HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

My Map Idea Thread

11-10-2006, 04:46 AM#1
WTFish
I get so many ideas for wc3 maps, but don't have the time to create them all. So basically this is a dump of all my ideas. If someone likes an idea, and perhaps want to make a map on it, they can pm me or w/e and I can think up some more stuff around it.

These are just ideas, so don't have names or anything, but here goes:

Life Under Siege:

Similar to the real life games, but combined with an aos. You are a peasant, in a city, which is attacking another city. You can learn a profession (like blacksmith so you can forge weapons for your teammates), become a trader(buy and sell goods with nearby cities), join the army....

Eg. If you say joined the city police/night watch or w/e, you would have to catch criminals, defend wagons from bandits as they go out to trade etc. As you gain rank, you will find opportunities opening up for you, to join the army (and fight the enemy) etc. From the army, you can become a hero (similar to dota), or commander (micro units, control spawns etc). By doing specific things according to the job you have chosen, you will gain favour with the king. Ie. as a merchant, donating money to the army to train more peasants as soldiers. You will be able to get higher positions depending on how much favour you have with the king, and he may even approach you to offer you a position. Positions such as a commander will require higher favour than lower positions. From commander, for example, there would be higher tiers you can reach, that grant you more options and income.

The game ends when one team enters the enemies base and destroys their castle (or kills king or something), similar to most aos's. There isn't really a winning team or a losing team, just having fun.


Unit Surround Wars:

The map size is quite small. Basically you start with a few units that have no attack (the minimum number to surround, depending on what model chosen). You kill enemies by surrounding them. While they are surrounded they take damage over time. You gain gold periodically, and from killing enemies. You can use this gold to train more units back at your base (you cannot heal there, and units don't regenerate health). (Could be different system for getting more units, but thats basically the game). Could also be features such as a flag system:

To stop people just sitting in a group, and you can't surround them, you could have one captain unit (the only one with an inventory to carry the flag. Have enemy inventory turned off, so enemies can't see which one is the captain unless he's carrying the flag). The captain unit can have a few basic abilities, like Dota's Meat Hook (pulls enemy close), and perhaps a Meat Push lol. When your captain is surrounded, you lose. You cannot train another.

There is X (depends on amount of people, 1? 2?) flagstands in the map. At your base, a flag will spawn at the start of the game. You can pick this up with your captain (it slows him down by XX%), and take it to one of the flagstands. If the flagstand is already owned by someone, then you go close, you will capture it and another flag will respawn at your base. The flagstand will give some kind of bonus to the player that is controlling it, like aoe life regeneration aura or something.



Unnamed game similar to rob the nest:

Remember the "rob the nest" game you had to play in school?

There are X teams, and in the middle, there is a predetermined number of balls (or w/e item you want), that depends on the amount of teams. To win, a team must bring Y of these items back to their base. They can only bring one at a time. You can also steal them from the other players bases. The map can be arranged with all the players evenly spaced around the circumference of a circle (or an ellipse), with the 'nest' being in the middle.

This map has basically the same gameplay. Every player starts with a few (like 2-4 or something) units that each have 4 (or w/e) abilities. These can be movement enhancing, or hindering, or damaging, damage reducing, w/e. It is a different game than the real life one, because you have to defend your base and raid others, by fighting and killing enemies. I suppose it depends what school you went to lols .



Unnamed modified aos:

Similar to an AOS (there are 3 lanes), but there are only 3 players that have heroes on each side. The other 3 control 1 lane each. They micro the creeps in their lane, and choose what gets spawned etc. Players could have some chat commands to swap lanes with one another. Perhaps with enough gold there could be things you can buy which, for one wave, move all players spawners to the same lane.

Heroes can move between lanes, but creeps can't. (Could have it set in a desert, with land mine fields between lanes, but heroes fly or hover or w/e ).

Other than that, the gameplay is standard aos, with the heroes buying items etc. However, the hero and the player that is managing the creeps in their lane can team up to kill the enemy hero in their lane. (Creep controller surround, then ranged hero kill ).



