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Legacy Wars -Revolutionary AoS- Official Thread

12-15-2003, 01:30 AM#1
Xzarol
Hello ladies and gentleman, and welcome to the Legacy Wars: Desolation Official thread.
I know that by now you are all bored of the same old AoS styles, and I have to agree. But what I am doing here is trying to seperate from the average AoS and create a truely unique gamebase. This is how I plan to do it:
Commanders.
Thats right. Commanders are heros who step on the command becon at their main building. Their view switchs to overhead, and they gain control of a General able to rally spawns. Now I know the next question that just popped into your head. Massing. Well, when the units are controlled they recieve a timed life of 180. This allows for diffrent strategies. In addition to recieving player control, all of the units affected by the control change also get a bonus to their attack.

This is only the first of what I hope will be revolutionary ideas for my map. Another plan I added was the new spell system.
15 Level heros, three 4 level spells, one 2 level spell, and an ultimate spell for each hero.

I am currently accepting people who are willing to make trigger spells and people who will test this map regularly.

In conclusion, I hope that everyone will post and share their ideas with me to make a great AoS. Here is the map, enjoy!
12-19-2003, 01:25 AM#2
sheep_tag
hey nice idea for thinking out of the box. you should not have a 180 time limit it should only have a pop limit or something like that.
12-19-2003, 11:29 AM#3
tassadar920
Yes the time limit will be pretty bad I believe... if you set the limit too low, in the end of the game, by the time the units rach the enemy base they will only have a fwe seconds left, and if you set it high enough so that doesnt happen, in early game they will never die out practically, letting people mass.

Having a pop cap system would be MUCh better. Like the previolus post said.
12-19-2003, 11:59 AM#4
Xzarol
That would be nice; could you possibly write the trigger out for me? Im a bit confused about the system; my control trigger basically checks to see if they are player reds and if they are not a structure and then it tranfers owners and gives a +1 to all of their attack and slaps a 180 timer on them. Its a good timer to go by, you cant really mass that much and yet you can get 2 groups to come together in a small mass and hit enemy base. Im also going to post an update to the map below. It adds the following:
-Fixed Santa trasform bug
-Gave many of the spells better descriptions
-Added SFX around the map
-The Obelisk now attack when hit, and not when almost dead
-Better SFX and 1.13 updates to spells
-New updates are coming soon

Also I REALLY need better ideas for Commanders. Could you post up some triggers that you would like the commander to have i.e. give a barracks an order on what to spawn for the path.
Thanks everyone, now enjoy my map!!! EARRGGhhhhh Merry Christmas!! (Early)
12-19-2003, 07:06 PM#5
sheep_tag
i don't really thing this game will go any ware if you have a time limit. hav a pop limit. and have you ever played a helms deep have ti like that ya know the orcs. so i get intresting for the contoling ppl, and so they dont have the same unit for ever
12-27-2003, 07:27 PM#6
tassadar920
Well you need more ideas? Sitting in an airport is amazingly boring so here I go:

1. Have the commanders be able to pick which units they want to come out of their barracks, but do this in an interesting way so they dont put a stupid peon on a beacon and have it spawn automatically. Have them choose 1/3 barracks (nighte/orc/human) or (undead/orc/nighte) with some little changes to the units they can pick from each barracks. Then every ## seconds they recieve a small sum of money. Along with a +1 gold for every enemy their team kills. Then have the barracks build units with the tag 'summoned' on them, and have their summoned timer last, 180 at the beginning of the game maybe, and more and more later. Then give the player small control over what their units do, but have it so possibly they can only cast spells/use skills, not have actual control.
2. Or on the other hand you could do this, a trigger where they can 'call' upon units. Instead of just having the player click, pay the gold, and have the unit appear. Why not have it so they have to type something, then the units go through a temporary training where they attack 'targets' and then once they've done this they then leave out and go fight. This way they have to think about how long it takles for a unit to sit in training and train or yah... whatever.
3. OK next idea, instead of purhcasing units you purchase their weapons/armor. Then every minute or so, peasants appear. If a peasant can't find a weapon to use he'll use a pitchfork and just go out and ifght as a peasant. BUT, if the commander purchased weapons from his barracks (bow/arrow, swords at the begginning, more powerful weapons later on) the peasantw ill go over and pick up a weapon, turning him into a different unit. BUT, weapons would also have wear and tear :). When they pick up the item, they activate a spell (sort of like the 'earth storm fire' panderen brewmaster spell) which once it wears off, removes their special powers turning them back into peasants/whatever the enemy side has for units.
4. I think 3 was the best idea.

Oops ran out of time, my plane actually showed up.
12-28-2003, 01:26 AM#7
Bulletbutter
I think number 3 would be better too. The units are going to need that extra push if its going to be doing most of the damage. If I read the thread correctly you have a hero and a commander. Making the units and sending them with your hero/es is great. I think their shouldn't be a time limit because it seems like you would be waisting to much time to organize an attack. I think AOSer's will like this but not as much as regular.

I personally don't like A.O.S. type games, mainly because I suck at them, but the one I had the most fun at was Starcraft VS Warcraft. That game was fun by unballanced I think. I think the spells is what makes the A.O.S. fun not the gameplay. Gameplay does play a factor in it but if you change it up to much people just won't play it.

Good Luck with the map! I liked your ideas.
12-29-2003, 04:02 PM#8
Xzarol
Ok, time for a new version! In this patch I fixed and reworked some things such as:
-Some new icons for spells
-New Model for the Holy Templar
-More items to choose from
-Stats of heros tweaked
-Feeding Frenzy Fixed
-Added weird music and dialogue for players to hear (Type -Funny to get a silly dialogue and type -music to get a song. Type -Music fast to get a very funny version of the same song)
-Added Ability "Battle Standard" to the Captains. Like a healing ward. (Update: This only summons a sentry ward right now. Ill fix this in the next patch.)

Im hoping to implement the following into the next patch:
-Spawn towers like in ToB
-Rework all the hero stats to a system and add very detailed spell descriptions
-Add many more items.
Those are my plans for next patch. Anyway I figured out how to remove the red around the map so now it looks a lot better! Enjoy! :D