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New ToB map in the works

10-16-2003, 07:15 AM#1
MaliceDR
Who hasn't been inspired by the great AoS-style maps out there? With each

My aim is to get closer than them all. I currently have in development a AoS style map that I plan to dedicate myself to just as much as Windigo and Cassiel do to ToB. I will however be unable to do it alone. Therefore, I will be posting details about it here and be open to suggestions from others.

ANY FEATURE IS SUBJECT TO CHANGE AT THE ADVICE OF THE WWW.WC3CAMPAIGNS.COM FORUM MEMBERS!!! FOR MANY CHANGES, SUCH AS CUSTOM SPELLS AND WHATNOT, HELP FROM OTHER PEOPLE WILL LIKELY BE REQUIRED!!! HERO ABILITIES ARE A MAJOR ISSUE, AND NEXT TO NONE OF THE CURRENT ONES ARE EXPECTED TO REMAIN IN THE FINAL VERSION!!!


Features
This map will sport all of the traditional AoS-style features, as well as some that I hope new:

Experience: Like in ToB, hero levels cap out at 18. Each hero has three skills with five levels as well as one ultimate skill with three levels.

Shops: An AoS map essential. These shops provide heroes with the essentials for survival against their opponents. These item stores consist of Potion Shops (for selling consumables), Mercenary Camps (for hiring units to assist you), Blacksmiths (for cheap and simple permanent items), and Shops of Relics (for the expensive, uber permanent items). There is also a shipyard where heroes can hire transport vessels to ease their crossing the northern stretch of the map.

Upgrades: Something I have yet to see in an AoS-style map (I may have been done before, but I don't know about it). Placed among the shops, the upgrade building allows any hero to invest money for the good of their allies. If one player completes an upgrade here, it is researched for all of his allies. These upgrades benefit that side's computer-controlled ally, which in turn can better fight on towards the opponent's base. Upgrades here include enhanced defenses for towers, damage and armor bonuses for units, and stronger healing auras for Fountains among other things.

Halls: These structures are the center of each side's outposts and are second only to the castle in importance. It is from the Halls that units spawn periodically. If a Hall is destroyed, no additional units can be produced at that location. Like in ToB, the spawns at these Halls can be increased by player investment, but not by building towers around it. Instead, each Hall acts like an upgrade center. Players can invest money in researching new and more numerous units that can be spawned at that town Hall.

I am open to additional ideas.

Regions
Unlike ToB, the bases are set up in a left-to-right battle. The entire map, which is set up like a circle, consists of three regions that stripe the map horizontally:

Snowy Fields, bottom region: A desolate field of unending snow. Because of the hilly terrain, you can never know what to expect upon topping each dune. There are a few cliff sides which provide ideal ambush cover, as well as the occasional burrow of creeps (pop up on this section of the map ONLY).

Northern Reefs, top region: Base spawns would find this part of the map impassable normally, but with the assistance of transport vessels, they can transverse it relatively easily. They stop occasionally to progress across the reef on foot and battle opposing units before boarding their ships again and progressing under the guard of battleships. Travel across the entire reef IS possible by foot, but the paths are thin and difficult to navigate. It's best to hire a transport vessel. Note: Aquamancers and Sea Huntresses can transverse this section easily.

Ancient Ruins, middle region: A lovely region to do battle in. This is the primary strip in the map, and it also harbor's it's centerpiece: a room with a giant fountain. Four sets of levers are located just outside of this room and control the opening and closing of its doors. When used tactically, these controls can sway the tides of battle in your favor.

Heroes
The primary focus of any AoS-style map are the heroes, and I have put quite a lot of effort into these. Most are still in development, so if you have any ideas for skills, give me a shout. The side theme is much like in ToB; good verses evil.
10-16-2003, 07:16 AM#2
MaliceDR
I have made a number of modifications to the heroes. Be advised, these plans are not final. New ideas will continue to pop up and put into implementation. Until then, regular hero abilities have been will be occupying those slots. Here is the new lineup.


Mage Breaker
Side: Good
Model: Spell Breaker
Primary Attribute: Strength

This ranged attack hero specializes in countering spell casters. Additionally, he can utilize his own mana reserves for defense and even summon powerful anti-magic rifts to devastate his opponents.

