| 01-15-2004, 08:57 PM | #1 |
I'm workin on a castle defense type map, simply because i haven't seen one in a long while. Heres some specs: Objective : The head summoner needs time to cast his latest ritual, make sure he completes it before the other team does! - Features: -- 3 ways to improve yourself: --- Level up your hero, buy items, ect. --- Improve static defenses --- Buy/Upgrade Non-hero Units ---- Upgrading is accomplished by an exp-esque system. ---- Units will not be heroes as this is simply too over-the-top and clumsy. -- Purchase your opponent's next wave --- Never-before-used "Monster-queue" to stop spamming -- More upgrades, items, units and attackers available as summoning gets closer to comletion. -- Explicit multiboard showing all stats of all units. -- Cool-looking "dial system" to keep track of summoning progress. -- If a unit gets close to the summoner, concentration is broken as the summoner goes to attack that unit. This causes a pause in summoning as well as a fallback to the last "checkpoint". -- Cool "Rising from the deep" effect i thought up for unit spawning. I still get the feeling it lacks enough originality to be a half decent map. Anyone have any ideas on what i can change/throw in? |
| 01-15-2004, 09:08 PM | #2 |
...be able to have the summoner pause the ritual to get off his butt and do something. Really, this sounds a lot like a certain WC3 RoC campaign map... So origionality=0. |
| 01-15-2004, 09:12 PM | #3 | |
Quote:
OMFG dude, the Wintermaul spawn SUCKS ***. The spawns appear... waiting..... waiting..... oh wait, then then come out 1 by 1, how cute. What ever you do, DONT MAKE A WINTERMAUL SPAWN SYSTEM! lol |
| 01-28-2004, 10:09 PM | #4 |
@Captain Griffin: When a unit enters the summoner's region the summoner gets off it's *** and attacks that unit, pausing the progress, this is how one team can win against the other (maybe I should have posted that...) And what campaign map are you talking about... I didn't play it :( @Hunter: Well, I'm still not sure on how the units will come out, but i'll keep that in mind. What I meant by psuedo wintermaul-wars type spawn was that you buy you're opponents next wave. There is also a "queue" type system that prevents spamming. I doubt i'll use income tho... what do you guys think about that? |
| 01-29-2004, 02:34 AM | #5 |
Good CD maps are great to play, but Ive only really seen basically one, illd engourage you to make it providing you: Make it balanced Fast paced No tomes!!! Make units usefull! So that you dont depend soley on your heroes, this can be done be limiting heroes to like 2-3 a person, and by making them less effective (no tomes or super stacking items!). Good hero/unit skills Make it so that to be really good you must micro your units to prevent them from excess deaths. If you want you could try something we did awhile back, having every unit a hero (eg lv1 footman), this makes a cool veterancy system as well as making the game more original/adding a new micro element. A team vs team cd sounds good if done right, you could also add some things like minigames, and team vs team fights. I think this could be really good if done right, PM me if you want some help/input. |
| 01-29-2004, 02:54 AM | #6 |
I PMed you Scarlet, check it:D |
