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Beast

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I started up a new map, called 'Beast'

basically,

you have 4 teams of 3, located on each corner of the map.
You destroy a city and whatever to level up, and also fight any other Beasts you may interfere with. But watch out, if your threat level becomes too high, The Army may come with some Big guns!


Players - 12
Teams - 4
Map size - 96 x 96 full 84 x 84 playable
Imported models - Yes
Custom abilities - Yes
Type of map - Not yet decided


Each player will pick their hero (a big Beasty unit) to destroy a city.

as they start destroying things, leveling up, buying items, they will run into enemy beasts, who, if killed, will give A Lot of XP.

Credits have, or will be given in-game via quest log.

I Still do not know what i should do for the Winning system.

any ideas on how a team can win?

Screenshot:
Picture 1.png

Picture 2.png

Picture 3.png


Finished the terrain!
 
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Level 15
Joined
Dec 18, 2007
Messages
1,098
This sounds slightly like Darwin's Island for some reason.
Anyway, why not make the beasts bigger whenever they level up so others will be careful when fighting like, a uber gigantic beast.
As to the win system, you could try one the of ideas below:
God -> You gain points for destroying and killing stuff. When you get enough, you can go to the middle of the map and choose to become a god. You then fight a strong Hero which, when slain, makes you a god. You will become extremely powerful as a god.
A few minutes after someone becomes a god, everyone will fight each other. The winner will win.
Rampage -> Just kill and destroy as much as you can. After a certain time, the person who destroyed/killed the most wins.
King -> At the start, no one is the "King". When the first kill is done, the person becomes "King". When another person kills that person, the killer becomes "King". The "King" will get King Points for killing. The points are lost when the "King" dies. Once the "King" Gets enough King Points, the "King" wins.

Also, you could try making the item system something like this:
Your beast starts with 4 items. "Teeth", "Claws", "Covering" and "Senses"
Most items are at tier 1. Some beast who specialise in a certain aspect has higher tier "Starting Items". You upgrade these things in the shop. The two other slots are for potions or something.
 
This sounds slightly like Darwin's Island for some reason.
Anyway, why not make the beasts bigger whenever they level up so others will be careful when fighting like, a uber gigantic beast.
As to the win system, you could try one the of ideas below:
God -> You gain points for destroying and killing stuff. When you get enough, you can go to the middle of the map and choose to become a god. You then fight a strong Hero which, when slain, makes you a god. You will become extremely powerful as a god.
A few minutes after someone becomes a god, everyone will fight each other. The winner will win.
Rampage -> Just kill and destroy as much as you can. After a certain time, the person who destroyed/killed the most wins.
King -> At the start, no one is the "King". When the first kill is done, the person becomes "King". When another person kills that person, the killer becomes "King". The "King" will get King Points for killing. The points are lost when the "King" dies. Once the "King" Gets enough King Points, the "King" wins.

Also, you could try making the item system something like this:
Your beast starts with 4 items. "Teeth", "Claws", "Covering" and "Senses"
Most items are at tier 1. Some beast who specialise in a certain aspect has higher tier "Starting Items". You upgrade these things in the shop. The two other slots are for potions or something.

Your ideas seem fair, but seem as if only one player on a team can win, rather than the whole team. (God, King modes)

for the items, explain more, i dont understand quite what you mean.
 
Level 3
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Mar 6, 2009
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Well just modifiy it, King mode the points go to the entire team not just the king player, The other beasts protect him as he gets points giving it a team work aspect. Also his ideas on unit progression are nice item tiers and such.
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
Oh, pardon me. I did not see the part about teams :p
Anyway, the items are something like this:
Each hero has 6 slots. 4 slots are filled with starting items which I will refer to as "Skill Items". These skill items are: Teeth, Claws, Hide and Sense. These affect the strength of your beast. Teeth and Claws grant attack, Hide grants defense and Sense Grants Agility and Sight or something.
When you go to a shop, you so called "train" that aspect. Your "Skill Items" cannot be dropped and might level up through combat (if you want it to levelup through combat). When you "train", the Skill Item which represents the aspect you trained on will Level Up, making it give you more bonuses. Its basically upgrading an item.
As to the part about some beasts starting with better Skill Items, lets first take a Wolf as an example. Wolves have good senses, strong claws an teeth, but their hide is rather weak. So maybe the wolf would start with Level 3 Claws, Teeth and Senses but start with Level 1 Hide (Assuming that those Skills that a beast is moderately adept in is Level 2).
The last 2 slots should be for other items.
Now, I guess I should suggest more ways to win:
Best Pack: Gain the most points from completing achievements, examples below->
Pack Hunters-> Hunt in packs (gang the enemy and kill)
Survivors-> Get the least team deaths (this is checked for every x seconds)
Hunters-> Like above but counts kills

Territory-> Whenever you destroy something, the area around it becomes yours and is marked by something (I dunno, maybe a rock or something). When the enemy destroys the Marker, the area becomes their's. The team who manages to conquer the whole map/have the most amount of territory wins.

Thats all I have :p
 
for the items,

why would i have 2 different attack bonus items?

also, wouldnt i have to make several of these items for each upgrade bonus? >.>

The "Best Pack" idea sounds fine, i think i could come up with more achievements or something. or like, have player 1 set the amount of kills needed to win or something.

Territory wouldnt quite work because the buildings respawn so that you can kill them again for more experience.

However i could make this game have multiple modes.
 
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