| 05-19-2007, 03:36 AM | #1 |
Hey guys, it seems to me that the idea for another DOTA is so typical for aspiring map makers. It's not the custom spells or the terrain that keeps DOTA players coming back for more, its the elements, the rewards. I have started a defense map named Hero's End and I plan on integrating more features and interactivity than other defense maps have put out. Here is a little preview: ![]() Spawns spawn from the base, sides of the map, and near the center of the map. All spawns meet to clash in the middle of the map. Features Both factions can purchase upgrades for their creeps. Upgrades include armor, attack, attack speed, range, etc.. On top of base creep upgrades, you can also upgrade the towers. Creeps also have a 2% (might take it to 1%) chance on attack to use a special ability (it works, but some abilities hit hero's and last till they die, easy fix though) Something I havent really touched just yet was quests. I wanted to give players an alternative to gain gold, experience, unique items, and just to get away from the craziness for a few minutes. Some items add visual effects to characters. Every five minutes, there is a random global occurance, some positive and some negative. I have a few so far but not the amount I wish for. Some include a reward of gold, experience, and a summone creature. Ideas I am loving the idea of hero-to-hero interaction, for instance: One hero buys a flask of oil that is doused on his weapon, he takes his weapon over to the Firelord and the weapon then becomes enflamed. Certain interactions with hero's will make this map more interactive and fun to play. I want the majority of hero's to have their own passive ability to start with, thought it would be cool if they had a little something that helped express the character and seperated them from the rest. Adding siege spawns to help with tower destruction Fixing pathing issues with creeps toward end game A bunch of features go through my head every day and I will update more when I am not watching a movie at the same time I am trying to think. Im just looking for anyone who is interested thanks. http://dev.pixlyn.com/shane/HerosEnd.w3x |
| 05-20-2007, 01:29 AM | #2 |
the more i read the more this sounds like it should b an rpg... if this is gonna end up with all this stuff then its gonna take yonks to download u know? Global effects: TORNADO!!!!! FOREST FIRE!!! RAIN OF FIRE!!! destructive sounds good, but also maybe rain of healing, or super speed, or super damage (for all units on all teams of course) and of course, just for uber fun, invunerability for everything =O ok so these would be very big and would control alot of stratergy and gameplay, but it would certainly b different from dota, also ur map has lots holes *shrug* and having them all clash in the middle sounds very evil. sounds good, in a DotA kind of way... ill help, i can do most basic stuff (basic triggering, spell/abilities, can make ideas, terraining, etc etc NOT JASS) and im also realy bored with playing mafa, i passed it on hard and now im REALY bored.... i just looked at ur map (bloody 600 second delay between posts) and it is retardadley big with little space to fight, and it has a billion towers, they r seriously everywhere, wats up with that??? 124 towers in total.... why did u put so many? its gonna take years to win your map. |
| 05-20-2007, 01:52 AM | #3 | |
That preview is nifty looking actually. Quote:
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| 05-20-2007, 10:58 AM | #4 | |
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You'll have to trigger this, since WC3 random abilities round to the nearest 5%. |
| 05-20-2007, 11:44 AM | #5 | |
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I second that. But it is quite confusing at first, I didn't clearly see where the lanes go. |
| 05-20-2007, 12:40 PM | #6 | |||
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Ah touche, first off, there are a lot of towers because there are a lot of units being pumped out at a time. When the units have the advantage of a hero or two with them, it can be done in a few pushes (if they havent upgraded their towers Secondly, I love your ideas with the globals, thats the kind of open mindedness I am looking for. Thirdly, the map is big with little space, this can always change for I haven't tested it too much for pathing Quote:
