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| Map Development Discuss your developing maps. Release beta tests and get useful feedback before the final release. If your map is fully complete or is a late Beta, then it can be uploaded directly to our Maps Section. Otherwise, attach the map to your post. This is NOT a forum to ask questions about the Editor! |
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11-24-2009, 02:15 AM
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#1 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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New AOS coming...The Ancient Frontier
what was last updated?
forest monsters got quite a few updates, and now working on items...finally figured out how to do some stuff with them that i was confused about before, and made sure the item system for stacking items will work flawlessly...which might prove important for those perishable item lovers...
made a few hero changes, as well, here and there, nothing to get too worked up over, though. right now for a while my main focus will be items...while polishing off heroes and forest monster icons/tooltips/descriptions/final abilities will be something to do while i'm lacking inspiration for item creation.
what's the goal in the game?
uhmm...there will be i think a random game mode? i haven't finalized what those game modes are, yet.
so the goal will depend on what game mode it is. there will most likely be 2-6 game modes.
ideas would be...slay x number of forest monsters before the other team does, or slay the other team's heroes x number of times before they do.
suggestions for game modes are welcome, feel free to submit them here.
another obvious idea would be much like dota, a more traditional aos, to push the main lane in the map to the enemy's base and take down their primary building. there might also be a higher chance for some game modes to be randomized than others. and i might decide to let a player/bot choose the mode. but for now, i'm liking the idea of randomizing it, somewhat.
who would play the game?
it's a 2 team game. there is some aggression from forest monsters and there is the allied forces in the aos part of the map. each team consists of 1 or 2 players. each player will control up to 3 heroes(you are allowed to use less, but there is no payment cost for additional heroes), which are the primary units to accomplish your goal. you must establish dominance on the battlefield in order to win. this will usually mean slaying forest monsters and enemy heroes alike, in order to gain gold, experience, and of course, items.
what is the game like?
there will be a number of neutral item exchange points, where you can buy and sell items. the forest monsters will respawn, also note they are randomly selected. so there will be a lot of creeping, like a normal warcraft 3 game. there will be a lot of custom items, and a lot of recipes. each hero will respawn at a mobile respawn point automatically. a timer for the respawn is included in the scoreboard. also included on the scoreboard is a kill and death count for each hero.
what about subheroes, mercenaries, etc?
it's something i've given thought to, but for right now...it's not happening. consider that if i add this stuff, it will be like, an expansion pack, most likely.
what's done so far?
let's break it down by category.
Terrain:
Main part done. details partly neglected
Heroes:
most are mostly done.
some have complete skill sets designed but not coded yet.
a large number of them are fully playable, but requiring final touches.
more will be added over time of course, but right now, the number of them will be ok for the first release.
Items:
got a lot of ideas for items rolling around so more and more items are to be expected with every update
item ideas from you are welcome, even though your ideas will probably not be used, they might be useful for inspiration for other ideas.
Forest Monsters:
the creep respawning system is complete but quite a few more custom abilities need
to be done, i added basic spells that trigger differently for various monsters. basically, these are not going to be the same stupid forest monsters from your dota game. they will fight back with more than just automatic attacks.
although it's now very much outdated, here's a sampling of heroes that will be in the map. i will remake this sampling again sometime later, i'm uncertain when.
Flashfire, the Flame Lord
     A powerful master of flames who defies death. He is capable of summoning powerful fiery creatures. Abilities: Grip of Flames, Summon Underground Magma Monster, Fiery Fury, Summon Incinerator Attributes Per Level: 1.8, 3.0, 1.4 280 base movement speed 260 base hit points 130 base mana 0 base armor |
Clea Deathstrider, the Dark Ranger
     The Dark Ranger is capable of great feats, including taking control temporarily of enemies. Abilities: Abilities: Dejuvenation, Dark Arrow, Dark Possession, Dark Dash Attributes Per Level: 2.5, 1.4, 2.6 260 base movement speed 240 base hit points 240 base mana 1 base armor |
Darth Furion, the Sith Lord
     sith lord.... Abilities: Maelstrom, Force Shield, xxx, xxx Attributes Per Level: 1.8, 1.4, 3.0 250 base movement speed 250 base hit points 120 base mana 1 base armor |
Zael Starstalker, the Death Ninja
     Enemies beware! You will find yourselves lethargic after just one stare... This ninja learned many forbidden ninjutsu during his life. Now that he is dead...he continues fighting. He will never give up. Abilities: Death Evade, Death Walk, Death Cloud, Animated Death Attributes Per Level: 2.1, 2.8, 0.8 265 base movement speed 450 base hit points 25 base mana 4 base armor |
Korg Lighthorn, the White Tauren
     Mystical Hero, adept at summoning ice and light based spells to disrupt and damage his enemies. This amazing Tauren appeared as a blue bloodmage on thehiveworkshop.com with some gui triggered spells by Tavaunum. SanKakU the map maker transformed him into a mighty white tauren. Abilities: Enchantment, Frozen Divinity, Searing Light, Ice Nova Attributes Per Level: 2.5, 1.7, 1.8 240 base movement speed 320 base hit points 110 base mana 2 base armor |
Agamanda, the Valkyrie
     The Valkyrie is a messenger of Odin, sent to the battlefield to determine who will die, and who will live. Abilities: Razor Gale, Sneak Attack, Oscillation, Flame Barrier Attributes Per Level: 1.5, 2.5, 1.7 260 base movement speed 260 base hit points 70 base mana 6 base armor |
Bloodwrath, the Blood Elf Demon Hunter
     Bloodwrath, as the rest of the Blood Elves, desired vengeance. Yet, he looked with hatred upon the demons themselves rather than the Undead Scourge, and studied the ways of the Demon Hunter. Abilities: Destroy Magic, Avenging Flames, Heightened Agility, Phoenix Swarm Attributes Per Level: 2.25, 1.75, 2.0 270 base movement speed 260 base hit points 100 base mana 2 base armor |
Fudo, the Shadow Ninja
     The Valkyrie is a messenger of Odin, sent to the battlefield to determine who will die, and who will live. Abilities: Razor Gale, Shadow Strike, Starfall, Shadow Servant Attributes Per Level: 1.5, 2.5, 1.7 260 base movement speed 260 base hit points 70 base mana 6 base armor |
dl 1/17/12
96+
Last edited by SanKakU; 01-18-2012 at 12:04 AM.
