My full map description can be seen in the project announcement forum.
I am in need of a terrainer for my map. It is an arena style map with barrens template. I have no real story fleshed out, but a clear picture of desired ambience. One word: brutal. I want the arena to feel unforgiving. Barrens template should accomplish this, but doodads and textures to add to the feeling of brutality are desired. Several items and gameplay aspects already reflect this theme, and I wish to make it consistent.
As far as functional aspects of terrain, I have very clear ideas for the layout of my map. I will, of course, allow artistic freedom, but some functional aspects must be made (4 gates, a spawn area, player spawn/heal/shop area, and others).
My map is still in the alpha stage and on no strict timeline. I will give the terrainer loose time schedules. I am laid back, and personally desire quality over quanity. If you are interested in terraining for this project, please PM me and I can give clearer guidelines for my request.
Quote:
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Originally Posted by Castlemaster
Onslaught Arena Beta
Premise: for those who have played Orc Gladiators, it is the same premise. For those who haven't this is a cooperative survival arena map. 4-6 players choose unique gladiators to work together to fend off waves of combatants. I wanted to improve on the several lacking features of this genre, which I will point out.
Gameplay:
-Cooperative aspects: Gold is awarded evenly each round, not by kills. This allows more diversity in classes since everyone will not have incentive to play purely damage classes. Each class fills one of four roles (healing, tanking, damage, and crowd control), and balance of these roles is essential to victory.
Gladiators:
-8 classes to choose from (4 more will be added by 1.0 version)
-5 abilities per class (1 innate, 3 normal, 1 ultimate)
-Over 80% of class spells are unique (i.e. Solely trigger or trigger enhanced)
-Class abilities have synergy respective to the role the class fills. No heroes have a hodgepodge of abilities, making unit diversity a must for survival.
-example hero: Light Bearer
role: healer, damage
innate: guiding light: when the light bearer casts a spell, it has a 20% chance to heal nearby allies for 10x the Light Bearer's level
Shining Embrace: Puts a buff on a friendly unit for 5 seconds. When the buff expires the unit is healed.
Judgement: Heals a friendly unit for a certain amount or smites an enemy for half as much. The effect is doubled if the unit is afflicted by Shining Embrace or Vengence
Battle Mending: Aura with chance to heal a unit when struck
Vengence (Ultimate): Puts a buff on a enemy unit for 5 seconds. When the buff expires the unit takes a large amount of damage.
Waves:
-10 waves currently
-fewer and stronger units per wave. Allows for more dynamic gameplay that is more than hordes of enemies with one passive ability.
-Dynamic waves. Up to 3 different types of units per wave, allowing for true variance in the enemy being faces
-Each wave typically has one general with active abilities.
-Boss wave 1/5 waves. Single unit with two to four skills that are synergistic for interesting boss fights
-example boss: lightningmancer
abilities: ring of shock, static shield
AI: ring of shock deals damage to all units 300-600 from the lightningmancer (not in close range). casts static shield on a gladiator if units are clumped. Casts static shield on self if too many are meleeing him. This fight demands constant movement since being melee and ranged will periodically hurt them.
Items
-Items are not central to gameplay like most RPG style games. Focus remains on heroes and their abilities.
-Stock items currently in store: stat boosters, damage boosters, armor boosters.
-Item exclusion that only allows one suit of armor, one weapon, one shield etc. to keep items balanced and force players to make tradeoffs in item selection.
Aesthetics
-Efforts are made to avoid dull and "standard" effects. Very few spells have original effects and several are Trigger enhanced to give them a fresh look.
Additions to be made by final release:
Gameplay:
-Corpse system: corpses will become part of gameplay, in addition to certain stock abilities using them (raise dead), unique spells will be utilized by waves and gladiators (ex. unit redeems corpses for life, corpse explosion, gaining a buff from corpses)
Gladiators:
-4 heroes to be added (totaling 12). Each will have 5 unique abilities that work towards a common theme. All have been devised on paper
-"specialization system" will be added. When the gladiators reach a certain level, they will choose a path to specialize in. Ones who have two roles (like the aforementioned light bearer) will progress in one or the other. The progression path will include 4 "upgrade" abilities and a super ultimate. the upgrade abilities will enhance or change the utility of spells rather than simply changing numbers. example: If the "healing" path is chosen by the light bearer, then his shining embrace will add a minor heal over time while the unit has the buff. This creates a great amount of variety and allows the adaptation of units into later roles. A tank/damage class may have to pursue the tanking aspect if the team is mostly damage, or damage if the team has too many healers or crowd control.
Waves
-25 waves total, with the aforementioned qualities.
Items
-more items will be added as well as recipes, while retaining the item exclusion system.
EDIT: fixed typo, thanks MercyfulJester
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