| 02-11-2004, 11:31 PM | #1 |
Description: EC is an innovative off-shoot of the Aeon of Strife genre. It focuses on keeping the gameplay fresh, unpredictable, and extremely dynamic. There are 4 different factions, each representing a race. Features: Brilliant Computer players: Computer AI never-before-seen in an AoS map! Computer players will harvest, research, creep, expand, defend, and conquer each other! They will play using different styles, build up armies and attack key enemy locations. They will display in text messages and minimap signals to their team members everything that they are doing. What base they are attacking, where they are building an expansion, what base they are defending or aiding, etc. Selectable Game Modes: The host may choose between Free For All and 2 v 2 mode. In 2 v 2 mode, he may also select which races are allied. Dynamic Terrain: Start locations, shop locations, creep locations, fountain locations, way gate locations, and gold mine locations will be random each time you play. You will rarely play the same setup twice. Salary: Players will receive salaries from their computer players based on how much gold they have mined. This encourages players to think about the welfare of their team. The more you contribute, the more you will receive in turn. Command Ability: Each hero will be able to temporarily take command of nearby allied units. R & D: Don't agree with the way your computer plays? Did his base get raped? Place a new one for him yourself! Shops will sell Building Kits for each race that heroes may buy. You may even buy units for him to add to his army, and research technologies as well. Several AI Scripts to choose from: Heavy Melee Producer, Heavy Ranged Producer, Heavy Air Producer, Heavy Caster Producer, Balanced Mix Producer, Turtler, Early Rusher, and Economist. This is just a taste of the different playing styles that can be chosen for your computer player to adopt. I thought about putting in a Team Leader system to designate who would be selecting the computer's AI Script and where to Mass Attack, but I don't think its necessary. There are only 2 players for each faction, so putting the Team Leader to a vote wouldn't work. Instead, either player can choose. Sure, an asshole could easily screw things over for you with that kind of power, but such is the case in nearly any game. I'll probably add a Booting System as well. Weapon/Defense Types: Heroes will have special weapon and defense types depending on their roles. -Assassins will be especially adept at killing heroes, and moderate against normal units, but are useless against structures. They will also have weak armor that is susceptible to most types of attack. -Tanks will be adept at killing normal units. They will be moderately effective against heroes and structures. They have very good armor. -Casters' normal attacks will be effective against structures, moderate against normal units, and weak against heroes. They also have the weakest armor. However, their wide variety of destructive spells more than makes up for this. Ransom: Whenever a hero is killed, he is captured by the killing team for a time proportional to his level, and the hero's team must pay a ransom also proportional to his level. Multiboards: Two different multiboards will be selectable for viewing. One will display detailed statistics about his faction, while the other will display detailed statistics about his individual progress, such as gold accumulated, kills, experience gained, etc. You may also hide the multiboards if you wish. Duel Challenges: Players will be able to challenge each other to duels. If the challenged accepts, then their heroes are transported to a private dueling arena. Bonus gold rewards will be awarded for defeating a player in a duel. Forge Your Weapons: Nearly all weapons and armor will not be store-bought. A few will be droppable by powerful creeps, however most of them will be forged by the player. There will be tons of different weapons and armors that a player can make. Each item has it's own creation formula. It's formula depends on the properties of the item. The more powerful the item is, the rarer the components. Most of the item components can be found on creeps throughought the map. However, on rare occasions, merchants will have one or two components in stock. Their wares will change continually, so players must check back every few minutes to see if their desired comonent is on sale. Some components will only be found on extremely powerful creatures. A list of the item formulas will be accessible to the player in-game. Heroes: Class: Fire Lord Model: Kiljaeden (The small one, not the giant one) Stat: Intelligence ABILITIES: 1. Raging Inferno - A weak permanent immolation that covers a huge radius. You could almost call it an aura that damages enemy units directly rather than just boosting/debuffing a stat. 2. Meteor - Calls a fiery meteor down from the sky, dealing area damage. 3. Heat Wave - Unleashes a wave of fire that deals damage to enemy units in the line. 4. Call of the Inferno: Summons the God of Fire to aid the Fire Lord in battle. (Summons a powerful Serpent Ward that has the giant Kiljaeden model) Class: Spiritmaster Model: Destroyer Atrribute: Intelligence The spiritmaster specializes in disabling units and turning them against their players. ABILITIES 1. Spirit Call - Summons Banshees that can Curse and Possess enemies. 2. Expel Mind - Banishes the target's spirit from its body permanently. (Pauses the unit and creates a powerful Neutral Hostile Angry Spirit beside it) 3. Spirit Clone - Creates a spiritual clone of the target unit that deals part of its damage and takes 150% damage. 