Rock Paper Scissors - like aos:

Standard aos with creeps, three lanes and items, but with one major change:

Heroes have 3 innate abilities that are stances, Rock, Paper and Scissors (change the names, these are just to explain the concept). While a player is in 'Rock' stance, he will do enhanced damage to players in Scissors stance, and reduced damage to those in Paper stance. While a player is in 'Paper' stance, he will do reduced damage to those in 'Scissors' stance, and enhanced damage to those in 'Rock' stance... You get the idea. Perhaps stances could have a cooldown, and custom models with different attack and perhaps stand animations for different stances (so you can tell what stance you should be in to counter them) would also be good.

Creep spawns could change stance every wave like for both teams the stance is Rock first, then paper, then scissors. Or the stance that the wave chooses is entirely random, or the stance each unit chooses in the wave is random. Any way would work.


Also, I think ranged heros might be too good in this game, so probably everyone is melee.



Random unnamed micro map:

Every player is given 4-5 units with 4-5 abilities to micro. (or w/e values). It is FFA. All the players are spaced out in a circle (or ellipse), and have their own base from which they can heal. (not neutral well, will only heal the owner). When a players unit dies they will be resurrected at their well in X seconds. You gain gold for killing enemies, this gold can be used at your well to revive your units instantly. If your well is destroyed, you will no longer be revived (and can't buy your units back either).
This time taken for revive could be one of a few things:

*Fixed time, always the same.
*Time depending on life of your well, like Life of well / Y. This way you will resurrect faster if your well is about to die than if your well is at full health. It could also be the opposite of this.
*Time depending on the amount of times you have died before. The time to resurrect increases every time. This is my personal preference, because at the start you will not have much gold and can't revive your units with it, but your revive time will be short. As the game progresses and your revive time starts getting longer because of dying, you will have to make sure you get each kill on the enemy, so you can bring your units back fast.

In the centre of the map, there is a wagon (or w/e thing that can move, has quite slow movespeed depending on how long you want game to last, also has 'aloc'). When the first player moves towards the wagon, it will start moving towards his base, until an enemy comes close, when it will stop.

The wagons movement towards which base could be based on the player whos units are nearest the wagon, and have the most total hp or something. This way it will move towards the base of the person who is currently winning the battle.


If the game needs to be simple, it could be when the wagon reaches a players base, that player wins. Or... to make it more interesting, when the wagon reaches the players base, all their units get buffed (increased armor, damage etc), as if the wagon was carrying equipment or something. That way that player can then proceed to demolish his opponents (they lose when all units dead and well dead)... or they could all team up on him and perhaps take him out. If all the units belonging to the guy who got the wagon are dead, and his well is dead, perhaps another wagon could appear in the centre of the map again?

Every unit should have an inventory with only 1 space, and a teleport scroll. With this scroll (cooldown, not charged), they can teleport to any building or unit in map (and bring any nearby allies too)). However, the spell takes X seconds, and the target and caster are not invulnerable, so can be interrupted with a stun. The cooldown for the scroll could be the standard melee balanced cooldown multiplied by the number of units that have this scroll.

Map ends when only one player left with units & well alive. It has the potential to be quite a popular map, because it rewards individual skill, and you can see exactly how much better you are than everyone else (the wagons movement), also, at the end, instead of a boring victory message, all your units get upgraded, so you can potentially massacre everyone else to prove your dominance. People on bnet who need an ego boost can play it, lol. Perhaps UT-like sounds could add to this lols .



Reverse Tag:

Pretty much like tag, but reversed. Those that create the buildings are chasing, and those that destroy are running away. Perhaps could detect when they are surrounded, then deal damage (if buildings can't attack), or give buildings a weak low range immolation.


