattered everywhere and can be lit by a type of unit. These will instantly catch flame and also the nearby areas. Another buff they will get is the amount of civilians that are killed, pillaging for loot they will be able to slaughter citizens for loot and buffs. They will start from the beach and head towards the farm land, which is weakly defended and can be pillaged easily. Then they will have to use either the natural vines or the made roadways to attack the city, there they are able to enact gruesome slaughter if the defenders slack.


Misc:
Defenders will be able to upgrade the city with one of three enhancements, extra barricades, more soldiers or larger movement speed for civilians and troops.

City Stalemate proof:
Thats right, only one small change and a few destructible walls here and there bam. I have managed to create the main city totally undefendable, this changes the objective from a war of attrition from which its possible to win and turned into of how long you can fall back and regroup at appropriate choke points. Evaluated every possible (reasonable) blockades and paths and so now every zone has their own weakness.

Progress:
Complete:
Theory work and the like, trying to decide on certain objectives and refining the really blurry and annoying angle of the pictures used for making the map.
Terraining, creating the city with enough environmental feel to simulate a siege.


In Progress:
Object Editing, the most horrid part of map making...



Waiting:


Triggering
Finishing Touches.
Alpha Testing.
Beta Testing.


Not looking forward to the amount of object editing.

The Would be map in the future.
Zoom
Here is the Completed Terrain overview:
Zoom

Will update this thread everyday on new info. Whenever possible.

Inspired by Amon Amarth - Guardians of Asgard.
12-05-2009, 02:31 AM#2
Raj91
How many players can play this map and how complete is it( o% - 100% )? It sounds cool.
12-05-2009, 02:56 AM#3
Avenged
Quote:
Originally Posted by Raj91
How many players can play this map and how complete is it( o% - 100% )? It sounds cool.

If all goes the way i expect it to so far then it will be max players (12) with three invaders and the rest to be a one team defence.

So far i am just starting with the terrain so it's probably just around 10% complete.
12-05-2009, 06:00 AM#4
Raj91
I assume you are going to make the 3 invaders a lot more powerfull than the 9 defenders and are heroes going to be a big factor in this map?
12-05-2009, 11:14 AM#5
Avenged
Well since the player set up isn't important just yet as im terraining i haven't solidified it yet, i'm jumbling between having the town guards being neutral AI that attack on sight. And the defenders would be one man captains which would be stronger and customizable with minor skills.

While the invaders being able to control a mass of units and invade.

Then there's another side where i could make small groups maybe a 6v6,invaders vs defenders, and have them be able to hold small groups of soldiers with average abilities ofcourse having the captain as their hero unit.

Heroes are not yet exactly planned but hero paths instead of hero abilities haven been considered and are possibly are going to be implemented.
12-06-2009, 03:29 AM#6
Raj91
I think your first idea sounds extremly cool! That would be sick and you wouldent have to worry about geting an even number of players to play like you would with your second idea. Looking forward to see what you do.
12-06-2009, 07:11 PM#7
Avenged
Changes Changes Changes... Need more support from you guys :D

(cant get in hiveworkshop so lack of support)

Heres a summary:
Defenders will be captains which can "recruit" soldiers to their cause. with a maximum of four recruits. So captains can recruit city guards to their own cause at any time.

It will be eight vs four and invaders units will "arrive" periodically.

Heroes will have paths which will give them certain abilities or auras.
12-07-2009, 12:46 AM#8
Raj91
Quote:
Originally Posted by Avenged
(cant get in hiveworkshop so lack of support)

What do you mean by that?
12-07-2009, 01:40 AM#9
Agrias
Quote:
Originally Posted by Raj91
What do you mean by that?

I guess that people aren't really helping him out. The possibilities are that he's being flamed; (your map sucks, horrible idea, etc) or there just aren't enough people who say "Cool stuff, I'd love to help you out!". That's the prob with Hive since, you don't get help or you do get help from people who can't provide it. :[ (Not saying I don't like the hive, there are some great people there! :D)

Just a thought, Wouldn't it be better to finalize your terrain so your ideas can become solid and not variable? I mean, you want to setup cool areas and areas of interest a player might want... pour example, you could have a dragon's den far off from the castle's general area and you can go kill it. When you kill it, you get some item(wc campaign reference :D) and you can bring it over to Midgard's blacksmith. There, he can provide with some cool item and a boost to all the allied units on the map! Or other things like, if there were ports by the water, you could secure them for extra resources and boosts to damage and armor for your units and allies!

Ofc, enemies could get them too and it'd be a great help to secure it before them! These are just some general ideas, I'm sure since you know exactly what units will do what and where they'll be and since you've got control over the terrain, you can implement some cool ideas :p.

<3
12-07-2009, 02:08 AM#10
Shade987
The terrain looks cool and it's an interesting concept. Is it possible for the defenders to win?
12-07-2009, 02:59 AM#11
Agrias
Quote:
Originally Posted by Shade987
The terrain looks cool and it's an interesting concept. Is it possible for the defenders to win?

Well, if it wasn't possible, why would you play :3?
12-07-2009, 04:31 AM#12
Raj91
Avenged, are you going to Implement alot or any custom models and doodads in this map, because I am a big fan of maps with new material. BTW, the terrian looks freaken sweet!!
12-07-2009, 08:18 AM#13
Shade987
Quote:
Originally Posted by Agrias
Well, if it wasn't possible, why would you play :3?
It just doesn't say anywhere how they would win, though. At least not that I could see. Obviously the attackers win by overwhelming the defenders, but the other side's ultimate objective is less clear.
12-07-2009, 08:59 AM#14
Avenged
Thanks for all the comments.

On the hiveworkshop matter, i needed more publicity and more people to review my map therefore i needed every popular site i can get. Now i am active on hiveworkshop aswell and are getting views and positive comments from all

Now on the map matters.

On the winning conditions for defenders, im juggling between having them survive a time limit, or make a highscore system where you can tell how good you played depending on how long you survived. And possibly just make it how well you defended instead of if you defended.

and to Agrias, the terrain has been finalised at this point. I made it so the defenders will concentrate on defending and the attackers will concentrate on attacking.

The new system that is being implemented to do this is the pillage system and the rescue system. The pillage system is where the more city the defender owns the more benefits he gets, but the more the invaders pillage the more they get. Hay stacks will be throughout the city (or similiar flammable objects) and when they are all burned the city block will set on fire. This will hurt the defenders while benefiting the attackers. Since this is biased towards the invaders the defenders get the rescue system, which will be the task of getting civilians to safety in the city keep (far left hill on the terrain map) they will give bonuses and extra troops will generate for captains to comandeer.

On custom models and so forth, i am not sure if i will at the start of the game. But as time goes on and based on the popularity of this map i may implement a few skins and models. This is for a simple reason that in the starting phases when this map goes out to public i don't want to have a too long of a download time.

Again thanks for all the comments and ideas, do feel free to point out any faults as they will get me thinking.
12-07-2009, 04:22 PM#15
Shade987
I would go for a time limit. A 'defend as long as you can' works fine when all the players are on the defensive team, but if the attacking players will inevitably win eventually, it just feels like a cop-out.