4. Soul Reaver - ULTIMATE - Gives the Spiritmaster's attacks the Soul Reaver effect. Units that die under the effect of Soul Reaver are spiritually enslaved, become Banshees that may Curse and Possess their enemies. As you can see, this hero can seriously turn an army against itself when used correctly. Class: Juggernaut Model: Siege Golem Attribute: Strength Insanely durable. It takes an army to kill him. However, he lacks any damaging abilities. ABILITIES 1. Spiked Armor - Enhances armor and returns damage from attacks. 2. Anti-magic Plating - Blocks a negative spell periodically. 3. Slam - Slows the movement and attack speed of enemy units. 4. Re-assembly - ULTIMATE - Re-assembles the Juggernaut when he dies. 5. Taunt - Causes enemies to attack him. This is a natural ability that is already learned. Class: Psychic Model: Acolyte Attribute: Intelligence Rather that using conventional direct attacks, the Psychic uses telekinesis to control blades that soar through the air and cut through his enemies. The range of the blades and the number present are upgraded alternately each time the Psychic levels. This is a passive ability that automatically levels. 1. Demoralization Aura - Manipulates the emotions of nearby enemy units, instilling fear and doubt. Reduces movement speed and attack rate. 2. Confusion - Manipulates the unit's mind so that it does not know friend from enemy. (Trigger-based. Turns the unit to Neutral Hostile while retaining color) 3. Mind Grip - Holds the unit in place and, by psychically attacking the target's mind, drains damage over time (Entangling Roots) 4. Mind Control - Takes control of a unit or hero temporarily.' Class: Barbarian Model: Chaos Grom Attribute: Agility Focuses on abilities that increase damage and attack rate. 1. Bloodlust - Increases movement and attack speed. 2. Battle Cry - Increases damage. 3. Rage Aura - Increases damage of nearby units. 4. Berserker Frenzy - Gives extreme damage and attack speed bonuses, but turns the hero Neutral Hostile until he dies. All of this sounds pretty big, but it is all feasible. I will do my best to take all of these ideas from paper and into the actual map. It will probably take me forever, but I find that making maps is just as fun as playing them. If anyone wants to contribute more ideas, I'll gladly give them all serious consideration. I've still got to decide what kinds of custom heroes to add... As of the moment, I am the only one who will be making the map. I'm still considering whether or not I should put together a team for the project. |
| 02-12-2004, 05:02 AM | #2 |
Sounds good, if you want some help with small things like triggers/terrain touchups/custom heroes ill probably be available. I think it shuld the 4v4v4 no 2v2v2, but w/e. The randomish terrain may work well, im assuming you sorta divide the terrain up, and add some blank "sections" (aesthetically I mean, not like in a grid) and at the start of a game they are determined to be gold mine/lumber place/blank/creeps/etc. The diff AI scripts wuld be tricky, itlld probably be easier just to have 1 AI that does everything, and u can manipulate it by loosely controlling its attacks/unit purchase/whatever. |
| 02-12-2004, 06:41 AM | #3 |
Eto... omoshiroi. I've done a salary for the map that I'm currently working on, "Warpath - Martyr" (working title) Its howevermuch gold the allied computer recieves from kills divided by 2... then divided by the number of players... and their gold is set to 0... this happens once every 60 seconds... I like the idea of the computer expanding its base... however, I've never seen this attempted in any AoS map... well, I don't really know much about the AI editor either... but yeah... Try it out, I'd play it. Well, as long as it has nice custom heros with completely new spells. (If you need any help in that section gimme a pm) See ya. |
| 02-12-2004, 11:48 AM | #4 |
I'll be posting a little demonstration of how the randomness works soon. I've just got to figure out a way to make the terrain random while still making it attractive. As of the moment, it looks like the terrain will be random but plain, and I really don't want that... though the idea is still intriguing so I'll probably do it anyways. |
| 02-12-2004, 09:07 PM | #5 |
i dont know if its such a good idea to make random terrain in an eos... in an eos you should be able to know the terrain like ur own backyard... i still dont love the idea of having smart compues etc, but this map looks sooo promissing and i will play it! we are quite the same i guess... both trying to get a new breeze into aos land, only we do it at two totally diffrent ways :D PLUS eul is going to make two new dotas for tft... its going to be an exiting time in eos land boyz... i will be monitoring this thread VERY closely ;) |
| 02-12-2004, 09:29 PM | #6 |
I think the random terrain makes it more unpredictable, which is pretty exciting to me. Keep in mind that the terrain isn't going to be COMPLETELY random. I can only work with so many things. I'm not able to create and destroy cliffs, ramps, water, or change tiles... so mainly what I'm doing is making the map very VERY foresty (right now I have 13000+ trees). Then, the map has what I've dubbed Sectors, which are potential start locations. As soon as the game starts, the triggers will pick a random sector in the northwest corner of the map for the Humans, one in the northeast for the undead, southwest for the Night Elves, and the southeast for the Orcs. Then, it randomly selects half of the remaining Sectors and converts them into Gold mines guarded by Creeps. Then half of THOSE remaining sectors will be converted into shop locations guarded by creeps. Then, the remaining sectors will be made into high level creep locations that guard fountains. Finally, the pathways and such through the map are made random by randomly selecting specified parts of the forest and deleting them. Many times in the map there are sort of "forks" in the forest. One path of the fork is opened, while the other is closed. I'm considering leaving some sectors completely closed by forest so that they can be unlocked by players. This is still subject to change, but I think it sounds good for now. |
