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"Battlefield Live" is a real time strategy (RTS) map.It provides as much as possible realism.You choose your race (commander) at the beginning of the game and lead your army to either victory or defeat.Time of happening is in the middle age with some technological advantages (steam engine).
1.Health System (based on HP, system) - All alive and some undead units "suffer" from this.The less HP the unit has, the stronger negative effects will be.Effects that come with HP loss:slower movement speed, bigger chance of becoming crippled, some negative spell effects become stronger (Life Drain),...There are also positive and negative HP auras and abilities. Cripple - depending on damaged part, unit is weakened.Example:unit's right leg and left arm are "crippled"=slower movement speed, its damage is reduced and the parry ability if it's sword is in it's left hand (Footman).Crippled parts can be partially healed and damaged again.
2.Moral System (based on mana, system) - All alive units "suffer" from this.The less mana the unit has, the stronger negative effects will be.Effects that come with MP loss:slower movement speed, bigger chance to miss on attack. All units have certain "demoralize".Veterans have stronger and normal units weaker demoralize.With demoralize units destroy enemy units' mana (moral) depending on dealt damage.Demoralize goes through most blocks so it can't be reduced.Veterans lose less moral (mana) than normal units.Types:Melee, Ranged, Melee Veteran, Ranged Veteran,...There are also positive and negative moral auras and abilities.
3.Custom Mana System (system) - Some units that need mana to use spells (casters) have the "Mana" ability.Since the normal mana is used for moral I created the custom mana system just for casters and their spells.It can regenerate and expand of course.If your caster doesn't have enough "mana" he/she will stop.
4.Combat Information (based on Spell Book) - All (most) units have "Combat Information" which is a simple spell book providing all information about that unit.Information such as block, head and armor.Each "Combat Information" has an "Information" field where that unit's story is (some of you will find it to be pure bull****, so you read it at your own risk).
5.Veterans (based on Resistant Skin) - Veterans are the strongest units that lead others to battle (Commander, Necromancer,...).They are immune to some spells and negative spell effects last shorter on them.In other words:they are "statless", "expless" heroes.
6.Battle Experience (system) - All alive and some undead units have this ability called "Battle Experience".BE provides bonus attack speed, evasion, critical chance and multiplier depending on its level.BE is gained through killing unit, picking up "tomes" and training (in camps).BE has 20 levels and it is some sort of a "custom Drunken Brawler".
Tomes are books that can be made by your units or be found at some places around the map.
Units without BE have Luck which is just an "unlevelable" BE.
7.Diseases (based on items and dummies, system) - Such as Bugs, Flu, Plague and mental diseases such as Alzheimer's.Diseases are everywhere.Most of them are temporal and curable, some of them incurable and a few partially curable.All diseases are negative and have negative effects (damn bugs).Some of them are contagious (damn bus again).Some abilities can disease units.Some diseases:Bugs, Plague, Flu, Fever, Alzheimer's, Nostalgia, Depression,...and many more.Most diseases are manifested as items.
Qmg I didn't know bugs are a disease!
A:they aren't...I am just using the term "disease" to describe them, as that's their role in the map.
8.Angled Blocks (system) - most units have some sort of a block (helmet, shield, sword,...).Some blocks, such as a shield, don't work if the blocking unit is stunned, while some work all the time (helmet).Some blocks can be improved as well, especially Human blocks via Battle Experience.
"Angled block" means that every "blocker" (shield, helmet,...) has it own angle of blocking.Blocks such as the shield, can block only frontal attacks (Vanguard), while others can block all 360 degrees (helmet again).Big thanks to rulerofiron99 for this system!
9.Custom Raise Dead (based on Raise Dead) - When you cast raise dead you will raise a skeleton depending on the corpse type.Examples:archer corspe=skeleton archer, footman corpse=skeleton warrior,...
Undead veterans raise skeletons on kill (raise dead from dying unit), so the corpse will not appear. Reassemble - Most skeleton units have 55% chance to "reasseble on death"=instant revive with 25% HP (inspired by Necrons from "Dawn of War Dark Crusade")
10.Custom Armor/Damage Types (based on armor types) - Most armor and damage types are modified to be more "realistic".
