| 11-12-2003, 12:43 PM | #1 |
Having been away for a long time, I have decided to return to my HvH map, although not in the degree as I did back then. I will be working on the map and will try to get an Alpha release out very soon, still need to configure heroes and add more items. Hell vs Heaven - AoS Features: * Intensive AoS style map - Up to 4 players on each side UPDATE ** Depending on the amount of players, the game changes the difficulty ** Less players gain xp faster ** Even if one side has no players left, the game will still be challenging ** Unique heroes with unique skills and spells ** Custom models and skins ** Tactics is needed to win ** 25 Levels of Experience to be obtained ** Many skills/spells are trigger enhanced or trigger based! ** Special respawn system, higher level deaths will get punished harder in the end by taking away xp, even levels! ** Every hero is Melee and no hero is agility based NEW * Captains and Generals gain levels like heroes NEW ** Learning abilities and skills to use in battle! ** 4 levels for Captains and 8 levels for Generals ** More Captains and Generals will spawn if one side contains no heroes! ** This will increase depending on how many are on the opposing side * Special gold gaining system ** Each sides gold depot can be taken over by the enemy ** Other gold sources are available, yielding mine-karts that can be intercepted by the enemy * Special Item system ** The item you buy, will show on your hero ! ** Armour, weapons, shields, special effects like burning gauntlets will be available as altering factors on your hero ** Restrictions on how many items you can carry of each kind ** Hell and Heaven classification specific restrictions * Awesome terrainUPDATE(Hell and Heaven bases) ** Shortcuts thru out the terrain, use it well to aid your friends or ambush the enemy ** Lots of tiles working well together e.g. Heavens path consist of 7 tiles! ** Some hero skills may have altering affects on the terrain! * Unique Tower Management ** Rebuild towers if they are destroyed, a marker will be left to achieve this * Portal system ** Get to the battle field faster tru portals (look below for screenshots) * Unique Loose condition ** Don't let 40 units into the end portal or you loose Work in Progress: * Upgrades for more and better units ** An upgrade will strengthen the spawning building * Upgrades for towers ** As a single tower upgrade, strengthen one lane while protecting another * Hero balances ** Both spells/skills and general hero levelling progress * Special hero selection system, easy to use and pretty at the same time ** View stats, movement speed, hit points and skills before choosing ** See your character up close in 1st person view (your view, not the hero) * Items Enhanced UPDATE ** Possibility of ranged attack with items NEW ** If you have a sword, you will have a slashing sound, if you have a mace, you will have a blunt sound. I'll add more as I get to think of it :) Any feedback is appreciated Modified last: 21-09-2005 ARGH! My map just got screwed! All my imported models just went and made a "bobo" !! Disapeared and made my map get errors like hell! :( So now I got to get EVERYTHING back in order... <sigh> |
| 11-12-2003, 01:03 PM | #2 |
im making a map too with hero add-item and its very cool but i have a few questions. 1) how long is the path between the towers? the battle is allways in the same place? 2) how many heros are avaliables? 3) how long is the duration of the game?? 4) (nub question) what it means AOS? 5) any beta ready??? 6) tell more about "Unique Tower Management" 7) what do u mean with "Don't let 40 units into the portal" if i have 40 units in the portal i lose? |
| 11-12-2003, 01:14 PM | #3 | |
