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A Map Idea: Gladiator-style Boss Arena!

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Level 21
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Well, I am thinking of making a very special map, here is what I thought of:

A Arena, and you can fight many bosses, you can select them by yourself, each boss has a different level dependancy. You can level up by fighting easy bosses to get to the hardest. The Style of that Arena would be a typical "Gladiator-like Arena", but the interior, the ground and such will change with each boss fight. Additional you will be able to select one of many classes (like 5 different classes, each class will have 2 different specialisations after reaching level 25)... Each class has all abilities from start, and all spells are attribute-based, each class has unique spells which make the class unique in their playability....

Thats my idea.

I need: People who help me with boss ideas, and with the different classes. :)

I hope you like the idea and answer this thread.

Info:
Difficult can range from easy, medium, hard and at last very hard.
Level Requirement goes from 1 - 25.
5 different Attacks are maximum.
3 different Phases are maximum.
All attacks must be 100% triggered and may not be based on wc3-spells (for example: throw a hammer and stun target enemy).
Balancing in case of damage of the attacks, life of the bosses and so on will be done by me.
Every class has 4 abilities.

BOSS TEMPLATE:

Name:
Title:
Difficult:
Level Requirement:

Attack 1:

Attack 2:

Attack 3:

Attack 4:

Attack 5:

Phase 1:
Condition:

Phase 2:
Condition:

Phase 3:
Condition:


CLASS TEMPLATE:

Title:
Type:
Strategy:
Advanced Class?:
Base Class?: (Only required if this is a advanced class)

Ability 1:

Ability 2:

Ability 3:

Ability 4:


Stuff which is decided about this map:


Title of the Map: Tribunal of Heroes: The Battlecage

--------------------------------

Bosses:

Boss 1:

Name:
Title:
Difficult:
Level Requirement:

Attack 1:

Attack 2:

Attack 3:

Attack 4:

Attack 5:

Phase 1:
Condition:

Phase 2:
Condition:

Phase 3:
Condition:

Boss 2:

Name:
Title:
Difficult:
Level Requirement:

Attack 1:

Attack 2:

Attack 3:

Attack 4:

Attack 5:

Phase 1:
Condition:

Phase 2:
Condition:

Phase 3:
Condition:

Boss 3:

Name:
Title:
Difficult:
Level Requirement:

Attack 1:

Attack 2:

Attack 3:

Attack 4:

Attack 5:

Phase 1:
Condition:

Phase 2:
Condition:

Phase 3:
Condition:

Boss 4:

Name:
Title:
Difficult:
Level Requirement:

Attack 1:

Attack 2:

Attack 3:

Attack 4:

Attack 5:

Phase 1:
Condition:

Phase 2:
Condition:

Phase 3:
Condition:

--------------------------------

Classes:

Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

----------------

Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

----------------

Class 3:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

----------------

Class 4:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

----------------

Class 5:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 1:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:

Sub-Class 2:

Title:
Type:
Strategy:

Ability 1:

Ability 2:

Ability 3:

Ability 4:
 
Last edited:
Level 21
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Aug 9, 2006
Messages
2,384
Where? I mean, where can you select a boss you want to fight? And where you have to level up to beat the harder bosses? And where do you have classes which specialize at the end?

And don't say impossible bosses, because there, you have none of the features I just listed.

And if there is such a map... then it is quite unknown, well, I think that my map concept offers alot... so, why not?
 
Level 10
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Mar 30, 2009
Messages
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i think its a great idea, but it yet has to be great executed for the result to be great :)

i wanna know:

-do you want the "normal" classes like tank, damage dealer, healer, etc.
or do you want "wc3" classes like paladin, footman, deathknight, shaman, etc. ?

-How are the bosses intended to be?
i mean: gameplay and randomness


i once started to make a bossfight map, and i added a feature which made the most fun.
(i didnt finished it, just tested it with friends..)

the concept was: the boss has a very slow AoE attack (that means:slow cooldown and slow projectile speed, as slow, that you can avoid it)
but if the attack hits one of your allies or you, a special effect will be called (like all hitting units are slow poisoned, stunned, cursed(to miss atatcks), burned, slowed, etc....