Feedback
Silence
Mana Barrier: Activate/Deactivate to render the Mage Breaker immune to magic. Drains mana like Immolation until deactivated.
Cataclysm: The Mage Breaker summons a temporary rift in mana-space, which lashes out at nearby enemies. Any foes hit who have mana are dealt extra health and mana damage. The rift also drains the mana of nearby foes.



Witch Hunter
Side: Good
Model: Admiral Proudmore.
Primary Attribute: Strength

A sturdy melee hero who has an ample amount of both strength and agility. He Excels at the destruction of undead enemies, making him a grave threat to a few of the opposing heroes.

Smite: A WC3 version of Diablo 2's Paladin's Charge ability. When cast upon an enemy, the Witch Hunter will dash his way to that enemy and deal a stunning blow.
Spirit Purge: Essentially casts the Orc Shaman's "Purge" on all units within a targeted area.
Sword of Silver: A passive skill. Allows the Witch Hunter's attacks to deal extra damage against foes specified as 'undead'.
Divine Intervention: Undecided.



Berserker
Side: Good
Model: Beastmaster
Primary Attribute: Strength

The good side's melee specialist. Armed with a pair of axes, he is to my map as the Battlerager is to ToB. He bangs till he's dead, and then comes right back for more.

Frenzy: Hero version of Berserk. Nothing rare.
Undecided
Undecided
Reincarnation



Orbmaster
Side: Good
Model: Blood Mage
Primary Attribute: Intelligence

Feel free to let the stuff wandering franticly over his head make you dizzy. This is our little elementalist, with a spell for each element. He's great for shelling out loads of spell damage, especially to large groups, but not too useful for much else.


Frost Nova: The eventual spell will be based on Frost Nova, but specifics are undecided.
Storm Pulse: Chain Lightning modified to be long-lasting pain in the ***. It will arc along many enemies and across long distances before finally dying out.
Replenishment: Boosts the Orbmaster's mana regeneration. 'Nuff said.
Hellfire: Modified Stampede. Smaller area of effect, but many more summoned objects. Instead of lizards, we get fiery pillars of, well, fire.



Aquamancer
Side: Good
Model: Jiana
Primary Attribute: Intelligence

An effective spell caster great for hit-and-runs. She can not only cast spells that effect a large area, but can summon elementals to her side. If need be, she can escape easily across the northern strip. Her affinity for water allows her to walk on top of it as though she were a second Jesus.

Crushing Wave: Carrion Swarm with the Crushing Wave graphic. Nothing new.
Summon Water Elemental
Undecided
Undecided



Ranger
Side: Good
Model: Sylvanas
Primary Attribute: Agility

The Ranger is by far the most effective ranged combatant. She hurts for a distance attacker, and by enchanting her arrows with magic, she can become even more effective. When used correctly, her ultimate can be downright devastating.

Searing Arrows
Frost Arrows
Pierce: Modified Critical Strike. Increases chance to do extra damage as opposed to the damage multiplier, which stays at 2.
Strife: What happens when you take Berserk, remove the damage downside, and increase attack speed by 300%? You get a ****ing killing machine.



Sworddancer
Side: Good
Model: Blade Master
Primary Attribute: Agility

In every version of this kind of map, the Blade Master variants have a habit of staying little changed. People just love him the way he is. Hopefully he will take a turn for the better in mine.

Windwalk
Sunder: FM_TertiaryEye's Blademaster leap skill. Many thanks to him.
Undecided
Reflex: How long has it been since you've seen an autocast ultimate? Reflex is similar in many ways to Phase Shift. When hit, the Sworddancer gains 100% evade for one second. Of course, this skill has a decent mana cost and at least a 5 second cooldown.



Samurai
Side: Good
Model: Demon Hunter
Primary Attribute: Agility

I found the perfect skin for this character. I forget who I got it from, but if you think it's you, come forward so I can give out thanks. This guy is really into honor and whatnot. He plays much like the regular Demon Hunter, but don't feel too bad if he dies...

Homura: Based off of Carrion Swarm and Thunder Clap. The Samurai spins about, slashing all foes around him with one blade and dealing extra damage to foes within a radius in the targeted direction.
Seppuku: By dealing physical damage to his person, the honorable Samurai grants himself temporary movement and attack speed bonuses as well as a minute amount of magical protection. This skill shines when used several times in a row, for it's effects stack with each use.
Bushido: Passive. Each time the Samurai is killed, this skill kicks in and reduces both the gold penalty as well as his revive timer.
Sakura: Based off of Shockwave and Blink. The Samurai turns himself invulnerable and streaks across a short distance, dealing massive damage in his wake.



