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emjlr3's Un-Named New Project

08-12-2006, 01:29 PM#1
emjlr3
So i think I am going to take a break for a bit off of Hulk's Heroes, feel like I am getting a bit burnt out.... :( ... anywho, and this is something I have wanted to do for quite some time now, andthe ideas are flowing

for starters, please read threw all of this is you plan on responding, thank you

now...

so, lets go to it

this is a mini project that I have started, and I am really excited to be starting this and doing something new :)

So, what is it?

It is going to be a mix of between an AOS, an Arena, and a Defense type map, but not very close to any of them to really fit into any of those catagories

There are 2 teams, each with up to 3 players per team(each player gets 1 hero), you have a small base that you are trying to keep alive, lose it and you lose the game, take out the other teams base and you win

The actual lane(of which there is only one) is going to be pretty small, with only 2 set of towers, 1 at the end base, and 1 around the middle of your teams section

There is also a large arena type area, where you can find and fight heroes, or creep neut. creeps for gold/items

You can upgrade your towers and your creeps(for now, more to come), to try and overtake the other team, or you can try to beef up your hero and take it in that fashion.


What is different about this then other maps?

Well I feel I have learned alot of the past few months, from reading posts and threads, playing others maps and playing a part in their creation, as well as making my own. Not only that but I have learned a lot in the actual coding and fun aspect of map making that I think can really help me here

The idea is to make a fast pased, terribly fun and hopefully strategic game, that always keeps you occupied.

The hero system will work differently, but I have not gotten all aspects ironed out yet. I do not think you will level at all(I dont like that really too much, the first 5-10 minutes of the game should not determine who wins, and I want the game to be fun and fast pased from the get go, so having all your abilities right at the start will aid in this).

I like this because, you should not have to level your hero, and give the advantage to the winning team, items should do that for you.

As for stats, they upgrade through battle. You gain int, from casting spells, agil. through attacking, and str. through taking damage. Now your heroes main attribute grows faster then that for other heroes, just like it would if you leveled. And each succesive stat point becomes harder to get, linearly ATM

As for the ultimate, you get that every time you take a total X damage. Then once you use it, you have to take that total X damage and then some to get it back. The level of your ulti depends on the level of your other abilities.

I am also thinking about some sort of mini games, or quests, you do them, you get increased stuff, either for your hero, or for your base or creeps, or something, should add to team work, cuz you will need the whole team to do them. There may also be some sort of drop from killed heroes, which is needed to either upgrade your base, or get the mega items, or something

What do I got so far?

Great looking lively terrain, almost all aspects of the game working full functionally, and 1 hero

What do I need from you fine people?

Well ideas, thoughts, suggestions, and general help/testing is always wanted. If you would like to participate in the creation of this, let me know, and we can talk some.

I am also interested in anyone wanting to pop out some skins. This will feature no unique unit models, but skins it will

1 very interesting thing is, I will realise this open source...I feel no more need to hide my knowledge and information, people will be able to learn a lot about map making and JASS coding from it, and I think that is good. I will however also release an optimized version, which is for actual playing online and such, because it makes it smaller and faster

dont talk about hero AI just yet, I may down the road, but I want to worry about getting the map started for now

anywho, I hope for a lot of discussion here about this, and please everyone, let me know what you think!!!

**New version up for playing!**

Play, enjoy, and please leave comments!

Progress

Terrain : llllllllll 99%

Triggers : llllllllll 95%
Items : llllllllll 95%
Heroes :llllllllll 95%
08-12-2006, 01:36 PM#2
DeltaOne
Even though I'm in no way qualified to help you, I like your project.

Hope that it materialise soon enough :)
08-12-2006, 05:36 PM#3
[niro]
You need to do something about those trees, they don't fit the tileset at all. I enjoy small aspects of AoS in games. should be cool.
08-12-2006, 09:00 PM#4
emjlr3
it looks better in game then it does there IMO

got a better tileset in mind?
08-13-2006, 08:47 AM#5
desmasic
I agree with [niro], those trees look terrible.. among other things like nicely laid same colored flower patches all over the place. I guess you are trying to give it more random look for a level but it's not working. Also, I recommend rescaling the models to a bigger scale to make it more realistic (in fictional sense).

What's the first thing maps like TGS, DOTA and TOB have in common? Their level design sucks. Mostly cause they don't have a look in mind, they are just trying to copy what others have done (one used ashenvale tileset and doodads, other does the same). AOS/FW type games should always give a look of an arena, cause that's what works for them the most (organised look).