Edit: i attached my old bossfight map... maybe you like some of the boss-ideas. (my friend said they are pretty good.)
but please dont complain about it, i made it long ago :)
also i dont know how much i translated into english, some spells might be in german.

and: dont wonder about the name..^^
 

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Level 21
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Well, I will make the bosses through terrain-based circuumstance, for example: A tank shoots, he deals AoE damage infront of him, that would be a base attack of him, but he can do a overdrive too, which takes much space, and a attack which causes a earthquake which causes rifts in the ground (deals damage if you enter that area), so the bosses are all about evading, then attacking, damage dealers should stay away or behind the boss, but some bosses can even attack there...


The Boss attacks will be made with TRIGGERS (means, they will be controlled by a random timer, each time the timer expires a random attack is launched), like in my other boss maps, they will come in a set interval, depending on the boss, so, the boss has a normal attack, which is not strong, but every 10 or 15 seconds he attacks with his real attacks, those will be completely coded, just look in the map section, there are some boss maps which were examples, I will try to make the bosses act like those and better, with more movement and such, here is an example:

http://www.hiveworkshop.com/forums/pastebin.php?id=mmu19a
 
Level 10
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Messages
255
possible map names:

  1. Gladiator Legends / Gladiator Saga
  2. The Dawn of Legends / The Dawn of Myths
  3. Clash of Bosses / the Clash of Bosses (tCoB)
  4. Monsters Battleground
  5. Boss Impact
  6. Monster-Hunter League
  7. Fallen Beasts
  8. The Path of Bloodlust / The Path of Fearnought
you might like on of these :)

if not: im gonna think of more
 
Level 10
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yes i know^^ besides it was a joke :)

possible map names v2.0:

  1. Prototype Arena / Prototype Boss Arena
  2. Primal Gladiators / Primal Warriors
  3. Legends of the Past
  4. Monstrosity Arena
  5. Primals Impact
  6. Monsterhunting Legends
  7. Freak of Nature Arena
  8. Clash of Legends :)
.. its very hard to think of map names.. and im pretty out-powered now..
will maybe think of some more later/tomorrow

you might give me some more clues, of what kind of names you want :)
 
Level 19
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Messages
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Here are some ideas:



Name: Fallen Warrior
Description: A powerful warrior who died in a battle, yet his body still lives on. Can launch swift attacks, and defensive moves.
Title: Fallen Warrior
Difficult: Hard
Level Requirement: 20 to 25

Attack 1:
Lethal Strike - Launches a heavy blow to the target

Attack 2:
Battle Spirit - Rages and gains +5 to all stats

Attack 3:
Battle Stomp - Slams the ground hard, stunning nearby units for x seconds

Attack 4:
Spirit Drain - The Fallen Warrior uses slashes the soul of the target, dealing x dps and draining some of the targets hp until the the spell ends.

Attack 5:
Reborn - Slashes the soul of his target, instantly killing the target. Then, after x seconds, the warriors soul sprouts from his grave, making him alive. But when he dies, he becomes back to a soul. The hero may not be revived until the body is dead.


Name: Orc Warlord
Description: An orcish warlord. Good at dealing heavy damage.
Title: Orc Warlord
Difficult: Meduim
Level Requirement: 18 to 23
Attack 1:
Heavy Blow - Launches a heavy blow to the target and stuns the target for x seconds

Attack 2:
Horde Rage - Rages and gains +3 to all stats

Attack 3:
Brute Slam - Slams the ground hard, stunning nearby units for x seconds and causes rocks to fall down at targets for x seconds.

Attack 4:
Orc Rage - The Orc Warlord uses slashes the target, dealing x damage, then throws him to the air and makes the groung shake.

Attack 5:
Power of the Horde - Berserks, which gives him + 7 to all stats. Then, rushes to a target to location, slashing units beside, in front, back of it. dealing heavy damage. After, jumps then sticks the sword to the ground, knocking all units back and stunning them for x seconds, but his sword gets stuck to the ground and makes him immovable for x seconds .





Title: Paladin
Type: Healer/Tank
Strategy: Healing and doing damage, and multiple area protection.
Advanced Class: N/A
Base Class: Warrior/Preist
Class Strength: Strong

Ability 1:
Rain of Healing - Calls down a rain, which heals x hp per second to all allied units below him.

