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Footmen Infection

08-07-2006, 02:47 PM#1
Setreal
Footmen Infection
by Setreal and Zoxc

Summary:

- Footmen Infection is, as the name suggests, a map following the basic styling of a Footmen Wars. There have been certain notable maps that may make such as an endeavor seem pointless (Panto’s map comes to mind). While such maps have made innovations in the genre, it is not our goal to surpass the maps of yore, but rather to create one capable of being accessible to the masses of battle.net. This is something that hasn’t been attempted sincerely since the creation of Footmen Frenzy, and we believe we have a reasonable shot at it.

Features:

Hidden information:
- The issue of heroes is one we have aimed to completely change. Many footmen maps use large amounts of heroes, often borrowing them from ladder. We however are aiming for a core base of unique heroes (at the moment we’re looking at 22 as the magic number, two full taverns each with a random option), which make use of Wc3c’s talented user base. In addition to spells by Zoxc and myself we are also using edits of Blade.dk, emjlr3, Daelin, Nantuko Husk and Vexorian’s work. Every spell implemented is cleared of leaks (or at least they should be), and if not made by Zoxc or myself, usually rewritten for more efficient use in the map.

- Many footmen maps have taken “teching” to extreme lengths, usually in ways I don’t agree with. Having large amounts of races, as is usually true with large amounts of heroes, is basically asking for imbalances and similarities among the races. As with every map on the net, each player begins with a barrack that spawns footmen at regular intervals. From there the player can upgrade their units’ attack and defense, and their buildings’ defense capabilities (this masonry upgrade only has three levels but at a higher cost in relativity to other upgrades, otherwise it would likely never be used). The player also has the option upgrade to one of three tier 1 buildings; the Forest’s Outpost, The Forge of Sin, and The Holy Church.

- Footmen now switch to whatever unit corresponds to the building that the player upgraded to. At this point things shift a bit from the usual. The regular upgrades are still present, but now the player has the option of upgrading their core spawning unit, as well as being able to research the ability to have a 2nd unit spawn, albeit at a slower rate. For example if the player had upgraded to the Forest’s Outpost, Wards of the Forest would spawn in the stead of footmen. The player could now upgrade their Wards of the Forest to Sentinels of the Forest, and could also research the ability for Ancients Protectors to spawn. If the player researches this, they would also have the option to upgrade the Ancient as well, from Ancient Protectors to Ancient Guardians.

- Aside from this the player also has the option to upgrade their building again, to two different tier 2 buildings. For example, had the player upgraded to the Forest’s Outpost, they could now either upgrade to the Grove of Dawn or the Grove of Dusk. When you upgrade to tier 2 it will automatically spawn units depending on what upgrades you have from tier 1. For example if you didn’t upgrade at all during tier 1, when you upgrade to a Grove of Dawn, only Wards of Dawn will spawn. If you had upgraded to Sentinels of the Forest and Ancient Guardians, then their counterparts for tier 2, Sentinels of Dawn and Ancients of Morning, will spawn. This tier 2 building, in addition to allowing the player to upgrade both of their units again, also has a racial upgrade that is unique to it (there’s 6 racial upgrades, one for each of the 6 tier 2 buildings).

- A full tech tree can be seen below. Would love to hear any comments/ideas you may have on our teching system. Nothing is set in stone.

Hidden information:
Techtree

R = Regular Spawned Unit

U = The Extra Unit That Doesn’t Spawn Until Researched. U units spawn slowly.

