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[Defense / Survival] The Dreamvale

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158564-albums1390-picture67413.jpg



Time passes for all
But for those who dream, time is eternal.
And so within the walls of an ancient city
The brave and the insane descend into a sea of dreams.
Where men never wake and time stands still.

Map
Tactics driven dungeon crawl, support 1-4 players.
Beat monsters, take objectives, defeat the level boss.
  • Enemy stats scale with player count, re-balances on player leaving
  • 5 difficulties from Beginner to Mythic,
  • Enemies will employ more dangerous moves as the game progresses
  • Intuitive combat, bad looking stuff always hurts

Images

Editor

Dream.jpgDream2.jpgDream3.jpgDream4.jpgSG1.jpgVale11.jpgVale 12.jpg


In-game

Jar 1.jpgJar 2.jpgEld1.jpgEld2.jpgIGVale2.jpgIGVale3.jpgIGVale4.jpgIGVale5.jpg
IGVale1.jpg

Changelog
2.0q
-------
- Rebalanced some of the universal skills
- Shards can now buy permanent items, starting from level 1.

Hero Changes
------------------------
- New Hero released; Faeru, Season's Sovereign
- Oben has been taken down for renovation

Anzo
- Grapple changed to Granite Palm: stuns a target and cleaves a scaling amount of damage to nearby targets.
- Perpetual Machine changed to Stone Skin
- Fist of Stone is now a buff that causes attacks to stun.
- Fixed Earthgrab referencing damage when it has no damage.

Ado
- Crucible now slows, damage scale reduced to 10*Int.
- Fixed skills having the same flavour text.

Inikya
- Increased the base, but reduced the scaling of her heal.

Area Changes
------------------------

Ruins Vigil
- Slowed the spawn rate of monsters
- Drastically increased the stats of Flame Belchers and Brittle Sentries

Sunken Garden
- Added an extra side area
- Fetid Urchins now eat corpses instead of exploding corpses.
- Crimson crawlers now explode corpses instead of spinning webs.
- Added 2 new monster types; Carrion Colossus and Carrion Bug.
 

Attachments

  • Dreamvale v.2.0s Opt.w3x
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Level 14
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I like it. Features seem solid (I especially appreciate non-confusing combat). The screenshots look nice too. I never saw the old thread, but I'm glad to see you are still working on this.
 
Level 2
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Possibly one of the best maps I've ever played, and the terrain is just awesome. Glad to see you're going to work on it again.
 
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This is the awesome wc3 map i ever played. I played it many times but i can't win at the part of the map where you will kill a monster that is hiding under the earth. I am confused on what to do..it takes me an hour..but still i can't pass that..could you help me?..
 
Level 23
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Possibly one of the best maps I've ever played, and the terrain is just awesome. Glad to see you're going to work on it again.

I like it. Features seem solid (I especially appreciate non-confusing combat). The screenshots look nice too. I never saw the old thread, but I'm glad to see you are still working on this.

Thanks, the old thread was over a year ago and the map hasn't really been worked on since then.

This is the awesome wc3 map i ever played. I played it many times but i can't win at the part of the map where you will kill a monster that is hiding under the earth. I am confused on what to do..it takes me an hour..but still i can't pass that..could you help me?..

That part of the game was removed many versions ago. But just incase you wanted to know, you just kill any of the smaller minions on his path to reveal him.
 
Level 17
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So unbelievably excited for this!

Will you keep the old heroes, or create new ones? Or a blend of both?
 
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Will you keep the old heroes, or create new ones? Or a blend of both?

A mix, some of the more problematic ones like Blindscythe and Anzo probably wont return.
The fully developed heroes will remain, which is pretty much just Zephyr.

As long as it stays singeplayerable, it looks lovely.

The game will be designed so that monster health/damage will scale with player count.
I very much want it to be the same experience solo or co-op.

There might be some discrepencies as some characters have better skillsets for solo play, but I doubt it will be a big issue.
 
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158564-albums6190-picture68215.jpg


I just realised I should list down what features are being changed, since Im going to get some core mechanics redone.
First up, are Monster Champions.

Monster Champions are strong miniboss monsters.
In short, they...

  • Carry randomised Aura abilties
  • Share traits with bosses (CC Immune etc.)
  • Randomised each playthrough
  • Spawned from a level specific pool


Screen Capture #028.jpgScreen Capture #027.jpg
 
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Level 14
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I just realised I should list down what features are being changed, since Im going to get some core mechanics redone.
First up, are Monster Champions.

