- Joined
- Feb 18, 2005
- Messages
- 263
hi
it's quite some time since i've been active in the forums and in wc3 in generall.
foreword
But I have long thought about creating a map which has a couple of unique features as well as one which brings a fresh air to the wc3 mapping comunity.
Originally I thought about creating a map which truly generates a random terrain, contains all 4 seasons and allows players to play within a huge rpg, including savescodes, dynamic quests and epic battles - all generated dynamically by a couple of quite complex triggers.
But even though I had already layed out the basics for the terain (heigths, rivers, mountains, valleys and basic textures) I found it not worth the effort of creating thousands of lines of codes just in order to create a map which lags for several minutes at the ingame map creation and therefore will most likely never be played by a wide audience.
Having thought long and played many maps I found AOS and Card Games to be the most interesting. Even though I do like TDs and Hero Lines every once in a while, I decided not to create one of them - I had once and both might have been a success if I had finished them. Maybe I will someday.
Considering my own preferences and my capabilities as a mapper and scripter I decided to ask a friend of mine who helped me with most of my projects - wc3 or not - before.
We agreed together to create a map for which we share the work. He is quite good at teraining, capable at modeling and can do quite good scripts even none to advanced - he still prefers the GUI.
Nevertheless we agreed on making this map together. He will do the terrain while I'll do the scripting and triggering.
But enough talk of my plans. I wanted to post my idea so that you can think about it and tell me what you like on it and what parts I can improve and/or change.
idea
Now to the Idea I had.
The map will basically be an AOS with most of the normal features AOS-Maps have.
But in addition there will be CardGame elements.
The players won't be able to buy items. Instead each hero brings along his/her own equipment from his/her former live. These special objects can be enchanted and some of them even bring their own enchantments into the game from the beginning.
In order to make these items easily accessible I decided to make them 2nd and following heroes who cannot move, attack or die (the live and revive as the hero does) on their own. But the can be enchanted or grown new abilities and effects.
These items are the most potent way to effect the game without cards.
Each hero is able to choose from cards matching the site he/she is fighting for. In addition there are cards which are available to all heroes and some which require insight into deeper pathes of magic which is only available to certain heroes and some only of these special heroes have choosen certain abilities.
Each hero is able to draw from the cards he/she has already aquired. Whenever he/she uses a card it is put into his/her graveyard (a special region). From there cards are only returned when the hero dies as well as by special events and abilities.
Each hero will be able to interact with the raging battle by playing the cards as well as by using his/her own abilities.
In oposition to the usual flow of AOS maps, on this map the armies won't simply be spawned. There will be villages. In regular intervalls each side sends a armed group to each of its villages and gatheres villagers (recruits) as well as weapons for these recruits in addition to gold (tribute, taxes).
The heroes won't get an income as usual - the will be payed every morning (evening for the undeads). They will receive a fixed amount based uppon a basic value + a sum based uppon the heroes level. In addition there will be payments for the heads of slayed enemies (wood) but these are also required for the mightier spells... therefore think well before selling them. Maybe the card might bring the win or a descent advantage while the money won't...
Another feature other AOS-maps (and CardGame maps as well) don't have are dynamic quests.
There will be small sidequests which enable the hero who fullfills them successfully grant certain unique abilities and cards.
These quests are small and might go by unnoticed: there might be a peasant who is attacked by a couple of creeps somewhere barely in sightrange of the lanes, or a trader with a symbol above his head requesting guard for his passage to the next village.
summary
These are the most important features my map shall have. There might be other features as well, but right now I'm not that certain of which ones that might be.
Nevertheless I'd like to hear from you what you think about this concept and which parts I can improve uppon.
- Lord Raszul
it's quite some time since i've been active in the forums and in wc3 in generall.
foreword
But I have long thought about creating a map which has a couple of unique features as well as one which brings a fresh air to the wc3 mapping comunity.
Originally I thought about creating a map which truly generates a random terrain, contains all 4 seasons and allows players to play within a huge rpg, including savescodes, dynamic quests and epic battles - all generated dynamically by a couple of quite complex triggers.
But even though I had already layed out the basics for the terain (heigths, rivers, mountains, valleys and basic textures) I found it not worth the effort of creating thousands of lines of codes just in order to create a map which lags for several minutes at the ingame map creation and therefore will most likely never be played by a wide audience.
Having thought long and played many maps I found AOS and Card Games to be the most interesting. Even though I do like TDs and Hero Lines every once in a while, I decided not to create one of them - I had once and both might have been a success if I had finished them. Maybe I will someday.
Considering my own preferences and my capabilities as a mapper and scripter I decided to ask a friend of mine who helped me with most of my projects - wc3 or not - before.
We agreed together to create a map for which we share the work. He is quite good at teraining, capable at modeling and can do quite good scripts even none to advanced - he still prefers the GUI.
Nevertheless we agreed on making this map together. He will do the terrain while I'll do the scripting and triggering.
But enough talk of my plans. I wanted to post my idea so that you can think about it and tell me what you like on it and what parts I can improve and/or change.
idea
Now to the Idea I had.
The map will basically be an AOS with most of the normal features AOS-Maps have.
- 2 Sides
- Automatically Spawned Creep Waves
- Heroes to turn the tides
But in addition there will be CardGame elements.
The players won't be able to buy items. Instead each hero brings along his/her own equipment from his/her former live. These special objects can be enchanted and some of them even bring their own enchantments into the game from the beginning.
In order to make these items easily accessible I decided to make them 2nd and following heroes who cannot move, attack or die (the live and revive as the hero does) on their own. But the can be enchanted or grown new abilities and effects.
These items are the most potent way to effect the game without cards.
Each hero is able to choose from cards matching the site he/she is fighting for. In addition there are cards which are available to all heroes and some which require insight into deeper pathes of magic which is only available to certain heroes and some only of these special heroes have choosen certain abilities.
Each hero is able to draw from the cards he/she has already aquired. Whenever he/she uses a card it is put into his/her graveyard (a special region). From there cards are only returned when the hero dies as well as by special events and abilities.
Each hero will be able to interact with the raging battle by playing the cards as well as by using his/her own abilities.
In oposition to the usual flow of AOS maps, on this map the armies won't simply be spawned. There will be villages. In regular intervalls each side sends a armed group to each of its villages and gatheres villagers (recruits) as well as weapons for these recruits in addition to gold (tribute, taxes).
The heroes won't get an income as usual - the will be payed every morning (evening for the undeads). They will receive a fixed amount based uppon a basic value + a sum based uppon the heroes level. In addition there will be payments for the heads of slayed enemies (wood) but these are also required for the mightier spells... therefore think well before selling them. Maybe the card might bring the win or a descent advantage while the money won't...
Another feature other AOS-maps (and CardGame maps as well) don't have are dynamic quests.
There will be small sidequests which enable the hero who fullfills them successfully grant certain unique abilities and cards.
These quests are small and might go by unnoticed: there might be a peasant who is attacked by a couple of creeps somewhere barely in sightrange of the lanes, or a trader with a symbol above his head requesting guard for his passage to the next village.
summary
These are the most important features my map shall have. There might be other features as well, but right now I'm not that certain of which ones that might be.
Nevertheless I'd like to hear from you what you think about this concept and which parts I can improve uppon.
- Lord Raszul