- Joined
- Apr 13, 2007
- Messages
- 240
Aura Warz
Story
I've begun a huge AOS project with only minor uniqueness, but complex gameplay with only minor experience in map making, and found out that this job is too HARD! And I didn't want my time to waste in making maps just for experiencing, not releasing, so I decided to pause the project and begin a new one, which is easier and shorter to make, only uses GUI triggers, and has a totally simple, but somehow unique gameplay so it's worth sumbitting here.
Gameplay
As you can see, I use "Aura Wars" as a name because the main concept of the gameplay is to send various troops to defeat the enemy and support them with towers. They have various basic and "learnable" auras.
Towers are free and do not need a builder. At the beginning of the play, you begin with 1 tower that has a skill that builds another tower (with 1 minute cooldown) and the new-built towers also have this skill, so, for example after 10 minutes, you can have 512 towers (huh, this seems imba, I should somehow nerf it). There are only 1 type of tower, with, 400 range, with 1 basic aura (health regen, more auras can be "attached" to them with researches) Auras also have a range of 400, and the build skill range is also 400, so it theoretically means that towers somehow "mark" your territory.
Towers are a little bit stronger than the basic units that you can send, but you will "hire" stronger unist later (like in Tropical Towerwars) that will PWN basic tower so you will need to improve tower HP and damage.
You will also can choose a controllable Commander hero at the start (which has skills like "Force all creeps to attack this location" and temprary buffs.
There will be a lot of variation on the sendable creeps: at the start you can choose from 3 types (melee, ranged, support) with the same strength of course. I also plan a "Hire Z number of X creep" button to prevent players form spending seconds to hire creeps.
As I expected, everything went a billion times faster that with Hecatomb, mainly because the map is not natural-looking, not "beautiful" but functional. Attached the current version (T means terrain test)
The small squares next to the big ones are the places of the creep-sender and the researcher buildings.
Story
I've begun a huge AOS project with only minor uniqueness, but complex gameplay with only minor experience in map making, and found out that this job is too HARD! And I didn't want my time to waste in making maps just for experiencing, not releasing, so I decided to pause the project and begin a new one, which is easier and shorter to make, only uses GUI triggers, and has a totally simple, but somehow unique gameplay so it's worth sumbitting here.
Gameplay
As you can see, I use "Aura Wars" as a name because the main concept of the gameplay is to send various troops to defeat the enemy and support them with towers. They have various basic and "learnable" auras.
Towers are free and do not need a builder. At the beginning of the play, you begin with 1 tower that has a skill that builds another tower (with 1 minute cooldown) and the new-built towers also have this skill, so, for example after 10 minutes, you can have 512 towers (huh, this seems imba, I should somehow nerf it). There are only 1 type of tower, with, 400 range, with 1 basic aura (health regen, more auras can be "attached" to them with researches) Auras also have a range of 400, and the build skill range is also 400, so it theoretically means that towers somehow "mark" your territory.
Towers are a little bit stronger than the basic units that you can send, but you will "hire" stronger unist later (like in Tropical Towerwars) that will PWN basic tower so you will need to improve tower HP and damage.
You will also can choose a controllable Commander hero at the start (which has skills like "Force all creeps to attack this location" and temprary buffs.
There will be a lot of variation on the sendable creeps: at the start you can choose from 3 types (melee, ranged, support) with the same strength of course. I also plan a "Hire Z number of X creep" button to prevent players form spending seconds to hire creeps.
As I expected, everything went a billion times faster that with Hecatomb, mainly because the map is not natural-looking, not "beautiful" but functional. Attached the current version (T means terrain test)
The small squares next to the big ones are the places of the creep-sender and the researcher buildings.