Ascendancy
Ascendancy
This thread is about project
Ascendancy
A new type of map from a genre we created called Labyrinth Wars.
Link to original 10pg brainstorming thread: A New Generation of Maps
Map Outline
Team Members
Development Progress
Lore
Traps
Screenshots
[self="http://hiveworkshop.com/forums/showthread.php?p=244650#post244650"]Progress Update[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=245500#post245500"]New Heroes[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=247851#post247851"]Dreadlords[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=249532#post249532"]Barbarian Tyrant[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=277243#post277243"]Ascendancy Evolution[/self]
(10 players)
Ascendancy is a AoS-type map with a massive twist, it is based in a maze, and the teams constantly change objectives and sides. With two bases located on opposite sides of the map, the main section is dominated my a massive maze of traps and neutral enemies. The center of the maze has the most deadly traps, the traps gradually decrease in fatality the farther away from the center. So while the middle is the shortest route, it is the hardest, and the edges are practically clear of obstructions.
While the main fighting is hero-based, you also control a small barracks with which to build several non-combat units (ex. healers, tower builders, and maybe supporting spell casters [ex.shamen/witch doctors/sorceresses]). The tower builders can be used to construct defensive structures atop parts of the maze, adding a TD-ish element to the defensive side, the assaulting side will have a siege constructor instead of a tower builder, allowing for the making of offensive buildings (ex. trebuchets, ballista turrents, mortar cannons).
The game is round-based, so if the assaulting team manages to accomplish it's objective (ex. kill the king) then then every player on that team is given one point. The same is true for the defending team, if they hold out for that round, they are given a point. At the end of the round, the strongest player on the winning team trades alliances with the weakest player on the losing team, allowing for a balancing effect and more diversity in objectives. At the start of the next round, the teams change places, so the assaulting team defends, and the defending team attacks. All player units will be destroyed, and all buildings will be restored to full health, all traps reset, as if the game had started anew. The heroes will keep their experience, items, gold and score. After 5 rounds the game comes to and end, and the players are ranked according to the amount of points they have (offensive and defensive sides will also be ranked according to the number of successes on that side.)
Team Members
The team members and roles are:
Ratherion [Team Leader]
1. Decision making and workload organizing
2. Hero Development and ideas
3. Moderation and perfection of terrain
4. Partial Item development and Triggering role
Kixer [Trigger Leader]
1. Gameplay Triggering
2. Trap ideas, development and triggering
3. Item development and fusion triggering
4. Partial Hero development and idea role
Hit [Terrain Leader]
1. Major Terraining development
2. Ability and Spell triggering
3. Partial unit development role
4. Hero balancing
Scyth-Master [Testing Leader]
1. Gameplay testing
2. Hero testing and balancing
3. Item testing and balancing
4. Trigger testing
Deathell [Unit Leader]
1. Creep development
2. Non-combat player unit development
3. Player structures development
4. Neutral unit development
TestersWolverabid
The_Ephy
1)ark_NiTe
PurplePoot
Palin_Twinblade
Development Progress
The map is currently is Alpha Development, with the basic terrain and most of the doodads done. 35/45? of the heroes have also been planned out but have yet to be created. Overall the map is about at 20%, as we have much to do.
Development Chart- Overall 21%
-Terrain/Doodads: Complete for Beta-level development, will change with testing.
-Heroes: 15%
Palin - 90% - Requires PVP testing. New heroes will be posted upon development completion-Items 10% - Generic Item Dump Compiled, Combos and Testing required.
-Triggers: 12% - Main gameplay triggers near completion, specifics in-development.
-Gameplay: 4% - Yet to be tested and revised, waiting on Creep AI and Heroes.
-Units: 35% - Developed but in need of testing and balancing, along with a few revisions.
-Traps: 20%
Lore
The summoning of Archimonde by Kel'Thuzad left a massive disturbance in the gate energies. These ripples where caused by the traces of the "anti-undead" shield that the archmages erected. This divine barrier clashed with the huge demonic energy of Archimonde's home world, thus displacing a large section of the city to the demonic plane. The frightened citizens where enslaved immediately, and many executed. The dreadlords, however, saw this a a waste of life, why just kill them when you can have fun watching them kill their own allies and comrades? So the dreadlords decided to construct an arena for their sick game, placing within it a huge number of fatal traps and the deadliest of the native demons. Now a prime source of entertainment for all members of the Burning Legion, the arena has become a place for the greater demons to enjoy themselves. Featuring imported races of every size and level of power, only the strongest (and smartest) live through the game and then only to slaughter their friends and family in order to survive.
Traps
Here is a chart of the traps we are going to use:
Totem Pole: Warstomps, dealing damage and stunning. Activated by attacking, has a % chance to activate. Lightning Rod: Sends a lightning bolt at every nearby unit, damaging and purging.
Activated by casting a spell, has a % chance to activate.[/color] Mana Stick: Steals % of all units mana and deals total mana stolen divided by units in area. e.g. 100 damage, 2 units = 50 damage per unit.
Activated by casting a spell. Works EVERY TIME. Saviors Banner: Summons several holy warriors to aid the defenders.
Activated by defenders, has a cooldown. Proxy Mine: will periodically create a mine in a random place. Mine explodes when unit enters range.
Mine activated by entering range. Entrapment ward: binds the soul of a unit to the ward. If that unit leaves a certain radius he will be pulled back to the pole. If unit is a certain distance away ( like 3000 or more ) the unit is killed, to avoid teleportation exploits.
Activated by killing a unit. Resurrection ward: Resurrects a defender creep on death.
Activated when unit dies, % chance, Cooldown. Conversion Banner: Converts a random creep to the other team
Activated on cast, random chance. Soul Dispersion ward: When a unit dies its soul heals all allies. Amount healed = max health / allied units in range.
Activated on death, random chance. Stop Sign: Slows all units in range of x's movespeed.
Activated constantly. Redemption Ward: When a unit dies its friends are motivated to redeem him. Units gain damage and regen.
Activated on unit death. Burning Totem: Sets unit on fire. nuff said...
Activated when unit enters range. Soul Channeler: Steals a % of a creeps hit points and transfers it to an allied hero.
Activated on cast.
Screen Shots
Ascendency's Terrain:
Please give us feedback about the map and what you think of it, any and all suggestions will be considered and are likely to be implemented.
Thanks in advance for your support.
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