Also, dump that default WE and use WEU, mix the tiles from Ashenvale, Felwood and Ruins tilesets if you REALLY wanna make it look anything foresty.. and then mix those tiles in the level as well. As for doodads placement, well, that nice waterfall in the corner where the map ends with 5 rock doodads in the air (obvious) doesn't even look in the shot.. and no, this won't look good in-game as well.
08-13-2006, 02:25 PM#6
emjlr3
ok...any comments not related to terrain??? :)

ill have a talk with my terrainer and see what he thinks
08-13-2006, 03:30 PM#7
nooK
Quote:
What's the first thing maps like TGS, DOTA and TOB have in common? Their level design sucks. Mostly cause they don't have a look in mind, they are just trying to copy what others have done (one used ashenvale tileset and doodads, other does the same). AOS/FW type games should always give a look of an arena, cause that's what works for them the most (organised look).
ToB terrain > all
Gameplay > look
08-13-2006, 03:43 PM#8
Anitarf
I think you have some interesting gameplay ideas. For starters, I would just like to comment on the ultimates a bit.

Tank heroes will take more damage than casters, so their ultimates should be balanced accordingly. Also, players will want to use their ultimates as fast as they get them, so they can start accumulating damage again - but that's not very strategic, using an ulti right when you get it (unless you plan ahead and take damage at the right time), so the ulties should be designed so that players think when they'll use them. Just some thoughts.
08-13-2006, 06:21 PM#9
desmasic
Quote:
Originally Posted by nooK
ToB terrain > all
Gameplay > look


(sry about this off-topic reply 'emjlr3')

I have to agree that TOB's gameplay is way better compared to DOTA (not TGS) basically since they have better abilities. As for the 'terrain' (which is called 'level design' usually.. terrain is just ground), it sucks donkey balls. I rest my case.
08-13-2006, 07:25 PM#10
Captain Griffen
Nice to see someone trying something different.

The whole idea of taking damage so as to cast your ultimate, however, is fatally flawed. Some game methods revolve around avoiding damage; however, those that are most skillful at avoiding damage will have less capability to cast their ultimate, effectively penalising them for not taking damage.

Quote:
Originally Posted by desmasic
What's the first thing maps like TGS, DOTA and TOB have in common? Their level design sucks. Mostly cause they don't have a look in mind, they are just trying to copy what others have done (one used ashenvale tileset and doodads, other does the same). AOS/FW type games should always give a look of an arena, cause that's what works for them the most (organised look).

ToB was THE first AoS to use the sunken ruins tileset. Also possibly the first real custom map to use that tileset. Stop trolling.

Why should they use an arena look? As in a round thing, which is the look of pretty much all arenas (both in WC3 and RL)?
08-13-2006, 09:51 PM#11
desmasic
^ Do you have any idea how to design a proper looking map or are you just pulling those points out of your ass? What has TOB using Sunken ruins tileset 'THE FIRST' time got to do with uninspired level design?

EDIT: My last post on this subject in this thread, don't wanna spam.
08-14-2006, 10:45 AM#12
Anitarf
Quote:
Originally Posted by Captain Griffen
The whole idea of taking damage so as to cast your ultimate, however, is fatally flawed. Some game methods revolve around avoiding damage; however, those that are most skillful at avoiding damage will have less capability to cast their ultimate, effectively penalising them for not taking damage.
I disagree. While the concept has some issues, I don't think players would get penalised too much for not taking damage, if anything, the ultimates would keep the game interesting, since they're a way for a side to make a comeback, making the game more dynamic. Keep in mind that the loosing team will get more ultimates only as long as it stays the loosing team - if they manage to turn the tides with their ultimate advantage, then they will loose that advantage, so it all balances out in the end.

penalising a team for winning may seem unfair, but it's a whole lot better than penalising a team for loosing.
08-17-2006, 01:59 AM#13
emjlr3
i thought the whole stoic idea was pretty neat, and unique, ive neve rseen it done before

i agree with anitarf on the subject, liek to hear some talk in the thead

and i am kinda confused as to the other terrain posts, if they wera talking about mine or TOB's

id would like some more talk and suggestions about the terrain

**Update, finalyl resolved the random crash problems, it appears I had one of my random weather rawcodes messed up, so every 45-90 seconds the map would crash 1/7 times, ^^
08-20-2006, 09:08 PM#14
emjlr3
been working on this here and there when I can

*got my first three beta heroes done that I wanted, 1 init, 1 agil, and 1 str
*multiboard and game clock are done
*a few bugs I found here and there are been corrected
* upgrade hero ability and stats system have been perfected and finished
*a few more allied creep upgrades have been added
*new unique creep wave types added for each team, each with their own custom abilities, which spawn throughout the game
*completed the base item shop, and added the uber item shop, which has a neat twist to it, not only in getting the items, but finding it in the first place
*optimized a few things

so once I get a few item done in the uber shop, I am going to release an early beta version, to see what everyone thinks

looking forward to reading comments ^^
08-21-2006, 04:34 PM#15
emjlr3
one thing I am worried about is the whole gameplay style of the map

u can go creep out in the area, or push fight in your lane...just sorta feels like any other map of this style, and i want to make sure that it is and feels unique

im thinking of maybe adding some quest dealies in, or something else I have yet to think about

any ideas are welcome