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Biological Breakdown {WIP}

05-03-2004, 05:30 AM#1
|)@rk-Revenant
Biological Breakdown

I am working on a map that is based in a watery area filled with watery blobs of evil water. Five players will have to make it through the waves of blobs, and occasional bosses. The only enemy is a large blob-like creature that bashes you, or sludges you, depending on the size. On the typical wave, a set ammount of blobs will spawn at random locations around the map, which is mostly shallow water. They will attack you until destroyed. Just when you think you finally defeated your enemy, three smaller, weaker blobs will spawn from the debri of the larger one. Those smaller ones will need to be eliminated, releasing two even smaller ones, those smaller ones will break into super small blobs. Once you destroy those super small blobs, they are finally gone, for good. Once all of them are destroyed, the next wave goes on. The boss is about two and a half times the size of a "full" blob. Two full blobs spawn from the boss blob's remains. A single boss can create 36 small blobs, unlike the full blob, which makes 18. Not to mention the bosses have a huge AOE ranged siege attack. As an added bonus the blobs have a 5% chance of turning green and getting 200% hit points. The difficulties are adjustable, and they only tell how many blobs are in each level. Easy takes the default ammount of blobs, Normal takes double the ammount of blobs, and Hard takes triple the ammount of blobs. Also, the five players can level-up, learn skills, buy items, and can even summon their own blobs to fight with them.

It is released officially now!
05-03-2004, 01:51 PM#2
Magical-snaiL
Hmm... sounds crazy. People are going to have to survive the waves with heroes, right? Maybe buy some items, or something... reminds me of square defense.
05-03-2004, 02:57 PM#3
|)@rk-Revenant
It is devilishly hard to get it balanced. The littlest blobs get 20 hp, and the level one hero gets around 5-10dmg, requiring a maximum of four hits and a minimum of two. Those bosses have 450hp, making them require a serious team effort. Going 1v1 with one of them is suicide. Also, the full blobs get 150hp, clearly defining them from boss blobs. (man boss blobs are HUGE!) I didn't mention that there are usually more than one bosses at the boss rounds, which makes the game even more crazy. There are smaller details, too, like how the bigger guys seem to chase you more, unlike the smaller blobs which seem to run around randomly more. The heros start with 1000hp, to make up for the large damage the blobs do. I am thinking about adding an ability for the players that makes a blob of varying size appear when the ability is used. I think a minimum level of 3, with an upgrade every five levels is fair. Today I hope I can get the heros and all the items completed and set up inside shops.
05-03-2004, 10:36 PM#4
Magical-snaiL
Sounds great, are there any other game modes besides team? Maybe you could add a competetive survival mode... that always keeps games interesting.
05-04-2004, 02:32 AM#5
|)@rk-Revenant
I would have to make a different map for that, as it would be too cumbersome to add both modes to one map. A team survival if what I will do first, but since your idea is practical, I will add it if I have the time. So far I have done every unit, and will complete the shops and custom items tomorrow.
05-05-2004, 03:19 AM#6
|)@rk-Revenant
I have uploaded a alpha test map for you to see how the map without triggers is going. I usually do everything except the triggers at first, but then add functionality by coding the whole thing in one or two periods of time. Anyway, see the original post to download it. In the top-right is the boss blob.
05-08-2004, 05:54 AM#7
|)@rk-Revenant
Ok I am nearing completion, and I cant enable triggers because of my no-cd crack. I can't find my dang CD yet! Until I do, it will not be released.
05-08-2004, 06:06 AM#8
th15
Pretty interesting twist on the usual hero survival types. I think you can do more with the "splitting" mechanic though, just to make it more original. Perhaps the blobs that are not attacked for a period of time will grow bigger (you can scale units dynamically during a game using bloodlust) and go a rung up the "splitting" ladder unless the players stop it.

Certain blobs could absorb damage from certain attack types (Red blob absorbs fire damage). Difficult to trigger, but I think it would add to the teamplay element.

Maybe the blobs could dynamically morph into different shapes, each shape having unique properties. For example, a blob may morph into a water elemental shape to gain a ranged attack. When the players close in, it would morph into a sludge flinger for added melee punch.

Just dumping ideas on you, have fun triggering :)
05-08-2004, 06:28 AM#9
|)@rk-Revenant
Those are good ideas. I am thinking on randomly making the blobs gain a different color and gain an ability ot special attribute, like some will turn green and acomidate a poisin attack, and some will turn purple and will be resistant to the player's abilities. I have composed a rough list:

red: extra fire damage
blue: fast speed
green: poisin attack
yellow: double health
purple: magic resistance
Orange: has a violent death

Hope I can release this tonight
05-08-2004, 06:35 AM#10
th15
Haha i noticed your progress bar went from 50 to 80%. Come to think of it, i realise you could probably use mirror image to simplify things, to a degree.
05-08-2004, 04:21 PM#11
|)@rk-Revenant
Quote:
Originally Posted by th15
Come to think of it, i realise you could probably use mirror image to simplify things, to a degree.

Nah I use spawn spiderling as a base spell for splitting the blobs. The color part is obviously done with triggers, with a spell added to the blob and a re-coloring function.
05-09-2004, 02:51 AM#12
|)@rk-Revenant
I have finished the map! I am putting it up on beta to weed out the bugs I have not noticed!
05-09-2004, 05:04 AM#13
|)@rk-Revenant
It will be updated to version .14 from .13.
The fixes include:
-Blobs get enchanted more.
-Blobs move around more and are more spread out.
-The Leaderboard width is widened.
-The player status color changes back to green each wave.
-It is harder to get gold.
-Nerfed some of the player abilities due to overpowering.
05-09-2004, 02:14 PM#14
|)@rk-Revenant
Quadruple Post!
I have updated the map to fix the major and some minor bugs I have seen.
05-09-2004, 02:20 PM#15
|)@rk-Revenant
Quick update
-Changed Hero primary attribute from strength (overpowered) to agility (weaker)