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Project: Jasolyr & Lirika

09-08-2007, 11:52 AM#1
Quillraven



Story:

There are 2 villages in the frozen landscape of Northrend living side by side. The first village in the south-west is Jasolyr, a village of glory and justice. It is known for its equity and its friendly and hostile villagers.
On the other side, in the north-est, there is Lirika, a village of doom and iniquity, known for its bruta and evil villagers.
One night Jasolyr was attacked in a cloak-and-dagger operation. Noone knew who it was, but for the villagers it was clear - it was a cowardly attack of Lirika and they wanted revenge in the same night.
So Jasolyr prepared for an attack against Lirika, destroying their holy shrine to take them away the most important thing for their villageers.
Somehow Lirika notived this plan and prepared too with the same target - destroying Jasolyr's shrine.




Features:
  • Language : English
  • Hotkey System
  • 6v6 Players
  • 12 different heroes with custom spells
  • about 70 items
  • itemfusions
  • 2 hidden shops
  • 1 worker per player to construct barracks and other building
  • Peasants and Acolytes (the worker) have different skills. The Peasant has blink and shackle and the Acolyte sleep and swap.
  • ~ 20 upgrades to get new technology for buildings, items and alchemist
  • Alchemist can be used by heroes. You can mix ingredients to create powerful spells
  • 10 alchemistic formulas (7 secret formulas)
  • Neutral outposts, that can be overtaken with your worker




How does the game work?

You start the game in the same night when Jasolyr was attacked. First build some barracks with your worker and the first towers to protect the barracks.

There are 3 different lanes. One is in the north (at the snowy landscape), one is in the south (gras landscape) and the last one is the central lane, where most of the spawns will run.

When the construction has finished, the heroes from the village's tavern will soon be ready to hire. Heroes can carry items and use spells to reinforce the village's troops. You can also go creeping in the northern part of the map to gain items, gold an experience but take care, the creeps are powerful ;)

The troops of your barracks spawn automatically when you've finished a construction.
There are 4 different types of spawns: Melee, Siege, Caster and Air. Caster have abilities (like Frenzy) and can learn new abilities (like Healing Rain for priests).

The target is to destroy the enemy's shrine.


Heroes can level up to 32 (6 levels for basic spells, 4 for ultimates and 10 for Attribute Bonus).
You can also upgrade your troops or equip them (f.e. you can give footmen a fireblade to deal more damage and gain a small ranged attack).

Some upgrades work on the whole team (upgrades from the army-leader of the village), while other upgrades only work for the specific-player (upgrades in the tech building).

Another "new" aspect of this map are the neutral outposts, that can be overtaken with your woker (more information below).

The last new aspect is the alchemist system. Some of you will know the game Secret of Evermore ;)
You can learn your hero the alchemist to mix powerful spells. F.e. you gain a powerful Frostbolt (20 charges) if you mix 2x Dry-Ice, 1x Roots and 1x Gunpowder.




Screenshots:






Jasolyr's Heroes





Neutral buildings




Neutral buildings can be overtaken with your worker.
Just repair them and you get the control. If a neutral building dies, it will respawn after 60 seconds at the same position.
There are 4 kind of neutral buildings:
  • Walls: perfectly to block enemy troops
  • Energy Tower: a good anti-unit tower
  • Death Tower: an anti-hero tower
  • Burrow: Makes worker who use it invulnerable. The burrow also gains more attackspeed the more worker are using it.




Lirika's Heroes





Have fun playing it



Quillraven


P.S.: Some of the screenshots are old (especially the Hero's screenshots - some of them have new spells) and not all features are included by now. It's just an alpha version but its playable ;) (only 6 heroes are ready yet, so please play only 3on3)

P.P.S.: Sry again for my bad english :)
09-19-2007, 01:07 AM#2
~Void~
Your...terrain...SUCKS
Other than that, nice.

