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Dark Ambitions

06-29-2004, 04:37 AM#1
Quickshok
Well I've started making an AoS of my own. Actually what I am planning, is making two different major versions. They are both much like other AoS's however instead of different lanes generally the same for both teams, Dark Amibitions will be one team sieging the other's fortress, but after a main entrance the attacking forces will split up into different paths. This will give advantages to both sides. For example, the side defending will have a much easier job defending if they can hold the main gate (or they gain control of it after it has been breached). However if the attacking side can push through one side and build up a large amount of men, they will easily rip through the defenders.

Elordred's Bane - Version One
Deep in the outlands, in a canyon on the doorstep of the Demon's fortress, it is said the great paladin Elordred, on his way to seal the dark fortress forever, met his fate when a group of savages abushed him inside of a deep ravine. Now, a group of the alliance, and mercenaries hired from the four corners of the planet, have come to avenge Elordred, and finish what he set out to do. If fortunes allow, perhaps the Six dark seals Elordred brought with him still exist, for with them, the fortress and its keepers' dark ambitions can be locked away for eternity.

The first map of Dark Ambitions. Elordred's Bane is a set of ravines, in which the alliance and their heroes will fight their way to the dark fortress, while the Demon Savages try to push them back. Meanwhile both sides will search for the great seals, which individually will not turn the tides, but if all put together, will wield a power too great and terrible to imagine (ever heard that line before?).

Dark Ambitions - Version Two
Dark Ambitions is a much deeper version. It will have a vast array of secrets for attackers to discover, or defenders to utilize. There will be computer heroes that will help out an areas that are in danger, as well as computer ai. The defenders will have two possible chances to win. If after a first countdown, they still have a good enough amount of their defenses left, they win. If not, another countdown will start. Once finished, a massive amount of attacking reinforcements will arrive. If the defenders can last through it, they win, but if at any point their fortress is completely taken, they lose.

Both will feature a host of unique heroes to choose. Those heroes can find and use secret passageways, get items from the blacksmith unique to their race, side, or class, and of course decimate enemy forces.

Well I'm finished talking for now. Right now my own ambition is not to make the greatest AoS out there, just to get this thing out there. Please mention any questions, concerns or whatever.

I'll post some character stuff in a while, but for now just to let you know, my spells are so unique that one of my heroes has 4 spells based off of the same ability. Rep point for whoever can guess that ability first.
06-30-2004, 01:46 AM#2
Quickshok
Okay both versions will have a computer AI.

Each normal unit is given a random classification when it is spawned. The three classifications area as follows: Soldier, Coward, or Veteran

These classes will not affect any of their stats, but how they act. For example, a coward will run when he finds himself alone, while a veteran will die valiantly fighting.

Cowards:
Cowards will do whatever according to the scenario will most likely keep them alive. As said before, if they are alone they'll do their best to get the hell out of there. Also if they are nearing death, unless they have a good leader, will run back to the nearest encampment and recover there.

Soldiers:
Soldiers will do whatever their captain tells them to do. If their captain tells them to rush into battle alone they will do it. In the absence of a captain, they will do whatever is the most sensible thing.

Veterans:
Veterans will never turn back. They will do the most glorious thing. To put it simple they just won't ever give up.

Leaders:
Every spawn group will have a leader. The leader has a true/false class, whether they are a good leader or a bad leader. If a group has a bad leader, the leader will have no affect on them (except for the soldiers). A good leader however, can get their units to do anything. They can get a coward to do something heroic, or a veteran to turn and flee.

Well theres my stuff on my AI, and here are two hero previews

Edit: Added the first preview for one of the unique heros: Thordin Stonebreaker
A very skilled siege engine commander. He has no attack, but has control of a siege engine, which is upgraded with the Siege Master's skills.
06-30-2004, 03:57 AM#3
Pyrus
NIce profiles, but how are they gonna be incorporated?
I like the whole cowards/soldiers/heroes concept. Maybe you could change hero to zealot or fanatic as not to confuse people.
06-30-2004, 04:11 AM#4
Mech-Sheep
I definitely like the concept of Cowards/Soldiers/Heroes/Leaders, especially the Cowards! Imagine... A good leader makes the coward charge and suicide-bombs. Now THAT would be great ^_^

What would be even neater is a veteran soldier thing. You know how some AoS', some units JUST DON'T DIE. You could make them veterans with stronger battle strengths :>
07-01-2004, 05:01 AM#5
Quickshok
Quote:
Originally Posted by Pyrus
Maybe you could change hero to zealot or fanatic as not to confuse people.

Yea I was originally going to name them something else, but when I went to post I just couldn't remember, but now I've changed it to veteran. The problem with calling them zealots, is I'm sure that all the ignorant people on bnet (about 99%) think the definition of zealot is "a starcraft protoss unit"

Anemal- I've got some items to make

Demon Essence (dummy item)
When an alliance hero wields this, they will gain the ability to use the port keys as if he were a demon.

Potion of Paralysis (3 charges)
When used, the target will lose its ability to attack for 10 seconds.

Arcane Potion (4 charges)
Recovers 300 mana and gives spell immunity over 10 seconds.

Seal of Removal
When this seal is used, it and all runes the user wields will drop.

Rune of Vengeance (dummy item)
When a unit kills the wielder of this rune, all movement in their body will cease, leaving them helpless for 30 seconds.

Rune of Sacrifice (dummy item)
When a hero activates this rune, they will shed their own blood to slay an enemy, killing themselves but dealing every drop of blood in damage to their target.

Rune of Rage
Using the energy now forbidden to all but the Paladins, this rune will transform the user's anger into energy, dealing 750 damage to the target when activated.

Rune of Discipline
Unless removed, this rune will give its wielder 1000 health, and 500 mana.

That's all for now, and don't worry about the icons, I'll get all those.

And for anyone who is worried about the runes being abused, there can only be one of each and in a game, one hero can't have more than two, and it's more than a matter of buying things to get one.