| 12-29-2006, 06:53 AM | #1 |
For the past month, I've been working on an AoS-styled CTF game based off of my 2 year old memory of Peon_U's ancient pre-TfT game. I've done my best to not play the game as to avoid "overinspiriation". Most of the basic game is finished. I plan to do all the work if no others want to help out with the map, which was the original plan when I started development of this map, all of the current work that has been done on the map has been done solely by me. (Apparently it's a rule that I state that, sorry if I sound pretentious) Game Plan: My goal is to recreate the same feel of the ye olde CTF game originally masterminded by Peon_U. I have integrated some ideas from my old edits of his maps that were done about 2 years ago. The final product should be a CTF game with very fast paced game-play that is focused more on creative use of resources and game manipulation that actual just "I do more damage, I win". The game is being designed to be more player vs. computer oriented than player vs. player. This is not to say that there are plenty of situation where it will be just you against the opponent players. It is designed with smarter NPC's that are programmed to patrol, cast spells, and chase players with a variety of options available to them. This style of gameplay coupled with what I hope will turn out to be very innovative and creative hero ability selections should result in a very unique and fun game. Here's the basic jist of what is finished, and what is planned on being done: Finished: -The triggering of the default game mode and rule options. -The terrain and map layout -The basic functions of the game (it is completely playable and winnable at this point) -The basic units and NPC related aspects -Multiboard (yay!) -and uhh... other stuff... kinda. To Be Finished/Started: -Heros (Yeah, everything pertaining to heros has yet to be started) -All other game modes besides the Default settings -Game rule modifiers -polishing -Full Game Testing -Other stuff probably :p Here's the description of the Default game mode which is completely functional and working: Default/Normal: Two flags are placed at their respective flag rooms in each base. Players are allowed to choose their hero class from their teams altars only. They keep their hero through deaths. The flag speed reduction is at normal. Creeps Spawn throughout forest. Team spawns are enabled. By default the objective is to get 3 flag captures for your team to win. Here are some in-game and overview screenshots of the map so far. (Please note, these screenshots are out of date, and I need to add new ones.) http://smg.photobucket.com/albums/v103/Falitian/CTF/ If you are interested in helping out with this map, I can use you. It doesn't matter what you do, can do, or are willing to do any help would be most appreciated. Here are some more specific things that I need help with though: -Testers (I'm on U.S. West, so it might help if you're on there or make an account there.) -Hero Idea People (If you have an idea for a hero or something, I have a little form - fill-out thingy that you can see here: *HERE* with all the info I would need to turn it into a hero.) -Jass Geeks (I'm trying to learn it, but someone much more experienced would help) -Anyone with any type of skills (or lack thereof) that would like to contribute or help improve the map (Modelers, Skinners, Artists, Photoshopers, People who are good at clicking, Screenshotters, Insomniacs, Map Developers, Geeks of all Sizes, People with ideas, People who hate me, People who Stalk Me, People who Stalk Ben Stiller, ect...) For a more detailed info thread with more detailed information, visit the project thread *HERE* |
| 01-05-2007, 04:09 AM | #2 |
I can possibly help on this just give me a job |
| 01-07-2007, 07:28 AM | #3 |
I'll help with testing & hero ideas. Huzzah. |
| 01-08-2007, 03:02 AM | #4 | |
@ Liklers I coudl really use anyone with any abilities and skills. Just tell me what you can do, and I can point you to what I need help with. No chance you're a jasser? :) @Ba1100n_Drag0n I've posted in the Project thread how you could help me out. This is what I said: Quote:
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| 01-12-2007, 04:38 AM | #5 |
Jass.... I dont know alot about jass ![]() |
| 01-12-2007, 06:51 PM | #6 |
I was just kiddin about the Jass :P Just tell em what you can do, or think you can learn to do, cause there is no limit the amount of things to be done around here. |
| 01-12-2007, 07:14 PM | #7 |
Uh, just how big is the map? The pics you posted seem to be ridiculously large for an AoS. You also have a bunch of unused space on the map, do something with it. |
| 01-13-2007, 03:19 AM | #8 |
im good at triggering, Spells kinda , WeaponArt , Importing , terraining and Ideas =D |
| 01-16-2007, 05:12 AM | #9 |
@ Mezzer The map has a playable area of 148x148 which, in my opinion, is not outrageous, considering that this map is not ment to played as your typical AOS game. For comparision, DotA has playable map area of 116x116. The reason for the larger map size is so that the two opposiing bases can be large enough to be the main centers of conflict and hero vs. hero engagement. The large "woods" to the north east and southwest are ment to be very large and expansive due to the gameplay that is intedned for those areas. They are emtn to be alternative leveling zones for players, as well as centers of attention is certain game modes such as "Hide 'n Seek" where the flags (the main objective) is hidden periodically in these large expanses. @liklers I would really liek to have you apart of this map, as I could really use another triggerer/idea man. Please send me a private message with specifics of your interest in this map and to what extent you could go to help in its development. |
| 01-18-2007, 04:28 AM | #10 |
So when do i start? |
| 01-18-2007, 04:34 AM | #11 |
I'm going to be gone for the weekend starting on Friday, so I won't be around. I'd just ask that you start compiling everything you wanted to contribute to the project, and we can start making it a reality once I get back. |
| 01-18-2007, 04:36 AM | #12 |
erm, your terrain is..lacking apeal you should spice it up..a lot like doodads, hills, maybe a little less fake looking.. like a natural look you know? i dunno, the terrain doesnt apeal to me at all, and i consider terrain a HUGE part of gameplay, because ugly terrain makes the game have a more..unfinished, boring feel.. |
| 01-18-2007, 04:50 AM | #13 |
Well i can spice it up /w some terraining Ow and I do have some Wow mdxs we can use =D |
| 01-18-2007, 04:51 AM | #14 |
This game is centered on strategy and the gameplay itself. To optimize this, the terrain is designed to be a factor in the gameplay. If I were to really terrain this map, it would result in a huge amount of performance issues, as well as pathing and playable game issues as well. Which is why there are few multiplayer maps on bent that have detailed terrain. My specialty in Warcraft 3 Modding is, ironically, terraining, but for this map I have withheld all that to keep the gmae playable and optimize performance and playability. |
| 01-18-2007, 05:07 AM | #15 |
i still think its ugly, and you dont have to sacrifice good pathing to make a couple hills, toss in some natural looking doodads here and there.. i dont think making the map a little more apealing terrain wise would create that many performance issues, but im just one guy... ![]() |