Just a tip, take away the cliffs on the northern part of the map and use rock doodads instead. That way you can walk around in there O_o
09-19-2007, 01:49 AM#3
TaintedReality
I would definately not say it sucks. You really can't even see any terrain from his pictures (except in the overhead, but that doesn't show you much what it's really like). From the pictures I saw, it could be improved, but looked decent.
09-19-2007, 08:28 AM#4
erwtenpeller
Quote:
Originally Posted by TaintedReality
I would definately not say it sucks. You really can't even see any terrain from his pictures (except in the overhead, but that doesn't show you much what it's really like). From the pictures I saw, it could be improved, but looked decent.
It shows the gigantic heaps of randomly scattered cliffs to fill up enormous bits of wasted landscape. I dont give a shit about what that does aestatically; its just plain bad design.

Its an interesting setup for an AoS(?). Some things need to be looked at though, heavely.
  • Hotkeysystem.
    Say what? you mean the hotkey system blizzard made for you, or have you actually somehow constructed a whole new system? if not, please dont mention it.
  • Itemfusions.
    What is this? how does it work? is it a recepie system like any other, or can you merge any item with any other item? If so, why? i usually consider it a good thing your inventory is limited, it forces you to make choices in how to build your hero.
  • 1 worker per player
    Right, what if it dies? does it revive/can it be revived, or are you just fucked the rest of the game?
  • Attribute bonus
    I never saw the point in this as your hero gains attributes per level by default and any lacking attributes you can fill up with items.
  • 6v6
    Yet you stick only three heros per side in there? at least fill the gaps with blizzard heros so we can play the map as we're supposed to.
  • PvP
    There is one terribly important aspect you have not mentioned at all. How are hero deaths/kills handled? is there a bounty? are there assists? Death penalties?

Last but not least: The heros.

They're Horrible. Just, terrible. Agonizing.

First of all, dont name a custom ability the same as a blizzard ability. It'll get people verry confused. They see the name, learn it thinking they know what it does, it doesnt do what they think it does and they go "OMG GHEY ILEAV".

Everything is so poorly named and daft, i just cant wrap my mind around it. Nobudy wants to play these generic "DARK EVIL KNIGHT" heros.

Shit, if i where to make a parody of the genre, it'd so definetly have a hero called "DARK EVIL KNIGHT". But you're serious, arnt you?

---

The only thing that i like, that is orginal, and leaves me a with a fresh tatse, is your alchemist. You gather recepies and the dude scribes you a spell (bad choice btw, alchemists make potions and consumables, scribes scribe spells, but thats besides the point) and you get to use it a limited amount of times. I'm assuming such spells are comparable in power to any other hero spells? Its a pretty decent concept you've got going there. Needs better taste

i mean, 2x Dry-Ice, 1x Roots and 1x Gunpowder makes a frostbolt? i dont see how that makes even the slightest bit of sense. Not that an alchemist making frostbolts makes sense. If it where a snowball or a frozen potion or whatever, that would make sense. If you where to bring certain runewords to a scibe and he'd scribe you a frostbolt spell, that makes sense.

Has a teeny bit of potentional, but needs a loooot of work, and especially better overall design insight.
09-19-2007, 09:42 PM#5
Quillraven
Quote:
Originally Posted by erwtenpeller
It shows the gigantic heaps of randomly scattered cliffs to fill up enormous bits of wasted landscape. I dont give a shit about what that does aestatically; its just plain bad design.

