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Falitian's CTF (Temp Name)

01-02-2007, 10:39 PM#1
Falitian
Falitian's CTF - In Development
~ By Falitian

Summary:
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.

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 desgined 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.

I also threw together a very underdeveloped and rudimentary backstory for this as well:

Hidden information:
After a week of drudgery at sea, the human man of a moderate age looks upon the peaks of the mountains on the island he has sought for so long. He tips his elaborate hat to the side to pour the water off from the light rain that has been coming down since they came within sight of the island. He is dressed sharply in a fiery red uniform with the emblem of an open flame on his chest, matching that of his ship’s sails. Through the heavy fog and light rain he is able to make out the beach where a few of his ships are heading to land. The wind begins to pick up and the rain starts coming down just a bit harder. Had he been anywhere else this wouldn’t have mattered, but this was not the first time he had battled against this enemy. He quickly turned to the ship and begins screaming orders to send up a barrage of flares. He reaches into his pocket and withdrawals a long, golden scope which he uses to peer out onto the beach. As the flares are shot off, a lone figure is revealed on the waters edge. It is hooded in a long blue robe and is carrying an old withered staff, the rain nor does the fog seem to come near him as if repelled by a shield. The hooded figure moves his head up, and even though the general cannot see his face, he knows that the figure is looking directly at him. The general continues to watch the figure as he reaches down to the water and places two fingers just barely on the top of an incoming tide. All of a sudden, the general is thrown almost overboard. He holds onto the rail as his upper body dangles over the edge. The general looks down as his golden scope falls over the side of the boat, but does not make a splash. Instead it breaks on solid ice that has bitten into the sides of the ship and surrounds it. He looks around in horror as the entire ocean around him has become frozen. He tries to look out at the man on the beach, but is only able to see a blue glow through the beach. All his ships are frozen on where they were. His lieutenant comes to him and asks for orders. The general peers about at his ships, some slowly sinking as the ice has cut large gashes in the hulls, and then looks back at his lieutenant. He mumbles a few words to the lieutenant, and a few minutes later, every ship was glowing bright red as glowing red crates are carried up from below deck by an assortment of humanoid creatures. The crates are placed all along the railing of the ships. Blood Elven mages begin floating up from below deck and place a glowing hand on the crates, causing them to burst open. Slowly, bubbles of magma begin forming in each crate, and then burst, revealing a creature made completely from lava. The creatures are then ordered by the flick of the mages wrists. They all jump over the rails onto the ice below. Instantly the ice beneath them begins to melt, as they slowly crawl forward. After about 5 minutes of this, they all stop and huge pillars of flame begin erupting around them, melting the ice all around them. As the ice begins to melt, a few of the creatures drop into the water, leaving nothing but a pillar of steam rising out of the water.

Standing on the exact spot where the hooded figure was, the General looks out across the beach at his army as they streamed off of the ships in the completely liquid ocean where they are now anchored. The army is nothing he’d ever commanded before. There was an assortment of all sorts of creatures and humanoids. One thing they all had in common was an affinity for heat and fire. This was the Fire Empires strength in full force. He turned to the island he had worked so hard to get to. It was very cold today, although here it probably was rare. The mountain peaks were covered in a heavy blanket of snow from what he could see. As he peered up into the sky, he noticed the rain had stopped, and was now replaced by a light sheet of snow. Anyone else but the general would have thought it very odd to have snow coming down on a beach, but he knew it was a sign of the strength of his enemies. He yelled out orders for them to move faster, the enemy was preparing.
After what seemed to be days, though it couldn’t have been more than a few hours, the general ordered the army to halt. A small goblin messenger had returned, a small mechanical device floating next to his head with its propeller whizzing about on top. He showed a small drawing he had made of what he said was what his “robot” had “seen”. The general was not very trusting of these tricky mercenary goblins, and had little faith in technology, but took the picture seriously.

“Get the stone movers out here! We’ll have the Fire Empires first hold on Frost territory here.” He yelled out.

The general looked back down at the picture he held. It depicted a heavily fortified base covered in snow and ice. It had towers and was streaming with frost forces equally as diverse as his.

“And make sure that it can withstand this.” He muttered to his lieutenants as he handed them the picture.


