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Era of War: Spirits - a new kind of AoS

10-02-2007, 09:37 PM#1
Anitarf
In times long past, six great heroes arose to rid the world of war and suffering. Though they ultimately failed, their great deeds gave birth to countless spirits to further their will in the dark age that followed. Sadly, these sacred spirits are now pulled into the very turmoils of war that the heroes sought to prevent.

Two warlords battle for control of a mountain pass. Utilizing arcane runestones, they have bound free spirits to do their bidding. The spirits can wield potent magical spells and are granted a limited power of leadership over their master's troops. By enspiriting any one of the many friendly warriors, rangers and war priests on the battlefield, a spirit gains the power to guide them as well as the ability to cast new spells through them.

The forces of the two warlords are evenly matched. It is up to the spirits to turn the tides and decide this conflict.


welcome to
Era of War: Spirits



EoW:S is a new kind of an AoS; it departs from the conventions of the genre in many places.

The greatest change from a 'traditional' AoS comes in the way players interact with the game. Instead of controling heroes as we know them in Warcraft III, each player controls an ethereal spirit. Spirits cannot attack or be attacked by physical units; they are essentialy invulnerable. They can, however, cast various spells which can affect the outcome of the physical battles being fought by the warlords' troops, or affect the ability of other spirits to do so. A spirit may also take control of a single friendly unit, this allows it to cast new spells and participate in battles, but it also presents a risk since a spirit looses some mana if the unit it controls dies.

Spirits have no use for physical items, so there is no gold to buy them, no bounty to obtain gold. Spirits also do not collect experience of any kind. Thus, any kind of long term self enforcing advantages have been removed from the game; there is no snowball effect. If the enemy dominates you in the early game, this in no way makes it harder for you to recover in the late game.

Spells are designed to be complex, yet not complicated. There are no boring direct damage abilities. Instead, many spells are buff spells (fully utilizing my aBuff system), called enchantments. Some merely boost a unit's attack or defense, but most have more interesting conditional effects that only work if the unit they are on is used correctly, or are a double edged sword and offer both benefits and restrictions, some can even be cast equaly on friendly and enemy targets. Thus, spells must be used wisely, not spammed mindlessly. Each player will have a total of seven spells available, which allows for much more interesting combinations to take place.

The map layout is considerably smaller than that of most AoS maps out there, it is a two-lane setup on a 128x64 map. This, along with considerably weaker towers than we are used to, should lead to shorter games, I am aiming for an average length of 30 minutes. Should the game stall for some reason, I intend to implement a "sudden death" type mechanic at the 45 minute mark when the two warlords grow tired of waiting and leave their outposts, joining the battle themselves. There will be only 4 players in each team, since I consider that enough for a map this small. This should also allow hosts to more easily get a full game going.

The map will use custom models for the spirits, as well as many spell effects and doodads; the later two will mostly use ingame textures to keep the filesize down - my aim is for the map to take up less than 1MB of disk space.


The spirits:

Each spirit has seven abilities at it's disposal. Two are available always, two more only while not enspiriting a unit. Three more abilities may be used when enspiriting a unit, one at a time depending what unit the spirit controls: a warrior, a ranger or a war priest.

For now, I have prepared a presentation of the first three of the six spirits:

Spirit of Malvestir
Table:
WarriorOne with the Bladeself enchantment
30 seconds duration
Increases the attack speed and damage of enchanted
unit by 50% and restores life to enchanted unit equal
to 50% of the damage it deals. Enchanted unit can not
be despirited for the duration of the enchantment.
RangerThirst for Battletarget enchantment
30 seconds duration
bowshot range
targets units
As long as enchanted unit is attacking another unit,
it regenerates 10 life per second. Otherwise, it
looses 10 life per second.
PriestWrath of the Fallentarget invocation
melee range
targets enemy units
The target becomes stunned for 1 second for every
fallen friendly unit within half a bowshot range of
the caster.
AllFervourself enchantment
30 seconds duration
Increases the movement and attack speed of
enchanted unit or spirit by 50%.
AllMalvestir's Cloaktarget enchantment
60 seconds duration
bowshot range
targets friendly units
Increases the armour of enchanted unit by 10 and
deals damage to melee attackers equal to 50%
of the damage they deal to enchanted unit.
SpiritOath of Abeyancetarget enchantment
30 seconds duration
bowshot range
targets spirits
This enchantment is applied on both the target and
the caster. If the enchanted spirit enspirits a unit, it
looses 100 mana. If this enchantment expires,
enchanted spirit regains 100 mana.
SpiritMalvestir's Willarea invocation
bowshot range
affects enemy units
Each affected unit that is being attacked becomes
stunned for 6 seconds.