Forest

Tier 1 (The Forest’s Outpost)

(R)

- Ward of the Forest
- Sentinel of the Forest

(U)

- Ancient Protector
- Ancient Guardian

Tier 2 Option 1 (Grove of Dawn)

(R)

- Ward of Dawn
- Sentinel of Dawn
- Warden of Dawn

(U)

- Ancient of Sunrise
- Ancient of Morning
- Ancient of Dawn

Tier 2 Option 2 (Grove of Twilight)

(R)

- Ward of Twilight
- Sentinel of Twilight
- Warden of Twilight

(U)

- Ancient of Dusk
- Ancient of Midnight
- Ancient of Twilight

Forge

Tier 1 (The Forge of Sin)

(R)

- Sin’kal Warrior
- Sin’kal Champion

(U)

- Initiate of the Forge
- Master of the Forge

Tier 2 Option 1 (The Black Forge of Horrors)

(R)

- Sin’rah Mindbender
- Sin’rah Mindwarper
- Sin’rah Mindcharmer

(U)

- Sin’rah Fearmonger
- Sin’rah Fearpeddler
- Sin’rah Horror

Tier 2 Option 2 (The Black Forge of Torment)

(R)

- Stalked Terror
- Haunted Terror
- Harrowed Terror

(U)

- Forge Adept
- Forge Sorceror
- Forge Warlock

Church

Tier 1 (The Holy Church)

(R)

- Church Sentry
- Church Guard

(U)

- Blessed Archer
- Blessed Marksman

Tier 2 Option 1 (The Sanctum of the Righteous)

(R)

- Righteous Illusionist
- Righteous Sorceror
- Righteous Wizard

(U)

- Arcane Construct
- Arcane Golem
- Arcane Giant

Tier 2 Option 2 (The Empyrean Cathedral)

(R)

- Church Squire
- Church Knight
- Church Paladin

(U)

- Faithful Windrunner
- Devout Windrunner
- Righteous Windrunner


- One feature seen in some maps, but not all, is that of neutral hostile creeps. There are four different sets of units that spawn at the map’s center at regular time intervals (this number will likely increase in later versions, but for 1.0 4 seems to work well). Their arrival is marked by a little beep and a message intoning “Infection Detected”. Sometime in the early game one of four bosses will spawn, each accompanied by one of the aforementioned creep groups (they each correspond to one). After this first boss, creep spawns from now on will receive a stat bonus and have all their abilities upgraded to level 2.

- Another four bosses, that instead of spawning to the first four sets of creeps, will have bodyguards that spawn alongside them. One of these four bosses will spawn at some pre-determined point in the mid-game. Once this boss is defeated regular spawns will receive another stat bonus and have their abilities upgraded to level 3. Most games will be over soon, but if not, at a pre-determined point in the late game one of three other bosses will spawn along with their respective bodyguards Once this boss is defeated regular creeps will stop spawning altogether.

- Hirable creeps make an appearance as well. A shop in the back of the base provides each player with not yet determined creeps to hire. No creeps will be added that don’t serve a purpose, each will be created with a niche in mind. In addition to these creeps, tier 1 and 2 buildings will have creeps available for hire. These creeps serve more as members of an army, ones that you would send headlong into battle with the rest of your forces, while the creeps at the shop would have more a situational purpose to them. Ideas for these situational creeps would certainly be welcome.

- Items are one aspect that was not been set in stone in any means. We had some items made up, but they are quite horrible and will be completely redone. I’d like items to work in stages, in that you would buy items early that help at that point, but would also be useful in thee mid and late game (perhaps through recipes? I’m open to ideas). In addition to items meant for improving a hero there will be single-shot items, such as potions and scrolls that aid either your hero or army temporarily. Some items will cast single-shot spells or have unique abilities (also open to ideas for these).

- There will be no –AR option. Please don’t ask for this.


Progress:

What is Done

Last Updated 8/11/06

- Basic footmen wars premise (i.e. spawn triggers, terrain, etc.).

- Most of the heroes have their spell sets completed, though we’re constantly going back and changing things.

- 3 / 3 Races done.

- All of the neutral hostile creeps have been created.

- Basic potion, early scroll items.

What Needs Doing

Last Updated 8/11/06

- Hirable creeps (including the race specific ones).

- Most items.

- A lot of balancing.

- Addition of unique modes. (Domination, CTF, etc.)

- Cleaning of many tooltips.

- Any new ideas you guys give us!

