- Joined
- Jun 23, 2009
- Messages
- 4,787

Hello people =)
My name is Dragonson, or Drugnar, on battlenet.
I kinda like hero arenas, but they tend to get abit... boring, when its all about standing infront of eachother and then see who has the best gear.
SO! I want to make a map that as much as possbile removes such things. But, while i were at it, i got alot of other ideas! Heres a small list:
-Make the game in rounds, so there is Built-in time for buying equipment. Then you dont have to worry about stopping combat to go do that

-Place the players in a maze. Having to not only kill each other, but also find and chase (since most of the heroes has escape abilities of some kind) each other, is quite fun =) Plus it pretty much removes the fact that you just stand infront of each other! (itl be abit like in DotA, but Hero Arena, and not AoS)
-Put abit of humor into the game without destroying everything by making it impossible to take serious.
Im pretty sure i had more ideas, but i cant remember where i put them. Il write them on the list if i find some of the small buggers!
The Team
Dragonson: Arena Master
Sinizi: Commentator/Support Arena Master
Zack1996: Tech Support (or: "I understand things noone else on this team does. Worship me.")
Hijax: Tech Support Support
cazador: Artwork Guy
Rainbow Evil: Terraforming Guy
jsheph03: Tester
Aesthetics: Tester
Tagg1080: Tester

Info?
Map Name: Battle Depths
Map Type: Hero Arena: TaK (Track and Kill)
Map Goal: Its a hero arena. First with 100 kills win.
Players Max: 8
Unique Things: Round Based, Maze Based, Otherstuffidontthinkotherpeoplehavebutthatiaintsureof.
Max Kills Per Round: 7
Map Type: Hero Arena: TaK (Track and Kill)
Map Goal: Its a hero arena. First with 100 kills win.
Players Max: 8
Unique Things: Round Based, Maze Based, Otherstuffidontthinkotherpeoplehavebutthatiaintsureof.
Max Kills Per Round: 7
So Far
14 Heroes.
Round System.
Some custom models.
Lots of triggers.
Various Other systems.
3 small mazes, connected into a big battlefield.
3 almost filled item shops.
Cool audio effects.
1 Item recepie shop with 6 recepies.
2 Modes and 3 Item Modes.
Infact, this is getting closer and closer towards no longer being a beta. It still lacks items and heroes though, and i'm sure its unbalanced and bugfilled as hell
Round System.
Some custom models.
Lots of triggers.
Various Other systems.
3 small mazes, connected into a big battlefield.
3 almost filled item shops.
Cool audio effects.
1 Item recepie shop with 6 recepies.
2 Modes and 3 Item Modes.
Infact, this is getting closer and closer towards no longer being a beta. It still lacks items and heroes though, and i'm sure its unbalanced and bugfilled as hell

[COLOR="red"9
[B][SIZE="4"]Things I Plan To Make[/SIZE][/B][/COLOR]
Well... more mazes and more heroes. =P Oh! and Items!
Hero List

Hydromancer
A caster hero. Is able to do alot of damage and still is hard to catch due to some l33t escape abilities. Runs out of mana fast though.
Normal Abilities:
Hydro Escape: A Blink spell. Costs very little mana in a Battle-Depths scale.
Water Explosion: Based on warstomp. Mostly a damage spell even though it has abit stun.
Waveshield: Its divine shield, but without divine.
Ultimate:
Tidecall: Starfall, but faster. Alot of damage in the area around the Hydromancer for 5 seconds. (or was it 10? i cant rmb...)

Geomancer
Another caster (i like those). Also quite a damage dealer, but focuses abit more on stun. Has a single ability that is a quite good get-out-of-jail card, but has a big cooldown.
Normal Abilities:
Earthspike: Its impale with a new rework. Looks kinda awesome =)
Stunstone: As the description says: A ordinary stone thrown at the target in a magical way. A stun ability.
Recall Rock: Places a rock somwhere one the map. This rock has the ability to summon the geomancer to its location once. The cooldown for this spell is big, but well, its a good get-out-of-jail card. (and yes, its NOT instant in ANY way.)
Ultimate:
Call of the Ancients: A Metamorphosis rework. Turns the geomancer into a ancient with a melee attack, extra armor, extra hp, extra damage and a attack effect.