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1) There are 2 points, 1 is the end of the base, where the path towards the middle begins, there you have two towers, on each side(left and right) There are 2 towers near the middle where the units clash. In the middle portion, it's a two way, one side has one tower, then at the intersection there are 3 towers. This is the hardest place to break tru, as 2 whole spawns of units pass there. 2) Currently I'll make 6 heroes for each side, but it will properly end at 8 or 10. 3) Normal game should last a little over an hour (depending on what heroes are taken and the amount of players) 4) AoS = Aeon Of Strife, the first real Hero vs Hero map in RoC (Reign of Chaos) 5) "Current Testing Stage: Pre Alpha" Not even started Alpha testings :) 6) Well, if a tower is destroyed. The game will display that a tower was destroyed. The players can then rebuild the tower by clicking on it and choosing the rebuild tower "upgrade" After the "upgrade" is done, the tower will be fixed, and ready to kill. A scorched tower will have replaced the previous tower to indicate that it is available to be rebuild. ONLY the ones allied to the side can rebuild a tower. 7) Yep, 40 units come tru and you loose. No "kill the castle" here. |
| 11-12-2003, 05:37 PM | #4 |
Here is the skills for the Virtue, a Heaven hero. Name: Path of Life Spell Type: Triggered, mass healing Description: Creates a path of healing plants where the Virtue walks. Increases pr. level: Amount healed and length of the path increase each level, mana cost and cooldown also increase. Duration pr. Path of Life unit increases as well. Level 1: Heals for 5 points pr second, 50mp, last for 15 seconds, c/d 35 seconds, Unit last for 2 seconds. Level 2: Heals for 10 points pr second, 55mp, last for 20 seconds, c/d 45 seconds, Unit last for 3 seconds Level 3: Heals for 15 points pr second, 65mp, last for 25 seconds, c/d 55 seconds, Unit last for 4 seconds Level 4: Heals for 20 points pr second, 75mp, last for 30 seconds, c/d 65 seconds, Unit last for 6 seconds Level 5: Heals for 22 points pr second, 80mp, last for 35 seconds, c/d 75 seconds, Unit last for 7 seconds Units affected: Friendly, one unit pr. Path of Life unit. Special: n/a Based off: Das Janks Trail Blaze Range: 0 Effect: Entangle Name: Falling Stars Spell Type: Triggered, AoE damage Description: Stars start to fall in the targeted are, dealing low damage but at a fast rate. Increases pr. level: Damage, duration, area of effect, mana cost and cooldown Level 1: 5 damage attack rate: 0.40, last for 20 seconds, 200 range, 65mp, c/d 45 seconds. Level 2: 8 damage attack rate: 0.40, last for 25 seconds, 225 range, 75mp, c/d 55 seconds. Level 3: 12 damage attack rate: 0.40, last for 30 seconds, 250 range, 85mp, c/d 65 seconds. Level 4: 15 damage attack rate: 0.40, last for 35 seconds, 275 range, 100mp, c/d 75 seconds. Level 5: 20 damage attack rate: 0.40, last for 40 seconds, 300 range, 125mp, c/d 85 seconds. Units affected: Enemy, wards, structures (damage to structures is VERY low) Special: n/a Based off: Inferno Range: 600 Effect: Starfall Stars Name: Elemental Guardians Spell Type: Triggered, summoned units Description: Summons forth guardians of the elements to protect the Virtue. Increases pr. level: Number of Elementals summoned, duration, mana cost, cooldown Level 1: 3 units summoned, last for 35 seconds, 100mp, c/d 40 seconds. Level 2: 4 units summoned, last for 40 seconds, 115mp, c/d 50 seconds. Level 3: 5 units summoned, last for 45 seconds, 120mp, c/d 55 seconds. Level 4: 7 units summoned, last for 50 seconds, 135mp, c/d 60 seconds. Level 5: 8 units summoned, last for 55 seconds, 150mp, c/d 70 seconds. Units affected: Enemy, wards, structures Special: Units summoned: 15% chance of Air, 35% chance of Fire, 35% chance of Water, 15% chance of Earth Air stats: Damage type: Magic, Damage: 17-22, Range: 200, Hp: 140, Spell Immune Fire stats: Damage type: Normal, Damage: 7-9, Range: 300, Hp: 120, Spell Immune, AoE(25,50,75) Water stats: Damage type: Pierce, Damage: 11-14, Range: 200, Hp: 110, Spell Immune, Frost