| 03-21-2006, 11:18 PM | #1 |
Background: I originally started work on this map with Wazza as the terrainer about 2 or 3 years ago. I left to play some MMO's and just recently quit all of them. So I'm back here, working on the map now and then. The map was supposed to be my masterpiece, as I have been mapping for quite a while. I haven't made any popular maps on WC3, however, I made a few on Starcraft including THE FIRST "Lurker Defense" (I shit you not). I also made Lurker Defense Acrosstix about a few months before WC3 came out. I also made "The Bug" on SC, and various other crappy MTG Arena maps. I've always hung around with mapping communities, including the clan "RPG" from SC. Also with Flike, 3nigma, Dragoon-Elf, and various other people... I then came to WC3 thinking I could map just as well. It was pretty easy to learn the GUI. I heard about JASS, and just had to learn how to JASS just because I guess I thought it was cool. So, I know a little about JASS. I hardly consider myself a "master" of JASS, as some people do. (I used to, though) That's a little info about me and the map. And for those of you curious, I held Mystic on every server. Now I only own it on Azeroth :(. About the Map: Well, the map is a Multiplayer RPG where up to 9 players can play. Players can choose from 16 heroes where they all range in difficulty. Although they are more difficult to play, this does not mean they are more overpowered then the easier-to-play characters. What makes this map unique is the Combat System and Item System that I have planned for it and am currently developing. There will also be very extensive character development involved which will ensure that almost every player has a unique character. Below is a quick explanation of the major features. Characters: There are three kinds of character orientations in the map. They are, Physical, Magical, and Hybrid. The characters have 5 unique abilities called "Combat Abilities" - 4 of these abilities will damage a target, and the 5th ability prevents the character from being damaged. Added with these 5 abilities are an additional 4 abilities that are unique to each character called "Special Abilities". The Special Abilities can level up, as where the Combat Abilities cannot. Combat System: This is where it's interesting. The combat system is not just leaving your character to attack something and occassionally press a spell. The combat is based off of combos, which is performed by the 5 combat abilities that each character has. For example, the "Warrior" character has these 5 combat abilities: Slash, Hard Slash, Thrust, Overpower, and Parry. (Parry being the evasion technique) When a player uses "Slash", all the abilities go into a cooldown with a duration that depends on their weapon cooldown. When a combo is performed correctly, the target(s) will take bonus damage and a special effect will appear. However, there are two things preventing a player from repeatedly doing the same combo over and over. One of them is that there is a timer for you to perform a combo. If a combo is not performed within this set amount of time, it will reset and start over. The other is the Fatigue System. You will deal less damage and attack slower depending if you Fatigue is low. Using abilities such as Slash will reduce your fatigue minimally. However, using abilities such as Hard Slash or Overpower will dramatically decrease it. Parry is a defensive move, as such you will barely lose any fatigue. Not only can you perform combos, you also have the 4 Special Abilities. You can activate these abilities at any time during a combo. They have their own seperate cooldown that can decrease as the ability levels or increase in damage/effect. The Warrior has the ability "Enrage" as one of his Specials. It lasts 10 seconds and will increase all his next attacks damage by 50%, but lose fatigue 45% faster. The fatigue loss decreases with the abilities level. Other characters will have abilities like "Dash" where they can integrate this ability as part of their combo. Others will have more supporting type of abilities to help out in a large-scale battle. Item System: The item system I had was taken out. I am currently implementing a new item system that I hope will be very user friendly. The item system does not use the item grid at all. Pretty simple, players can equip armor and weapons. They also have a quick-list bar where they can use potions, change weapons, or use an item spell quickly during a battle. The quick-list bar is customizable. For those curious, (which I don't care if you steal my idea) the item system is actually a fade filter that's always on the simulate a button GUI. In the north of the interface, near the day/night clock will be there buttons. The buttons are, Equipment, Bag, and Quick-List. When you right-click on one of these buttons, it will open another level of options. Clicking on Equipment will bring up, Armor, Weapons, and Jewelry. Clicking on Bag brings up, Potions, Equipment, and Key Items. Clicking on Quick-List will bring up, Quick1, Quick2, and Quick3. These quick-list buttons have a static image on the bottom of the screen. ______________________________________________________________________________________ That was a quick run-down of the map. Now, if you are at all interested, here is what I need in order of importance: Photoshop Artist Spell Triggerers (JASS or GUI!) Terrainer Thanks for reading! |