Hey brother, I am just looking for open minded creators who love to bend the rules or just looking for something fun, something to get away from typical. It would be great to have custome everything but in the end, to me, it all comes down to the "lets do it again" factor. If you can help, I would appreciate it. So say for instance you had an idea on putting another path in because it takes so long to get from one place to another, let me know, we can do that. Or if you had an idea for a quest, Cool! See where I am getting at? I just want others to have fun man. Also, the status is up in the air due to suggestions from you guys. If I were to continue this map on my own it would be about 20% just because I only touched up on ONE hero so far who is about 90% complete (Venom Queen) and the percentage could fluctuate with the amount of content that is suggested with everyone BUT none-the-less it shouldn't take a long time if enough people are picking each others brains. Say for instance if we made a spreadsheet of objectives and things to get done, I could assign people to do jobs individually but I'm not sure if people would be down with that or what? Would that be a good idea? It seems like things would get done with that structure. Quote:
I think thats what i did, it chooses a number from 1 to 100 and if its 1 then its casted. And thanks everyone else for the compliments on the map. Heres a list of things I would like to work on: Hero's - Abilities, interactions, flow, balance - When I say interaction, I am talking about cool ideas like having certain hero's affected by environmental changes, for instance, a unit turns into a werewolf at night but is a regular unit during the day. Things like that. Terrain - Pathing, smooth shadows (no square looking shadows like when you mess up on making a ramp) Creeps - Interaction, random but legitimate decisions, add in seige units to help with towers -Legitimate decisions are things like if one of the enemy creeps is low on health then there is a 10% chance that all the units within a 500 range will attack him Quests - Once again this is something I have barely touched up on... I would love to have quests that are extremely rewarding for the sake that you are actually leaving the core battle to do your own thing. Things that I would be looking for in quests are when you defeat a boss they will spawn in your base as a merchant (or something like that) and from them you can buy items, upgrades, even more units to spawn along with the normal ones. Quests can be anything, I would love to hear and see ideas on that note. Global Fun - I have touched up on this one already but ideas like Gorman has put out are really fun and cool. I would love negative affects and positive. Upgrades - Uprades for towers and units are one of the things that I have already made. Whether they are balanced or not is not a sure thing but thats what testing is for! If anyone has any ideas for upgrades, shoot it in this thread. Things like adding a multiple shot to an arrow tower is cool. Hero-to-Hero Interaction - This was something I thought about with a buddy of mine and its very exciting. It can be implemented and balanced and I gave an example of it in my initial post. If you have any ideas for cool interactions (OF COURSE THIS WOULD INVOLVE KNOWING WHICH HEROS WILL BE GOING INTO THE MAP) then let me know. Thats all I can think of now but if you get the drift, Im not trying to be demanding. I just want cool people to get on a cool map. If you feel you can be a part of this, then help out :) |
| 05-24-2007, 09:44 AM | #7 |
IDEA #1 - hero u should have a "weather man" type person, to predict weather and maybe sheild effects for short periods, skills could be some thing like: - predict: has X% chance to predict the weather correctly (would need to have a longish cool down, so that u cant just cast it multiple times and see if u get one re-accuring, also u would be required to randomise weather a while before they change, or u could have a 10 second period in which u could predict) - phsycic umbrella: (possible passive or cast) sheilds units within X of the hero from part of the negative effects of weater * at this point i think of a panderan in raincoat, how mad would that be??* - enhance effects: (auto cast) enhances the effects of weater, increses rain of fire damage, or what ever else, for limited time of course - hold weather: (channel) the hero channels their power to make the current weather remain for longer, so insted of changing it remains (i can just imagine a team devestated by a rain of fire being so happy that its about to end, then the "weather man" casts 'hold weather', priceless ^^) - Control weather: (ULTIMATE!) the hero chooses a weater type, there is a 50% chance that this will be the next weather type to come, predict is disabled for 15 seconds after 'Control weather' is cast. You would have to limit each team to one "weather man" of course, but it would be strategicly excellent if the weather effects were extreme enough. IDEA #2 -hero, possible hero-to-hero A kind of 'Banshee' type hero that