Attack Earth stats: Damage type: Siege, Damage: 15-20, Range: 100, Hp: 160, Spell Immune, Poison Based off: Graters Elemental Balls Range: 600 Effect: Different for each elemental Name: Inspire Courage Spell Type: Triggered, Aura Description: Inspires Courage to any friendly troops within range, increasing the will to fight but exausting them at the same time. Increases pr. level: Attack rate, degeneration rate, cooldown for turning off/on Level 1: 5% increase to attack rate, -10% regeneration rate, c/d 25 Level 2: 10% increase to attack rate, -20% regeneration rate, c/d 30 Level 3: 15% increase to attack rate, -30% regeneration rate, c/d 40 Level 4: 20% increase to attack rate, -40% regeneration rate, c/d 45 Level 5: 25% increase to attack rate, -50% regeneration rate, c/d 55 Units affected: Friendly Special: This ability can be turned on and off at will, so it won't affect units in unwanted situations Based off: Endurance and Unholy Aura Range: 900 Effect: Some aura, changing effect should be something like a shout [[ULTIMATE]] Name: Miracle Spell Type: Triggered, random type (damage, drain, resource, buff Description: Calls upon the greatest power of the Virtue, the ability to create a miracle! Increases pr. level: Look below Level 1: Creates a random Miracle, Look below. (c/d 180) Level 2: Creates a random Miracle, Gold Fall increased, Sun Beam increased, Mana Cost increased, Cooldown increased (c/d 190) Level 3: Creates a random Miracle, Gold Fall is increased, Moon Beam increased, Mana Cost increased (c/d 200) Level 4: Creates a random Miracle, Gold Fall increased, Heavenly Touch increased, Mana Cost increased, Cooldown increased (c/d 210) Level 5: +1 New Miracle effect, Gold Fall increased, Mana Cost increased, Cooldown increased (c/d 220) Units affected: Enemy, wards, structures, friendly, self Special: 4 different effects can come of this spell at level 1, depending on when used it can be useful or not. Miracle 1: Moon Beam, Drains all enemy units of mana within 250, stuns for 6 seconds, slightly reduces health and reducing mana regeneration heavily over time for 26 seconds. (+50 range and increased health drain at level 3) Miracle 2: Sun Beam, Deals 200 damage in an area around the Virtue instantly and continualy deals damage over time. (+100 damage at level 2) Miracle 3: Gold Fall, Gain +420 gold instantly (+75 gold each extra level) Miracle 4: Heavenly Touch, +45 armor to all friendly units within 250 range for 12 seconds. (+5 armor, 50 range and 5 seconds duration at level 4) Miracle 5: Not made yet Based off: Water Elemental Range: Varies Effect: Different for each Miracle That makes a total of 25 levels so far :) I'm thinking about adding 5 levels more, so it ends at 30. Each of these levels will add an attribute bonus. Any comments or suggestions are welcome :) |
| 11-13-2003, 01:03 AM | #5 |
Here is the skills for the Keeper of Souls, a Hell hero Name: Soul Clash Spell Type: Triggered, DD, Self Damaging Description: The Keeper challenges the target to a soul clash, in the end the Keeper damages the target but also take damage himself. Increases pr. level: Damage dealt to target and self, cooldown Level 1: 80 damage target, 40 damage self, c/d 20 seconds. Level 2: 100 damage target, 50 damage self, c/d 25 seconds. Level 3: 135 damage target, 65 damage self, c/d 30 seconds. Level 4: 165 damage target, 85 damage self, c/d 35 seconds. Level 5: 200 damage target, 100 damage self, c/d 45 seconds. Units affected: Enemy Special: Damages self upon use instead of costing mana Based off: Death Coil Range: 800 Effect: Undead Disapate, Deathcoil target Name: Corrupt Soul Spell Type: Triggered, Charm Description: Corrupts the enemys soul, loosing control of its actions for a brief time. Increases pr. level: Duration, cooldown, mana cost, range Level 1: 10 second charm on normal, 2 second charm on heroes, 100mp, range 300, c/d 20 seconds. Level 2: 14 second