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AssassinsCraft

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Hi! I want to make a map called AssassinsCraft, a simplified version of assassins creed to play in 5 vs 5. If you played the multiplayer on iPod / iPhone, you can figure out what I am thinking on.


THE IDEA

AssassinsCraft is a map designed to play quick rounds (5-10 minutes more or less) in wich every player controls an assassin.

Before the game starts, we have to choose our character from a small pool (8) wich is formed by citizen-looking or not impressive units. Then, we choose a single skill from a limited pool, wich include:

-Crossbow: Fires a single bolt at the target. Requieres 3 seconds to aim. Crossbow is visible when aiming. 90s CD
-True Sight: Reveals all the assassins in sight, lasts 5s. 90s CD
-Smoke Bomb: drops a smoke bomb, creating a smoke cloud. Lasts 5s, 90S CD
-Poison: Silently kills the target, 90s CD
-Throwing knife: Reduces movement speed in a 80% for 5s, 90s CD
-Disguise: Transforms the player into a random character for 5s, 90s CD


The map is completely covered by buildings made with texturized cliffs. The streets will be full of NPCs (Citizens from now on) static or walking in groups, or in benches. Players can be only detected because of their suspicious acts like killing, running or being at the rooftops.

When the game starts, one NPC player will send a private message to every player, assigning them a target. Depending on what we do, we win or lose points:

Score System
-Killing the target: +3
-Killing another assassin: +0
-Being killed: -1
-Being killed by the target: -1 (so being killed by the target is -2 in total)
-Killing a civilian: -1
Game Modes

Quick match (only one round)
Normal (3 rounds of 10 minutes each, the player who won the most wins
Team Deathmatch (5 vs 5, killing a teammate is -5 points)
-I also plan to include suvrival rounds and 1h matches (in case of league or tournament)
What's so special about this map?

-This map removes long and boring combats where the winner is, usually, the one who has got a higher lvl or best equipment. This map is quite more realistic with one-hit assassinations that need to be triggered (not just attacking, assassinate is a skill) where stealth is the most important thing, and there are no items. It also removes mana and sets a skill cooldown system.

-It is also different because of the rooftop running and because of the quick rounds.

-And finally, it is special because nobody ever made something like this


The winner is, obiously, the player with more points.



What do I need:

-Triggering for the scoreboard
-Triggering for the minimap removal (maybe a custom skin with no minimap?)
-Textures for the cliffs
-Triggerig for "elevators" to jump to the rooftops

-I'll probably do terraining, skills and characters if you want to join, just reply. I'll give credits and rep.


I hope somebody wants to join my project, I accept suggestions and comments. Thanks for reading
 
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Level 4
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Jun 5, 2010
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As I see nobody is joining or even posting, maybe I should move this post into another sub-forum
 
Level 6
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Jan 3, 2010
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awesome idea although if your target looks like a normal citezen walking in a group of citezens thats going to be kinda hard to pick out who your meant to kill >.<

oh and can you go into negative points?? cause if you cant before you kill the target you could go around and kill everyone untill you kill the target.

instead of elevators use maybe a jump skill??
 
Level 15
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Jul 9, 2008
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i would like to join the project i can trigger alot of stuff also i suggest instead of having 5v5 make it so u can choose to have free for all or teams

also are you going to make places where u hide like on brotherhood
 
Level 4
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Jun 5, 2010
Messages
65
i would like to join the project i can trigger alot of stuff also i suggest instead of having 5v5 make it so u can choose to have free for all or teams

also are you going to make places where u hide like on brotherhood

Yeah, there are going to be some places to hide (including citizen groups) but I can't figure out how to make it, and Yes, I was also thinking in a 5 vs 5 mode AND Free For All.

Each player will have one hero skill to choose and then the following normal skills:

-Climb: Moves the player to the rooftop
-Assassinate: Kills the target
-Toggle walk/run: Changes movement speed.