Ability 2:
Hammer Crush - Throws the Paladins hammer which stuns him for x seconds, then moves to the target and hits the target knocking him back.

Ability 3:
Healing or Damage - If the target:
Is an ally:
- Heals the target ally.
- Makes the ally invulnerable for x seconds.
Is an enemy:
- Spins imself and throws smaller hammers any direction, stunning any enemy.
- Deals heavy damage to the unit, knocking him back and stunning him.

Ability 4:
Thors Hammer - A giant hammer falls down from the sky, dealing x damage to any unit near it.
OR
Hammer Rage - The Paladin gets furious, then smashes x number random location near him, then jumps and slams the ground with it.



Title: Warrior
Type: Damage Dealer/Defender
Strategy: Balanced
Advanced Class: Paladin
Base Class: N/A
Class Strength: Weak

Ability 1:
Defensive Stance/Offensive Stance - Raises his sheild to defend himself and raises his armor./Lowers his sheild and making his attack normal.

Ability 2:
Sheild Run - Raises his sheild and runs to the target location. Making damage to him lowered.

Ability 3:
Blade Run - Similar to Sheild Run. Runs to the target location but slashes units near them, knocking them back and stunning them.

Ability 4:
Battle Rage - Doubles his damage, armor and all his stats for x seconds/until he dies.




Updated! Update date: 16/5/10
 
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Level 21
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I think you misunderstood... the terrain will just be gladiator-arena-like, not the bosses or heroes, but well, I will think about a champion as boss or somewhat like that.

And the bosses are like that: All get normal attack (which is not so strong, but it depends on the boss), they all will get boss attacks, which are not launched by any spell, they will be launched with a trigger in random intervals, attacks can be whatever you want, a earthquake, a uppercut, or somekind of missile flung on the player or all players, only things required are: Matching the boss, balanced (no instant kill whatsoever), and not too stupid.

Additional, bosses can get multiple phases, where they change their shape or behavior, the phase changes can be caused by life loss, or certain events like if a hero dies or something.

The Heroes will be basic with some sidekicks, means: A healer class, a damage class, a tank class and 2 hybrid classes, the classes won't be blunt and simple, they will do their job on different ways.... so they aren't clichê like all those others...
 
Level 6
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Messages
127
The boring part is where you HAVE to level to fight the end bosses...
What if most of the ppl you play with leave just when you're at the right level?
You have to go back and do it again.
What about you make the bosses "level" with you instead and so you can always
have different games with new players.

I noticed you said that when you're high level your hero specializes, what about
you specializes at the beginning? Wouldn't that be better to have a role straight
at the start?

My 2Cents
 
Level 21
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You don't seem to understand, you are specialized even at start, but on higher levels you can get another specialization, like a advanced class.

And no, the bosses will be at a certain level, and you need that level or level of boss -2


The "Advanced class" is just a different role in case of playability but you keep the same base "role", for example a dd keeps a dd, but a different dd.
 
Level 10
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Messages
255
Bosses
Kal'azahm the Skeleton Lord
Spawns Skeleton Orcs, Skeleton Archers, Skeleton Mages and Seleton Warriors.
thisEDITED:

