| 11-01-2007, 12:45 AM | #1 |
Originally Posted by Burning Rose Battle for Maelaru (Mayl-uh-roo) - It's just Me ~ Again, just Burning Rose Summary: -Gameplay: In this AoS Map, three teams, each of three players, fight to push into their enemies' bases, and destroy them. Most AoS gameplay is included: Each player selects one of (Currently) 18 Heroes at the start of the map, which levels up, learns skills, collects gold from killing enemies, and buys items. Each Team also spawns computer controlled units, which will automatically follow a set path to enemy bases. However, in this map, Players also have their own seperate control of specifically which units they spawn. Not only that, but Players can choose to spend money on Upgrades for these units. - Lore: In the world of Ytta, an ancient legend tells of a magical tower, The Tower of Maelaru, in which all the secrets of the world and those beyond it are hidden. This tower, once open to mortals, was quickly isolated and transported to unknown locations by the Gods. And, for centuries, the world survived without it. Some might even say Ytta was better off without it. But now, in the past month, a monumental discovery has been made. As a team of explorers set off to find the ends of the world, they found the Long Lost Island of Maelaru, with the Mystical Tower remaining in the Center. Now the Explorers have broken off into 3 sides, each vying for total control of this tower. With Sorcerers on each side holding portals to the Mainland open, many factions in Ytta have put forth their Fighters, their Heroes, their Outcasts, all they have to gain control of this Island. Now you are tasked with the duty of fighting off the enemy forces, and defeating the enemy in order to unlock the secrets of the world, and, in turn, gain control of the World. Features: - Control of Spawned Creeps Each Player begins the game with a barracks, which automatically spawns the basic infantry unit. The Players do not have control over the units, but they do have control over what units spawn. The players can individually select the units they want to produce, and even make a looping list of units (ex: Infantry, Archer, Necromancer, Infantry, Archer). This allows for complex strategy in choosing units and team cooperation, adding an entirely new layer of gameplay. - Unit Upgrades Each Player also begins the game with a Research Center, where they can research upgrades for their units, and research new types of buildable units. These upgrades do increase with cost each level, but also increase the amount of static gold generation your enemies get. (The upgrades apply not only to your units, but to your entire teams units.) - Items As opposed to many AoS maps, Battle Maelaru focuses less on Items because of the addition of Unit upgrades. Since these unit upgrades increase the gold generation of your enemies (as Previously stated), it will decrease the Likelihood of a snowball effect due to items. However, the map still contains varied items and item combinations. - Unique Heroes Battle for Maelaru currently features 18 unique heroes, each one with a distinctive play style and interesting, Original Spells. These Heroes can level up to level 50, and each spell has a maximum of 10 levels. Each hero has 3 regular spells, 1 Ultimate fitting / enhancing the Hero's individual playstyle, and the Attribute Bonus Ability. Certain Heroes also begin with non-learned spells that contribute even more to a fun and original experience without Un-balancing the heroes. - Triangular Shape The map has a semi-triangular shape to it, where once units begin pushing far enough into an enemy base, they are not only assaulted by that base's towers and creeps, but by the other enemy team's forces. This creates a need for superior skill and strategy in defeating you opponents, and contributes to the Gameplay created by the selection of spawned creeps. Team: I am alone in creating this project, and it is my first serious map venture. Progress: I am currently mostly finished. I still need to test it with others, because as I have said, I am alone in the design and creation of this map. Besides that, all the creeps, heroes, bases, items, and upgrades are finished. Misc.: This is my first map, and I welcome Criticism, since I'm sure I could use some advice. In addition, no, I do not know JASS, though I am reading tutorials and learning a lot about it. Also I intend for this map to have multiple releases, mostly updating balancing issues, and adding new heroes and items. |
| 11-01-2007, 05:07 AM | #2 |
I recommend not having teams of 3 players just because I find small teams to be so much less fun. Also, if someone leaves on a team then there's only two left, and that's pretty much GG. If you are doing this so that you can have a computer player on each team to control the base and creeps, then I suggest you ask around for a way to bypass this. I don't know how exactly, but there's a way to make a base for, say, Player 1, but he can't control this base or the creeps it produces - only his hero. I can't remember very well right now, but I think ToB does this and Dusk's maps do too I think? And someone converted DotA (5v5 plus 2 comps) into a 6v6 map. |
| 11-01-2007, 05:21 AM | #3 | |
Quote:
Yeah, if there's some way to do that, that would be cool. However, I do maintain that 3 on each side makes the map more interesting, because with 2 paths per team and 3 players per team, it gets interesting. Also, 3 is an inherently unstable number for alliances and is extremely conducive to Betrayal, which is always fun Which is one of my favorite things about this map.But then, it's mine so I love everything about it ![]() Oh, and besides, in real examples of the map, no one should be leaving. Can't really judge a map too much on that. |
| 11-01-2007, 05:24 PM | #4 |
Three teams is the perfect number. Betrayal, but not so complicated as to disconnect action and re-action. Good luck. One thing I'd say would be to not create any new heroes until the current ones are top notch, and preferably keep the heroes below 20, tops 25. |
| 11-02-2007, 02:48 AM | #5 |
Yeah, that's probably right. At first I was gonna release 12, but then it took a while for me to find testers (before I found this site), and in the meantime I ended making two more heroes. That happened another 2 times, leaving me with 18 heroes. I have resolved to keep it at 18, at least until the map is tested and released. I would say that most of the heroes are pretty good, Here's an example of one of the more recent ones: Crusader Uses the Paladin Model, Melees, Strength hero When the Crusader goes below 20%, and back up above 40% without dying, he permanently gains 1 strength. Seal of Sacrifice: Increases the Crusader's damage by ()%, but causes 20% of his attack damage to reflect back to him. Lasts () Seconds. Favor of God: Applies a HoT to the Crusader, healing him for () and an additional amount equal to 60% of the Crusader's missing health at the time of casting. (Heals more for more missing health) Divine Intervention: Only usable below 30% health. (Divine Shield) An Eye for an Eye (Ult): Switches the Health of target enemy or friendly unit with the Crusader's health. (Value, not Percentage)So obviously, the Crusader's playstyle is centered around operating at low health really well |
| 11-02-2007, 05:11 AM | #6 |
The map looks perfect for all out slaughter in the middle. 3 teams so close together should be fun. Also, my question wasn't about having three teams, just how many players on each team - in case that was misinterpreted. |
| 11-02-2007, 11:49 PM | #7 |
No I get what your question was, I just wanted to add in what my favorite part of the map was :o Adding a few more map pics. ![]() |
| 11-08-2007, 02:46 AM | #8 |
Bum-Bum-bada-bada-BUMP! |