| 02-12-2004, 09:37 PM | #7 |
hmmm... yes, now you've explained it a little more in-depth i think it sounds really good too... cuz when u have a limited amount of random possubilities, expert players will be imediatly at home and know the paths. GJ! |
| 02-12-2004, 09:51 PM | #8 |
Thanks :ggani: I'm also going to have to decide how powerful the heroes will be able to become so that I can adjust the player units and upgrades accordingly... mildly powerful? Powerful? or downright Godly? probably not godly... I certainly won't make the game into a tome race or have any unstoppable god items... but heroes still ought to be pretty awesome. I think to compromise with this, I'm going to hype up all of the unit upgrades. The effects will be larger than normal, and I might even cut down building and training times to keep the pace of the game alive. It's too early in development for me to decide if and how much of what will be done yet. I'm mostly just brainstorming. |
| 02-12-2004, 09:58 PM | #9 |
the heros should be at least powerfull... and ofcopurse, no tomes, not a single one, i hate them, they ruin gameplay. its boring: just get 100 tomes and u beat all :nono: . personally i think you should have hero and unit upgrades seporate, so u can utter diffrent tactics, either make ur heros so leet that they can take a base apart without much help from units, or make the units very good and use heros for backup. i think the first tactic would be good with melee/tank heros, and the 2nd more effective when u use supportive/spellcaster heros... knowing that you will only have 2 heros per side, this means that the golden triangle of aos gameplay will not be under effect as much as in others. assasin pwn caster caster pwn tank tank pwn assasin. the chances are now higher that, when one team picks two assas, and the other two casters, the casters will get owned. thats why i think it is nescessary to have the upgrades seporate, so u can change upgrade tactics to the kind of heros you got. |
| 02-12-2004, 10:18 PM | #10 |
If I do put in tomes, they will be overpriced, have long cooldowns, and won't have too much bearing on the game. It's true that 2 assassins would own the casters, but the casters would have their own strengths, and the assassins would have their weaknesses. Assassins should only be good at one thing: hero killing. I wouldn't want a blademaster that can kill just about anything; base, hero, or army. He'd be awesome at hero-killing, moderate against units, and near-useless against bases. I will probably make special Weapon Types for Assassins, Tanks, Siege Casters, Nuke Casters, and Summon Casters (Caster types tend to be very diverse, so they shouldn't really all be one category). EDIT: Actually, I just realized that we were BOTH forgetting that it's a 2 v 2 game(Well, in 2 v 2 mode, but I imagine that would be the most popular). There would be 2 heroes per faction, but 4 heroes per side. |
| 02-12-2004, 10:37 PM | #11 |
hmm... yes, all true, but there will be a free-for-all mode right? un said so in the first post... and seperate upgrades just solve all those unbalance hero troubles, becouse you can upgrade what is mostly needed. |
| 02-12-2004, 10:46 PM | #12 |
Yeah What exactly do you mean by separate upgrades? Aren't they always separate? |
| 02-12-2004, 11:45 PM | #13 |
I am interested in this project Here are two suggestions: 1. Make things that heroes can purchase (units, items, etc) purchasable with gold, and make contributions to the computer player (user-controlled bases, upgrades that effect computer's units, etc) purchasable with wood. This would make it so no player would either dump all their resources into one or another, but help out in both areas. 2. Make all 4 races in the game. Allow players to select who they ally themselves with. Let me explain: If the players want the game to be Orc Vs. Night Elf, they can split evenly between the two sides (it would have to be via. triggers once the game was going). If they wanted Orc vs. Humans vs. Undead, they could split between these 3 sides. I'd recommend making it so that once 5 minutes have passed, you cannot switch around anymore. This would make it very customizable (along with your other customizable features) and would GREATLY increase replayability. Oh, and scrap "Mass Attack" or whatever it's called. It would be useful, but the potential downsides totally outweigh the potential benefits. Everything else looks damn perfect. If you need any custom heroes/skills or terrain, let me know. |
| 02-12-2004, 11:56 PM | #14 |
Thanks for the support! I'm already implementing those things, though (read above). I think it would be better for the host to choose which races will be allied. He's the one making the game, so he ought to have the right to decide. He could just tell the players what the alliances will be before he starts. I've nearly finished the terraining. I'm afraid it looks a little butt-ugly because there's so many sectors which need to be open-spaced to have room in case they're selected as bases. Basically it's a mazy forest with a river running towards a lake in the middle, and a few mountains on the outskirts. |
| 02-13-2004, 01:14 AM | #15 |
I think you missed my point. I said nothing in contradiction with the host choosing which sides are allied. From what I understand, with the present setup (before the game is actually started) there will be 2 slots open under each race. You could therefore only have 2v2, 2v2v2, 2v2v2v2 or (2+2)v(2+2) (2 allied races on each side). If you do what I am recommending, all the players would be on one force seperate from the computers when they join the game, but when the game starts, they would divide up into the races, so you could have 3v3 or 4v4 games... or 2v3v4 or 3v3v2 games for that matter. Does that help clear it up? |
