| 09-26-2006, 03:54 AM | #1 |
Game Description Most readers of this post have probably never heard of this map yet, so I will start with an explanation of the basic premise of this map. This description takes more a historical approach, for those interested in it as a project, but it is also worth checking out this thread and the website linked in my signature for a quick player-oriented description plus screenshots and links to the current map itself. This game is most easily described as an AoS. I know, everyone and their dog is making an AoS, it just turned out that way really. The inspiration for this map, believe it or not was the Unreal Tournament 2004 game type, Onslaught. I guess when you port that idea to an RTS engine you end up with an AoS. It's not a hardcore accurate conversion. That would be dumb, real Onslaught is best played as an FPS and the Unreal2 engine does a great job of it. All I really wanted to do was copy the power node network concept, because I like it!After that I added some of my own flavour into it. Just for the fun of it I decided to create hero classes and schools of spells as opposed to a selection of static heroes. Originally there wasn't going to be any NPC-creep-spawn-waves, I wanted Heroes but also other units to control for some more variety in spells and such. However it became apparent that some people don't like controlling multiple units, they basically just want DotA. So I decided to give players options for play style. That involved creating some NPC creeps for each team, restricting the purchasing of controllable units and amplifying the power of items. Additionally I threw in towers, which are available in packs of 5 for heroes to buy and build on the map. I like towers and most people like a little TD action now and then so I figured towers could add some more fun and even more options for play styles. Some goals for this map are:
How You Can Help! I have been working on this map quietly for 9 months now. At first I thought I could just throw something together quick and if people liked it I would work on it more. Well it ended up being approximately 8 months before it even made a public debute! So, if this DOESN'T interest you, if you don't think it is a cool concept and I have some nice ideas, don't just click the back button - tell me to stop wasting my time on this baby! If you do like the look of this map then it is about time I got some collaborators. I would hate to have this map be anything but awesome and fun. Post and tell me what you could offer. Jobs I have in mind at the moment include, spell designing (on the Object and Trigger editor side), custom artwork (models, skins, buttons) mostly for spells, importing the UT2004 announcement sounds about nodes being under attack and such, code optimizing... Map testers are of course needed. People interested in creating in-depth descriptions and strategy articles for my website (though it is probably a little early for that) and people to just help publicize the map would also be a great help. Perhaps you have some idea I haven't even thought of that you could add to this map project. At first I will probably just offer small jobs to people, basically freelance, since I don't really know anybody in the modding community. Think of it as a trial run. I will be sure to give full credit for every trigger and icon created. Once someone has done sufficient work on the map, or at least proven their interest and usefullness, I could include them as a full fledge member of the as-of-yet non-existent map making team. |
| 09-26-2006, 11:13 PM | #2 |
You've been here for awhile, Moss. What do you mean you don't really know the community? If you wanna touch-up your summary, maybe you should stop referring to dota. >.> As for helping, I would like to. What do you have done so far? |
| 09-27-2006, 02:45 AM | #3 |
You mean I registered my account awhile ago? That is true but I get the sense that other members of this forum know or have worked together a lot more. This is my first effort at collaborating with the community. Anyways, thanks for your offer of help! Perhaps you should actually try playing the map first, to see what exactly I have so far. For the most part I have tried to implement things slowly and keep a tight rein on bugs and balance. There are bugs and balance issues anyways, but ya...So what the map really needs now is more content. More spells and items basically. I also want to start adding a few modes, but otherwise the mechanics are almost entirely in place. I thought of a few more things people could do: making items and bug fixing. I have a few nagging bugs and development problems that it would be nice to have dedicated and knowledgeble help for. Also I would appreciate other people to just provide extra input in the map creation to make it fuller, richer, and smarter. A lot of the work would require complete access to the map ideally. I am a little hesitant to just hand out the full thing to people I don't know though. I am sure 90+% of people around here are decent honest folk who honestly want to help and not take over or take off, but I think you can understand that I don't want this project being hijacked, at least not yet, while I still care about it. So what would be nice is if people could sorta post a resume showing what they have done, can do, and even references from reputable people, unless your Reputation rating speaks for itself. IgnitedStar your rep looks pretty good, now what would you say your strengths and interests are?Sorry if the DotA comparison annoys people, but that is just the easiest way to explain it. It is well known and that is the way I think of it. I have played DotA a bit and I feel the games are too long and the combat too hyperactive. |