Its an interesting setup for an AoS(?). Some things need to be looked at though, heavely.
  • Hotkeysystem.
    Say what? you mean the hotkey system blizzard made for you, or have you actually somehow constructed a whole new system? if not, please dont mention it.
    hotkysystem for me means, that the spells have the keys QWER and the buildmenue and techmenue uses the keys QWER/ASDF/YXCV. this - for me- is a hotkeysystem :)
  • Itemfusions.
    What is this? how does it work? is it a recepie system like any other, or can you merge any item with any other item? If so, why? i usually consider it a good thing your inventory is limited, it forces you to make choices in how to build your hero.
    well this is not something new but i improve it like in my footmen map. there will be items like in dota : item a + item b fuse to item c. also there will be items that can be upgrade a few times in different ways. for example if you have a basic blade and forge it with steel it gets a heavier damage. else if you forge it with 50% steel 50% rock it hasn't that much power of a steelsword but it gains a bash effect.
    and last there will be setitems or items that if you carry them you hero gains additional boni (you will recognize that with a permanent speceial effect on your hero)
  • 1 worker per player
    Right, what if it dies? does it revive/can it be revived, or are you just fucked the rest of the game?
    worker gave a lot of bounty so you should be careful with them but worker also can be very effective for example a peasant. blink it inside battle if an enemy hero tries to run away and shackle it to finish it off. or use the acolyte to swap your hero out of a deadly move slightly before he dies.
    the negative side of a worker - as i mentioned - is that if a player kills it, he gets a lot of bounty and the worker's owner have to pay additional 200 gold to buy a new one in the village.
  • Attribute bonus
    I never saw the point in this as your hero gains attributes per level by default and any lacking attributes you can fill up with items.
    well sometimes its not bad to push your hero with more attribute points in the beginning. for example if you have a strength hero with a good spell, but your hero hasn't enought intelligence to cast it a few times, you can "push" your amount of mana and manaregeneraiton with the attributebonus without spending important gold into items. that's the main point in the attribute bonus imo
  • 6v6
    Yet you stick only three heros per side in there? at least fill the gaps with blizzard heros so we can play the map as we're supposed to.
    sry, but i won't do that. i don't like the normal wc3 heroes in my maps they are somekind of missplaced there:P
    already finish 2 more heroes so a 4v4 version will soon be released. i just have to fix some bugs and include more items and , of course, i'm waiting for the new terrain :)
    a terrainer better than me helps me in this point
  • PvP
    There is one terribly important aspect you have not mentioned at all. How are hero deaths/kills handled? is there a bounty? are there assists? Death penalties?
    the bounty of heroes is higher than for units but less than a worker's bounty. and the dying hero will get a curse for about 2 minutes which makes him nearly useless for that time. so killing a hero weakens the dying hero's team for that time. for example if you own a whole team , their heroes won't be a problem for 2 minutes and your team's heroes and units have an advantage during this.

Last but not least: The heros.

They're Horrible. Just, terrible. Agonizing.

First of all, dont name a custom ability the same as a blizzard ability. It'll get people verry confused. They see the name, learn it thinking they know what it does, it doesnt do what they think it does and they go "OMG GHEY ILEAV".

Everything is so poorly named and daft, i just cant wrap my mind around it. Nobudy wants to play these generic "DARK EVIL KNIGHT" heros.

Shit, if i where to make a parody of the genre, it'd so definetly have a hero called "DARK EVIL KNIGHT". But you're serious, arnt you?

hehe yeah the names ;) this project is about 1 year old, i just "revived" it few times ago. but be sure the names will change for sure ;)
i always think of yugi-oh when i read the names:D a dark evil knight - he is dark AND evil WOOOW :P somekind of ironic :)
but i change it yes
@ability names: you mean death pact ? well it makes a deadly pact with a unit so the name is program :) but i will see what i can do


---

The only thing that i like, that is orginal, and leaves me a with a fresh tatse, is your alchemist. You gather recepies and the dude scribes you a spell (bad choice btw, alchemists make potions and consumables, scribes scribe spells, but thats besides the point) and you get to use it a limited amount of times. I'm assuming such spells are comparable in power to any other hero spells? Its a pretty decent concept you've got going there. Needs better taste

i mean, 2x Dry-Ice, 1x Roots and 1x Gunpowder makes a frostbolt? i dont see how that makes even the slightest bit of sense. Not that an alchemist making frostbolts makes sense. If it where a snowball or a frozen potion or whatever, that would make sense. If you where to bring certain runewords to a scibe and he'd scribe you a frostbolt spell, that makes sense.

there is a sense in the ingredients. dry-ice is the main part of the frostball : the frost. roots are need for the stun effect and gunpowder adds the area of effect to the frostball. See it isn't as senseless as you might think.

Has a teeny bit of potentional, but needs a loooot of work, and especially better overall design insight.
jepp it's just an "alpha" imo so it really needs a looooot of work :)


thx 4 the feedback :)