can possess friendly and enemy units to do positive or negative effects, this would have to be triggered, as the banshe would still be able to cast spells - Haunt: Makes the banshee haunt a unit, enemy of friendly, all spells automaticly target this unit, and you do extra damage to them when you attack, and all negative/positive spells you cast are stronger. Range, and duration will increase with level, cool down will decrease with level. The banshee will also have sight of the unit. - Random Minipulation: (negative buff) X(1-4) of these effects take place: unit has X% chance to miss, moves X% slower, takes X% more damage from attacks, takes X% more damage from spells, attacks X% slower, in addition to these X(1-4) effects the unit will randomly attacks a unit (friendly or enemy)/or move to a point within 500 every 5 seconds. - Soul binding: (buff) if cast on a friendly unit the unit experiences incresed health regen, and will be healed every 10 seconds for X, if cast on an enemy the unit will experience high health degen, and will be damaged for X every 10 seconds. - Soul preservation: (positive buff) friendly unit experiences increased mana regen, and incresed armour, X% of the damage the unit takes will be redirected to the banshee, and reduced by X% - ULTIMATE: i have no idea.... IDEA #3 - Hero Assassin, sucks at killing creeps, excels at killing heros, is very tricky ^^ - Super human instincts: the assassin has excellent reflexs, if this is activated, and a farsight type spell is cast within range of you, or a crystal ball comes within range of you, you will automaticly teleport to a random location out of range, and become invisible. this has a moderate cooldown. NO LEVELS MAY BE PUT INTO THIS SPELL, IT IS A TRAIT - Disapear: The assassin teleports to target location within 2000 range, the unit then becomes invisible, until they move. cool down and cost decreases with level - Fake disapear: The assassin doesnt teleport to target location within 2000 range, insted the teleportion special effects are played, and the assassin will become invisible for X seconds, at level 3 or higher a dummy assassin will be created at the target location, and will run away from your location. - Assassinate: the Assassin blinks to targeted enemy, attacks them, blinks around them to a different angle then attacks again, this is repeated X times, after this the unit will take X every 2 seconds, this damage will reduce over time, to become 0. - imitate: turns the hero into the same unti type as target unit for X seconds, the owning player text will show up as the same team as the targeted unit, and will have the same colour as targeted unit. this spell may be ended at any time. - utter chaos: (ULTIMATE) the assassin creates many copies of himself, these randomly run in all directions, attacking random units, and blinking randomly, these copies do very low damage, but have critical strike, enabling them to do upto *(insert max damage of assassin)*. after 10 seconds they begin to disapear and the blink special effect is repeatedly played randomly in a radius of 2000. IDEA #4 - upgrade Hero upgrades! a map wide aura effecting heros, obviously this shouldnt effect the auras of individual heros, or maybe combat training, giving all heros bonus to damage, small bonuses of course. IDEA #5 - Hero-to-hero interaction Banshee can posses items, or maybe terrain objects, such as possesing tree gives the unit 'entangle' and 'force of nature', possesing a rock would give 'hurl boulder' (stun), possesing a sword would make a powerful item, this would kill the banshee, but upgrade the item, maybe the if the "weather-man" casts 'controll weather' whille possesed the banshee gains the option to possess weather, choosing to localise weather, such as rain of fire over an enemy hero, and rain of healing over friendly base. such crazy ideas lol Well thats all i got time for at the moment, i realy think that you should figure out terrain (looks like youve got that doen) and creeps (your pretty much done that too) first, then move onto quests and upgrades(pretty much finished by the sounds), then finaly heros, hero-to-hero and global fun. if you can get more people to join you then make a spread sheet that would be awesome =) ~Gorman |
| 05-25-2007, 01:34 AM | #8 |