Table
Leather
Metal
Fortified Metal
Composite
Unarmored
Magic
100%
100%
100%
100%
100%
Blade
100%
90%
80%
85%
100%
Piercing
100%
95%
75%
85%
100%
Siege
80%
110%
125%
90%
100%
11.Mount System (system) - Certain units can mount (ride) horses.When a unit is riding a horse it has some perks such as more hit points and moral, greater movement speed and more damage.Riding unit might lose an ability while riding (
Commander loses cleave, but gains greater damage
).When the riding unit's hit point go below a certain point, the rider will fall from the horse (
and suffer from dizziness for few seconds
) and the horse will
"omg what will happen?" die
.
12.Wall System (system) - Quite simple and realistic.Units can't see through walls, as the wall is a sight blocker (literally).If a unit climbs the wall (via stairs) it will have "air vision", it can see both sides of the wall, and it will get some bonuses.Mounted units can't use stairs and only Engineers can use ladders.There are also gates and such, that can be opened via lever.On the walls there are towers, of course, that will be used for artillery.On the walls there are chambers as well, where you can hide your units, but those units (if ranged) can't attack from the chamber.Aaaaand, ranged units (archers) can't attack through walls (but artillery can), so all units behind the wall are safe from them.Units that are on a wall also have 50% evasion against outer ranged attacks.
13.Recruit System (system) - In order to train a unit (Humans) you need to recruit a villager first.
Process:send veteran (Commander) to village->recruit as many villagers as possible->bring them back to fort->train (arm) them (Forge system)->a unit (Footman, Archer, etc.) Optional (recommended)-after the training is finished send the fresh unit to a training dummy in order to boost its BE
14.Forge and Limited Ammo System (system) - In order to arm your units you need armor and weapons depending on their need.Every armor and sword needs iron ore in order to be made.Armors and weapons are forged in a Forge, a big building in a bottom right corner of the fort. Example:to arm a Recruit so he can become a Footman, you need 5 metal plates, 1 helmet, 1 sword and 1 shield. Limited Ammo System - every shot costs you 1 ammo (arrow).Ammunition is made in the Forge. Example:you can forge 3 quivers with 20 arrows.Archer picks 1 quiver (20 arrows) and has 20 "ammo".Archer can carry additional 20 arrows, so he can arm them after he shoots his first 20.Maximum arrows is 20.(20 in quiver+20 in inventory=40)
III Game Modes
1.Annihilation - destroy everything and be the last standing man - [done]
2.Domination - capture 75% of points and hold them for 5 minutes before your enemy does - [coming soon]
3.Campaign - everyone has his/her role and position, cinematics, quests and other things [Campaign is based on the maps's lore, custom lore] - [not so soon]
Here is the first beta.You can only test units for now.Create unit for enemy units by training unit in the top barracks.Then make your army and strike
There is a mini battle at top right.Just order a unit to go forward. Battlefield Live 0.04 BETA This is just a "test map", bugs are fixed, stuff made and balance done every day
Notes you should read before starting the map:if you type 123 camera will go far away, in order to open the gate just attack the lever.It takes 4 seconds to open/close and it has a 10 second cooldown
There is an undead army south from the fort, make army and kill it
south-east, there is an enemy human army
How to get resourcesick lumber/iron/leather with an Engineer.Move the Engineer to Warehouse, the square in front of it.
How to forgerder the Forge to forge (lulz) weapons/armors.For weapons/armors you need resources that are storaged in the warehouse.
How to train:make sure you have all the needed weapons/armors for the wanted unit.Move a Recruit into a Warehouse sqare and start the training.The recruit must have at least 80% HP/moral.
I would especially like some suggestions about the fort.Mainly about positioning stuff.
Give suggestions and constructive critics!
Give suggestions about improving description as well!
Soon to come:cripple, season change (summer, winter,...), more units, more spells, more balance, unique units, campaign, domination mode, more diseases, items and much more!
Nice map you got here but maybe you could tell us abit about maps lore since there is a canpagin mode. A 7/10 for gamplay really nice.Maybe try improve terrain.
Nice map you got here but maybe you could tell us abit about maps lore since there is a canpagin mode. A 7/10 for gamplay really nice.Maybe try improve terrain.
Thank you very much
Terrain will come not so soon
about the lore, everything is ready, it only needs to be put together in a nice scheme
A quite quick tester, aren't you?
A new 0.02 beta (it's alpha acually) will come withing a week with a fully working mount, exp and training system as well with more balance, effects and such.
And with some terrain.
I like this one, will be watching around...