The history
Hidden information:

History:

The history of the world of Decasear is hard to document. Many believe that it had been inhabited by groups of powerful Rift Walkers, who had torn reality all about the planet so that they could explore other worlds. These adventurers had eventually torn so many, that the stability of the world had been compromised and was torn asunder. Many Azerothian historians compare this to the similar event that occurred in the Draenor, another world they say has a strong connection to theirs, when a powerful mage had ripped it apart by opening a series of portals to other worlds. However, due to Decasears inhabitants power over these rifts, they were able to save the world from being destroyed and turning into a black abyss. What remained was a world covered in water with only bits of land remaining. The Rift Walkers fled their now fragmented world for more suitable worlds, but with their flight, went a portion of the control and stability of the world formerly littered with portals and rifts.

The first inhabitants of the fragmented world were a group of Elven soldiers who had been in the middle of a battle. Elves from both factions, Kaldorei and Highborne as they described themselves, were caught in a large portal that had been forged by a demon one faction had been fighting against, and the other had summoned. This group of elves was sent through the twisting nether, and many had been caught by unstable rifts on Decasear and were thrown into the world. From their records, the new Decasear was similar to Azeroth, as they speculated both had been of the design when the Titans created them. Though, they said that this world was unbalanced. The planet had no moving suns nor moons, but everything seemed to be at a constant standstill. The elves had used their magics to travel to the first land they were able to find and found that it was very cold, and lacked balance with the warmth giving fire. This island was possessed by the spirit of frost as the elves described it. They began forming a community on the frozen island, and their magics, without their former sources of magic, were unable to sustain for long. They adapted the elements around them to power their magic, and gained control over frost and water.

Civil war erupted in the small civilization of Frost wielding elves when the broken rifts of the world brought an adventuring group of humans from a place called Arathi. After months of work, the elves managed to communicate with this group of humans they had been sheltering and brought them into their community, as they were a failing society and, though they had their prejudices, needed any aid they could find. They taught these humans the ways of frost magic, and they became apart of the community. After only a year, the humans had defined leaders amongst their own race and had elven followers form the original community. The humans staged an attempt to control the society through non-violent ways, but this turned into a bloody civil war that raged for only a short few weeks. The defeated and weakened force fled the island to the east. The elven rulers retained some human followers, as by this time, they had fully accepted the race, and the only prejudices that remained were against the rebellion. The remaining force was led by the most powerful frost mage in the remaining population, Telria Frostwind, as he was known after forsaking his Kaladorei name. The human leader of the rebellion was known by the name of Ferathil Trollbane in his old home.

The defeated forced traveled east in their ships. The further east they went, they found that the sun on Decasear grew brighter and stronger. The air became warmer and many of the more absorbed Frost mages amongst the rebellion began to grow weak and many died as their connection to their formerly life-giving Frost was lost. Few of the frost wielders managed to survive the trek across the ocean, but Ferathil refused to turn back. After weeks of travel, the rebellion landed on a large island from which a giant volcano rose. The ships were anchored and Ferathil and his remaining followers went ashore. Ferathil had been a simple soldier in the Frost Nation, but had secretly been practicing the magics of the mages. He had weakened himself severely with his persistent travel to the east. He felt the effects of the new elements as strong as any of his remaining mages, but trudged his men forward. They established a camp and began to form a new civilization. They found that without their magics, they had to struggle to survive in this new and harmful environment. The tropical island was harsh to their bodies which had become adapted to extremely cold weathers. They were desperate for help.

After a few months of this, the rifts brought an ethereal being to Decasear. The being eventually traveled to the island where Ferathil and his followers were camped. They had never seen such a being, as it seemed to be nothing but a floating form of energy. They stayed far form the being as it came to their island and seemed to be watching them for about a week. The being began to travel to the top of the giant volcano that took up the center of the island, and was last seen disappearing into the top of the semi-active volcano. The rebellion had thought that the being had killed itself in the volcano, but after 3 days, the volcano erupted in a fiery explosion. Out of the top came the being, but it was now bright glowing red. It rushed out of the volcano, followed by lava and ash streaming form the volcano, and fly straight towards Ferathil and his followers. The floating mass of the being hit Ferathil square in the chest, causing him to fly out of sight of his companions. Ferathil returned to his companions after what seemed to be hours to his companions who were making preparations to evacuate the island as the lava came pouring out of the volcano. Ferathil seemed to have taken no burns or damage to his body. The only thing that hinted at the fact he had just been hit by a fiery ball of energy was the smoke rising from his body, and the fiery look in his eyes. He staggered up to the lava that was encroaching on his settlement, and raised his hands to the volcano. The lava instantly froze at all places on the island, the volcano became dormant. His followers stared at their leader with bewilderment. They questioned if he had been corrupted or taken by the being.

