| 03-01-2007, 02:04 AM | #1 |
WotL - War of the Lords Stage of development: IN THEORY, Developing TEAM: Just myself right now. ~CityHall89 Summary: First off I want to say that I came up with this idea thinking it might be a cool combination of current maps that are out there, like an AoS/RPG type where you could choose what you want to play, although if you embark on completing the quests in the map you might start to suffer in the AoS department, but you will receive powerful rewards if you can complete the quests quickly. This idea could be pretty complicated. There is one faction, the Humans and another the Night Elves which once used to live in harmony on different sides of a mountain until they each overstepped each other's boundaries and now they each have under their control the opposing team's "princess". The ultimate goal of the map would be to infiltrate the opposing team's base, take control of your princess, and get her back into your base safely. The only reasonable way to do this since it is heavily guarded is to completely destroy the entire base. There would be multiple entries into each of the bases (they are mirrored for balance purposes) such as sewer entry, main gate, path from north and path from south. The two countries would have a total of 3 land paths to attach each other from, and because they are settled on a large lake, they have several naval paths, which will land troops on the other side of the shore if they ever get there. The AI would upgrade itself based upon the kills it received in the game and would upgrade the units of which killed the most before anything else. There would be a periodic "elemental invasion" upon each of the bases which would require assistance from the heroes or their base might suffer heavy damage from the attacks. (The Humans might have a very large Jaina figure that repeatedly summons huge water elementals to attack the base where the Night Elves might have a very large Furion which summons large treants or something to that extent.) There would also be an additional base on the Human side for quests to be completed, like a large forest and city full of bandits. The Night Elves would have something almost identical, the Orcs might be chopping up their forest and they have an Orc encampment to complete quests against. Now we finally get to the heroes. Each side would get to choose 5 of their own heroes, selectable by their own race only, or they could choose a mercenary hero which would be pick able from either side. Also there would be a -random feature and you be able to receive any of the total 14 heroes. The heroes I was hoping to have (didn't really mind if the map wasn't completely balanced, I believe just having some cool features and spells would still be fun) each of the heroes would have two active normal abilities, a passive ability and an ultimate ability. Perhaps you would be able to have ONE shop-bought ability as well, but would be expensive. So far I have come up with 5 heros/abilites that I would implement into this map: (these are all subject to change, so please any comments you have go right ahead.) Features: -AoS/RPG -capture "princess" and return back to base -14 heroes (5 Human, 5 Night Elf, 4 Mercenaries (both races) -Elemental Invasions -Self upgradeable AI -Side quests (Bandits town/Orc encampment) -Multiple base entrances -item recipes Progress: In Development (still on paper pretty much) Misc.: Seraphic Champion - Swordsman/Captain model from Human campaign 1st Ability (Active) - Wrath of the Heavens: Area cast AoE which is channeled. Friendly units in the area will be healed for x amount (using holy light animation or something similar) while enemy units in the area will be damaged for y amount (using a different kind of animation). About the same size AoE as blizzard, or larger. (X hotkey) 2nd ability (Active) - Invoke Devotion: Target able buff. Short duration avatar type, increases target's size, damage, %spell immunity and hit points. (C hotkey) 3rd ability (Passive) - Holy Aura: Increases nearby friendly unit's hit points and armor. (no hotkey obviously) 4th ability (Ultimate/Active) - Divine Presence: Self buff, creates several balls of holy energy that circle around the hero. When nearby friendly units or the hero itself is damage for at least a certain amount one of the balls of energy will be used up healing the target for x amount. (Z hotkey) Soothsayer or Telepathist- Jaina model, from Human campaign 1st ability (Active) - Mind Blast: Target AoE damage spell. Much like frost nova, high/moderate damage, units affected get debuff which affect their hit rate/attack speed. (X hotkey) 2nd ability (Active) - Telekinesis: Long range single target spell, inflicts low to moderate damage, puts debuff on target which will drain mana/hp over time. (C hotkey) 3rd ability (Passive) - Kinesis: When struck by a melee unit the Soothsayer (or Telepathist) have a % chance to teleport x range away from the hero, chance to teleport would increase per level. (Maybe puts an illusion in place of the hero). (no hotkey) 4th ability (Ultimate/Active) - Invoke Nightmares: Single target spell, puts target to sleep for a short duration and puts a debuff on the target which will cause the target to run uncontrollable for x seconds every y seconds of the game until the target's death. (Z hotkey) Fireblade - Chaos Blademaster model, from Orc campaign 1st ability (Active) - Firestorm: Single target AoE damage, low-moderate damage, causes fireballs to pummel enemies in the targeted zone, either causes damage over time debuff on inflicted targets or a short duration stun. (X hotkey) 2nd ability (Active) - Simmer down: Self buff, hero regenerates health and mana over time, but cannot use any abilities during duration. Hero can walk around while occuring. (C hotkey) 3rd ability (Passive) - Scorching Blade: When the hero strikes an enemy it has a % chance to deal bonus damage and an additional % chance to leave a damage over time (DOT) on the enemy, the DOT will be able to stack up to x times. (no hotkey) 4th ability (Ultimate/Active) - Fiery Rage: self buff, the hero explodes causing AoE damage. Increases the hero's size, damage, attack speed and movement speed but will take more damage when attacked. (Z hotkey) Ethologist - Keeper of the Grove model, from Night Elves melee 1st ability (Active) - Evoke Artricial Behaviors: Single target, causes target to be unable to cast any spells or attack, decreases armor and causes target to run to nearest friendly unit for x seconds. (X hotkey) 2nd ability (Active) - Unknown name: Summons multiple forest creatures to come the the heroes aide (rabbits, snakes, birds etc... you get the idea) Strength and amount of creatures will vary on level. (C hotkey) 3rd ability (Passive) - Entanglement: All attackers (melee and ranged) have a % chance to be entangled when striking this hero. (no hotkey) 4th ability (Ultimate/Active) Deciding on two abilities... (Z hotkey) Primal Behavior: Hero turns into a bear, or some strong forest creature, until deactivated. Increased hit points, armor, damage, but slower attack and movement speed. Imprintment: Single target, gains control of target unit (friendly or enemy, not hero) for the rest of the game until it's death, basically a charm that can be used on both factions. Entreprenuer - Admiral Proudmore model, from Human Campaign 1st ability (Active) - Armed Protection: Costs a small amount of GOLD, summons x amount of powerful body guards for the entreprenuer. (X hotkey) 2nd ability (Active) - Capitalism: Steals x% gold of the enemy with the most gold and adds it to his own. (C hotkey) 3rd ability (Passive) - Steady Income: Grants a periodic amount of income which will either increase amount of gold earned or frequency of gold earned by adding levels. 4th ability (Ultimate/Active) - Bribe or Incorporation: Blizzard-size AoE, player gains control of units in affected area for a short-medium duration. Costs a moderate amount of gold. (Z hotkey) Thanks for reading my ideas, (sorry for it being really lengthly)! I was hoping that by posting here we could come up with some cool ideas for the map, and I am pretty sure many, (if not all) of you have more experience making maps and heroes and could help me along here. So far i started making the heroes in a blank map, for testing abilities and I just hardly started making the terrain for the map. If anyone wants to suggest their hero/ability ideas go right ahead, I'm all hears to any kinds of suggestions that anyone could have. =) I'll try to post a SS of the terrain I was aiming for, perhaps it would be bigger than what it is now though. (about 1/3 to 1/2 the size bigger.) PS the path going out into the middle of nowhere would be a way gate to the other side of the map, and the creeps would continue fighting towards the other base from there. |
