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Dawn of Reckoning

09-08-2007, 12:38 AM#1
Toink
Table:
Update-Log:
September 13, 2007 - Major update, 4 heroes already finished and thread redesigned.


Dawn of Reckoning
.:
The Great War between the newly formed Light Forged Alliance and the deathly army of the Zenith finally meets its end with the Zenith at near extinction and the army of the Light Forged Alliance reaching their destiny.

Enlist in the Alliance to rid this world from evil once and for all or become a Zenith minion and take this world by storm as it plunges into darkness.

Features:
.:
• vJASS Enhanced Spells!
• Fancy Missile System that allows a Hero to repel nearby projectiles made by spells of other units to avoid danger or stop time for a short time!
• Elegant Heroes each designed with the best of care!
• 6v6 System which was pioneered by Tides of Blood
• An Assist System, so each little bit of help helps you get some $
• A cute, simple Inventory System made by Blade.dk which prevents items being whored, thus balancing the game and also extends the Hero's inventory!
• Announcer Voices! Uses sounds from UT 2K4

Hero Cards

.:
Gilgamesh
Long Forgotten
(Credits to Blizzard for the WoW skeleton model)

When we were driven back to the caverns of Icecrown by those Alliance lackies,
we stumbled upon a giant tablet. On it were ancient scriptures engraved on its surface, it looked oddly familiar to the one I had seen in my dream last night.
As I chanted the symbols, the engravings began to glow a dim, teal light.
I began to chant louder and the light became brighter, as I finished a sudden trembling of the ground manifested, and a thousand skeletons rose up from their grave beneath the temple steps.
The tablet crumbled as another skeleton broke free from inside,
the unholy avatar who seemed to be the leader of the army uttered "We are in your debt, we shall forever be bound to your will. We fight as one, we move as one, and we live as one, we are the Long Forgotten warriors of Ner'zhul!"
Such an awe-inspiring day it was, for that day, the Zenith's forces expanded a thousand-fold


Inspired greatly by Myriad, Gilgamesh was created as a super pusher in the game. Though you cannot really control his army of a thousand once you pick him, you can summon them once you hit level 6. Buried from the ground, the army can surprise the enemy and outnumber them greatly. Since Warcraft III cannot really allow you to have up to 1000 units in on screen, there can only be a maximum of 36 units spawned by his ultimate.

Skills:

Ruin

Deals a mighty blow to the target that sends it skidding on the ground a short distance and causes it to bleed at take 12 damage per second for 10 seconds


Dark Imprisonment
(Immobilizes for up to 3 seconds at max level)

Gilgamesh swings his sword, tearing a hole between the nether realm and the target area, creating an eruption that deals damage to enemy units. For the spell's duration, enemy units caught inside the area are entangled in bones and immobilized.

Unholy Strength

Gilgamesh's mere presence boosts his nearby allies' motives, giving them bonus damage and a 15% chance when they attack to knockback their target a short distance.(Melee Units only)

Advent
(Channeled for up to 9 seconds)


As this war rages on, the time has come for the long forgotten to rise from their grave and march once again as a giant army. Every 1/4 of a second, a Long Forgotten skeleton spawns and fights for Gilgamesh. Skeletons have 300 hitpoints, 30 - 80 damage, 4 heavy armor and last for up to 35 seconds.


Thread still under heavy construction(being edited)...
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09-08-2007, 04:44 AM#3
Toink
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
erwtenpeller
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
Toink
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:
Try to design the hero from what he looks and feels like when you play him, it helps to make the thing more believable.

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
Anitarf
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
Toink
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
Pyrogasm
Quote:
Originally Posted by Toink
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.
And it's not like everyone else who makes an Aeon of Strife map says the same thing....
09-08-2007, 09:36 AM#10
Toink
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
Captain Griffen
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
HyperActive
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
Toink
Quote:
Originally Posted by HyperActive
..maps that tend so hard to be unique, that they complicate the general point of the game.

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
Callahan
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
Toink
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.