HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

A project once startet

03-28-2007, 09:57 AM#1
UnknownEntity
A long time ago I started a project, though I quited it becuase I played to mutch World of Warcraft. However I've resently startet to continue on it and could use some tips. Its a multiplayer RPG. I just gave it the name "Heroes of Azeroth", is it a good name or should I change it?

Testing what I've done so far it seems great, but I'm not sure if I should increase the level cap, witch is level 20 at the moment. It may seem little but it do take along time to level. Maybe I should increase the level cap and make it easier to level?

I can tell that it is pretty mutch based on World of Warcraft, and I can already tell that I will NOT use any models from World of Warcraft as I don't like how they look in Warcraft 3. Some icons for items have ben used though.

However even if you've reatched the max level cap there is still alot of contents to do. Heres are 3 types of player versus player objectives and serveral player versus environment. Heres a gladiator arena witch is simple to kill your oponent, heres a capture the flag arena, and a AoS based arena, 2 teams fighting echother.

Player versus Player
In the gladiator arena its simple to kill your oponent, its a team deathmatch like game. Here are also some items that can only be used inside this arena (Auto uses whe picked up, like the tomes).

In the Capture the flag arena, the team that first gets 3 flags wins. There are also some special items that can only be used inside this arena such as boots of speed (Auto uses when picked up, like the tomes).

In the AoS arena its 2 teams fighting echother, the first one who kills the other teams leader wins. Here are extra objectives to do witch will increase your teams defenses or send a extra wave of elite forces on the oponent team.

Player versus Envirnoment
Its possible to level from 1 to 20 on your own, however you get bonus experience from quests and therefore it will go faster to level the more quests you do and some quests requires team work from serveral players to acomplish, and usualy these quests gives the most bonus experience. At the end (level 15-20) the real hard contents comes where you realy need to find the exact way to beat bosses, etc. And requires the most team work from players to acomplish. These contents gets harder and harder and variate alot from one to another. Example one is going to be heavily based on a Hero Defense type of map.

Addetional info
I've also added 2 new stats witch is completely trigger based. The reasons to why I added these stats is becuase sure you have played maps where you can level to a high level and get updated items that give you and your oponents loads of health, but your abilities are unchanged and you start to feel they're getting useless. So I made the stats Spell Damage and Healing. Spell damage increases the damage your hero does with abilities, while healing increases the healing done by healing spells. I calld it "Spell Damage" mainly because I didn't think "Ability Damage" sounded like a proper name.

Here are 2 diferent factions, each with 9 diferent classes. At the moment theres nothing special with the factions, they both got the same classes. I've also made sure every class got their own unique roll in the player versus environment contents. The factions are Alliance and Horde, and the lore is based on the Warcraft lore. So at the moment I'd say its after alot of things that happens in World of Warcraft, but its still before the expansion The Burning Crusade.

So, please comment on this. I wrote on top what I needed help with, but I'll say again. I feel heres something that is missing, was thinking of raising the level cap and make it easier to level instead. And 3 heavy player versus player contents? Is that to many? However the base idea of this map was to have a little of everything in one map, instead of making diferent maps for everything. Not sure if I'll fit with all this on one map either, yet.
03-28-2007, 11:38 AM#2
Toink
So it's 13% complete? <_<

EDIT: 2 new stats sound interesting btw.. But how can you see them?
03-28-2007, 04:04 PM#3
UnknownEntity
You can't. Not at the moment at least.

EDIT: It works like this. You see the basic stats Strength, Agility and Intelligence as usualy, but if you get a item that gives +healing it will most likely give twice as mutch +healing than an oposite item with stats would. Its because else the healing wouldn't scale up fast enough compared to how mutch hitpoints a hero gets. And if your hero go a healing spells that heals for 400 and you get an item that has +20 in healing your healing spell will now heal 420. Though sience its made by triggers and a change in the spell description would change it not only for you, theres no way to see how mutch +healing you got at the moment.