charm on normal, 4 second charm on heroes, 110mp, range 325, c/d 20 seconds. Level 3: 18 second charm on normal, 6 second charm on heroes, 120mp, range 350, c/d 20 seconds. Level 4: 22 second charm on normal, 8 second charm on heroes, 130mp, range 375, c/d 20 seconds. Level 5: 26 second charm on normal, 10 second charm on heroes, 140mp, range 400, c/d 20 seconds. Units affected: Enemy Special: Units will not become under the control of the caster, but under the control of the computer player Based off: Stormbolt Range: varies Effect: Dark Portal, Shadow Fragment and Spirit Link Name: Requiem Spell Type: Triggered, AoE Heal Self Description: Gathers souls from corpses around the area, and converts them into hit points for the Keeper. Increases pr. level: AoE range, range, amount healed, mana cost, cooldown Level 1: AoE 200, Cast 400, +45 hp pr. soul(corpse), 100mp, c/d 40 seconds. Level 2: AoE 250, Cast 500, +65 hp pr. soul(corpse), 125mp, c/d 45 seconds. Level 3: AoE 300, Cast 600, +100 hp pr. soul(corpse), 150mp, c/d 50 seconds. Level 4: AoE 350, Cast 700, +125 hp pr. soul(corpse), 175mp, c/d 55 seconds. Level 5: AoE 400, Cast 800, +150 hp pr. soul(corpse), 200mp, c/d 60 seconds. Units affected: Corpses, Self Special: n/a Based off: Inferno Range: varies Effect: Undead Disapate, Soul Steal Name: Hellish Fire Spell Type: Triggered, Permanent AoE Description: Burns nearby enemy units for damage each second, burning the ground as he moves. After level 1, the Keeper leaves a trail of fire to continually damage surrounding enemies. Increases pr. level: Damage, duration of trail, AoE Level 1: Initial damage pr. sec is 10, trail duration 0 seconds, Trail damage pr. sec 0, AoE 150 Level 2: Initial damage pr. sec is 15, trail duration 1 seconds, Trail damage pr. sec 7, AoE 200 Level 3: Initial damage pr. sec is 20, trail duration 2 seconds, Trail damage pr. sec 10, AoE 250 Level 4: Initial damage pr. sec is 25, trail duration 3 seconds, Trail damage pr. sec 13, AoE 275 Level 5: Initial damage pr. sec is 30, trail duration 4 seconds, Trail damage pr. sec 15, AoE 300 Units affected: Enemy Special: Is always active Based off: Permanent Immolation Red Range: varies Effect: Blight created where the Keeper walks, and embers following his path [[ULTIMATE]] Name: Release Soul Spell Type: Triggered, Self Heal Description: Lets the Keepers soul rest and gain power, while deceiving thoes who oppose him. Increases pr. level: Duration before reappearing, amount healed, cooldown Level 1: Duration 10 seconds, +300 hp, 150mp, c/d 80 seconds. Level 2: Duration 16 seconds, +350 hp, 150mp, c/d 85 seconds. Level 3: Duration 18 seconds, +400 hp, 150mp, c/d 95 seconds. Level 4: Duration 22 seconds, +500 hp, 150mp, c/d 105 seconds. Level 5: Duration 25 seconds, +600 hp, 150mp, c/d 120 seconds. Units affected: Self Special: Looks like the Keeper dies when used Based off: Water Elemental Range: 0 Effect: Undead Disapate, Animate Dead, Death Animation, Disapate Animation I really like this character, he has awesome potential, if used right :) Model and skin by AlfredX for this one :) Thx bud |
| 11-13-2003, 01:12 AM | #6 |
Very nice ZS!!! when r u gonna send invitations for BETA tester!?!? |
| 11-13-2003, 01:18 AM | #7 | |
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Invitations for Alpha testers will be out (If I get all I want done, done) Saturday (night my time GMT+1) So remember to check your PM box :) |
| 11-13-2003, 03:08 AM | #8 |
Alright just a few questions. 1) How much income will players gain under normal circumstances in relation to the price of the items. In other words how long till people will have the best items. 2) If all gold gaining facility's are taken from a side can they still get gold or are they poor till they reclaim them. 3) When will gold be given, periodically based on amount of gold the allied computer has, everything the facility gains it, off every kill, when? 4) One or the ability's of the soul clash is charm, and can take hero's, don't you think people will find it over annoying when another player can take their hero for 10 seconds at max lvl? A suggestion is if the converting player attacks a converted unit it automatically switches back. Thats all i can think of for now. Sounds great so far. |