| 03-22-2006, 08:43 AM | #2 |
Are you wanting Triggeres to script your proposed systems, or the remainder of the project (quests, skills, spells, etc)? |
| 03-22-2006, 07:08 PM | #3 |
Sorry, I didn't clarify that. I need triggerers to volunteer themselves to do any aspect of the map they please. If all they want to do is create quests, that's fine with me. Any help is needed. The systems however, all have to be insynch with each other. So if someone who is signing up for this project and wants to work on one of the systems would have to know JASS. I realize I also lack some screenies and such, so I'll post some up on the original thread. |
| 03-25-2006, 02:08 PM | #4 |
well you might want to link us to the original thread so we can see. |
| 03-26-2006, 08:19 AM | #5 |
I am willing to help with triggers that dont require JASS PM me |
| 04-02-2006, 03:03 AM | #6 |
I can help you with terraining if u want. sounds really cool |
| 04-02-2006, 05:22 AM | #7 |
Hernang, oh god do I need a terrainer. I totally blow with terraining. I just tried to mix my terrain with the one already placed -- Lolz. Anyways, here are the screenshots I said I would post. |
| 04-02-2006, 02:27 PM | #8 |
OK, here is mi msn [email protected] =D If u need help send me an email or talk with me via messenger I really like that "interface addition with buttons" And... about Multiple Maps... Does that really work (I mean, does Game Cache's work in multiple MULTIPLAYER Maps)?????? :s If that works, it can open a bunch of new posibilities :) |
| 04-02-2006, 03:32 PM | #9 |
Save/Load Code doesnt use gamecache. It works, I already have it on an old rpg I made. |
| 04-02-2006, 08:03 PM | #10 |
Nah, what I meant by multiple maps is have the people save their chars, exit the current game, and create a new game to start off where they left off. |
| 04-02-2006, 09:44 PM | #11 | |
Quote:
For that u need Game Caches ;) I know that works for ONE map in multiplayer, you can play once, save, exit, play again and load But i dont know if u can play a map, save, play ANOTHER map, load :s |
| 04-03-2006, 01:41 PM | #12 |
Well If the map is an exact copy (exept for terrain and stuff) it works. Not sure if the objects have to have the same rawdata, but if the map is an exact copy it should work |
| 04-21-2006, 11:55 PM | #13 | |
Quote:
I like the feature-list. Things like the combat-system, the advancing spells and the resistances sounds very tempting. What I didn't like though, was what you said about also using AoS maps and hero defenses... I'm ok with a herodefense, but plz, NO AoS map... There's way too many of them out there already, and when I play an RPG, I play it because that's what I want to play then. A hero defence is a bit more similar to an RPG though, so that could probably be a fun feature if you made it well. But these maps are just "maybes" anyway right? Because they would require the RPG itself to be more or less completed before being of any use. How far have you gotten with your map really? Seems to me that you haven't gotten that far yet, since you're not asking for any beta-testers. Well, when that time comes, sign me up! It's a big, yet promising project you got going on here now, so don't you dare let it die. I wish you the best of luck. ~ Aray |
| 04-23-2006, 05:17 AM | #14 |
Aray, everything you said is correct. I currently finished coding in a demo hero that uses the combat system I thought up of. I started working on another, but I got side-tracked. I kinda haven't worked on the project for almost a week cause I'm playing DotA like crazy. It's a pretty fun map, I must admit. Anyways, I'ma probably get back working on my project in a few days. Just taking a break from using logic. Thanks for the compliments, I really appreciate it. |
| 04-23-2006, 01:32 PM | #15 |
Phew! I'm glad you finally replied, I thought you had passed away already. I'm terribly sorry, but I smell defeat in the air :'( I just don't have the feeling that you are actually planning to make all of this happen. To me, this looks like it's goin to be yet another one of those diamonds left in the rough... If there's anything you can do to get my hopes up again, please do so Do you have a website? Do you have a team established yet? Do you have a thorough plan on how the finished product is really going to look like?.. All I can see is a great feature-list, but with few results... I know the project is still at it's early stages, but something tells me the chances are it'll stay there. Also, I know how addictive DotA can be, but after all these years I'm finally starting to get a bit tired of it. So please, if you feel that anything of what I've just said may actually have a slight piece of truth in it, then prove both me and yourself wrong, and give this map the overhaul it deserves. ~ Aray |
