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PPC: DOMINATION

Author: TykcukON (my in-game penname)

The goal is to make the enemy team lose all points, capturing points guarded by towers and protecting them from overtaking by the enemy.


There are 5 strategic points on the map: "Windmill", "Lumbermill", "Gold Mine", "Forge" and "Barracks". Each point is protected by the tower. When a tower is killed, a random one belonging to the invader is created.




There are 5 types of towers:
Watch Tower - shoots arrows (piercing type of damage) and has a passive skill - a chance to crit.
Tower of Cold - fires the cold magic and slows down the movement and attack of enemies. It also spawns up to 3 ice elementals that also have a slowing aura.
Infernal Tower - fires fire magic and spawns up to 3 lava spawns, which also burn all nearby enemies. The tower itself causes increased damage depending on the distance to the target (the farther - the stronger).
Earth Tower - throws stones (physical damage) and at each attack slows down the target. Spawns up to 3 earth golems that have a chance to stun the enemy when attacking.
Tower of Darkness - shoots dark magic, has an aura of lowering armor as well as spwns up to 3 voidwalkers, who also attack with magic and have an aura of lower attack power.




When killing a tower, one of the 5 described above may appear. With each subsequent capture of any of the 5 towers, all the towers become 1 level stronger (increasing the number of health, attack, sight radius).

Each of the captured towers every 5 seconds brings each team member an experience gain of +10 and also takes away 1 point from the enemy team. Every 5 seconds each team member gets 10 gold and 1 gold less for each tower captured by them (the more towers the team captures, the less gold gain it has).

There are 4 game modes: 250/500/750/1000 points.




The rates shown above vary depending on the selected mode:
250 - x1.75; 500 - x1.5; 750 - x1.25; 1000 - x1.


The death of one of the team members takes the team 5 points. In addition to this, the death of the hero rewards each member of the opposing team with an equal amount of gold, depending on the level of the killed hero as well as the “killing streak”. If the so-called “killing streak” occurs, each subsequent killed player brings the dominating team 20% less gold up to 20%. That is, if 4 people died in the enemy team, you will only receive 20% of expected gold for the 5th victim, while the other team will receive 180% of the expected reward by killing one of the “dominant” teams.




Stats:

P.Attack - increases the power of a physical attack by 1 (works on physical skills).

Dexterity - increases attack speed by 0.25%, the critical chance by 0.2% and evasion by 0.1%. If the critical chance exceeds 100%, the surplus goes to the critical power (for example, if the critchance = 103%, then the chance will be 100%, and the power is 203%, not 200%).

M.Attack - increases damage from magic skills.

Players can also check out some unwritten characteristics by entering the appropriate commands that are written in the hints field (F9). The speed of a character’s run, its chance to crit, dodge, the power of a crit can be viewed by entering the appropriate commands –ms, -cr, -ev, -cd. The magic dodge does not exist.


There are some limitations that make this game balanced and organized:

There is a strict team set! You can not take 2 or more characters of the same class in one team. Each team will definitely have a tank, an archer, a magician and 2 spirits (dark and light), and the game for the spirit is particularly interesting because they are all from the other dimension! Spirits are not creatures from the world of the living, and they cannot inflict damage on living beings, and in turn living beings cannot harm spirits. Spirits can indirectly influence the game of the living — either cure / strengthen / protect, etc., and slow down / weaken / drink manna, etc. Spirits are invisible and possess the truesight ability, that is, in the presence of the spirit no one can hide.

There is also a so-called "balance triangle":
- tanks cause increased damage to archers;
- archers - to magicians;
- magicians to tanks.
Light spirits exist to support the entire team while the dark ones are made to kill other spirits and create inconvenience to the enemy team.

The game for spirits is important and interesting by the fact that there are some special objects created for the spirits - energy crystals, which every 90 seconds spawn at a random place on the water, and killing them gives the whole team permanent stats that last the whole game and each captured crystal gives more and more bonuses.




Red crystal - +3 P.Attack.

Purple crystal - +4 M.Attack.

Blue Crystal - +10 mana.

Orange crystal - +10 health.

Yellow crystal - +25 gold.

Green Crystal - +1 health and mana regeneration.

Items:

Each of the classes has a strict limitation on the type of ammunition, which is written in the hints field (F9). All items best respond to common sense: for example, magicians cannot wear heavy ammunition, but they can wear staffs, rings, mantles, and other types of magic vestments. When choosing a character, stores are created where you can buy items for your hero. These stores are signed by the appropriate character class. Unable to buy 2 or more things of the same type. Also, items from one set are collected in one set, opening up opportunities for buying new items and giving bonuses. In addition, it is possible to improve weapons and objects in the other hand up to level 5 (for example, a sword and a shield, a staff and a ring, a bow and arrows ...), but this is not as profitable as buying a complete item, so it is strongly recommended to improve things when there is no place to put money.




In addition, some features have been added to the comeback system:
Each time a team’s points cross the hundreds line (for example, from 500 to 498), the team receives a compensation.
If one of the teams comes off on points by more than 100, then the “factory force” starts helping the losing team by creating the guards to fight the towers back to the losing team, so the dominating team have to defend them more intensively.




To avoid abuse of total domination, having entered the territory of the enemy base, the hero begins to lose his health intensively. Moreover, this “curse” can haunt him even after leaving the forbidden area.

There are 43 heroes in the game - 9 tanks, 9 archers, 9 magicians, 8 light and 8 dark spirits.

Gamplay can be seen here:



Credits:
Contents

PPC: DOMINATION v1.21 (Map)

Reviews
deepstrasz
You must create a credits list in the map thread description. This is to help you: Resources in Use by PPC: DOMINATION v1.17 | HIVE Also credit resources (models, skins etc.) which are from other sites and games/compaines, sounds and music too...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You must create a credits list in the map thread description. This is to help you: Resources in Use by PPC: DOMINATION v1.17 | HIVE Also credit resources (models, skins etc.) which are from other sites and games/compaines, sounds and music too, please.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/

EDIT:
  1. Some heroes could use glow: How to add Hero Glow without Modeling
  2. Because heroes have no names, an empty but large and broken looking panel appears when the mouse is hovered over them.
  3. You could write the cooldown of abilities in their description.
  4. Writing -help doesn't tell you more than F9 does.
  5. Elune's Guidance looks like it's deactivated. You should make a proper passive looking icon with this: Button Manager v1.8.2 Also learn about icons:
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  6. Cunning Jump does not poison non-hero units?
Generally, seems rather neat.

Approved.
 
Last edited:
Level 10
Joined
Mar 17, 2012
Messages
579
You must create a credits list in the map thread description. This is to help you: Resources in Use by PPC: DOMINATION v1.17 | HIVE Also credit resources (models, skins etc.) which are from other sites and games/compaines, sounds and music too, please.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/

EDIT:
  1. Some heroes could use glow: How to add Hero Glow without Modeling
  2. Because heroes have no names, an empty but large and broken looking panel appears when the mouse is hovered over them.
  3. You could write the cooldown of abilities in their description.
  4. Writing -help doesn't tell you more than F9 does.
  5. Elune's Guidance looks like it's deactivated. You should make a proper passive looking icon with this: Button Manager v1.8.2 Also learn about icons:
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  6. Cunning Jump does not poison non-hero units?
Generally, seems rather neat.

Approved.

Thank you very much for your review. I believe I'm going to change some of the things you've suggested.
As for names - they use empty spaces because they have been created with the cyrillic (just forgot to rename them).
-help command is useless here, I can't remember why I haven't deleted it yet, so thank you :)
 

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