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Falls to Climb

03-14-2004, 03:46 PM#1
Scarlet-Russian
Falls to Climb

Need Partners! PM me if interested or have questions!

Background Story: Small taste to see if you are interested enough to read the whole thing.
Once a fair warrior, you have just become a mere statistic in the battle that is ravaging your homeland. The iron jaws of hell, which you were so certain would engulf you as you drew your last breath, never came. "Perhaps the devil was busy?" you think to yourself as you watch your mortal body lying on the ground before you. You soon learn that, however pleasing escaping the afterlife may be, you cannot do as much as pick up a pebble and throw it at the enemy which tore you from everything that you once considered to be yourself. As you traverse the battlefield, it soon becomes clear that weaker spirits can be subdued and thus their physical bodies overtaken. To continue the journey so rudely interrupted by your killer you must strengthen both your spirit and the physical manifestations of your overtaken vessels and still the hunger for power rising from deep within your spirit.
Full Rundown: The full rundown of the game structure
  • "Leveling Up System" - 2 Ways to Improve: (MAIN FEATURE - why there will be an FtC genre after the release of this map)
    • 1. Possession Exp - This measures the strength of your spirit, and will determine whether or not you can subdue a certain unit's spirit and take over it's body. You start out with a very low PosExp, just hardly enought to take over a tier 1 unit, but you can gain PosExp in any one of three ways:
      • 1. Repossession : Taking over a units mind is not an easy task. While you are ontrolling a unit, the units native spirit may decide to fight back. This will cause you to enter a small minigame. The minigame is fairly simple but if you are not attentive you will lose controll of your inhabitted body and the mental stress of forcing you out will cause the unit to die. If you are successfull, you retain controll of the unit and gain a small boost in PosExp. The higher your PosExp, the less often this will happen.
      • 2. Intelligence Evolution : (See EVOLUTION)
      • 3. Death : When a unit you are inhabitting dies, it further aquaints you with the spirit world, making you more adapt to possess another unit (Increased PossExp). A quick note here also, death is permanent. There is no respawning.
      PossExp is the main concern of players wishing to take control of the NPC heroes found in the map.
    • 2. Evolution : Each unit, even tier 1, has a few types of attacks (Magic, Ranged, Melee, ect.) the use of these attacks controlls the type of evolution you go through. For instance, if you are a peasant (not final game heirachy, VERY subject to change) and use only ranged attacks, it is more likeley for you to become an archer than it is a mage or a footman. Each evolutionary path carries with it certain bonuses: Magic paths tend to boost PossExp, Melee paths tend to boost armor, and Ranged paths tend to increase damage. Spells will carry over through evolution, so a mage that evolved from a peasant who knew Cure (again, all the units/spells are VERY subject to change) will be different from a mage that evolved from a brute that knew Berzerk. Evolution also significantly decreases the rate of repossession attacks (for that unit only) and boosts PossExp gained at death greatly. A stronger spirit will also evolve faster than a weak one.
    • The Not-Drawbacks of this system (TECHIE SECTION)- It is very complicated to map (I can handle all coding, if need be) but will not be too hard to play. The system is developed so that a player will improve in what he or she enjoys doing more, hence providing a great gaming experience. The other benefit to this is that veterans won't get bored because there are so many paths to explore and combinations to map. The map size will not be compromized because all that will be needed are a few units as most customization will occur through stat bonuses and adding of abilities. I assure you that I am good enough at coding to make this system completely lag free and i am sure that the members of this board can help make it even more lag-free than that (always shoot for the 150%!) Also, this system will solve the problem of in-game discouragement as players will not have to sulk with one sucky ability for half an hour untill they get an ultimate that they will have to sulk with for the next half an hour. Death is not a problem because there will be no "assasin" abilities in game as to not discourage players and to stop the "wtfnoobcheeze" response to being killed in one hit. The leveling itself will be fast paced as to conclude the game in thirty minutes, or fourty five with well matched teams. Finally, if one team is loosing the players will still have incentive to stay as it is possible to "win" even if on the losing team (see below).
  • Skeleton : The subordinate features (I know a map cannot be great with only one great idea).
    • Game basics : The layout will be two nations on a large map, paths will be nonexistant, nor will towers. The goal would be to take over the whole map throught fortification of key strategic locations. After a key location has been overtaken by a team, the main town will send a peasant to build a tower there, if the peasant is killed before the tower is completed the town sends another. This and unit-spawning is monitored by population count. Everything a town does requires a certain population, the opposing team can kill houses in the enemy base in order to slow the production of population, but these houses can be rebuilt (at the cost of more population)
    • Currency : There is none, items are gained in ways other than the accumulation of gold. This is the only way to deal with killstealing and other such bad aspects of remoteley similar games. Items will mostly be reducing the amount of damage you can recieve, or status alimentations for your targets (no items incresing damage greatly due to permanent death)
    • Victory : There are two victories in the game, Team and Solo. The winning team is the one that sucessfully takes over the whole map. The winning player is the one who has the most Progress Points, which are calculated using the entirety of all the things that that player has accomplished with the goal of "Leveling Up". This way, people will never be in a situation where they have no hopes of winning at all.
    • I will add anything i forgot later, as typing this up has been tedious, i might have easily left things out or misspelled certain words, please forgive me if i did.
FAQ: Some stuff I was asked by PM.
  • Q: Is this a single ot multiplayer map?
  • A: Multiplayer