Siege Officer
Side: Good
Model: Lord Garathos
Primary Attribute: Strength

With a giant Glaive as a shield, this commanding officer is the good side's tank. While not overly effective against heroes, he can stand a decent pounding while reinforcements are on the way. When they arrive, he can further augment their potency. His true power comes out the moment he gets near a building.

Glaive Toss: The Siege Officer tosses his giant glaive. This goes through multiple enemies before deteriorating, and deals double it's normal damage to buildings.
Battle Orders: Based off of Battle Roar. Boosts the attack damage and defense of nearby allies.
Defend: Modified Evasion.
Demolition: The Siege Officer plants a mine that explodes after five seconds. The resulting inferno is akin to a Flame Strike that deals double damage to buildings.



Druid
Side: Good
Model: Malfurion (without the stag)
Primary Attribute: Intelligence

Every game needs one, and there are only so many skills he can have without feeling un-druidy. He's a healer, stunner, and something else in one.

Entangling Roots: No explanation needed.
Rejuvenation: We all know how it works. No explanation needed.
Undecided
Undecided
10-16-2003, 07:17 AM#3
MaliceDR
Dark Shaman
Side: Evil
Model: Shadow Hunter
Primary Attribute: Agility

Jacinthe, I REALLY want your skin for this unit. Anyway, the Dark Shaman is the evil side's primary source of healing aside from their fountains. He can also play a support role with his ward and voodoo spells.

Healing Wave: No explanation needed.
Degeneration Ward: Summons a ward that slowly deteriorates the health and mana of nearby foes.
Rebound: Passive skill based upon the Moon Glaive upgrade. We all love heroes who's attacks can bounce through multiple targets, don't we?
Big Bad Voodoo: No explanation needed.



Death Lord
Side: Evil
Model: Death Knight
Primary Attribute: Strength

The Death Lord can be a real pain to everyone. Even on the sidelines, he poses a threat. His specialty is weakening his foes, and auras are his favored means. If you manage to drive him off, make sure he travels quite a distance. The Death Lord qualifies as Undead, and thus needs to keep an eye out for the Witch Hunter.

Death Coil: No explanation needed.
Cripple: Hero version of the Necromancer skill. No explanation needed.
Corruption Aura: Inverse Devotion aura that reduces the armor of nearby enemies.
Black Death Inverse Unholy aura that drains the life of nearby foes at a moderate rate. This can be deadly if the Death Lord is right on the other side of a wall that is immediately inaccessible.



Vampire
Side: Evil
Model: Dreadlord
Primary Attribute: Agility

The stalker of the night, the Vampire is an expert at replenishing his own life through a variety of means. He can also enhance his attacks and spawn minions from the corpses of his victims. Be careful during the night; that is when the Vampire is at his strongest. As an Undead, the Vampire needs to beware the Witch Hunter.

Absorb Essence: A Drain Life/Siphon Mana mix that steals both. Allows more immediate replenishment of the Vamp's health.
Ghoul Spawn: Modified Black Arrow. No explanation needed.
Vampiric Lust: Vampiric Aura, duh. No area of effect. No explanation needed.
Nightstalker: The Vampire's natural element is the night. When the moon is up and sun down, the Vampire gains several stat boosts as well as the Shadow Meld ability.



Warlock
Side: Evil
Model: Chaos Warlock
Primary Attribute: Strength

Mounted on his horse, this formidable melee combatant is adapt at keeping himself alive. With a twist for mass destruction, he has a habit of keeping himself ticking at the expense of others, usually his agitated foes. As an undead hero, the Warlock need beware the Witch Hunter.

Finger of Pain: Simple and straightforward. Cast this spell on an enemy, and it will damage them.
Seize Magic: Modified Devour Magic. No explanation needed.
Mortal Coil: Passive skill that makes him a pain to kill. When his health starts to get really low, this skill will kick in and give him a temporary life regeneration boost.
Maelstrom: When the Warlock activates this skill, he is temporarily surrounded by a flaming fury of fire that strikes out any enemies who dare get close.



