| 01-07-2005, 03:56 AM | #1 |
Hey people, I thought that it was time to get some input/feedback about the ideas that are going into the map i'm working on atm. It's an AoS, and we're planning several things that will (hopefully) make the map truly unique compared with other maps. For pictures check out the gallery on http://snmod.hlgaming.com/ (which is also the homepage of the group that's making the map) Now some about the map: The name is slightly deceiving, there really isn't much about an "Obelisk", in the map with the except of a big obelisk we're going to have sitting in the center of the map, but then again most AoS maps have cool names that have real little to do with the map itself ;). The game plays itself out much like any other AoS, two sides fighting each other, creep units spawn from both sides and charge at each other pretty much blindly and fight while your heroes level up and kill each other. There will be 8 heroes per side (atleast 8 that are planned and in-progress atm, we may add more as we see fit), loads of items ranging from buff items to unique items that there can only be one of per game. Also, our spell system will be (as far as we know) the first of it's kind ever seen in an AoS map, some people will find this spell system idea crap, and I'm well aware of that having gotten quite a load of pretty negative and bad-english commentary on the idea in the past, yet we keep pushing for it... so here goes: Instead of having 4 spells that you "level up" over time, each hero will have 5 spels and two skills, the 5 spells have only one level (this is where you all go "whaaa?"), you heard me, one level per spell. The important thing to realize here is that the damage the spells do is based on a different factor (more on that later). So as I was saying, there is only one level per spell, once learned it never "changes", though it does deal more damage. You also get one spell every 2-5 levels (this depends onw hat we set the max level to, we are unsure of that too), now why do this? Well we thought up a new way of dealing with spell damage: The two skills each hero is equipped with are A: the attribute bonus we so commonly see when people run out of ideas for extra spells to stick on their heroes, and B: a skill that with each level increased increases the damage of all spells you deal by a significant amount. In this way, asy ou level your hero and gain access to your spells, you can choose to either 1. Make your spells deal more damage, or 2. Make your hero more powerful. The base damage of all spells will still be significant, it's not like you're required to spend points on the attribute/spell bonuses, though they have a signifcant advantage. (To make this all work the way we have it now I give a huge thanks to Lord Vexorian and his Caster System 10.5) Along with this (weird) spell system, we have the usual goodies in the map. Also, your main building (the one that when destroyed makes you lose the game), will have several settings inside of it, you can choose what units you want to spawn and what units you want not to spawn. For example: So far on the human side you have the following choices: (note: the hp/dmg of the units is not equal to that of normal wc3 units) 4 Footmen - 2 Knights 3 Riflemen - 2 Priests Later on you gain access to: 1 Peasant (repairs and rebuilds towers automatically) - 1 Siege Engine And that's about all, I'm looking forward to seeing some comments and getting some feedback from all of this stuff we're hoping to put in, and if you get the chance try to pass by the gallery on our website (link is up top) and see the screenshots of the game so far. It's pre-alpha stage so obviously there's a lot missing in it still, and if you have the time and you feel like doing more for this map stop by the forums you're welcome to throw any ideas you have at us, or if you want to help out in some forum you're welcome to post or email us and we'll figure something out for you to work on. |
| 01-07-2005, 04:24 AM | #2 |
Your spell system sounds very much like one for a map I had started, in which spells grew better as they were used. I must say that I think maps are in desperate need of a new way such as yours. I wish you luck, and hope that at the least it helps push DotA at least somewhat out of its current position. |
| 01-07-2005, 11:11 AM | #3 |
Thanks a bunch, I'm hoping too that I can get DotA out of being the top map on battle.net, however unlikely that is. The only real difference between my spell system and a lot of others that are close to that (ala spellcraft for example), is that we allow you to pick between making spells better and your hero better. |