After he had recovered from his great exertion of power over the lava, Ferathil came to and explained to his comrades what he had become. He said that the energy being had created a communication link with him and explained that it had identified him as the leader of the people here, and as his race had always sought to do, wished to aid in the development of this people and ensure their survival. To do this, he had made himself of the element that was destined to destroy the rebellion, and sent his power into Ferathil. Though Ferathil had become very powerful, the rest of his companions remained normal, but those who experimented in magics formerly had found that Ferathil had become a stable source of potent magic. Ferathil allowed the mages to draw on his energy to fuel their own magics. After a few years, the mages had mastered this new element of Fire, which was plentiful on the island now that the volcano was active. They grew stronger and stronger after fully establishing their presence on the island, allowing Ferathil to take control of the power of the island itself.

The rift had brought both the Fire Empire and the Frost Nation new additions to their civilizations over the centuries from a variety of worlds and times. Decasear’s rifts saw no distinction between time and space, so peoples from a variety of ages and worlds all ended up there. The two peoples began expanding as new additions to their population brought new technologies and magics. They began inhabiting new island, or forming new inhabitable areas on the water that surrounded them. Both prospered and became very powerful and large. After centuries of this, the now almost immortal Ferathil had decided that he should retake and destroy the group of Frost peoples who had banished him and his followers all those years ago. He began the Fire-Frost war that would be waged over great expanses and over generations.




Features:

The map is hopefully going to include the following:
-A unique hero selection system
-Hero's are classified into 4 different groups (Assassins, Commanders, Runners, and Fortifiers)
-Default settings have a more random hero selection system which allows players to only choose which class they would liek to play as, avoiding the clicking race to get the "best" heros and forcing players to become adept at different playstyles, not just being good with one hero.

-A different type of gameplay, involving a more developed player vs. computer aspect, with a less "gankfest" playstyle
-An income system that allows players to play how they want
-Depending on your playstyle, players will increase their income therough a number of ways including Killing Heros, Flag Captures, Flag Capture Attempts, Flag Returns, NPC Kills, Creep Kills, Building Destruction, Flag Defence, and possibly more.
-This should avoid having players always choose a specific type of hero, simply becasue its the onyl way to get money fast and will promote more diverse stratagies for winning.

-Will feature various modes and rule/gameplay modifiers including the following:
Hidden information:
Default/Normal: Two flags are placed at thier respective flag rooms in each base. Players are allowed to choose thier hero type from thier teams altars only. They keep thier hero through deaths. The flag speed reduction is at normal. Creeps Spawn throughout forest. Goblin's are enabled. Team spawns are enabled. By default the objective is to get 3 flag captures for your team to win.

Objective Options: (All of the following modes in addition to Normal Mode can be modified by the Rule Option Modifiers listed below. The amount of captures for a win and such are also modifiable through the dialog box that will appear when a game is selected.)

Single Flag CTF: No flags are initially put in the bases, but a single flag is put in the Goblin mountain to the Northeast. This flag is guarded by a barrage of goblins and towers, in addition to an increased amount of spawns from each teams base. The objective is to steal the flag from the middle, and get it to your teams flag pedestal in thier flag room. "Backdoor" portals are disabled in this mode.

Hide 'n Seek: No flags are placed within the bases. Instead a flag is hidden in the forest. This flag will change it's location every 3 minutes and find a new place in the forest. There is an increased amount of goblin and creep spawns in this mode. Some of the team's base spawns are sent into the forest periodically as well to help search. To win, you must find the flag, adn sucessfully transport it back to your base.

King of the Hill: Only one flag will be in game-play at a time in this mode. There will be no flag placed in game for the first 5 minutes of the game. After the 5 minute "leveling" period, a flag will be placed at one of the two bases. The flag will only remain at that base for 5 minutes. If the team who has the flag in thier base sucessfully defends it from being captured they win the point and vice versa. This will go on for 4 rounds by default, and if both teams are even by the end of the 4th round, the game will revert to a final Single Flag CTF round.


Rule Options:


No Creeps: Disables all creep spawns in the forest.

No Team Spawns: Disables all team associated spawns.

No Goblins: Blocks up the goblin mountain cave.

Specific Hero Choose: Allows players to choose the specific heros from thier teams altars, as opposed to only the type of hero.

