| 09-19-2002, 07:15 AM | #1 |
Guest | Reply to me at: [email protected] Hi all, I have been thinking about this Warcraft III map for a while now and its bugging me that the thing doesn't exist. Heh. Well I realize that it is beyond my capability with the World editor so I'm posting an open request/challenge for anyone to help me build it. Many of the features I describe here are not central to the mod/map working properly but I see no reason why they technically couldn't be done. At the end of this extensive post I'm posting some ideas for powerful heroes for the map. They are up for discussion as some of them have far too powerful skill sets. Background- Conquered nations form a defensive shield surrounding the centrepiece of this great empire, a great city filled with riches and opportunity. The former guardians against chaos and anarchy have ironically turned against Durkask after the half-god and emperor Durzei was assassinated. The race to the middle is on but don't be too quick or your aspirations will end in swift death. Durzei is just playing a trick on humanity. The truth is that he is alive and laughing his butt off in the cathedral. Once an army is teleported to confront him there is only death or triumph. Fate has created opportunity and there are opportunists at every turn. Durzei now has the chance to rid himself of all would be assassins in one move. Or so he thinks. The game ends when someone succeeds in killing him. This could be managed so that it can't be done before one hour has passed. Each Hero spawns in one of the surrounding nations after selection. Under his/her command is a castle, a few invincible towers and an altar. Money rolls in on a steady basis and the castle gives a limited amount of supplies to sustain troops. It is also the site for upgrading and buying low-tech troops. The castle is near impossible to destroy but if it is destroyed the owner is severely crippled. In the nation there are additional structures that increase money flow and give extra supplies. These structures can be controlled. This is done if a hero steppes into a circle of power/entering an area. As everything else in this world creeps guard them. Each country also has a mercenary shop for healers and exotic units. The goal for each hero is to clear out his/her kingdom as fast as possible and head for the capital in the middle. Durkask, the capital, is a place of great power; heroes should reach level 5 in time to reach it. (Nice 15 sec cinematic here maybe? So that all players know that someone has reached the city?). The city guard rules the city but mage orders and thugs control entire blocks. These creeps respawn at timed intervals and they should be quite powerful. Remaining in the city after dawn is a bad mistake. In the city there is cause for fights, backstabbing and mayhem of all sorts. Resources include powerful mercenary shops, tomes for heroes and item shops. Of maybe one shop for each guild with appropriate mercenaries, items and tomes. So the city is a place of continuous fights between heroes, creeps and armies. Not that an army would be impractical in the city unless it was rather small. The city hall itself gives supplies and gold to its owner. There is a third part of the map, the outskirts. These are areas too unyielding to be conquered with very powerful creeps, savage barbarians and more powerful artefacts. One can also hire a freelance hero here to bolster ones ranks. Very expensive but worthwhile at level 10. All this is to fit on a huge map. Well id do it myself I had had the time, commitment and skill with the map editor. I can't wait to play it though. Ideal would be if I could help beta test it and give creative advice while its being built. Hero Ideas, I believe they are all original as of September 16th. Anyone who wants to can use them. Note that passive skills that occupy the same slot doesn't create a problem since they do not need to be activated and thus work anyway. These heroes all are intended for a maximum level of 10 but for the mods sake a higher max level is fine by me. Elemental - Auramancer 10 supply Bloodlust, unholy frenzy, vampiric, endurance, unholy, reincarnation. Str based. -1 str/lev, move int per lev to str. Elemental -Keeper of the elements 8 Holy light, water elemental, brilliance, inferno. Int based, str focus. Assassins: Adept at killing heroes and individual units Assassin - Rogue Wind walk, divine shield, bash, and true shot aura. Agility based, ranged, agility focus. Assassin - Swashbuckler(blademasta) Human - Paladin 7 Human - Mountain King 3 Orc - Far seer Finger of Death as ultimate$ Orc - Tauren Chieftain $ Healing Ward, War stomp, endurance, unholy, reincarnation Undead - Freelance heroes - can be purchased in peripheral lands. They can only progress to level 8? High cost, no player can control more than one. Freelance - swordsman (captain, agility) Inner fire, heal, critical strike, evasion, bash, (reincarnation?)/vampiric. Move int to agility and str. Freelance - Auramanser Fairy fire, rejuvenation, true shot aura, brilliance, devotion, endurance/thorns. Ranged, agility based. Freelance - Archer Fairy fire, critical, fire arrows, true shot aura, and endurance aura. Freelance - Warlock Storm bolt, chain lightning, frost armour/brilliance, blade storm. Int based, low agility high str. Blademaster skin but fires lightning. Paladin agility based Holy Light, Divine Shield, Brilliance, reincarnation/mass teleport/Resurrection:confused: :confused: |