Really weird type of td map:

Based upon the idea of tower defence, but completely changed:

Instead of trying to kill as many units as possible by building towers, so you don't leak so many units, the aim is to make the enemy leak as many as possible. You don't build towers, but can build walls, bridges, jump pads (when a unit enters it, it will bounce in the direction the jump pad is facing, moving a distance, which could depend on move speed, or maybe not [you can rotate it with two abilities it has]) perhaps moving pathways that have different angles you can choose (when unit walks on one, will move along the direction of it). There would be lots of different structures you can build which change the flow of the creeps, and force them to move (or throw them) in a different direction.

The map layout would have X lanes depending on the amount of players you want, and divided into three sections which each have a gate at the end, which record leaks. The amount of points you lose per leak would be 1 for top, 2 for middle and 3 for the bottom. The unit will not disappear when it goes through the top or middle gates, only when it goes through the last gate.

Creeps would break through your buildings if you completely wall of the lane, and it would be about strategic position of the buildings you can make, that can push as many out of your lane, and into your neighbors .


If your neighbour's score reaches 0, all their buildings will be destroyed. Don't worry, you will not have an empty lane next to you lol, if possible, all lanes shuffle close together (all lanes are identical, picks every unit in your lane, and moves them into their corresponding position in the empty lane next to you [repeat will happen for players next to you now, empty lane where you just moved from]). This way it opens up some new tactics, you see a player about to lose, you see what the player on the other side of him has, then you build buildings to counter his. When the player loses, your lanes are now side by side, but everything of his is now utterly worthless. Hurrah!


I probably have a few more, but I am tired of typing so here is the end . Thank you to those who have read this far.
11-18-2007, 02:12 PM#2
Pinzu
I liked the Unit Surround Wars alot, maybe I'll try make it... I will atleast consider doing it or the Really weird type of td map also a great idea!
11-18-2007, 02:57 PM#3
Mystic Prophet
hey wtfish. been a while. Glad to see you're still as creative as ever.

I like the ideas pinzu does as well as the life under seige idea (though i think it would need slight refinement). The idea of indirectly augmenting AOS armies is interesting.

keep the ideas coming.
11-18-2007, 03:42 PM#4
darkwulfv
WTFish, long time no see. Nice to see you're brain still functions under Wc3... Er something. (I was trying not to say exactly what Prophet said ><)
11-18-2007, 04:22 PM#5
Castlemaster
What about combining "Rock Paper Scissors - like aos" and "Unnamed modified aos". Make players control heroes and creeps, but make that Rock-paper-scissors idea apply to creeps as well (don't make it an active ability, but make it so the player chooses what creeps, and the creeps interact in the paper-rock-scissors fashion). That way, you add another dimension to the unnamed modified AoS.
11-18-2007, 04:35 PM#6
Salbrismind
Wow, very cool ideas for maps. Surround unit wars, the td, and the nest game.
I was worried about the td because mostly when you look at a td there are many towers and there isn't much room for walls or jump pads, there isn't even a good use for them. It would take some real work to make that work.

And the nest game, can u steal from anyone?
11-19-2007, 07:08 AM#7
Tide-Arc Ephemera
These are some bloody good ideas... I see a flaw in one of them... the Surround Unit Wars thingoe has a large snowballing possibility as you might start with a few units, kill one to get income, build one more and then so on.
11-20-2007, 06:52 AM#8
Pyrogasm
Am I the only one who noticed the post date?:
Quote:
Originally Posted by Post Date
11-09-2006, 09:46 PM

I remember reading this thread a long time ago and I thought it was in the Pastebin.... so I'm wondering how it got here.
11-20-2007, 06:56 AM#9
Tide-Arc Ephemera
Last edited by WTFish : 01-25-2007 at 07:31 AM.

Last edited by Pinzu : Yesterday at 02:13 AM.
___

The edit dates reveal that which was fucked up.
11-20-2007, 11:43 AM#10
darkwulfv
Woah, timestamp lol.
11-20-2007, 07:00 PM#11
Salbrismind
Odd no one talked about this until now...