| 06-22-2003, 02:10 AM | #1 |
Alright. I was trying to come up with an idea for a map to make on WC3. (I'm a horrible/average map maker) I couldn't find anything to make for days...until now. I was playing an RPG by myself using Chess pieces...a backgammon board...and chinese checkers. I came up with the idea of an Elementalist kind of RPG. I'm not sure if this has been done before (Most likely) but hey. It would go something like this. 6 Elements (Earth, Fire, Water, Darkness, Light, and Air) Every person has an ELEMENTAL Rating for each element...ranging from -100 to 100. (0-200) As a player casts more spells of an element it's opposites go down. An earth elementalist casting 10,000 earth spells (Incraseing by like 100 pts) would then procede to lose 80 air points. All Spells would be available to a player at all times but they would have to have enough points in a element to use it. (Negatives mean unable to cast that spell type) Earth spells would deal with protection and stopping enemies. Fire spells would deal in direct and explosive damage. Water spells would deal in protection and enchantments. Dark spells would deal in ability reduction and damge. Light spells would deal with healing and enchantments. Air spells would deal with moving objects and enemies. Earth spells would make Light Spells more potent and Air spells less potent. Fire Spells would make Dark Spells more potent and Water spells less potent. Water spells would make Air Spells more potent and Fire spells less potent. Dark spells would make Fire Spells more potent and Light spells less potent. Light spells would make Earth Spells more potent and Dark spells less potent. Air spells would make Water Spells more potent and Earth spells less potent. Fire > Earth > Air > Dark > Light > Water > Fire Back to the Element Point Thing. An Air Elementalist would have a point list and spell list similar to this. ( These are just basic ideas ) Earth -43 , Fire 0 , Water 21 , Dark 0 , Light 8 , Air 64 Earth Spells - X Fire Spells - X Water Spells - Water Cannon 13, Lesser Water Elemental 20 Dark Spells - X Light Spells - Touch 6 Air Spells - Updraft 14, Twister 24, Lesser Air Elemental 26, Air Elemental 45, Velocity Push 52, Tornado 61 In This game MANA would not be used. The way spells would work would be with variables. Bob, the air elementalist in my example there, could cast Tornado for 61 Air Points. He then could cast no more air spells for the day. ( Until he Rests or something like that ) He could then go and cast Lesser Water Elemental but could not cast Updraft. There could be somthing like a strain where he Could reduce his current points into the negatives and take permanent point losses. For every spell an elementalist would gain like 1/30th of the point cost for the spell in ELEMENTAL POINTS. He would also like 1/50th of a point for the opposite, and gain 1/80th of the point for the complimetary. Some spells might be combined. (Elementals for example, Lesser Air Elemental + Lesser Water Elemental = Lesser Rainstorm Elemental) Elemental points could also be used to reduce damage from an element. ( This would require some decent triggering ) Say Bob Cast Tornado on Joe, who is an Earth/ Water Elementalist. He could use a spell to reduce that damge or use his ELEMENTAL POINTS. He might use a special ability because he doesn't use his water spells anymore. He could turn on Water Protection - A. ( Uses all Water Points to Reduce Damage ) Say Bob cast Water Cannon. Water Protection - A would protect Joe by say...50% of his Water Points. Say Joe had 50 Points...and Bobs attack did 30. Water Protection - A would reduce the damage to 5. Then Joe would be out of Water Points...then Bobs next Water cannon would do the full 30, unless Joe rested and regained the points. I haven't started the Map Yet but I am now! Please. Comments and Questions and Everything else you would like to say or anything. 8) EDIT: I hope people have read this...Please comment. Real EDIT: I was also thinking about how the players would become unique...except for their spells. They could their stats increased in different ways not by tomes but by their Elemental Stats. For every 10 Water Points increase Speed by 15. For every 10 Earth Points increase Defence by 1 and so on and so on. I'm triggering the Basic Dark Spell now...Darkness. (I'm not going ot reveal the statitics on what the spell does until I get some replies) |
| 06-22-2003, 04:50 AM | #2 |
hm... that sounds like a really cool spell system that you could put to use in just about any game and have it be super kewl, but it'll take a hell of a lot o spell editing won't it? |