Escaper
The Hard-to-catch guy. Has loads of agility, so he does alot of damage, but also, he's **** fragile.
Normal Abilities:
Mirror Image: Creates alot of mirror images compared to the normal ability. Also, even though theese last very short, they deal a little damage.
Escape: Another blink rework. Dont blink, youl miss it.
Damage: A ability made for the sole purpose to deal damage, as a addition to the escapers high agility.
Ultimate:
Run for the hills!: Gives you max speed for 10 seconds. After theese ten seconds you turn invisible for 30 secs. This is Permanent Invisiblity, it a temporary way, so when you attack you turn visible, but if you dont keep attacking you turn invisible again. Sweet huh? (same with abilities)

Giant
The big brute. You know the deal guys =)
Normal Abilities:
Thunder Clap: Well... thunder clap?
Spiky Skin: Its a Spiky Carapace rework, but more effective.
Bash: Not much to say here...
Ultimate:
Titan's Fury: Its a avatar rework, and it leaves its marks. God hes big when this thing is activated...

Mage Hunter
This is the guy with Manaburn and silence, and other mage pwning spells.
Normal Abilities:
Anti Magic Field: *cough* Silence *cough*
Manaburn: You know the deal.
Arcane Prison: Youd probably not expect a Entangling Roots rework on a mage hunter, but holding a mage at the same spot is kinda usefull.
Ultimate:
Mana Storm: A rework of locust swarm. Looks awesome =)

Fallen God
The point with this hero is that it starts out weaker than the others, but grows faster.
Normal Abilities:
Godslayer: A rework of critical strike.
Unholy Haste: Increases movement speed.
Sleep: A sleep "rework".
Ultimate:
Reclaimed Faith: The coolest ability i made so far. Has one level only, and requires level 12 instead of 6 to learn. Gives the fallen god his powers back, making him invulnerable for 2 minutes. 10 minute cooldown ^^

Ghost:
Typical stealth hero, Fast but fragile. Is unarmored instead of hero armor, so watch it.
Normal Abilities:
Ghostly Visage: A evasion rework.
Shadow Strike: A shadow strike "rework".
Ghost Stalk: Wind walk rework.
Ultimate:
Haunting: A stampede rework. Looks pretty cool =)

Mass damage dealer. Got loads of AoE, but runs out of mana fast.
Normal Abilities:
Firebolt: Deals damage...
Flame Volley: a Cluster Rockets rework.
Explosion: Frost Nova rework.
Ultimate:
Meteor Swarm: If you cant guess what this does you need to play more fantasy games...

A Stealth based strength hero. Uses alot of mana, but has a great mana reg too.
Normal Abilities:
Flame Stealth: A windwalk rework. No sneak attack dmg though...
Mastodon Smash: A ability pretty unlike anything in normal wc3. A very strong melee attack.
Diabolic Pentagram: A carrion swarm rework.
Ultimate:
Immortallity: A Vampiric Aura rework. Looks awesome...

Damage dealer hero, even though not a completely normal one.
Normal Abilities:
Arcane Pulse: Shockwave!
Arcane Grip: Does quite alot of damage, and has ministun.
Arcane Prison: Entangling roots rework.
Ultimate:
Mana Vortex: Only one level of this spell. This AoE spell does a certain percentage of max hp each second. If a unit stays in the AoE til the spell is over the unit will have lost 50% of his hp.

The werewolf is a surviver. Good at getting around and away. His only real damage output is attacks though.
Normal Abilities:
Warpstep: Another blink remake.
Critical Strikes: You know the drill.
Howl: Stunns all nearby units.
Ultimate:
Blessing of the Night: Reincarnation ftw.

The storm warrior is a damage dealer, with quite alot of hp. Goot at fast kills.
Normal Abilities:
Lightning Charge: Moves you to target units location, does damage and microstun.
Lightning Pillars: Sends out lightning pillars to all nearby units. Does massive damage if they hit.
Storm Saint: Extra move speed and life reg.
Ultimate:
Storm: Monsoon!

The dryad focuses on summoning units, then using her abilities to manipulate them and deal great damage.
Normal Abilities:
Sprout: Summons three sprouts that can be manipulated.
Explosion: Explodes a sprout to do lotsa damage.
Thorns: Doubles a sprouts damage 6 times.
Ultimate:
Obergrowth: Turns a sprout into a ent, wich is big and damage dealing.

The Flame Spirit focuses alot on armor reduction, but can do alot of damage too. (wich is partly cause of all that armor reduction...)
Normal Abilities:
Fire Ball: Reduces armor and does damage over time.
Flame Nova: Reduces armor and does damage to everyone around the flame spirit.
Fiery Attack: Makes the flame spirit do more damage. If the flame spirit has Burning Wards, this ability both increases their damage and attack speed.
Burning Wards: This ability is supposed to be ultimate, but it isnt yet. in 0.7 it will be. It summons 1-3 immobile burning wards that last 25 seconds. They are also supposed to have a mini-stun. that too will be added in 0.7
Next Heroes:





So... got something you dont understand? questions? ideas? suggestions?
POST THEM!
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