I Join! I Join! Got some ideas Hero 1Skeleton Spellord Ability 1Black Blast - Fires a spell at a targeted enemie unit and damages them for X damage and if the unit dies it spawns X number of skeletons for the Skeleton Spellord. Skeletons Last 40 seconds.Cooldown 5 seconds Ability 2 - (unknown Name)- Passive - Upgrades all skeletons attack and defence permanently (all summond skeletons plus the spellord Ability 3 (unknown name) - Passive - same as ability 2 except it increases hp and the ammount of time the skeletons are summond for. Ability 4 Skeleton Army - Ultimate!!! - Summons 3 layers of skeletons in a circle around the caster. 1st layer has 10 skeletons and is 333 distance away. 2nd layer have 20 skeletons and is 666 distance away. 3rd layer have 30 skeletons at a distance of 1000 away. Skeletons benifite from Abitity 2 & 3 but have a base summon duration of 15 Ill probably post more heros later but i can to advanced triggers (GUI) and very very very little JASS (only like summoning units and destroying triggers) |
| 06-20-2007, 10:03 AM | #9 |
hav u worked on it at all wayne? |
| 06-26-2007, 10:07 PM | #10 | |
It seemed like this site was down forever, I'm back now and about to look at all the comments! Quote:
GREAT great great ideas! This is what I am looking for! I love the hero ideas and I want to say one thing first about abilities, I want every hero to have at least ONE passive ability. One of my favorite abilities is "Hold Weather" by the Weather Man. I think it's a great idea, hard to implement but will be insanely cool if done correctly. It could also be a passive ability where it has a certain % on spell casting that it occurs. This is also making me realize that I need to randomize the weather like you said because right now the weather is permanent. If I had it change every 5 to 10 min, it wouldn't be too noticeable. Weather Man - The only ability I seemed to grasp onto and love the concept is Hold Weather otherwise I'm confused of his importance. It seems like all he can do it predict weather and shield from weather. What does shielding do? (stats) Why is predicting the weather important to him? (stats) Control Weather, what exactly will this do? If there is wind will he be able to cast gust? Will he be able to cast tornado? I need a little bit more information. These are great ideas, they just need stats is all because without them it seems useless. Banshee - By far, my favorite character you have thought of! The effort you put into this character shows greatly. Haunt - From what I gather, haunt will not actually send the banshee into the targeted unit, it will act as a negative/positive buff. Neat idea! |
| 06-28-2007, 12:54 PM | #11 | |
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ok so some clarification on the stuff u mentioned. i didnt talk about precise stats because i wanted them to be balanced, so you can figure out the exact stats latter. i havent re-read these in a while so i might not be able to explain it all that well, but here goes: 1) "One of my favorite abilities is "Hold Weather" by the Weather Man. I think it's a great idea, hard to implement but will be insanely cool if done correctly." - not exactly hard to implement, as you would have a timer, when it runs out the next wheather would start of course, and the spell adds, for example, 3 seconds for every 1 second the Weather Man channels for. and please dont make a passive based on this, as it should be used tacticly, ill think of a passive soon ^^ 2) What does sheilding do? - well i guess what it does is takes off part of the effect of negative whether, i.e. if the whether will deal 25 magic damage per second to units, the sheild will give them damage reduction vs magic so they take less damage, this of course could work in other ways but would have to be triggered. a gust of wind that would normaly slow movement might not affect them as much, or an earthquake may have less chance of knocking them to the ground. 3) what is his [the whether man's] importance? - he wont be able to kill very well, maybe just spawns, certainly not other characters, but his skills are excellent at killing if used tacticly. If your team is ready for the big push then you may want to wait till after a fire storm finishes, or wait till one starts, so use Predict! Then you could enhance the effects to destory the other teams creeps, while using Phsycic Umbrella to sheild your own. Being able to chose the whether could also turn the game around, should you find your base over-run then maybe a lightning storm could clear out the enemys, or a rain of fire could help you out. The key to this heros sucsess is using the skills smartly, and also the map having extreme weather conditions. 4) Haunt - From what I gather, haunt will not actually send the banshee into the targeted unit, it will act as a negative/positive buff. Neat idea![/quote] - you gather correcly, the banshee will disapear from the players control, but in effect the banshee will become invisible and follow the 'Haunted' unit. So not so much into, although that will be the effect that the skilll will have on the player, and hence it is the concept of the spell, not the actual effect |