His attacks are:
  • Darkness: he sucks off the Light of the Battlefield, making the vision for all Players Dark for some seconds.
  • or Darkness: sucks off the Light, instantly Removing common Vision to allies, and Slowly Reducing all Units Sightrange until it stops with 200 or 150. After 8 Seconds the Light flows out again, increasing the sightrange again until it is as it was before. When the sightrange is normal, common Vision to allies also get enabled.
  • Poison-spike Armor: Warns you, after some short time he Adds Poison Spikes to his Armor, when attacked while Poison-spike armor: the attacker gets huge damage and heavy poisoned, the poison is so immense that the camera will shake and his vision will be very blurry.
  • He throws a sorta bomb on an Area, infecting all Units in that area with slowing Poison.
  • Heavy Slash: His Swordslashes have such an immense power, that they can create a Shockwave, which deals damage in a line and drags all touching units in the shockwave's direction (not wc3 shockwave)
  • Skeletons Rage: makes 5 Heavy slashes rapidly fast, every slash in some random direction.
  • Quick Counter: He vanishes in dark fog/mist, reappearing somewhere else in the Battlefield. He leaves a sort of Poison Gas bomb at the Place he vanished, which infects Units slowing their Armor, Attackdamage, and gives them a chance to miss on attacks.
  • Demonic Curse: summons a big 'Demonic Area' after warning: every Hero who touches that Area gets infected by a Demon curse, which drains his Life to the Skeleton Lord over time as long hes infected.
  • Bleeding Hallow: Vanishes and reappears quick on some other place which was warned before. When reappeared he Cuts around him with his sword, dealing damage and making the units bleed (they loose HP over time, when infected by any Poison, they loose some extra life.)
  • Skeleton: After Dieing he breaks into 2 much weaker Skeletons, which have lesser hp and dmg but they have the same attacks than the Skeleton Lord himself. They are 2 in total which should be a lot harder.
Overall: Hes still a creepy Skeleton...
 
Last edited:
Level 21
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Huh? I think you didn't understand it, the spells should not be based on spells from wc3, it should be something original.... and slow poison is no attack.... slow poison is a passive skill, if i say ATTACKS, I mean for example: Kalazham vanishes in a pile of bones and reappears in another pile of bones. (for a teleportation skill)

He won't have ANY abilitys, all stuff he does will be triggered....

This is an example of the style the boss battles will be: http://www.hiveworkshop.com/forums/maps-564/boss-fight-steam-guard-x-1-a-111752/
 
Level 25
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Messages
1,813
Here's one Boss suggestion from me. Hope i've got it right what kind of boss fight you're after.

Name: Daemonist
Title: ?
Difficult:Hard
Level Requirement:20-25

Attack 1: Summons a couple of energysources at all the heroes, becoming bigger and bigger every second, until after a couple of seconds exploding of energy, purging and dealing damage in a AOE around them (can be avoided if you run away from it, but will be very bad to get hit by)

Attack 2: Throwing a huge bolt of daemonic energy, slowly travels through the air. Upon impact, dealing massive AOE damage and burning away mana.

Attack 3: The Daemonist shouts with a hellish voice, silencing x number of heroes and puts a minor DOT on them for a couple of seconds. (can not be avoided)

Attack 4: Begins to channel a massive energyburst. After some seconds it will burst out of the boss, dealing massive damage to any hero nearby.

Attack 5: Impales x number of heroes, disabling them and dealing damage every second. The impale (will have x amount of hp) can be destroyed by the other heroes and it will continue to damage and disabling the heroes being impaled until you destroy them.

Phase 1: Teleporting away, begins a summoning of demonic monsters every second, running towards the heroes. Each monster has different abilities upon impact on a hero (they will explode). Type 1: Initial damage and putting a DOT. Type 2: Really high slow % and a big armor reduction. Type 3: Entangles the hero in fire, making it/them unable to move or cast spell for a couple of seconds.
Condition: Boss at 65 % hp

Phase 2: Putting a -hp regen debuff to melee heroes and a -mana regen debuff on ranged heroes, and if a melee hero gets below 20 % hp, their hp will be damaged down to 1 %, and if a ranged hero gets below 20 %, their mana will be reduced down to 1 %. (The debuff will last until phase 3)
Condition: Boss at 45 % hp

Phase 3: The boss goes into a daemonic rage, increases his damage and armor by 30 % extra. Also gets a armor reducing attack that stacks for each consecutive hit. (If the boss changes target or gets interrupted the reduced armor will be resetted). Also, if any hero gets killed during phase 3, the boss will get an extra 5 % to damage and armor and the armor reducing attack will be reducing even more armor each hit. The boss will also get 5 % damage and armor in intervals, every x seconds. (You better get the boss down fast)
Condition: Boss at 25 % hp.
 
Level 3
Joined
May 11, 2010
Messages
29


Name: Emon
Title: The Forgotten
Difficulty: Varies
Level Requirement: 15-20

Attack 1:
Calls the powers of the Spirit World and unleashes them in AoE range, consuming x Health points per second.
Uses in phases 1 and 2.

