| 09-08-2007, 12:38 AM | #1 | ||||
Table:
Dawn of Reckoning
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Features:
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Hero Cards
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Thread still under heavy construction(being edited)... |
| 09-08-2007, 04:44 AM | #3 |
I like to work on my maps alone, though I could use some terrainers and some modellers to speed things up and make spells look more cute. And yes, if you read it. |
| 09-08-2007, 08:21 AM | #5 |
Its a little empty without the waves of spawnies involved. The terrain layout though looks like you zeroxed AoM (and a couple others where AoM got it from, but i reckon AoM is the most well known these days), and thats not a feat to be proud of, becouse AoM is a terrible game. Encircling the main base with three tower spots really is not nescesary, give the "expos" some more room to breathe, and make sure there are ways around them, wtc. Try to make good use of cliffs and walkways to sneak everywhere. In your hero design progress you seem to be forgetting one crucial thing. The model and the animations the hero uses. A Raider model does not look buff, it does not look like a tank. Giving it tanking abilities will not make it any more of a tank. Its attacks are also barely believable as beaing cleaving. The raider model was meant to represent swift strikes, you need to keep that flavour in your hero or it will not be believable. Also, if you are using a custom ability, it is best to avoid using names that blizzard allready uses to avoid confusement in your players. Then theres the hero class name. It sais "overlord" yet it has no abilities that even remotrely play into the fact that hes a commanding officer of some kind. You can do better, man. If i where to give this guy a quck ability set It'd be Net or Windwalk, Battle Roar, Endurance/Unholy/Command Aura, and a self-anhancing ultimate like avatar. Try to design the hero from what he looks and feels like when you play him, it helps to make the thing more believable. Oh fuck it, you didnt even give a model with the last hero. Also, both the hero deisgns you did post have two passives. Tsk tsk tsk. |
| 09-08-2007, 08:30 AM | #6 | |
Weee, ya I tried to copy AoM XDXD it looked good for me, but I guess I should change the tile variation, yes? I ran out of names to think of after I finished the first hero. His ultimate is kinda like Metamorph, it makes him into a fel orc raider to show he is really red-hot furious XD Oh and the 2nd hero uses the felguard model with a nice skin :p Quote:
Well I should have taken this into consideration, I am gonna redo the first two heroes after the third hero is done. Thanks erwty <3 Oh, and might I interest you to be my wittle helper pwetty pwease? I'll need someone who understands how a hero should be, to ask some questions. |
| 09-08-2007, 09:02 AM | #7 |
Everything I see in your post makes me yawn. The story, the terrain, the hero abilities. It's all been done, DotA, ToB, AotZ, AoM and all those famous AoS wannabees that I can't remember because they failed at being famous. What I want to know is, what in your map sets it apart from all the rest? And I don't mean worthless differences like "like Precision in AotZ but in a different manner" (woooow, a different manner?), but fundamental differences that make this a new map and not just a new version of AoM. |
| 09-08-2007, 09:17 AM | #8 |
Well so much has been done that you just cannot simply make a map and think of some ideas for 5 - 10 minutes. Dota is based on items, AoM with its complex skills, AotZ with its flashiness and Creep Mercenaries, DoE is based on a pretty cool buff system and also Creep Mercenaries, I try to make my map's heroes and gameplay extremely fun to play and it will be based on team play like in RPGs, it won't be AoM-complex, Dota-Imba or AotZ-flashy, but elegant heroes offering enough eyecandy and fun playability to keep players coming back for more. Each hero will play different roles, and they each do well in their role. But I cannot design the heroes to be perfect on my own, I will need some people whom I can ask questions. |
| 09-08-2007, 09:19 AM | #9 | |
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| 09-08-2007, 09:36 AM | #10 |
And it's not like they really do make their heroes that way. Ofcourse everything has a role. Oh I almost forgot, I also have a neat spell system which allows units to stop missiles, reflect them and such. Where have you seen that before? :P |
| 09-08-2007, 10:13 AM | #11 |
Why would I care that units can stop missiles? Really, it makes bugger all difference. What game style are you aiming for? To me, this seems like a prime example of bottom up game 'design'. |
| 09-08-2007, 10:17 AM | #12 |
I can't really judge a map, without playing it, so when it's done (and it better be!), I'll give it a go. From what I've reed, it sounds good. I don't like maps that tend so hard to be unique, that they complicate the general point of the game. It would be nice if you could send some screenshots of heroes using their "fun and eyecandy" abilities. Good work so far. |
| 09-08-2007, 10:23 AM | #13 | |
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This is why I just sticked to making fun heroes and game play. There are more mini-systems, but I will not reveal them any further until I can release a demo. |
| 09-08-2007, 01:22 PM | #14 |
The terrain is really AoM, the 4 lane,the fountains at the center,the tower spots are nearly the same... Never make a map inspired from another map.It's called "wannabe" as Anitarf said. You need to base your map on something different.It look like Night elve vs scourge again. You should create your own universe. |
| 09-08-2007, 01:40 PM | #15 |
The only things similar are the middle portion of the map and the use of the rock tile + blight variation(which I already changed) The creeps I will use are not the ones in the screenies. Hell no. Oh and thanks for reminding me of the fountain in the middle, that was supposed to be the hero selection area thingy majig. And for the record, I don't like AoM that much. |