Reason: update for map
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05-21-2010, 09:26 AM
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#2 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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good luck.....
__________________
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05-21-2010, 09:40 AM
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#3 (permalink)
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The Ashenvale Tournament!
Join Date: Jul 2009
Posts: 622
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Needs a better layout, and somehow 'best blade master and demon hunter models' made me yawn and lose my 'I want to keep on reading and learn more' feeling.
Have fun & Good luck.
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05-21-2010, 10:40 AM
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#4 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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By the way Naro =-=
you keep discouraging me T_T
never mind and good luck!
__________________
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06-01-2010, 03:41 AM
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#5 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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uhm... it's been many months since i posted this. i don't even know what the map i uploaded looks like, exactly, anymore. i stopped working on this map about a month ago because i realize i'm probably never going to finish it at this rate...
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06-01-2010, 03:46 AM
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#6 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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CMON,I"M LOOKING FORWARD!!
i'll help you!
__________________
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06-02-2010, 01:08 AM
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#7 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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well, if you wanna help, that's cool. meet me on a msgr program of your choice...aim, yahoo, msn, xfire
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06-02-2010, 04:05 AM
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#8 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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garena messanger
__________________
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06-14-2010, 04:37 PM
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#9 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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which games are you playing on garena?
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06-15-2010, 05:23 PM
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#10 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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i've been playing my maps , Warlock 094, and i usually say ,"no dota plz!"!
__________________
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06-23-2010, 02:25 PM
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#11 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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well i redeveloped some of the gameplay ideas in the last few days. i'll need to go through the heroes and various units and make sure their stats follow the new ideas. i got rid of the third lane and now there's two lanes...there's still the outermost lane but it's rather empty. it will lead to a back entrance to the forest. i'll need to put in towers but so far i'm not entirely sure what towers i want to put in. i accidently overwrote my triggers earlier so i had to rewrite some stuff. not sure if i got it all who really knows but eh, whatever, things like that happen from time to time. anyway i think because my middle of the map battlefield area which isn't part of a lane is so large, it's a good idea to bring the lane count down to 2. also, this will make the shops less exposed in late game since that 3rd lane is closed at the corner.
check main post, i updated the attached map today.
Last edited by SanKakU; 06-23-2010 at 02:57 PM.
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07-03-2010, 12:07 PM
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#12 (permalink)
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Roughly Online
Join Date: Dec 2009
Posts: 1,064
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how can i help!?
use BB code so i can comfortably read with concentration!(ehehe =.=a..)
you need an animator? you need a mini modeler? retexturer? you got one!
__________________
Has something you submitted ever been rejected? Do you wish that you could still share it? Just click the banner and enter a site where nothing is rejected where you may submit all creations. Just register and join in on the fun. Note: The models in the banner are available there. And yes I have permission to do this from the Hive Site Moderators.
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07-05-2010, 11:12 PM
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#13 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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oh, ok. i'll keep that in mind.
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07-05-2010, 11:16 PM
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#14 (permalink)
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Im chewbacca raaaawr!! :O
Join Date: Dec 2009
Posts: 813
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Good luck with this one sounds great i will test i later!
__________________
''Jass is like taking the long, treacherous, and exhausting path up the mountain, while GUI is like taking the catapult'' ~ V
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11-04-2010, 03:44 AM
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#15 (permalink)
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Maker of Demon Hunt
Join Date: May 2008
Posts: 1,161
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sorry no update in long time...many health issues. will update original post later but i did redesign some idea of how the game is played now.
i will explain.
it is no longer 10 player game...but is 2 or 4 player game.
each player will have control of three heroes.
so instead of total 10 heroes on map at a time and 10 players it will be 6 with 2 or 12 with 4. i thought a lot about it and decided that this would be the best way to make the game.
very first release will include minimum heroes(12picked+4banned in a draft style, each player able ban one hero) for total of 16 to start, and only onegame mode.
second releaseof the mapwill include a second game mode...the first one randomly selects16 heroes from total hero pool and new mode enables all heroes, which will increase from version one by probably about 50 percent-100 percent(24-32 total heroes) of course, each player will still be limited to 3 picks each and bans each might go up to 2 each, unsure at this moment.
other than that mostly everything is going to be same as planned. this will let games be more personal, easier to play since they involve less players, and each player will have a lot more control over the heroes chosen and how they are used. in theory, if 1/10 players is game ruiner, then you should get game ruiner every 2.5-5 games, instead of every game.
changes that will occur because of this decision are not going to happen because i didn't like the old way things were or because they were hard to program. in fact it will take a little time to rewrite some main parts of the coding. but i think the map will finish faster and be easier and more fun to play with the new changes so they are definitely better than the old ways i thought up.
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