Pyromancer
Side: Evil
Model: Undecided
Primary Attribute: Intelligence

The Aquamancer's fiery kin. The Pyromancer is focused upon destruction on a massive scale. He wields the power of flame to devastate any he wishes. Those who can get past his spells will however find a rather vulnerable hero for the taking. His undead status makes him vulnerable to the Witch Hunter.

Flame Strike: No explanation needed.
Undecided
Undecided
Inferno: This is a VERY potent skill when used properly. Draining every point of his mana, the Pyromancer surrounds himself with a great pyre of rolling flame that deals one point of damage for each mana point he spent.



Stormweaver
Side: Evil
Model: Undecided
Primary Attribute: Intelligence

This is a more conservative spell caster compared to the Pyromancer. The Stormweaver is a swift hero that can outrun most who attempt to pursue him. If retreat is not an option, he can simply disable the impending threat for a short period of time.

Forked Lightning: No explanation needed.
Cyclone: No explanation needed.
High Wind Aura: Inverse Endurance Aura. No explanation needed.
Monsoon: No explanation needed.



Sea Huntress
Side: Evil
Model: Naga Sea Witch
Primary Attribute: Agility

This amphibious huntress of the depths is the evil counterpart of the Ranger. Able to track across deep ocean, she strikes her query from afar with her bow. Able to enchant her arrows with a variety of magics, she is the most versatile ranged combatant for the evil side.

Poison Arrows: No explanation needed.
Tracking Arrows: Provides the Sea Huntress's attacks with bonus damage. Also, when a tracking arrow strikes a target, it automatically casts Faery Fire upon them.
Undecided
Tornado: No explanation needed.



Assassin
Side: Evil
Model: Warden
Primary Attribute: Agility

An opportunistic hero-killing expert. The Assassin is a mediocre melee combatant. She really shines when a hero comes along and tries to mess around, especially melee heroes. Assassins are experts at striking from a distance.

Fan of Knives: No explanation needed.
Hunting Glaive: You can run, but you can't hide. This slow-moving blade is relentless as it hunts down it's target. Run as they might, they'll never escape it.
Blink: No explanation needed.
Spirit of Vengeance: When the Assassin dies, well, she's dead. However, if this passive skill is cooled down, she will be resurrected as a powerful spirit of Vengeance. Her reign of terror will be short lived as her life deteriorates, leading her to her eventual death.



Deadhead
Side: Evil
Model: Undecided
Primary Attribute: Intelligence

A tribute to everybody's favorite narcotic. The Deadhead has a theme about him that just reeks of wacky tobacky. He performs a variety of odd jobs for his team, all while experiencing the technicolor dream.

Healing Herb: Cheap, rabid-fire healing spell. When set on auto-cast, the Deadhead will pass the pipe to any ally who needs a hit.
Stoned Haze: Modified Drunken Haze. No explanation needed.
Second-Hand smoke: An aura that emanates from the Deadhead. As foes inhale the second-hand smoke, they fall under the influence and find it hard to land a hit.
Phantasmic Hallucinations: The Deadheads stoned out world comes to life as various drug-based allies come to fight at his side.
10-16-2003, 07:39 AM#4
FF_Behemoth
LoL.... ToB knockoff's???? thats funny..... most ppl would consider an AoS or DotA knockoff.. The only reason (imho) ToB became popular is caz it was the first AoS for TFT....

If you want your map to be sucessful, I recommend custom spells. When I say custom spells, I dont mean just edit dmg properties. Custom SFX is essential to attract pplz.
10-16-2003, 11:44 AM#5
Daemos
The least you could do is come up with something more original. All the skills are basically from WC3, how is this different than all the other generic AoS maps? It has nothing new to offer as far as I know.

DotA is a masterpiece, ToB is not. ToB behind the skins lacks A LOT of things. For a TFT map.
10-16-2003, 01:49 PM#6
MaliceDR
Find me people willing to script these custom spells and I'll see to it.
10-16-2003, 02:45 PM#7
cobracore
This map will suck.. End of story..
10-16-2003, 02:54 PM#8
MaliceDR
Quote:
Originally posted by cobracore
This map will suck.. End of story..


