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Blood and Money - AoS

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Level 10
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Terrain Updates!
June 21st: 2 shots of the goldmine camp, looking good.
June 22nd: And aerial view of the map and a some screenshots of key points.
~A new fourth hero idea has been posted.

Some hero ideas I am working with:
(I rate them with *****, depending on how satisfied with them I am.)
Blood and Money --> Hero --> Strength --> Tank
*****
Name > X
Level x X
Model: Night Elf Mountain Giant
Skin: Flesh Mountain Giant
Icon: Flesh Mountain Giant
Attack Speed: Slow
Move Speed: Slow

==Gaping Wounds==
Whenever X is attacked the blood and flesh that is wrougth from
him runs down and is reabsorbed into his body, bringing some of
his strength back.

X regains 8/9.5/11/12.5% of his strength per attack.


==Flesh Rend==
X swipes his mighty fist in front of him stealing blood and flesh
and adding it to his own bulk.

X rends all enemy units in front of him, stealing 75/100/125/150
health total. X gains 70/93/116/138 health and 5/7/9/12 damage.
X loses 10/15/20/25 health and 1/2/3/4 damage every time he is
struck by a melee attack.

==Meatshield==
X violently runs towards a targeted ally, swatting enemies that happen
to get in his path away, and takes all the hits for them.

X violently runs towards an ally swatting enemies to his sides for
10/30/50/70+his strength in damage, and transfers all of the damage done to his
target to himself instead for 3/4/5/6 seconds.

==Taunting Gouge==
X hits the target enemy with a taunting blow, daring it to attack him. Taunting
Gouge does more and more damage each time on the same target until it finaly attacks him.

X taunts the enemy with an attack that deals 40/70/110 extra damage, and 10/30/70 extra damage each
Gouge until the enemy directly attack you.
Blood and Money --> Hero --> Strength --> Damage Dealer
*****
Name > Krosh
Level x Makrura Warrior
Model: Makrura Tidal Lord
Icon: Makrura Tidal Lord
Attack Speed: Medium
Move Speed: Medium

==IRON GRIP==

Krosh extends his mighty claw and clamps down on a
target, immoblilizing it and himself, dealing an
armor shattering blow. Once he releases the target
is paralyzed for a short time.

Clamp down for 1 second, dealing 1.5/2/2.5/3*
your strength in damage, paralyzing the target for
an additional 1/1.33/1.66/2 second(s).

==SHED==

Krosh sheds out of his shell leaving it behind, his
magical and physical defenses greatly weakened Krosh
panics and moves at a much faster pace. Once he finaly
forms a new shell it's initial strength is greater
then before.

Shed your shell, causing you to take 50/45/40/35% more damage
and move 15/20/25/30% faster for 5 seconds. Once your new shell
forms you gain 5/9/13/17 armor and +20/30/40/50 damage for 7 seconds.

NOTE: Your left behind shell never dies/gets removed
on its own, it can be killed by enemies or it can be
shattered with Iron Grip dealing aoe damage and
temporarily causing there attacks to miss due to small
shell shard caught in there eyes. And it DOES have pathing
i.e. it can block heroes/units.

==Uppercut==

Krosh thrusts his large claw upwards, smashing any
enemies within range outwards, damaging and stunning them.

Thrust your claw upwards hitting all enemies infront
of you for 100+your srength in damage, stunning them
for 1/1.5/2/2.5 second(s) and knocking them backwards.

==Blurred Speed==

Krosh slips into a fit of extremely lethal and focused attacks.
You began to move so quickly that every attack you make,
and every skill you cast, is done an additional time to a
random nearby enemy.

Krosh gains 35/55/75 attack damage for 8/9/10 seconds and
hits an additional nearby enemy with all attacks and
spells cast.
Blood and Money --> Hero --> Strength --> Healer
*****
Name > Mag' Throk
Level X Bloodmancer
Model: Ogre Magi
Icon: Ogre Magi
Attack Speed: Medium
Move Speed: Medium

==Blood Brothers==

Mag' Throk connects himself to an ally by blood, causing some of
the targets damage taken to be transfered to himself instead.

Mag' Throk connects himself to the target, transfering 20/30/40/50% of
the damage it should've taken to himself instead. Lasts for 10
seconds.


==Sacrifice of Flesh==

Using forgotten blood magic Mag' Throk conveys some of his own life force
to a target ally, temporarily increasing its health, while decreasing
his own.
Transfers 100/200/400/(600+10% of your remaining health) to the target
for 8/9/10/11 seconds.

==Gorged Veins==

Mag' Throk thirsts constantly for blood, gulping mouthfuls of enemies and
allies alike to satisfy his thirst. Mag' Throk gets healed slightly whenever
walking near a corpse.

Mag' Throk gets healed for 3/4.5/6/7.5% of nearby corpses maximum health.
(Corpses are destroyed upon consumption.)

==Crimson Bile==

Mag' Throk violently vomits blood towards the targeted area, healing
allies and damaging enemies. Enemies and allies alike can then be walked
near for Gorged Veins, not killing them.

Violently puke blood healing for 5/10/15/20% of the targets
life. And damaging enemies for 200/350/500.
I feel like this next hero isn't quite right but w/e
Blood and Money --> Hero --> Strength --> Support
*****
Name > Plumbo
Level x Pandaren Nomad
Model: Panda (Chen)
Skin: -
Icon: Panda (Chen)
Attack Speed: Slow
Move Speed: fast

==Thwack==
Plumbo thwacks the target on the head making it dizzy.

Thwack the target for 40/60/80/100 damage and making it dizzy for 2/3/4/5
seconds.

*Dizzy: This target has had its movement speed and chance to hit
decreased by 10/20/30/40%.