  • Q: How many people will be working on this project?
  • A: Hopefully three solid mappers with a good understanding of the world editor to comprise the main production team, along with an unlimited number of people helping out with smaller details.

  • Q: How can I increase my chances of getting selected for the main production team of this map?
  • A: Send me a sample of your work.
Need Partners! PM me if interested or have questions!
03-15-2004, 10:07 AM#2
Scarlet-Russian
abafaghj ghj ghjghj gjgh gj hg
03-15-2004, 07:53 PM#3
Scarlet-Russian
  • UPDATE: Applications are coming in good but it seems we're still lacking in the object editor department.
    if you are an object editor guru and want to join up PM me.

  • NOTE: if applying, please post the what you might want to contribute to the project. (See Below for Example)
    • Name: Leon
    • Mapped For: 2+ years
    • Strengths:
      • Complex Triggers
      • Idea Management
      • Terrain Detailwork
      • Cinematics
      • Project Management
      • Development of Game Systems
      • Web Design
    • Weaknesses:
      • In-Depth Object Editor Mingling
      • Multiboards
      • Non-World Edit Tools
03-17-2004, 10:45 AM#4
Scarlet-Russian
  • UPDATE: Applications are coming in good but it seems we're still lacking in the object editor department.
    if you are an object editor guru and want to join up PM me.

  • NOTE: if applying, please post the what you might want to contribute to the project. (See Below for Example)
    • Name: Leon
    • Mapped For: 2+ years
    • Strengths:
      • Complex Triggers
      • Idea Management
      • Terrain Detailwork
      • Cinematics
      • Project Management
      • Development of Game Systems
      • Web Design
    • Weaknesses:
      • In-Depth Object Editor Mingling
      • Multiboards
      • Non-World Edit Tools
03-17-2004, 04:54 PM#5
Blood_4ngel
Well Read My Signature, It says lot, and plus, im not too great with non-editor toolz so yea. Im pretty good triggerer and i jus love using object editor. Please PM me if your interested :)

My email (is you need it) is : [email protected] : :D
03-22-2004, 08:40 PM#6
Wolf Boy
Just what my title says
03-23-2004, 01:03 AM#7
BloodStorm2262
Object Guru in the HIZZAY!!!!!!!!!!

*
o Name: Bloods
o Mapped For: 8+ years
o Strengths:
+ Objext Editor
+ Idea Creation
+ Minor Skinning
+ Cinematics
+ Project Creation
+ Development of Game Systems
+ Leadership
o Weaknesses:
+ Terrain
+ Multiboards
+ Hot Girls In Bikini's