Spirit of Aterna
Table:
WarriorPacifismtarget enchantment
15 seconds duration
melee range
targets enemy units
This enchantment is applied on both the target and the
caster. Enchanted unit cannot attack.
RangerSecond Chancearea invocation
melee range
affects friendly fallen
units
Raises one of the affected units back to life at 20% of
it's maximum hit points. The unit becomes stunned for
6 seconds.
PriestSacred Sealtarget enchantment
bowshot range
targets friendly units
The next time an enemy spell would affect enchanted
unit, the effect is prevented and this enchantment is
destroyed.
AllRecovertarget invocation
bowshot range
affects friendly units
Restores 150 life of the target unit. If the unit
is stunned, the stun is removed.
AllAterna's Cloaktarget enchantment
60 seconds duration
bowshot range
targets friendly units
As long as enchanted unit is spirited, it regenerates
1 mana per second for each enchantment on it. As
long as there is a friendly spirit within a bowshot
range of enchanted unit, all spell damage dealt to
enchanted unit is prevented.
SpiritRedemptionarea invocation
half of bowshot range
affects friendly fallen
units
Releases a spirit from one of the affected units.
The grateful spirit serves the caster for 60 seconds
before dissipating.
SpiritPathway of Faithtarget invocation
unlimited range
targets location
Creates a portal between the position of the caster
and the target location. Friendly spirits and spirited
units may pass through this portal at will. The portal
lasts 30 seconds.

Spirit of Alvanis
Table:
WarriorSpirit Linktarget enchantment
60 seconds duration
bowshot range
targets friendly
spirited units
This enchantment is applied on both the target and the
caster. The two units become linked. As long as one
linked unit has more life than the other, life is
transfered between them from the one with more life to
the one with less.
RangerGuardian Bolttarget invocation
bowshot range
targets enemy units
Deals 50 damage to the target. If the target is
attacking a friendly spirited unit, it becomes stunned
for 6 seconds.
PriestBond of Fellowshiptarget enchantment
bowshot range
targets friendly spirits
Enchanted spirit regenerates 2 mana per second for
each spirit and spirited unit within a bowshot range
of it.
AllBlinktarget invocation
bowshot range
targets location
Instantly teleports the caster to the targeted location.
AllAlvanis' Cloaktarget enchantment
60 seconds duration
bowshot range
targets friendly units
Whenever enchanted unit becomes stunned, the stun is
immediately removed. As long as enchanted unit is
spirited, it can detect invisible units.
SpiritDazzling Glancetarget invocation
bowshot range
targets units
The target becomes stunned for 6 seconds. If the
target is spirited, it regenerates 50 mana.
SpiritInspiretarget invocation
unlimited range
targets friendly spirits
Resets the cooldowns of the target's abilities.
10-02-2007, 09:44 PM#2
43berries
This is not revolutionary new. BTW: Good concept.
10-02-2007, 10:03 PM#3
Fulla
Sounds very interesting.

Eager to see how the Spirits will work out as well as what kind of spells we'll c with your buff system.
10-03-2007, 08:00 PM#4
Rising_Dusk
You know, I actually had a friend who made an AoS extremely similar to the one you propose here. It was very fun and relatively quick in playing. Good times, I trust this one can be just as good if not better.

'Grats on the highlight.
10-04-2007, 01:27 AM#5
Deathlust
It doesn't seem like there is going to be much "hero killing" per se... which is one of the most engrossing parts of an AoS.