Attack 2:
Traps Hero in soul cage, draining x HP/s and scares Heroes in x AoE range, making them stunned for x seconds.
Uses in phase 1.

Attack 3:
Because he is dead, the Forgotten can severely damage souls of the living ones. He throws dark essence which makes Hero unable to attack and to cast spells for x seconds.
Uses in phases 2 and 3.

Attack 4:
Divides himself in x parts, each part has same abilities (just much weaker). When x/2 of the parts are destroyed, he then returns back to his original form, having same amount of the health as he had at the start of the phase.
Uses in phase 2.

Attack 5:
Calls the souls of the fallen to shield him, getting bonus HP regeneration, armor (anything that can make him harder to receive damage)...
Usable in phase 3.

Special Attack:
Ravages the land, causing souls to enter random places and greatly damage Heroes and stun them.
Usable only in phase 3.

Phase 1: He is most fragile in this phase, but his HP regeneration is highest. Also the most of his HP drain spells are usable only in phase 1.
Spells usable in this phase: Attack 1 and Attack 2. His attacks are close-range.
Condition: None (starting phase).

Phase 2: His HP regeneration is lower, but his total HP is x% larger. He gets ranged attack which is stronger.
Spells usable: Attack 1, Attack 3 and Attack 4.
Condition: 60% of health left.

Phase 3: His HP regeneration is lower, but his total HP is (x+y)% larger. His ranged attack gets very strong.
About his special attack: When he reaches Phase 3, he teleports to area where heroes can't touch him and casts Special Attack. He teleports every x seconds.
Spells usable: Attack 3 and Attack 5.
Condition: 15% of health left.
 
Level 21
Joined
Aug 9, 2006
Messages
2,384
Well, exotic classes are ok, but there should be some "gladiator-like" classes, but, the thing is, they don't have to exactly look like gladiators, it is hard to describe :D.

It should be exotic on one side, but they should be familiar on the other side, I will surely add a hero called Freebooter, he will be a damage dealer with some "pirate-ish" sidekicks ;).
 
Level 25
Joined
Mar 23, 2008
Messages
1,813
So.. I think i get it :) But I am having a hard time understanding how the classes should be made. (This is my impression of it, please correct me if it is wrong or tell me if its right, now this idea is nothing serious, just checking if i've understand it correctly)
First of all; Attribute based, what do you mean by that?

Second; the hero should be something like this?
Example:

Title: Naturalist
Type: Healer/buffer
Strategy: And this is? What do you mean about it? How the class should be played?

Ability 1: Vine, heals 100 hp.

Ability 2: Big Vine, heals 200 hp.

Ability 3: Chain Plant, heals all heroes in a line for 250 hp.

Ability 4: Viny Vine, heals every hero nearby for 200 hp.

Sub-Class 1:
Title:Buffing naturalist
Type:buffer
Strategy:

Ability 1: Vine, gets following effect: buffs a unit with armor for 30 seconds

Ability 2: Big Vine, gets following effect: buffs a unit with big armor for 30 seconds

Ability 3: Chain Plant, gets following effect: buffs all heroes in a line with armor for 30 seconds.

Ability 4: Viny vine, gets following effect: buffs all heroes nearby with armor for 30 seconds.

Sub-Class 2:
Title:Healing Naturalist
Type:healer
Strategy:

Ability 1: Vine, heals 100 extra hp.

Ability 2: Big Vine, heals extra 200 hp.

Ability 3: Chain Plant, heals extra 250 hp.

Ability 4: Viny Vine, heals extra 200 hp.

So what i've done here is, same 4 skills, but gets different extra effects depending on specialization at level 25, is this what you are after? (but more advanced abilities of course, but i hope you get my point)
 
Level 21
Joined
Aug 9, 2006
Messages
2,384
Nah, the sub classes should be COMPLETELY different from the main class, only the basic theme should be kept.... means for example the naturalist could get a druid, which still has life restoration spells, but can additional morph into an animal or whatnot....

And yes, strategy is a how-is-this-class-played...

for example, you create a complicated class, which involves a certain special thing (for example a tank without armor, but with a certain skill which enables him to tank without armor), here you can explain it.... completely.
 
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