Storyline:

Hidden information:
- A being beyond simple mortal comprehension. The True God brought life to the world from the vast darkness. The world’s denizens, birthed of the inherent balance within the True God, lived in a harmonious peace under the rule of the immortal King Melchior. Decades passed quietly, the only aberrations in the habits of everyday life were that of the tribes of Kom. Savage and bloodthirsty by nature, they were the only race that had inhabited the world before the coming of the True God. Enraged by the audacity of the human occupiers, they struck out, besieging the world’s capital of Alexandria. Their campaign ended in disaster. The armies of man, lead by the demigod Lion, wreaked havoc among the tribes’ forces. Splintered and demoralized, the tribes of Kom took refuge in deep forests, only sporadically re-surfacing to raid small villages.

- None expected the coming of a creature known only as the Ravager. Born of hate, the Ravager’s only reason for existence was to propagate chaos. After blasting his planet of origin into ruin, he took to the skies, spreading havoc among the stars. He happened upon the True God’s world on his journey across the celestial, a ripe plum for the picking. He confronted the True God, and tore the god asunder, splintering him into his three primal elements; Sin, Redemption, and Chaos.

- The balance of the world was shaken to its very core. Each of True God’s now separate primal elements claimed the world for their own, yet King Melchior refused to recognize any of three as his master. Redemption took the initiative, warping the mind of the demi-god Lion, and forcing him to impale the king upon his blade. With the sole remnant of stability gone, the humans turned upon themselves, vying for control of the throne. Each of the three elements rallied humans to their cause, using their personal avatars to carry out the recruitment. Sin and Chaos shaped their avatars from creatures of the forest, naming them Fox and Viper respectively. Redemption meanwhile employed Lion for this purpose.

- Sin and Chaos, not content with the nature of the humans beneath them, molded them to suit their personal tastes. Sin’s legions resemble horrors from the worst of nightmares, terrors to chill the hearts of man. Chaos’s armies meanwhile took the shape of the mythical forest races known previously only in the stories of children. The races waged war for control of the world under the direction of the three primal elements for years. Recently the discovery of a simple tree has changed the course of the battle.

- The Tree of Eterna Vita, said to have been planted by the True God himself, was discovered deep inside the throes of an ancient temple dedicated to the True God. It was ascertained that the tree granted immortality, and while not useful to the three in that aspect. The power that fueled this ability however, was. The armies of the three descended upon the temple, none managing to gain a foothold. Dismayed, the primal elements each offered immense power and eternal life to any who brought them the roots of the great tree. The three armies fractured in the effort, making alliances among themselves to better their chances in obtaining the precious roots. Four distinct factions have formed from the mixing of the different forces, each intent on destroying the other three. For them, nothing else exists.

- Only the tribes of the Kom stay neutral, hesitant on getting involved with the conflict between the elements. However, bands of mercenaries, restless with the tribes’ inactivity, have offered their services for those with the most coin.

- As the time of reckoning comes near, the ravager watches on as the world falls deeper and deeper into anarchy.


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Additional Information:

- Want to help? Please post any criticism you may have. We’d love to hear any feedback, even if it is negative (can’t improve if you don’t know what’s wrong). Also we openly welcome any ideas you have, for gameplay in general, items, hirable creeps, whatever. We’d also really like to have a feature that could set us apart from other footmen maps, so if you have any ideas for this we’d also like to hear that (keep in mind when thinking of ideas for this we’ve made no use of food or lumber as of yet).

- Soon we will need to start balance testing (and boy do I mean NEED). If you’re good at spotting imbalances and balancing in general, drop either me or Zoxc a line via. PM or here so we can contact you when we start beta testing.

Thanks for reading!

Setreal - Creator
Zoxc – Creator
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08-07-2006, 05:11 PM#2
[niro]
You already stated that there have been many footman wars out there, i think a nice change would be the way the terrain is set up. Perhaps find a new way to have four spots for the players.