We'll see how it turns out...
10-04-2007, 02:15 AM#6
JetFangInferno
when will there be screenies? =)
10-04-2007, 09:21 AM#7
Toadcop
too passive... btw lame concept the most fun things were simple cutted from the map =\ Hoowii cool =\ but well it's your ideas etc. so gl.
10-04-2007, 11:23 AM#8
erwtenpeller
You've made a lot of really starnge decitions on this one ani. Basically you're a ghost helping the automated troops?

...
10-04-2007, 12:13 PM#9
Pheonix-IV
And occasionally taking over one of the troops to get a sort of temporary hero.

Yeah, i think you've gone too far in the opposite direction. Rather than removing parts of the standard AoS genre which are not conducive to gameplay, you've removed parts of the standard AoS genre because they are parts of the standard AoS genre. You're making a map which is different for the sake of being different, not for the sake of improving the gameplay.

Which is what you basically said your doing, which is fine. But i doubt you'll get much support, i've always frowned upon doing things for the sake of doing things.
10-04-2007, 12:21 PM#10
Rising_Dusk
The map my friend made that worked slightly like this still had a sort of hero development. It was awesome stuff and kept it really fun and AoS-like.

Basically, when you take over a creep, everytime your creep killed something or was near something that died or whatever it gained some "experience" (Much like how a hero would) and after a certain number of kills it would learn special abilities unique to its unit type. He had like 12 unit types per team and special ways to spawn extras, which made it really diverse and fun to play as. I could upload it if you'd want to check it out, though it wasn't as developed as I trust you could make it, Ani.
10-04-2007, 01:11 PM#11
Anitarf
Quote:
Originally Posted by erwtenpeller
Basically you're a ghost helping the automated troops?
Yeah, basicaly...
...if you're silly enough to play the map in single player.

Quote:
Originally Posted by Pheonix-IV
Yeah, i think you've gone too far in the opposite direction. Rather than removing parts of the standard AoS genre which are not conducive to gameplay, you've removed parts of the standard AoS genre because they are parts of the standard AoS genre.
Opposite to what? AoS maps are not going in any direction.
I removed parts of the standard AoS genre because they were causing gameplay problems. There might be other ways to fix those problems but to me, most of them seemed like counterintuitive hacks rather than sensible design decisions. Sure, I wanted to do something different. That doesn't change the fact that I made it different in order to adress certain issues.
10-04-2007, 03:38 PM#12
Captain Griffen
I'd like to point out basically all of the stuff said about it being bad is based on preconceptions. I've played the alpha, and the concept is sound. It was quite fun, even 1v1 on a very unfinished map with an unfinished support spirit.
10-04-2007, 05:15 PM#13
erwtenpeller
I'm curious, and i'll definetly play it no doubts there. I'm just a verry big fan of the classic hero gameplay and the pvp combat that comes with it, i guess.

This:
As long as enchanted unit is spirited, it regenerates
1 mana per second for each enchantment on it. As
long as there is a friendly spirit within a bowshot
range of enchanted unit, all spell damage dealt to
enchanted unit is prevented.


Scares the shit out of me though. Its the kind of trivial multi-effecting i'd expect from AoM. In escence, the spell does absolutely nothing. But when x happens then y effect happens, but also when A happens an additional B happens. It scares me, theres so much going on in there. If it where an unconditioned mana regeneration with a conditioned spell protection (or the other way around) i'd be able to roll with it, but this just seems a little too circumstantional for it to be a really effective spell.
10-04-2007, 05:59 PM#14
Captain Griffen
Except that both basically build towards you buffing one unit massively, which is likely to be a very viable tactic ('til someone pacifies it).
10-04-2007, 05:59 PM#15
Rising_Dusk
Quote:
I'm curious, and i'll definetly play it no doubts there. I'm just a verry big fan of the classic hero gameplay and the pvp combat that comes with it, i guess.
I'm with you there one-hundred percent.

I still think some sort of "unit development" should be added. It doesn't have to be heroes, it doesn't have to snowball, it doesn't have to have any of those things you wanted to eliminate, but you need to reward people for sticking with a single unit for awhile. Even if it's small, like a 1% damage bonus for each kill the unit makes or something or is around X range of to a cap of like 50%.. It just needs something.

My opinion, of course.