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(8) Mage Arena

07-19-2010, 01:01 AM#1
laza87
Name: Mage Arena

Number of players: 2-8


- Story:



Every 10 years,a tournament between 2 mage clans is being held. An epic battle of sorcery skill that will prove whose magic teachings are better. You start as one of 4 mages from your clan,striving for victory that will bring glory to both you and your clan.



- Modes:



NORMAL:: this is team mode, we have two teams (red & blue). Your team needs to get amount on kills needed for victory.

FFA: free for all mode, you fight alone againts other opponents to get amount of kills needed for victory.



- Spells:



On start players can chose from 3 class of Mages; Fire, Poison or Frost (more coming soon). Depend of class that you chose you will have 1 unique ability. You also have 2 other basic spells on start. All spells can be upgraded or you can learn new spells, for that you need power.You need 2 power to upgrade spell, and 3 power to learn new spell. Each Mage can learn only 3 new spells.

Basic spells:

1. Fire Bolt (Fire Mage)
2. Frost Bolt (Frost Mage)
3. Poison Bolt (Poison Mage)
4. Blast (All)
5. Fly (All)

List of spells that you can learn:

1. Meteor
2. Kamikaze Sheep
3. Bouncing Missile
4. Ghost Walk
5. Hex
6. Soul Bolts
7. Swap
8. Lifesteal Orb




- Power&Gold:



Power: You get 1 power when you kill enemy hero. Power can be used for upgrading spell,learning new spells,for special items.

Gold: Gold is used only for basic items and you get gold for kills just like power.




- Archmage (only in normal mode) :



Every team have Archmage, he works like support unit.He cant move but you can pay him with power, and he will cast negative spell on all enemy players or positive spell on friendly units.




- Runes&Bonuses:



Every few seconds runes or gold bonuses will spawn on random locations on arena.




- Items:



Items are not so important in this map. Map contains 3 different shops, in some shops you can buy weak items for gold or in others stronger items for power.




- Random Events:



Every few minute random event will happen on the map. It can be positive for Mages or negative.



- Credits:



-Kobas-, NFWar, S4nji, DatnessX, Paladon, Alastor, Elenai, Happy Tauren, Krisserz, MORTAr-, Calex3, -BerZeKeR-, Maker, Will The Almighty, Aspard, Goos, Xiliger, Tjordell and Rmx.




This map is protected
Attached Images
File type: jpgwar3MapPreview.jpg (19.2 KB)
07-19-2010, 01:15 AM#2
Archmage Owenalacaster
This reminds me of something.

Quote:
Originally Posted by Archmage Owenalacaster
I love these zero-player maps. Read the map submission rules.
07-19-2010, 07:05 AM#3
laza87
sorry i forgot to write number of players :P :D tnx
09-05-2010, 11:49 PM#4
Anitarf
We played a 2v2 game; one player got to 25 kills while the rest of us were stuck around 5. This was due to a very powerful feedback loop: every kill gives you a skill point and it only takes two to level up a spell or three to buy a new one. This is a major problem and enough on its own to block an otherwise excellent map from being approved.

However, there are also many other problems with the map. For example, control issues. The units appear to be paused during jumping, so you can't issue an order for them to execute once they land. The jump itself would work better if it had unlimited cast distance, but simply didn't jump the full distance if the target point is too far, like Blink does. It sucks when you try to jump out of danger and your hero just walks slowly because you clicked too far.

Speaking of heroes, why are the mages heroes? They didn't seem to gain any experience, so they could as well have been units which would give you a cleaner user interface. This is a small issue, but still, it shows poor design.

Another design problem: why have three mages at all? Their advanced spells are all the same, and their base spells are nearly identical as well. Also, why does the level-up menu contain all the spells, even ones you haven't bought yet? In our test game, I didn't even realize spells were bought through a separate menu, since I got very few ability points and spent all of them leveling up existing spells.

More examples of poor design: using clumsy chat messages for game setup instead of dialogues. Tooltips are poorly written. The loading screen graphics have nothing to do with the map and you just use the same image for the map preview despite the huge difference in size. You are using imported models when you have plenty of ingame assets that would work just as well, and then the models you do use don't even match (two mages are skeletons, which is almost a theme, but then the third guy breaks that).
09-08-2010, 12:20 AM#5
laza87
Quote:
Originally Posted by Anitarf
We played a 2v2 game; one player got to 25 kills while the rest of us were stuck around 5. This was due to a very powerful feedback loop: every kill gives you a skill point and it only takes two to level up a spell or three to buy a new one. This is a major problem and enough on its own to block an otherwise excellent map from being approved.

However, there are also many other problems with the map. For example, control issues. The units appear to be paused during jumping, so you can't issue an order for them to execute once they land. The jump itself would work better if it had unlimited cast distance, but simply didn't jump the full distance if the target point is too far, like Blink does. It sucks when you try to jump out of danger and your hero just walks slowly because you clicked too far.

Speaking of heroes, why are the mages heroes? They didn't seem to gain any experience, so they could as well have been units which would give you a cleaner user interface. This is a small issue, but still, it shows poor design.

Another design problem: why have three mages at all? Their advanced spells are all the same, and their base spells are nearly identical as well. Also, why does the level-up menu contain all the spells, even ones you haven't bought yet? In our test game, I didn't even realize spells were bought through a separate menu, since I got very few ability points and spent all of them leveling up existing spells.

More examples of poor design: using clumsy chat messages for game setup instead of dialogues. Tooltips are poorly written. The loading screen graphics have nothing to do with the map and you just use the same image for the map preview despite the huge difference in size. You are using imported models when you have plenty of ingame assets that would work just as well, and then the models you do use don't even match (two mages are skeletons, which is almost a theme, but then the third guy breaks that).


I agre about Fly (jump) spell, i must change that....i seen in my games that this is problem...

About game setup...i wonted to use dialog,that is ok for seting game mode, but when you wont to set game kills,what then? Only to i ofter players to chose from 10,20,30...100 kills for victory...this is easy whay....

Whay mages are heroes...you are right i can add almost any unit....but we write this game story: " Every 10 years,a tournament between 2 mage clans is being held ".....etc... that was idea....so mage models are part of story...i can change that,we will see..

About game models..you say that 2 mages are skeletons and 1 is not..That is becouse good mage models are limited. I cant find decent mage models on internet....

Why have three mages at all? You are right, Mage bassic spells are not so different, we making 2 new mage, they will have very different bassic spells...


Why does the level-up menu contain all the spells, even ones you haven't bought yet? This kind of menu is more simple to make, but maybe is better to spell upgrade abilty appers in "upgrade spell" menu only if you learned that spell. Now all spells are in upgrade manu and if you wont to upgrade spell that you didnt learned, game shows massage "YOU DONT HAVE THIS SPELL".......I will change that...

Tooltips can be better, that is easy to change.

Loading screen have same picture and that is normal thing, and i dont like when is different....Loading screen is thing that attract players, same case is with custom game model...players like this...Increased map size is cost but....

Tnx for your comments man, you help me....I will change most of thing that you tell me
02-13-2011, 01:18 PM#6
Captain Griffen
Rather a large snowballing effect, particularly with longer games. 50 kills is pretty much guaranteed to be end up being fail.

The gloves of spell mastery that let you add +1 imply that they stack. But they don't. And cannot be dropped, leaving you one inventory slot extra down if you buy two.

Skills are pretty cool, although the jump spell is really, really annoying for the reasons Anitarf said, pausing fucks with commanding a lot.

You also need to get rid of the double kill sounds, or replace them with ones you/someone else records for you.