| 06-22-2003, 05:17 AM | #3 |
That's an awesome spells system, it's sorta similiar to someting I was doing in the past, never finished, but long story short, yours' is great. Leppy- It wouldn't take very much spell editing at all (tell me if I'm wrong or misunderstood) but he's just going to be using regular spells, but the spells woulld be trigger enhanced to run under the variable system. The only problem (at least I had) was using alot of triggers that run other triggers, sometimes the triggers being "targeted" woudn't run...(probably just me screwing up some where....;) ) If you want some help, I can try to dig up that map that I was making so you can get some examples/ideas? |
| 06-22-2003, 02:27 PM | #4 |
Well here's how it's going...I started the map...Started the basic 6 spells (One of each Element) Then as I went to copy the Darkness trigger...MY WC3 Edit proceded to crash. I then went and made hate letters to my computer...and some other things...I was just angry in general now that I have to start over... I'm not going to do ANY SPELL EDITING...why? Because it is so darned gosh confusing for my simple mind. Also because there isn't going to be multiple heroes. Theres going to be maybe 1 to 3 kinds. (Possibly a more Melee Elementalist, a diverse Elementalist, and a full blown out Elementalist.) There is also the reason that a hero can't have more then 5 spells...when theres going to be about 10-? For each element. This would cause a lot of extra effort to make all those Heroes...Then say what if you wanted to cast the basic spell...such as darkness? Can't no more...your too high of a level! LAME :nono: That would be very bad in my opinion. I'm going to start making my map (Again X_X) When I get back from this Boy Scout Court of Honor:( |
| 06-22-2003, 03:19 PM | #5 |
http://wc3campaigns.com/forums/showt...threadid=16390 I posted something like what so were saying. Feel free to borrow any ideas. My post: "Hmmmmm..... Almost every TD i play sucks a**. Cube D is alright, but there's that cheat people do, but the game sucks without a good -sell system, which was deleted to stop the cheat. Ark is garbage now Wintermaul and all the other clones are shit. Turret Wars was good, but it was SOOOOOO long. Here's what I'd like to see: Firstly, i'm dissapointed that nothing made by anyone here never seems to be B.Net friendly. i'd like to see a Infernal projectile, new skins, new icons, new models, and spells in a map. Second, i'd like to see a good system of towers: 5 basic types of towers (just imagine a tech tree) that have two upgrade for each one. If you pick the first, the tower you upgrade has a different name, projectile, and a different looking model. From there you upgrade again and get a different projectile, etc. That way you have a large tree of different towers, which, in combination with different elements, are like different strats in Wc3. Let's say you have a "Squall" Tower. Now you have another tower called "Inferno" tower. (This would be hard to do) you can have a "combonation" icon. You select a nearby towerand you can upgrade the original tower and destroy the one you select. that way this new tower has, let's say, a increased attack speed, cause wind's fast, and a increases splash dmaage, cause fire spreads with wind. Or you can keep it simple and give them abilities like slow posin ,purge, or freezing breath. That way it'd be liek the Wintermaul "Ice poisin"combo. But there would be different combos for different level towers. this would decrease the amount of space needed for towers and reduce lag. Third, find ways to reduce lag so it's not like maze TD on level 29. Fourth, i'd like to see something like the Turret Wars Beta. You have 8 players. These 8 players are each in different rows or areas. 2 on each side of a square. In the center is the spawn area with the merchants for creeps (high cost, little numbers to reduce lag). These merchants can be upgraded. Except instead of a timed income, the more creeps that get to the other area, the mor emoney you get every minute. this is unliken the addition income in turret wars, where you got cash every 30. You type a number corrosponding with each player. So you can type in 8 and send your creeps to 8. Or you can have the guy go to a certain area or something like that. This way there's less creep lag, and the distance is shorter. Summary: A FFA TD with a four level tower system based on the elements of Earth, Wind, Water, Fire, and Lightning (or Darkness). Down the tech tree of the four levels are 75 towers in total, which in combination with other towers by selecting them gives the new