Screens look cool, just hope the FX and skins don't lag to much.
08-07-2006, 08:31 PM#3
Zoxc
Quote:
Originally Posted by [niro]
You already stated that there have been many footman wars out there, i think a nice change would be the way the terrain is set up. Perhaps find a new way to have four spots for the players.

Screens look cool, just hope the FX and skins don't lag to much.

Well if it lags you can't blame the FXs and skins =P

I am quite happy with the terrain we got so we won't be changing that much.
08-07-2006, 08:45 PM#4
ragingspeedhorn
I like the terrain, it should stay as it is, what I would like in the map would be some different modes maybe? Not -ar -ap -sm or stuff like that but like a "Domination" mode, a "Capture the flag" mode, stuff like that.
08-08-2006, 12:24 AM#5
Setreal
Quote:
Originally Posted by ragingspeedhorn
what I would like in the map would be some different modes maybe? Not -ar -ap -sm or stuff like that but like a "Domination" mode, a "Capture the flag" mode, stuff like that.

A CTF mode would make certain heroes 'necessary' if a team wanted to win. Domination on the other hand seems like it would fit nicely. We'll probally take a shot at implementing this once the regular mode is complete.
08-08-2006, 10:36 AM#6
ragingspeedhorn
Quote:
Originally Posted by Setreal
A CTF mode would make certain heroes 'necessary' if a team wanted to win. Domination on the other hand seems like it would fit nicely. We'll probally take a shot at implementing this once the regular mode is complete.

Certain changes would be nescesary for each gamemode ofcourse but I really think a CTF would be cool
08-08-2006, 01:32 PM#7
Taur
Same here a CTF for a footies map? Cool ^^
08-11-2006, 04:22 PM#8
Setreal
I have to admit, the more I think about it, the more intriguing a CTF mode sounds. The issue still stands that some heroes will have an advantage (i.e. heroes with blink/windwalk type skills), but maybe you guys have some ideas on this. Also things like TP scrolls would need to be disabled while in possession of the flag, or perhaps removed altogether from the CTF mode.

Also, we'd still love to hear any ideas you may have on the map in general, not just this possible aspect of it.
08-11-2006, 04:25 PM#9
Captain Griffen
Have the flag disable windwalk/blink.
08-11-2006, 04:32 PM#10
Setreal
Quote:
Originally Posted by Captain Griffen
Have the flag disable windwalk/blink.

The problem with doing something like that, is that instead of having certain heroes be overpowered in CTF, certain heroes would be underpowered in CTF. The best solution I could think of was perhaps emptying the mana pool of the hero that picks up the flag, or disabling all their abilities.
08-11-2006, 04:49 PM#11
Tim.
Is there a Tim model yet?
08-11-2006, 06:08 PM#12
ragingspeedhorn
Quote:
Originally Posted by Setreal
Also, we'd still love to hear any ideas you may have on the map in general, not just this possible aspect of it.

I want my ragingspeedhorn hero
09-03-2006, 10:54 AM#13
EvilMinus
Got an idea:

What about a King of the Hill mode?
With something to capture in mid of map. The team that holds this position or item is much stronger, but the others will sure try to get this position/item, what will cause a 3v1 fight.
09-03-2006, 06:08 PM#14
blu_da_noob
That could be interesting if the other teams can work together to over-throw, otherwise it's just more snowball stuff. If you control the middle, you're already winning; you don't want 'win-more' effects.
01-01-2007, 06:20 PM#15
Terisus
CTF or King of the Hill would be great. the only thing is like was stated the advantages that some Heros would have with the flag. To fix this you could make the flag so that it cant TP or that it doest go invisible when the hero uses wind walk. I think that would be the easier solution to the problem. That way once the Hero drops the flag he can still use his attributes of TP or wind walk with out being at a disadvantage. With the king of the hill you could make it so that it is a free for all until the point of when some one takes the center. Now i don't know if this could be done. but once one person takes the center it auto makes the other three a team. thats just a thought but i have no idea if it can be done. just a thought.