And kevlamin, you are supposed to know who's the target by the use of "Sight" or taunting them to try to kill you or watching the way they walk, or being over your head or killing somebody else.



Another idea I had is to move the camera so it becomes a 3rd person game.
 
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Level 17
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Jan 21, 2010
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Okay, i has some idea and i can do some simple triggering

The idea is:
assasin is always steathed, so you need to add the permanent invisibily to all assasin

Second, the assasinate skill should be removed when used once, it will make the game more interesting

Thrid, add classification ' worker' to all the assasin, it makes them needed to ordered 'attack', if not ordered, they will stand still, because worker usualy run when attacked and heroes will counter the attacker, so combining the two classification is great to amke a sneaky assasin, cuz the assasin is usualy disguises and act like normally citizen would do, and workers can't attack if not ordered, as the hero can attack when the enemies in sight.
 
Level 4
Joined
Jun 5, 2010
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65
Okay, i has some idea and i can do some simple triggering

The idea is:
assasin is always steathed, so you need to add the permanent invisibily to all assasin

Second, the assasinate skill should be removed when used once, it will make the game more interesting

Thrid, add classification ' worker' to all the assasin, it makes them needed to ordered 'attack', if not ordered, they will stand still, because worker usualy run when attacked and heroes will counter the attacker, so combining the two classification is great to amke a sneaky assasin, cuz the assasin is usualy disguises and act like normally citizen would do, and workers can't attack if not ordered, as the hero can attack when the enemies in sight.


Assassins are not invisible, they simply look like citizens, so they can be seen before dying allowing the player to escape or kill them. Assassins have got no attacks since all the NPCs will be marked as enemies, and only 1 HP. The "assassinate" skill, simply deals 1 HP damange, killing the target.
 
Level 4
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Aug 22, 2008
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I very much like this idea anpoca. I reckon that it would be interesting to have a default mode were a large city-scape map, sort-off like an Assassin's Creed style town. Within this town could be a randomly (or not randomly) selected assassination task.

Almost Like a pool of Pre-Trigger assassination tasks which can be completed in different ways. Possibly a lead up to the Assassination could be a 10 minute section where players explore the town to gather information leading up to an assassination. The person who successfully assassinates the target and gets out undetected wins.

Somehow it could be triggered so that guards could have different levels of awareness.
Pre-Assassination = Generally Relaxed
Assassination = Ready to Attack at the Slightest Threat.
(this system would make sure that the winner wouldn't be the one how walks up to the target with a crossbow and wins. Quite like the game)

Information could be gathered through fighting small "creep" battles where guards are harassing a civilian and you must help out. This would then create more strategy between who actually gathers the information out the civilians. (Information could be gathered as Items in the inventory) 6 max per assassination stage.

The assassination events where the target is exposed could have things where the target is surrounded by guards and are together patrolling the city or doing something.

Anyway hope this project gets going, seems rather good.
If you still need helpers i can help with triggering, please I don't do complex multiboards.

One last thought to go with rysnt11 idea with two hero modes: stealth could be the normal peasant model and then the "hero" model could be this Thief Model.
 
Level 4
Joined
Jun 5, 2010
Messages
65
Seems interesting, but then it needs various targets so the match is not always the same way (a veteran would go to the target spawn point and put a bolt in his head). I am going to need tons of triggerers to do so because my triggering skill is 0.

Thanks for the idea, I'll think about it
 

Rym

Rym

Level 3
Joined
Oct 15, 2010
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Hmmmm i have the same idea like this one. and its almost complete in concept, gameplay, items, skills, modes, terrain, etc.
the game that most likely a battle of mind. which is you need to rely on stealthiness by blending around civilians. making every move undetected while you hunt down your target. and killing it without a trace.
i can share you my map idea (and thats the only thing i can help) but i think its different on what you have in your mind. so its better for me to know what is the whole concept of your map idea. from assassin and its skill, itemization, location style, missions and objectives, etc. in short, the whole concept of the map. so maybe from there, i can share you some of my idea and adapt it on your map plan.
 
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