==Liqour Leak==
Plumbo uncorks his keg and it lets it spill out around him,
causing enemies to slide unctrollably.

Spill liqour in a small radious around you, lasting 4/5/6/7 seconds.
Enemies that try and move within the puddle slide for 50/55/70/75 units.

(Enemy heroes are affected whenever they right click, they begin to slide
in the direction they clicked but then curve off right or left (its random))

(Enemy creeps just continuly slide in the direction there facing till they are
out of the puddle.)

==Gust==
Plumbo exhales with such force that all units in front of him are pushed aside.

Plumbo breaths out and pushes enemies up to 400/500/600/700 units away, outwards a short/medium/
long/long distance, stunning them for 1/1.5/2/2.5 seconds.

==Pandaren Roar==
Plumbo lets out a violent roar, weakening enemies armor and sending them
fleeing.

Enemies lose 4(6)/6(12)/8(18) armor, and run in fear for 2/3/4 seconds.


Description of my AoS:

Team
Gost - Project Creator/Team Manager/Ideas
Destructor [DoR] - Terrainer
We are still in need of a skilled coder!

Game Details
-6v6 AoS
-3 major lanes
-160x128.
-Beta/or maybe the first actual release there will be 12 heroes. A damage dealer, tank, support, and healer for each stat tree.

-In addition to the main front AoS mode, there will be some other modes that can be choosen to play:

-Capture the Flag: When choosing this game mode you can choose if both teams have a flag near/in there base, or if there is 1 in the middle that both teams try to capture. In addition when choosing only one flag you can make it be in a teams base so that they defend while the other team assaults. You can also determine how many captures a team needs to win. Your basic CTF modes =p.

-Time is money: An 'arathi basin' type mode where the more bases you have the more points your team gets every x seconds, until 1 team reaches a certain amount of points. Point cap to win, and points per x seconds per base can be changed when choosing this mode.

Map Setup and Dynamics
The map has 7 bases that can be captured by either team to provide benefits to your troops and heroes.
(See framework image attached at bottom)
1 - One sides main base (where heroes re spawn/buy items).
2 - Mercenary camp: Owning team gets an extra unit(s) spawned each wave.
3 - Merchant Camp: % of gold refunded every time an item is bought.
4 - Magical Spring>Life: Owning team get a life regeneration bonus aura.
5 - One sides main base (where heroes re spawn/buy items).
6 - Mercenary camp: Owning team gets an extra unit(s) spawned each wave.
7 - Rich Goldmine: Owning teams players get more money per second.
8 - Magical Spring>Life: Owning team get a life regeneration bonus aura.
9 - Undecided, slaughterhouse?

Most of the stuff aside from the numbers has changed, see the updated aerial view map.

Further Explanation/ Background
Two rival conquerors are fighting for control of this resource laden valley. Realizing they need to increase the strength and numbers of there armies they begin enlisting some local 'help'... thats where you come in.

What I Need
-A skilled coder is needed.
-*No longer need a terrainer, the spot was filled. See top of post.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have any questions about any part of the map feel free to ask, I may have forgotten to type something out =).
Right now I am getting down hero ideas and all there abilities on paper to make it easier on the JASSer. Don't be put off though, you can put forth your ideas or criticism to.
 

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Last edited:
Level 15
Joined
Mar 8, 2009
Messages
1,649
nice, looking forward to playing this map one day =))

lil' idea for center capture point - Mithril/Adamantine/Meteorith/whatever-cool-fantasy-resource-you-may-think-of mine. capturing it allows buying some items better than average. it will take time for merchants to 'craft' those items, so it must be held captured for at least, say, 1 minute =)
 
Level 10
Joined
Jan 21, 2007
Messages
576
Thats a good idea that I was already tossing around, but we already have a goldmine bottom lane, do you think it would get repetitive or look like we didn't have any good ideas lol?
 
Level 15
Joined
Mar 8, 2009
Messages
1,649
the similiar look doen't matter that much imho - its the effect that matters and it gonna be different, right?

but ok, maybe this:
Necromantic Focus/Necromancer's Tower - when captured, raises a (weak) skeleton from each dead unit on the battlefield for the controlling side or raises a (medium strong) skeleton from each dead unit in 1000-2000 radius for the controlling side
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
The terrain looks rather good. Heroes sounds quite fun as well.
I believe this project could be successful, but you need more special features.
Maybe you could make a way to somehow cross the river without using the bridge (some form of propulsion device or something). That would make the game more exciting, imagine a guy appearing out of nowhere and attacking you hero and stuff. It would be cool XD
Just a question, how is there supposed to be an agility healer or an intelligence tanker? Those are rather odd combinations.
 
Level 11
Joined
Jul 14, 2004
Messages
233
I don´t know if he has any idea for these heroes, but an Int tanker could be some Heroe with Mana shield and skills that reduce spell damage. Another idea would be that he has an aura that transfer every Dot from his allies to himself.

Agi Tanker with many evade skills?

Strg = Good vs Melee
Agi = Good vs Range
Int = Good vs Magic
 
Level 10
Joined
Jan 21, 2007
Messages
576
The reason there is going to be an int tank, and an agi healer (or even a str healer for that matter) is because I am tired of the "big beefy armored cow-giant is tank and r strongz / or int = weak and free kill etc. etc.. There are going to be big beefy str tanks, as you can see =p, don't get me wrong. But having odder hero purpose and stat combinations makes for more interesting heroes and abilities. I have been somewhat slacking on the hero idea making lately but am about to get back into it now.

And I agree about the terrain, Destructor is doing a fantastic job.

Edit: As for special features =p, I already have been thinking about Goblin Rocket Boots.... you can figure out the rest :)
 
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