Monster Champions are strong miniboss monsters.
In short, they...

  • Carry randomised Aura abilties
  • Share traits with bosses (CC Immune etc.)
  • Randomised each playthrough
  • Spawned from a level specific pool

Nice, sounds somewhat Diablo-like with randomization and CC and such. I'm gonna be checking in on this from time to time cause it looks pretty cool. Keep it up.
 
Level 23
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And, we are back in action.

Currently there are a few random enchantments champions can carry. These
are auras and therefore spread to nearby monsters.

  • Cripplng - Slows nearby enemies
  • Frenzied - Moves and attacks faster
  • Regenerating - Regains health every second
  • Lifesteal - Regains health on attack

These are the current champion auras. Any ideas for more are appreciated.
 
Level 14
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Powerups

Ive also wanted to expand upon the range of droped powerups in the game.
Powerups that drop come in the form of potions, flask and runes.


Potions
  • 1 Shot consumables
  • Long shared cooldown, with strong effects
  • Do not stack in inventory

Flasks
  • 1 Shot powerups
  • Can be used on allies
  • Small bonuses

Runes
  • Instant use powerups, cannot be stored

I like your ideas, I was wondering how important potions and flasks are going to be. Are you going to have to use them in order to stay alive or are they more of a backup. Because if they are important for staying alive then the fact that they don't stack might be irritating. Just a thought though, looking forward to seeing your heroes.
 
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I like your ideas, I was wondering how important potions and flasks are going to be. Are you going to have to use them in order to stay alive or are they more of a backup. Because if they are important for staying alive then the fact that they don't stack might be irritating. Just a thought though, looking forward to seeing your heroes.

After abit of testing I probabbly will scrap pots and just have flasks + runes.

As for powerups I intend for them to be for clutch play kinda moves.
You blow them to save someone, burn down a monster etc.

Ive always been irked by the overreliance on potions classic dreamvale had. So no, they wont be needed to sustain health during prolonged combat.
 
Level 14
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Sounds good. I ended up scrapping pots in my campaign too. They just take up valuable inventory space and are rarely needed. I replaced them with abilities in a spellbook that allows you to regenerate with a long cooldown so they can be used in clutch situations.

It's funny, but I've never played the original Dreamvale. You definitely have me interested though. It sounds like you are trying to improve on some of the things you didn't like which is always good.
 
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Hey, Kino! I'm glad to see you back on this project, though I never saw it's early development. I'm new to the Hive, but not to Warcraft nor lore-writing.

Which brings me to my original question, have you got a solid background story for this map? I could whip one up quickly and see what you think of it. Credit would not be needed, but appreciated.

If interested, just send me a message here on Hive with a yes/no answer and a few details about what you want the background story to cover.

Sincerely, EclecticAcid (Acid).
Good luck with this project.
 
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It sounds like you are trying to improve on some of the things you didn't like which is always good.

Heh. thanks. :D

Hey, Kino! I'm glad to see you back on this project, though I never saw it's early development. I'm new to the Hive, but not to Warcraft nor lore-writing.

Which brings me to my original question, have you got a solid background story for this map? I could whip one up quickly and see what you think of it. Credit would not be needed, but appreciated.

If interested, just send me a message here on Hive with a yes/no answer and a few details about what you want the background story to cover.

Sincerely, EclecticAcid (Acid).
Good luck with this project.

Thanks for the offer, however most the lore/story for this project is already settled. I will be posting some lore snippets with each hero's background soon, so if you'd like to critique those Id be happy to hear from you.

Also, welcome to the Hive and enjoy your stay.
 
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One problem Ive always faced is how to do a proper gating for areas.

Basically how would sealed off/gated areas work?
Should they only seal off when the last player enters?
Should they auto move everyone the moment one player initialises the event?

Ideas, ideas, ideas people
 
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I think the best bet is to have a dialog that pops up asking everyone if they are ready. Once everyone is ready then auto move everyone and seal the gate. I feel you may run into problems if you have to wait for everyone to enter.
 
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I think the best bet is to have a dialog that pops up asking everyone if they are ready. Once everyone is ready then auto move everyone and seal the gate. I feel you may run into problems if you have to wait for everyone to enter.

In terms of large areas that would probabbly be the best, having a ready switch or something.
However in small rooms, having such a system seems tedious and time wasting to actually playthrough.
 
Level 14
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Ya I suppose you are right. For smaller rooms I'd say the best bet is to make sure everyone is in and then close the gate. Just make sure you don't count people that go in then leave, as still in the room.
 