Thank you for that wholly constructive and enlightening comment. I will consider your stance just as I do for everyone who spams unnecessarily.
10-16-2003, 03:02 PM#9
MaliceDR
I don't think I made myself clear: this map is in development. Therefor, the skills are subject to change as new ideas come in. Instead of sputtering about it sucking and whatnot, submit ideas for how it could be improved. Otherwise it will end up sucking.
10-16-2003, 03:15 PM#10
cobracore
Do you want me to point out all your maps flaws?

Okay, in note form, and numerically, for those who aren't as intelligent as the average person, i shall point out the flaws of your map..

1. You seek to copy a map, which copied a map. ToB was based off AoS Epic, and DOTA.. The makers admit it.. The fact that you're basing your map off ToB just means it's based iff AoS Epic and DoTa..

2. ToB at least has SOME custom abilities.. And msot of them aren't just renames, unlike yours..

3.Your upgrade system has been done in rival nations.. its not new, nor is it innovative..

4. Theres nothing in your map that would motivate anybody to play it.. Wow, there are renamed skills and uber items.. amazing!...
10-16-2003, 03:21 PM#11
MaliceDR
Quote:
1. You seek to copy a map, which copied a map. ToB was based off AoS Epic, and DOTA.. The makers admit it.. The fact that you're basing your map off ToB just means it's based iff AoS Epic and DoTa..

Well duh. Lets be all picky about the wording why don't we.

Quote:
2. ToB at least has SOME custom abilities.. And msot of them aren't just renames, unlike yours..

I'll say this a third time: THE SKILLS ARE SUBJECT TO CHANGE. Give me ideas and I'll see what I can do in the way of implementing them.

Quote:
3.Your upgrade system has been done in rival nations.. its not new, nor is it innovative..

I did not know that. Thank you.

Quote:
4. Theres nothing in your map that would motivate anybody to play it.. Wow, there are renamed skills and uber items.. amazing!...

This is tied in with the innovation of the map. The more help I get from fellow forum members, the more unique it will be. And therefor, people will have more incentive to play it.

Now is that all you've got to contribute, or do you actually wish to lend a hand?
10-16-2003, 03:24 PM#12
StRoNgFoE_2000
Quote:
Originally posted by cobracore
Do you want me to point out all your maps flaws?

Okay, in note form, and numerically, for those who aren't as intelligent as the average person, i shall point out the flaws of your map..

1. You seek to copy a map, which copied a map. ToB was based off AoS Epic, and DOTA.. The makers admit it.. The fact that you're basing your map off ToB just means it's based iff AoS Epic and DoTa..

2. ToB at least has SOME custom abilities.. And msot of them aren't just renames, unlike yours..

3.Your upgrade system has been done in rival nations.. its not new, nor is it innovative..

4. Theres nothing in your map that would motivate anybody to play it.. Wow, there are renamed skills and uber items.. amazing!...


But keep in mind, some knockoffs are pretty cool. Although TOB is indeed a knockoff map of DOTA, its still in fact fun. So maybe another rip off will actually have merit. Hell he might get people to play it :guns:
10-16-2003, 04:18 PM#13
Daemos
Quote:
Originally posted by cobracore
Do you want me to point out all your maps flaws?

Okay, in note form, and numerically, for those who aren't as intelligent as the average person, i shall point out the flaws of your map..

1. You seek to copy a map, which copied a map. ToB was based off AoS Epic, and DOTA.. The makers admit it.. The fact that you're basing your map off ToB just means it's based iff AoS Epic and DoTa..

2. ToB at least has SOME custom abilities.. And msot of them aren't just renames, unlike yours..

3.Your upgrade system has been done in rival nations.. its not new, nor is it innovative..

4. Theres nothing in your map that would motivate anybody to play it.. Wow, there are renamed skills and uber items.. amazing!...


My thoughts exactly.
10-16-2003, 08:05 PM#14
noobelite
Sounds ok, except for a lot of the 'no explanation necessary' skills. If you make more custom skills it, it might do well. You should have at least majority skills custom.
10-16-2003, 08:57 PM#15
saus
When I was looking through, the one spell I liked a lot was the 1 point of damage per point of mana spell. Try to think more like that, make spells that do things that were never used before. The beastmaster guy doesn't sound fun to play. Reincarnation is boring when it's combined with other spells that aren't custom.