| 09-27-2006, 03:35 AM | #4 |
Here is a job for someone with triggering skills: Create a system for use as an item ability which is like the amulet of spell sheild except instead of a cooldown simply have a random chance to block a targeted spell. I imagine it will either involve swapping a 100% blocker with a dummy copy of the item randomly, or intercepting a command targeting the bearer and ordering the targeting unit to stop. Do whichever seems best, I just want it to behave exactly like spell shield when it does fire. And a similar job: A 3 level spell called "Interference Ward" which is a ward (duh) that is placed on the ground and blocks enemy spell casters in a large radius and does damage, say 100, 200, 300. The ward would be visible but have relatively high hitpoints, preferably increasing with level. Vexorian's Caster system can be used for anything on my map. |
| 10-04-2006, 06:34 AM | #5 |
Hey, Moss. Sorry, been doing... things in real life. Things about me: Skills Terrain Editor - Don't ask. I like to draw pictures and scenes, but I don't really like to do that with the World Editor. I'm limited on how I can do things, which loses my interest. Triggering Editor- I understand about 60% of all of the GUI stuff(I still need to play around with everything), but if you want it to be done in JASS, then I still have work to do. Object Editor - If there's anything you need in this editor, I'm your man. Grammer/spell checks, etc. But, judging by how you write, I see no need for that. If we're talking about items/heroes/upgrades, you'll have to PM me about that more, so I have more understanding of what you expect. Well, for your first suggestion: It all depends on who is using it. Mulitple units/heroes? Second: Kind of difficult on how you explained it. Do you want a perma-Silence? Or something simliar to Mana Flare? The rep. doesn't really mean anything to me. I think it's just there. Ex: So this guy has 5 blue bars. Doesn't nescessarily mean that he's the nicest guy in the world. There's no need for Vex's caster system for these type of things(from what I think). |
| 10-05-2006, 02:27 AM | #6 |
Thanks for getting back to this, I know there are plenty of other things to do in life , but if you would like to maybe become a full member on this map development then obviously some commitment and results will be needed. I can certainly use some Object Editor help. It can consume a lot of time to be creating descriptions and every stat for all these custom abilities, items and upgrades etc. Unfortunately until you get to know the map and my methods a little more it will still be a lot of work for me to explain everything the way I want it. Perhaps I will PM you detailed descriptions of a bunch of spells and items that shouldn't need too much or any triggering and see how you do with those. For the spell blocker item (the item is already created I just need the trigger enhanced spell) any hero could buy this item. If you are wondering if it needs to be multi-instancable, yes. For the Interference Ward, it is basically like Mana Flare except Mana Flare doesn't interupt the spell casting. I want any attempts at casting a spell in range of the ward to fail, to backfire so to speak. If you aren't sure how to do either of those jobs don't worry about it. But even if you do try and fail it would be good to know what you tried so I don't waste my time on the same thing. |
| 12-27-2006, 09:37 AM | #7 | ||
Quote:
Have a trigger that detects when spell is cast, then set a real varaible to a random number between 0 and 100, then if its greater than a certain amount, make the targeted hero invulnerable for a microsecond or something. Alternative method: add spell amulet thingy spell instead of invulnerable for a microsecond. Quote:
Use mana flare, then if/then/else unit casts spell, is in range of unit from wards unit group, move unit to position of unit. Anyway, this project sounds interesting. I am good at pretty much most things in WE, but I like triggering the most. Is this project still going? |
| 12-27-2006, 04:44 PM | #8 | |
Quote:
*check the date* maybe it is, but I doubt it. it is three months old, you know. |
| 01-17-2007, 09:58 AM | #9 |
Hey sorry, I haven't checked this thread in a long time. The project is still going, I am working on Public Beta 3 which should hopefully be the last before the full version. I will contact rulerofiron99 by PM. |