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Ill be gone for quite sometime, thus I leave a parting gift of the first finished hero. Shes an old favourite, though her kit has been brought up to standard.



[C]Anika Zephyr, Wild Quiver[C]


With both blessings and tears, Calmea's children were sent to their demise.
For causes they knew nothing of.
Against foes they had never before seen.
They were the pathfinder legion.
The wild quivers.

Was it a dream of heroism that lured them there?
To be recognised and famed when they returned to the Sea of Thorns.
Perhaps it was a dream of pillage and plunder?
To return rich and treasure laden to the soils of our birth.

Those dreams would only last so long.
For they would die in droves far from home, with bow and quill still in hand.
The survivors left abandoned and stranded with no chance of return.

Today I stand before the gaping maw of the Dreamvale, filled with a new dream.
A dream of home and hearth, the simple desire to return to my birthplace.
For Calmea's lost daughter, the long journey home has begun.



Class
  • Ranged
  • Tough
  • Mobile
  • Damage

Info
Zephyr is a short ranged attacker that specialises in high mobility and evasive combat. Able to manouvere out of sticky situations and the reach of her enemies, she uses weak but rapid skills and attacks to burn down foes as they try to engage in combat.​


Skills

Zeph 1 (3).jpgLeeching Quill
Fires a poisoned arrow at a target, leeching health over time.

"The needles of the toxic Spinewillow make the sharpest arrows."
Zeph 1 (4).jpgThorn Burst
Zephyr sprints, gaining move speed while flicking spines at nearby enemies, dealing damage.

"The regiment's namesake attack could be fired on the run and in any direction."
Zeph 1.jpgTrailblaze
Places a line of traps that detonate on enemies. Struck enemies take damage and are slowed for 2 seconds.

"The winner of a chase need not be the pursuer."
Zeph 1 (2).jpgVeil of Wind
Zephyr heals and gains 10 armour.

"Faced with certain death, I cast my fate into the wind."
Zeph 1 (2).jpgSplinter Shot
Fires an explosive arrow that deal knockback on impact.

"Whether tipped in poison, shot blindly or bundled together, Spinewillow thorns are excellent ammunition."
 
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Gwy

Gwy

Level 4
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nice to get a taste of the new version.
little dungeon crawler community is waiting for this!
 
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Some big news about gameplay development.

It seems randomisation has been a disaster.
Having randomised champions with random auras has been literally gamebreaking.

Its either the auras give such trivial effects they have no effect gameplay wise. Which the begs the question, why even have them?

Either that, or theyre strong enough that RNG basically decides whether your team is able to take on the level or not. It basicaly puts all speccing and hero choices down to luck, which is terrible to me.
 

Gwy

Gwy

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Thats bad for the invested time.
But to be honest, randomization was not what let he hope for this.
I liked the design of the heroes and of the bosses - and would like a bit more tactical challenge in dreamvale. So - at least for me - dropping random is a good decision.
Keep up!
 
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I liked the design of the heroes and of the bosses - and would like a bit more tactical challenge in dreamvale. So - at least for me - dropping random is a good decision.

Im glad that you like that element of the map and that Im not the only one who enjoys the strategic element of dreamvale.
In the end dreamvale is actually a strategy/tactics scenario map with rpg esque mechanics.

So yeah, thanks for reminding me that.
 
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Just an update.

- Zephyr Q ability is once again Scorpion Sting. It was far better and more thematic with her play style than the suggested replacement.
- Passives may be returning
- Randomised mini bosses are gone due to impossibility to balance and the fact you cannot strategise around a random encounter.
- Masteries are being moved to items, mechanically theyre still the same. Just you obtain them differently.
- Completely overhauled comsumables
--------------------------------------------
- They are now 4 potions. 2 slow acting over time potions, one for health and mana respectively. 2 Instant potions that restore less than the over time versions, once again there is once for health and mana respectively.
- There is now a charged invisibility item "Fading Dust" that gives a short burst of stealth. Its more for aggro swapping than any real sneaking function.
 

Gwy

Gwy

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Looks very nice!

Im loooking (slowly) forward to it - as allways :)
 
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To be honest, whats taking up most of my time is not adding content but recoding and redoing old systems that were very space consuming and inefficient.

The non exhaustive list...
- Shared systems for knockback, projectile skills and hero picking.
- Removing unused content, scripts, objects, sfx etc.
- Making similar procs stem from a shared system
 

Gwy

Gwy

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nice to hear!!
(running excited in circles through the rooms)
 
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