| 11-13-2003, 03:35 AM | #9 | |
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1) Normal income is 3 gold pr. 3 seconds (ergo. 1 gold pr. second) The prices of items will be determined during Alpha testing, as it's hard to "speculate" on these things (What if he got 200 kills?! :)) 2) Gold income will be reduced to 1 gold pr 5 seconds if a side looses their gold income. 3) Once every 3 seconds to start with. And as said, once pr. 5 seconds if their goldmine is lost. BUT, there is a third income (as mentioned in first post) Where Minekarts are sent off (2 at a time) moving towards the base of whoever owns the mines. If not intercepted, they will provide a steady flow of 75 gold (each kart) every 50 seconds. This is a hard task to acomplish and should therefor be rewarded (but watch out, the other side can capture your minekarts) 4) Actually yes, I've been thinking long and hard about this peticular spell, and it will possibly recive one of three modifications: 1) Lower duration of "charm" to max 4 seconds (even at max level) 2) Add what you suggest a "wakeup attack" 3) Make it unaffect heroes, but maybe deal damage to heroes instead and increase the duration on normal units. Thx for the comments, hope I answered sufficient, otherwise feel free to ask more :) |
| 11-13-2003, 08:26 PM | #10 |
Hard to think of anything that you havent explained, so i wont ask any stupid questions. Ill come up with better ones once you get to alpha stages, or post more information. Ive got an idea for how to ballance corrupt soul. Deal an ammount of damage to the targeted hero, then stun him very shortly, then slow movement speed (proboly with cripple). My theory behind this is once a hero is targeted he resists the corruption, he is stunned because it requires concentration to resist, then slowed because his soul needs to recover. |
| 11-14-2003, 03:44 AM | #11 | |
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Hmm...awesome idea...I'll start to see if I can do that, tomorrow, when I'm not half drunk :P But the theory and idea is pretty good, I like it alot. :) |
| 11-16-2003, 10:55 PM | #12 |
Ok here is an update :) Last night, I invited a few people, to test out the map. I've descided to keep Alpha at bay untill I finish all the heroes. Then after that, hopefully, Beta shouldn't be far :) Here is a little new something I made. A portal system. Screenshots: 1) First shot is of the portal area (Hell), it's right by the fountain so u can regen and get into battle again fast. First Shot <--- Link 2) Second shot is of the activated portal, countdown started. Second Shot <--- Link 3) Third shot is of the near ready portal, countdown at 2... Third Shot <--- Link 4) Fourth shot, the unit is teleported instantly to the area of the portal drop where the portal will disperse, here from behind a tree. Fourth Shot <--- Link 5) And the Fifth shot, end of the teleport and the portals final disperse in a nova of purple light :) Fifth Shot <--- Link Heaven's side will do the same, just with blue text and blue portals :) |
| 11-16-2003, 11:34 PM | #13 |
Could you give some more screenshots of the terrain? Both Heaven, hell and whatever you have. |
| 11-16-2003, 11:40 PM | #14 |
I'll get some up, might be a while or first tomorrow, but I will :) Untill then, take a look here: Old Screens Some stuff have been changed, and I will replace these with new ones :) Also from more places than just the bases. |
| 11-16-2003, 11:47 PM | #15 |
Looks good, though they need some more doodads, the terrain seems very open and kind of ... empty/barren. |
