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Terrian Ideas for an AoS

05-22-2007, 08:11 PM#1
Dil999
I'm beginning to think about the terrain of my upcoming AoS. I've been trying to get some good terrain layouts which have 3-4 lanes and are unique from just three lines from one base to another.
So far this is my best idea:
Dark Red = Initial creep lanes (where creeps spawn and battle)
Yellow = Where creeps go after bases die
Black = Team 1 bases
Green = team 2 bases
Brown = Unwalkable areas (forests, cliffs, etc)
Green Lines = extra paths.
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Attached Images
File type: jpgAoSTerrain1.JPG (147.8 KB)
05-22-2007, 08:41 PM#2
Anitarf
You have large parts of the map unused in the top right and bottom left corner. You might want to move green bases a bit to the left and cut the right edge of the map.
05-22-2007, 08:49 PM#3
Syntic_Arrow
if you do like anitarf says you will get about the same as the original version rofl
05-22-2007, 09:08 PM#4
Anitarf
Original version of RofL?
05-22-2007, 10:03 PM#5
Dil999
He means if i do that, you get the standard AoS. One center lane with 2 other lanes which look like L's
I can't think of anything which can fill up those big empty areas. If you have any ideas, tell me.
05-22-2007, 10:18 PM#6
Anitarf
Well, if you would get the standard AoS, then the terrain already is standard, because what I propose is no big change.
05-23-2007, 03:20 AM#7
TheCrystalBlade
You should use those areas as a spawn type area. If you ever played that good AoS for Lord of the Rings, theres building spawns which add spawns to the CPU attackers.
You could also use it for like, inside the MAIN base building, make the main base invulnerable, and you have to go inside, kill the Wizard or something to make the MaiN Base Building vulnerable.
Other than those two, its pretty much useless terrain.
05-23-2007, 03:23 AM#8
Dil999
The reason I posted this thread was for other people to post their ideas for a terrain (I don't care if its drawn ou or just written)
I should have said that in the first post >.<
05-23-2007, 04:02 AM#9
Ammorth
how bought something like this?

Blue and Black (different team bases, with the squares as the home base)
Teal bases (controlled by strong creeps to prevent a quick rush down the sides.
Fuchsia bases are wild merchants, or something else
Red lines are major paths
Orange lines are minor paths
Attached Images
File type: jpgidea.jpg (129.8 KB)
05-23-2007, 07:39 AM#10
CommanderZ
This is my idea

Large red circle - force A base
Large blue circle - force B base
Green - waygates connecting left and right two lanes; there may also be two pairs instead of one
Gray lines - mark parts which should be separated, all other areas should be some sort of forest with many ways through - to gang, escape
Red and blue smaller circles - "subbases" - some additional creeps would be spawned here, but the base would be capturable by enemy team to support them with additional creeps for siege of the main base (where very large battles may occur)

Ammorth: this is IMO too complicated for an AoS, damned b.net dummies need something simplier ;)
Attached Images
File type: gifUntitled-1.gif (8.2 KB)
05-23-2007, 08:24 AM#11
Alexander244
This idea would require a lot more work on an AI than normal AOS's; but I think the result would be a far more challenging and entertaining style of map:

You have two bases at each end of the map, and inbetween them you have a fairly generic piece of terrain, than has open spaces, narrow paths, forested areas, forts/defensive structures etc. Sort of like a melee map, but with even more strategic potential. The aim is still to destroy the enemy base - but the computer could send all its troops at one point, camp in the defensive positions, or just sending 5 troops in each direction. Any strategy, like attacking from the rear, would involve the whole army, not just one hero.

You would need to make a good AI, or a very good interface for humans to control the computer army; but it would be a proper battle, not just pushing an enemy back down a lane.

This would probably be a pain to make well, and too complex for the average b.net guy, but it's still an idea :)
05-23-2007, 07:46 PM#12
Dil999
Where are the creep paths Commander?
Ammorth; way too complicated for the average b.net nub. Plus, imagine trying to figure that out withou seeing a picture of the entire map.
05-23-2007, 07:58 PM#13
CommanderZ
Creep paths are of course these black lines
05-23-2007, 08:50 PM#14
Dil999
Problem is i think the lanes are too close together..
05-24-2007, 10:54 AM#15
CommanderZ
Tha map may be a lot wider, it is just an idea.