All Heros: Allows players to choose thier hero from both teams altars. Also allows players to choose the specific heros from thier teams altars, as opposed to only the type of hero.

Random Heros: Will randomly choose heros for each player. If All Heros is enabled, players may get heros from the opposing side.

No Ressurection: Players Heros will be randomly repicked whenever thier hero dies. If All Heros is enabled, players may get heros from the opposing side.

Class Specific No Ressurection: Players Heros will be randomly repicked from a pool of heros in the original hero's class whenever thier hero dies. If All Heros is enabled, players may get heros of the same class from the opposing side.

Lead Pipe Flag Pole: This mode greatly increases the movement speed penalty when carrying the flag and will also add a stat penalty to flag bearers.

Goblin Invasion: A mass amount of Goblins will constantly pour out from the mountain and will be bombarding bases will all kinds of trickery.

This is an Anti-construction Zone: The builder class and it's hero selection will be removed from the hero selection.



These are a couple heros that are currently planned for the map:
Hidden information:
Hero Model: Non-Hero unit Warden

Hero Name: The Tracker

Hero Proper Name: Malace Shade

Hero Class (Assassin, Commander, Fortifier, Runner): Assassin

Hero Primary Stat: Agility

Hero Team Affiliation: Misc

Hero Base Stats (Str, Int, Agi, Hp, Mana, movement/attack speed) : Low Str/hp, Med-low Int, High Agi, High Movement and Attack speed with a very small range

3 Spells (5 ranks):

-Tracker's Guise: Stops the unit from auto-acquiring enemies, allowing it to disappear and remain unseen at night while immobile. The fading period and mana cost decrease with rank.

-Pitfall: The Tracker lays a pitfall at a set location. Deals damage and entraps enemy unit for set time.
Terrain lowers to entrap enemy unit within. Nothing can enter or leave for set duration. Upon duration ending, the terrain will magically raise.

-Poison Shot: The Tracker throws a poison dart which strikes the enemy doing damage over time. If target enemy is being tracked by Shadow Stalkers, then Poison Shot slows movement and attack speed for set duration. Damage and mana cost increase and are reduced respectively.

1 Ult Spell (4 ranks):
-The tracker calls upon a pack of Shadow Stalkers to find and track down the Trackers enemies. They gain new abilities, increased duration, and slight damage as the spell ranks up.
Have abilities Track, Call of the Hunt (inc. ms), and TrueSight.



Team:

Falitian
JoeSchmoe319
Tin.Can


Progress:

Terrain - 90% Finished
Modes - Default/Normal is 100% finished (needs some polishing)
Rule Modifiers - 70% Finished
Base Code - 100% Finished (It's completely playable as of now)
Heros - Enough for a 3v3 :p
Finalizing - 100% not finished

Here are some in-game and overview screenshots of the map so far.
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. For a more specific list of what I need, and a shorter summary fo the project, go to my Project Recruitment thread ~*HERE*~

My primary need right now, is some ideas for abilities and spells, as that is what i'm currently working on. Feel Free to Post hero ideas that could be useful in a CTF map. I have a hero template for my map made up, it can be downloaded *HERE*
Attached Files
File type: txtCTF hero template.txt (1.5 KB)
01-07-2007, 07:08 AM#2
Ba1100n_Drag0n
[quote]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".[/quote

Awesome. Woo, finally!

Quote:
-Default settings have a more random hero selection system which allows players to only choose which class they would liek to play as, avoiding the clicking race to get the "best" heros and forcing players to become adept at different playstyles, not just being good with one hero.

Again, good idea.

Quote:
-This should avoid having players always choose a specific type of hero, simply becasue its the onyl way to get money fast and will promote more diverse stratagies for winning.

Another great implement.

Seems like you're making good progress, mind if I help with the map somehow? Testing, hero ideas perhaps?

Quote:
Hide 'n Seek: No flags are placed within the bases. Instead a flag is hidden in the forest. This flag will change it's location every 3 minutes and find a new place in the forest. There is an increased amount of goblin and creep spawns in this mode. Some of the team's base spawns are sent into the forest periodically as well to help search. To win, you must find the flag, adn sucessfully transport it back to your base.

That is going to be my favorite mode. Hurrah!

The screenshots are nice. Great terrain. Keep it up.
07-22-2007, 06:54 AM#3
Falitian
Updated after some time with the new progress/story and the such.
07-23-2007, 12:30 AM#4
Fluff
You updated your thread after 6 months to tell us that it is still in production?

Give this man a cookie!