Tips: improve GREATLY the terrain and manage custom abilities (those are the most important thing that a map needs to be very good [excluding good working and great system] +rep
I'm planning on constructing a whole simple village, forests, waterfalls, etc.
So far I have made "The Pit" (
I was about to write here what the pit does, but you will have to wait for it
) and currently I'm working on a Fort (for humans obviously) and I've finished the walls.
But wait, there's more!Units can't see through walls!They are either inside or outside the fort.AND MORE:Units can climb on the walls (
with stairs
) and get some bonuses.On the wall:see both inside and outside the fort
and manage custom abilities (those are the most important thing that a map needs to be very good [excluding good working and great system]
Massive update.Many bugs fixed, added a 75% finished fort.
In the next update:
1.fully working training system
2.less bugs
3.units will be able to mound with minimum 75% HP/moral (instead of 97%)
4.fully working cooking system
5.more balance
6.fully working hunger system
7.recruit system (part of a training system)
8.and I will think of something else
System Title:Area raise dead
System (spell) Description:target point, 275 AOE spell.When caster casts this all corpses in the area will turn into skeletons to fight for you (not animate death) = raise dead.optional:skeletons will rise instantly when you cast ability and 3 seconds after cast in that area (corpses that appear in the "buffed area" between cast and 3 seconds after cast)
System Specifications:MUI/GUI
yup
except I decided for the raise not to have that 3 sec raise
The point of the spell is to turn the tides of battle
You start losing?Just raise that pile of corpses from units you killed=instant about 10 skeleton warriors
yup
except I decided for the raise not to have that 3 sec raise
The point of the spell is to turn the tides of battle
You start losing?Just raise that pile of corpses from units you killed=instant about 10 skeleton warriors
A question, how will the map layout(s) look? Will it be melee style, (most melee are symmetrical, has blizzard style, etc.) or would it be more of a custom terrain map (Azeroth Wars, TSoL, etc.) ?
EDIT: ^ I realized that I could dl and play the map so I can see some terrain. Problem, I cannot find it. What number is it under?
I got a problem. Every time I select a unit it hangs. I'm on a mac and I've experienced this problem before. I've seen it somewhere that it's the icons the causes them. The way they're compressed or something.
A question, how will the map layout(s) look? Will it be melee style, (most melee are symmetrical, has blizzard style, etc.) or would it be more of a custom terrain map (Azeroth Wars, TSoL, etc.) ?
EDIT: ^ I realized that I could dl and play the map so I can see some terrain. Problem, I cannot find it. What number is it under?
A sort of melee with "objectives"
It's not a "destroy all buildings and win".
Each race has its "objective in order to win".(how to defeat undead:kill their veteran and all his "afterlife spawns"(necromancer))
I'm not a professional terrain maker, but I will give my best.
I got a problem. Every time I select a unit it hangs. I'm on a mac and I've experienced this problem before. I've seen it somewhere that it's the icons the causes them. The way they're compressed or something.
Never played it
The recruit system of my map will be quite simple (didn't make it yet )
Find a neutral villager and recruit him via your veteran (commander)
Sorry for late replay as I was on a small holiday of mine and the next version will come within few days with a full working forge/training system, etc.
Updated to 0.04!
Added training system, gate reworked and added hunger system for horses.
Horses (Mounts) will die unless they are the "stable", a thing left from the middle tower.When their moral is below 20%, they will suffer from gret hp loss.
Archers' and Meat Wagons' ammo system fully working.
Added the "Recruit" unit which is needed for training.
In next version:
1.Meat Wagon will be able to shoot constantly
2.I will add the cooking system
3.More balance
4.Tree cutting system
5.I will think of some spells for Necrmancers
6.Dullahan will have a fully operational revive system
7.Resources will be represented in a table instead of ability levels for easier observation among resources and better map loading time
8.And more
due to some "technical difficulties" I'm having the map will be updated in a week or so .then it will be...according to some herpies and derpies...55% playable.
be patient young one
oh, stop it you guys.u makin me blush.
the next update will be quite playable (in a week or so )
hunger and thirst systems might not work yet, but the map will be a bit more defined and the loading time will be reduced by...a lot, since I'll replace the resource counter with a board.the current counters 4-7(?) are abilities with too damn many levels, which is probably increasing the loading time aaaaaand gona use a quite good map optimizer.
still waiting for at least 1 bug report...it can't be bugless at this state :|
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