towers the abilities of both in less space. In the center is a Creep area, where the player makes creeps to go at any of the 7 other players. He can decide which creeps go where. The last person standing wins the match. Includes new projectiles, icons, towers, names, upgrades, models, skins, sounds, and a whole new tower system. that sounded kind of weird and is a little too complex, but what the Hell. [edit] New Idea. You start out with those 5 towers. Now you have 5 icon upgrades. If you select the same element icon as the original tower, it makes it more powerful. If you select a different element icon, you have a tower which will be upgraded into a combonation of the same level tower. But this prevents it form upgrading again, for simplicity's sake. Now if you chose the same one, you still get the same 4 elements. now you can choose a different element, which will make it a completley different tower with a combonation of the same level tower you chose. Ex. starting fire tower is called the "Fire" tower. Now you want to combine it with another level one tower. Let's call it a "wind" tower. Now when you combine it, it's called the "fire-wind" tower. The level one towers are all basic, so the new tower would just be a slightly faster tower with faster attack. If you upgraded the fire tower from its original tower to a "Magma" tower, then combine it with a "Darkness" tower, you get a spell driven tower with a larger splash damage. One thing I have to include: each element is in charge of a property: Fire: Increased speed (Fire hurts constantly) Wind: Increased distance (wind goes far) Water: All-around Lightning: Damage (lightning isn't hurting you constantly. It is a bang then nothing.) Darkness: It's driven by spells so you get a better spell You could also come up with weaknesses of each, so a fire-wind tower will have increased speed and distance, but a smaller attack. Water and darkness are the odd ones out of the bunch. [edit] in the end, a tower upgraded all the way up to level three, the end of upgrades, it is pure. So you can upgrade it once and combine, upgrade it twice and combine, but nothing after that. That keeps it simpler for the developer and player. but the "pure" tower is only increased in it's specific area. So a Wind tower will just get larger distance, not mroe dmaage, better spells, faster attack or a all around increases. Alot of the stuff posted is inspired by the best GBA RPGs: golden sun and the Lost Age. for names of each element tower, I'd look online for the list of Dijinn. they have good names for each element. so look for a GS and GS2 guide that talks about the Djinn and their names. Use the ultimate Dijinn (lvl 4) for the best towers, the lvl 3." |
| 06-22-2003, 08:16 PM | #6 |
The problem with new spell systems is how to make the GUI (Graphical User Interface). Heres something i just thought up that maybe you could use: all [elementalists] are regular, non-hero units. All have 0 mana-regeneration and each player can only have one. an integer array is created called Player1[] in which player1[0] = Earth Elemental Level, [1] = Earth Elemental Mana. Each unit already has all spells available to him but many are disabled. Except for dummy ability (fire, water ect.). when an ability is activated a JASS function would be called to disable all move/attack/dummy spells for that player (this would be soleley for efficiency purposes). something like: function disableBasic takes integer x returns nothing disable (move) for player X //there has to be a way to do this... disable (fire) for player X ect... endFunction at this point you would set the mana of that unit to whatever mana points he has for that element. Then take another JASS function that enables all the spells of a certian element. then you catch the de-selection and casting of a spell of that unit and enable all the regular functions again, and set the mana back to 0. you should also have a -stats tthat shows how much level/points you currently have. The rest can be done in triggers. If you want help Pm me when TFT comes out. |
| 06-22-2003, 09:41 PM | #7 |
@Chicken_soup im makin a TD with new skins, models, interface icons..... dont worry it will come.... and trust me.. its NOT an original TD.. its way more constructive than that =) |
| 06-23-2003, 01:39 AM | #8 |
Sorry but this has nothing to do with a TD...Why don't you guys read my Map Description. Not to be rude or anyting but read the posts FIRST. |
| 06-23-2003, 01:39 AM | #9 |
Sorry but this has nothing to do with a TD...Why don't you guys read my Map Description. Not to be rude or anyting but read the posts FIRST. |
