| 04-29-2006, 11:59 PM | #1 |
Project: Lands of Conflict v. N/A By. Bluefox Description Lands of Conflict is a slow paced game in which players utilize diplomacy to conquer capturable nodes. Players will have access to different routes of customization for their desired force, and many options when it comes to gathering resources and preparing for war. Unlike most diplomacy-type maps, Lands of Conflict is entirely based in a world of fantasy where possibilities are endless. Objectives In order to gain victory in the Lands of Conflict a team of players must destroy all enemy “farmers,” and have full control of all nation flags. It will be no easy task indeed. Features
Nation’s Flag: Having control of a nation’s flag will grant you +100 income every 6 minutes in addition to your normal +200 income every 6 minutes. There are thirteen nation flags in total. Gold Mine: One of the two non-caputurable nodes. However, they can be slowly mined allowing 1g for each return. They’re not a very efficient way of producing gold, but are designed to help players who are not as close to capturable nodes. Gardens:There are four gardens spread across the map. These nodes randomly produce flowers and food items that can be then sold for extra gold. They are generally more efficient for producing money than gold mines, but also require workers to water them. However, gardens will also occasionaly produce materials used in item synthesis and potion-making. Merchant’s Hill: This unique node grants +100 income every 2 minutes, and a selection of purchaseable items to its owner. Goblin Port: This unique node grants +150 income every 2 minutes. Markets: There are two markets within the map, each grant a +150 income every 2 minutes. Mushroom Cave: A more powerful version of the garden, there are two mushroom caves that each produce a variety of powerful reagents for craft and sale. In addition, the mushroom caves do not require watering. Goblin Laboratory: This unique node grants a +100 income every 2 minutes. Also allows players to take advantage of goblin technology for item synthesis purposes, and other useful additions. It is able to reveal parts of the map and produce goblin zeppelins. Voodoo Lounge: This unique node grants a +100 income every 2 minutes, and access to a selection of powerful items. Fountains: There are three fountains spread across the map that give similar, but different rewards for their owner. - Fountain of Despair: Produces the rarest of all reagents nearby and is able to craft synthesize secret artifacts of untold power. - Fountain of Tenacity: Regenerates nearby unit’s health and produces special reagents within the close vacinity. Also can synthesize rare weapons and armor. - Fountain of Wisdom: Regenerates nearby unit’s mana and produces special reagents within the close vacinity. Also can synthesize unique potions. Obelisk of Legends: The second non-caputrable node is created for players to select their desired hero. After a period of time all players will be directed there in order to choose one of their own. In addition, fallen nations can revive their heroes at the Obelisk. Heroes The Farmer -Your starting unit, does not count as your chosen hero. Constructs some basic structures. Without your farmer you can not be victorious in the Lands of Conflict, he is your most important unit. Abilities: Undecided Undecided Undecided Master Shephard: [Requires level 6] The farmer unleashes a chain of magical energies at an enemy target that jumps to additional enemy units. Enemies caught in the spell turn into sheep for 10 seconds. *Under Construction* Tech-Tree *Under Construction* Progression Terrain: l l l l l l l l l l Unit Design: l l l l l l l l l l Triggers: l l l l l l l l l l Rate: Medium. Total Completion: l l l l l l l l l l Current Team: Bluefox -> Terrain, Triggers, Units. Comments This will be my first “official” map. I’ve been doing a lot of reading up on things, and I hope I succeed in making an enjoyable multi-player map. Feedback is appreciated. Right now it's mainly under concept development, but most of the terrain is done along with some units. ![]() |
| 04-30-2006, 08:18 AM | #2 | |
Looks good, apart from: Quote:
Meaning you'll be doing...? You haven't said what you can do. |
| 04-30-2006, 11:03 AM | #3 |
Everything. |
| 04-30-2006, 11:09 AM | #4 |
Ok, just wondering (you'd be amazed how many people expect other people to do everything..). Looks like it should be a good map when it is done. Bear in mind you still have a long, long way to go. |
| 04-30-2006, 11:16 AM | #5 |
Looks nice GL with it, only Con i can think of is that the game will have huge lag especially for laggers(mh I'm one of em :) and slow computers but GL anyways. |
| 04-30-2006, 11:20 AM | #6 |
Not if it is well triggered (preferably with JASS, if possible) and doesn't use excessive numbers of units/doodads (especiall animated doodads). |
| 05-01-2006, 12:34 AM | #7 | |
Quote:
Looks like a fine map. I look forward to your progression. |
| 05-01-2006, 08:19 AM | #8 | |
Quote:
I very much doubt that Blizzard have fixed the scripting language of a pretty much dead game and not told anyone. Assuming that they haven't, then please realise that not everyone has a massive computer that can handle large numbers of units at the same time as having their RAM stuffed full of leaked memory. |
| 05-01-2006, 04:54 PM | #9 | |
Quote:
|
| 05-01-2006, 06:09 PM | #10 | |
Quote:
With 512mb of RAM, I do (though having a fragged up hard drive doesn't help). I can tell easily the difference between a map with a lot of leaks, and one with none. Anyway, it is a mute point. There shouldn't be any non-native leaks in a map aside from strings. |
