| 02-04-2004, 03:15 PM | #1 |
Yes, let me skip the introductions and cut to the point. I need a mapmaking-partner! The map I am building is quite complex and I would enjoy having a partner besides me to cut through those long ours of testing and programming, and off course to cut away some work;) Now for some info on the map: - AOS style - units are trained instead of suddenly spawned and are ordered in groups. - yet to be made memory leak preventing triggers so the game will not get laggy and exit-ting times will be nihil. - maximum of 4forces and 12players (I use creep players for the forces and yes this works just fine.) - vote for the number of forces - vote for the players you wish to team up with, the computer calculates which combination of teams has the most votes accepted. - a supposed to be original hero selection system which allows you to see a hero's skills through the w3 interface, I know... someone else already thought this up:( - a re-direction system! In oder to explain the redirection system I need to explain the looks of the map first: Every force has three corridors connecting to the other forces. So force1 has got one corridor leading to force2 and one to force3 and well you guessed it, one to force4. Every force also has three spawns, one for each corridor. So force one has got 1spawn in the corridor leading to force2 and force2 has got one spawn in the corridor leading to force1 (which is the same corridor actually). Now everybody still follows me if I say that I just said that every corridor has in total 2spawns! One for each side that it connect to. Hope everyone still follows me up till here, if not, just check the friggin' map! Now it's time for the system itself! Let me explain by looking through the perspective of one of the forces: Let's say we're force1. We've got three enemies that are all attacking us. We've divided our forces into three teams so we can block all of the enemies' attacks. Now after a while one of the teams (let's say team1) breaks through and destroys the enemies' spawn. That force is not a threat anymore now. But those other 2forces are still bothering us! So we're sending team1 to help with destroying the spawn of any of the other 2forces (always the force coming next so if the spawn team1 destroyed is owned by force2 then team1 will start attacking the spawn of force3 that leads to force1). The advantage of this is that force2 is not suddenly ****ed because they lost one of their spawns. Also force1 will also have an advantage because they can now concentrate the same amount of forces onto only 2forces instead of 3! But now you ask yourself, how do you get destroyed then? If having one of your spawns destroyed will just get the enemy to attack one of the other forces then what's the problem? Well.. returning to the force1 perspective: Say we've destroyed all 3spawns leading to our base. What are our forces to do now? Well, in order to prevent things like these from happening in the future, we should destroy those other forces for good now! We'll split our forces into 3teams and we'll order each of the teams to attack one of the other forces' castle. Now after let's say one of our three teams, named team1, has destroyed force2's castle, what will that team do now? You guessed it! help one of the other team until all enemy castled have been destroyed! This system is to prevent an already losing force that has just lost a spawning point to get in even deeper trouble while the force that has destroyed the spawn, let's call him force1;), gets an advantage over the other 2forces because he now has extra troops to attack them. I don't think this explanation was clear enough:P Just check the map I attached! It shows the same system I already explained and it shows the balanced type of game-play the system gives;) Pjew. PJEW. PJEEEEEW. that took sooo long! I really hope at least somebody understand now! For as far as progress..: What's done? - The spawning system. - The terrain is functional.. now the looks:P - A lot of ideas, yet to be changed by your opinion;) - Re-direction system. - Vote for forces and vote for allies are nearly done. What still needs doing? - Heroes and their selection area. - Some optional areas with perhaps mini-games or small quests. - the vote for team-players needs to get finished (don't worry I'll do this on my own if you want). For people who haven't paid attention: suppose there are 12players and they have chosen to play with just 2forces, then all of the 12player will be able to make 5votes (2forces means teams consisting of 6players) in where they can choose from 11different players (though the numbers are a bit less cause you can't vote for the same player twice). I need to think of a system on how to put together teams which accept as much votes as possible. - Terrain! Doodads! Buildings! - Items! - Event like things. - As you see, still a lot of work:P One of my hero ideas: Gravedigger: A melee type hero, has the abilities: - Burrow (costs a bit of life): Makes the Gravedigger burrow himself underground. He is still able to move but only though a teleport ability (or until I find someone that can help me put in dull animations for the burrowed unit model so I can make the unit with the burrowed unit model move without the model turning into a crypt fiend model). The teleport ability does not cost mana but has a small cooldown. The Gravedigger can only stay underground for a set time. He cannot attack but can cast some of his abilities (will follow below). - Surprise (costs nothing): Can only be used while the Gravedigger is underground. The Gravdigger has to be within melee range to use surprise on a unit. The Gravedigger digs the floor where the surprised unit is standing on away causing the unit to fall and take damage. He will only be able to climb out after a few seconds. - Dig Grave (costs a bit of life): The gravedigger places a trap that can only be seen by allied units. Whenever an enemy unit walks over the trap he falls into the grave, taking damage and being stuck their for some while. - Perform Ceremony (costs nothing): Once a unit has fallen prey to one of the Gravedigger's graves the Gravdigger is able to fill up the grave, instantly killing the non-hero unit and giving the Gravedigger some gold for his ceremonial deeds. - Save Life (costs nothing): If the Gravedigger has chosen no to add the Perform Ceremony skill he can choose to add the save life skill. The Gravedigger pulls one of its in a grave entrapped victims out of the grave, thankful for saving him the saved unit has a chance (more than 50%) to join the Gravedigger's forces. - Ripple (costs mana): Though the Gravedigger is not a magician by nature, his life of digging graves for the dead had given him special powers over the earth. He is able to make the ground around him tremble and sometimes open up. Making any unit standing on it fall down into a hole similar to the Gravedigger's graves. - One more yet to be thought up skill, can you do it? The other heroes and ideas will (I think..) follow up in other posts. A few pointers: - Maybe some of the skills seem hard to make (could be..) but I can assure you they are all possible, I've already been working on them. - Also, the possibility of choosing from more than 5skills is possible. - The Gravedigger will get 7skills and will have to choose between Save Life and Perform Ceremony. - I Plan to give every hero 6skills preferably not anything passive and something original. I hope this description was good enough, please be so energetic to check out the map itself as-well:P Till our co-workership!;) Goodbye, Remy. |
| 02-04-2004, 05:02 PM | #2 |
well... maybe i can.... if i got time.... if ya need a skinner you found him!:ggani: right now im currently working for Red_Fox with a Bandit peon or something but contact me my mail is: [email protected] well contact me! :foot: :foot: |
