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Blood God's Championship

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Map Size: 84x84
Players: 8
Type: Arena / RPG


Every thousand years, between Kalimdor and the Eastern Kindom ther is a small island and an mestirious cave were the Zulian trolls meet and fight for the next immortality blessing from The God of Blood, Hakkar.
The first warrior that defeat the Last Champion of the Blood God will be the winner.
But can that happen at all?


Blood God's Championship is an Arena game with a different play style and features:

Specializations:
First of all, Iv'e did'nt made any classes but I made somthing called Specializations.
Specializations are somthing like the Feats of Age of Conan or Talents of World of Warcraft, each player got three different Specialization trees and a set of skills for each tree, the more time you play, the more expanded tree you'll have and more powerful you'll be.
The Specializations are:

Combat Art: This Specialization is basicly increase the damages you cause and reduce the damages you recive. This Specialization are made to be used with a two-handed weapon and with a shield in later level.
This Specialization basically increases the damages you deal and reduces the damages you receive. This Specialization can be used with a two-handed weapon or with a shield in later level.
Combat Art spec is teh hardest to use in my opinion, you cant just spam teh strongest or best abilities but you have to use them all in the right time because there is no other way. Let me explain how this spec works:
all of your abilities requires an amount of Combat points to be used, every time you attack with a normal strike or some ability, you will receive some combat points. for example, Powerful Strike (just named some ability) requires 4 Combat points, to get those points you have to use other abilities until you receive those 4 points, after you use your Powerful Strike ability, you will not be able to use that again until you generate another 4 points but that does not means you lost 4 combat points, that means you lost 4 Powerful Strike combat points so other abilities that requires that amount will still be able to bein used, however Powerful Strike will be disabled until you generate another 4 Combat Points.



Shadow Mastery: That Specialization is based on your speed of attacks and skill using, you must use your right and off-hands quick enouth so the damages you will infict will be shattering. Shadow Mastery spec supposed to use a dual wield set (two one-handed weapons).
Every time you use a hand, that hand side abilities will enter into a cooldown which based on your attack speed, but no worries, you will have the other hand for your servies too ^^'


Soul Power: The "mage" Specialization of that map. This Specialization improve the effects of your spells. Soul Power spec may be very deadly if used as needed, and its not simple to do that, because most of your spells are not instant, but you have to load them.


Combat:
No auto-attack in this map. You gotta use your right and left hands to attack your enemies, to do so you got basic abilities and specical skills, the basic abilities are "Attack Right" and "Attack Left" wich cost low mana to use but if you want to cause deadlier effect, you should try to use the specical abilities which will cost much more mana and will cause much more effect, each melee ability based on the hand you used rating's (like every weapon got it's accuarcy, so weapon with low accuarcy held in left hand will promise the left hand lower chances to hit successfuly) and most of your spell abilities are based on your Spirit amount.
The abilities you use will effect a target before you right clicling someone will not automaticly attack it, facing angle is everything in that game so find your enemie's back!

The Attribute:
Iv'e added and changed few stats and attribute to the game, the attributes I use are:
Stamina: Increase your health and Toughness.
Agility: Improves your critical strike ratings, increase your Attack Power,your Hit Rating and Awareness.
Dexterity: Increase your dodge ratings and Spirit amount.
Strength: Increase your Attack Power and your Energy.

Ok now for the stats effect:
Attack Power: (do I really have to explane it's effect? -,-') Increase the damage you cause with melee attacks.
Dodge: Improve the rate you dodge incoming melee attacks. (els what?...)
Hit Rating: Increase your chance to successfuly hit with melee attacks. (does not effect the target's dodge rate)
Critical Strike: Increase your chance to criticaly hit with melee attacks and spells.
Swiftness: Increase your melee attack's speed rate, the time-between-attacks is greatly reduced per Swiftness point.
Awareness: Reduce the chance your melee attacks will be dodged by the target. (reduce the target's dodge percents by percents)
Toughness: Reduce the chance to be criticaly hitted and reduce the bleed effect's duration on you.
Defiance: Reduce all damage you take and reduce the rate at which mana-drain effects burn your mana.
Energy: Restores mana and health over the time.
Spirit: Increase your spell's power and add additional effect to your abilities.



Toughness: Reduce the chance to be criticaly hitted and reduce the bleed effect's duration on you.
Bleed effects are somthing that caused to your targets and to you once hit, the bleed deals damage that based on the maximum health points, this effect goes strong per strike and fade over the time.

Block, Parry and Dodge: Just using a shield or a melee weapon does not mean you will block or parry attacks automaticly, but you actualy supposed to move yourself to do that.
for example, if you are using a shield and you wanna block incoming attacks, then you gotta use the hand that wielding the shield (off-hand in that case) for that, same about parry but its less effective than block.
Dodge is'nt like block or parry, every time you attacked by a melee strike you got a chance to avoid that attack's damage.

The Armor:
The armor system of Blood God's Championship is completly new idea and I bet you never seen somthin like that before.
The items you wear giving Armor and Armor Size for the part you putted it at (if you putted on some kind of pants, then the pants will protect ONLY your legs). All the melee attacks will randomly hit a part of the body, if the strike hitted your legs, then ther is possibility that the damage taken will be reduced by amount based on the Armor of your pants.
Because nothing is perfect, the chance of reduction damage at the point you got hitted is based on that point's Armor Size.
For example, if you put on a Copper Armor, that armor will give your chest 15 points of Armor and 75% armor size, so incoming melee attacks that hit your chest having 75% to do reduced damage.
Sadly this system makes players being based too much on their luck :hohum:

Items:
Your charcter have up to 13 slots of items to fill: Chest, Legs, Finger, Wrist, Waist, Abovefeet (leg's bracers), Neck, Hands, Head, Feet, Back, Right hand and Off hand.
In addition, Iv'e changed the "drop style" of dying creatures, no more shiny gold chest when a stinky wolf-tail drops, dying creatures will sometimes drop an little bag on they're corpse and you will be able to loot what you want off that bag.
Two-handed weapons are not exactly two-handed weapons, they may be used with a shield and another item in the off-hand, but they're full benefit gained if the off-hand is free off use.

Professions:
Every player has few professions which will help him crafting items from collected metarials.
Ther is X professions:
Smith: Allow to create weapons and gear with high Armor power but low combat utility. The reagents for that profession can be mined from mines.
Crafter: Allow to craft combat-supporting gear with medium Armor power and "Adorned Leathers" which manualy used to be sold in the vendor for good money. Reagents for that profession achieved from skinning leathery creatures.
Weaver: Weaver profession used to craft magical equipment to support Soul-Power speced players.
Alchemy: This profession used to create potions for combat uses. In additional, it may create reagents for other powerful crafts, which will be needed by Smithing, Crafting and Weaving.


Recipes may be found from few sources in the game, and could be learned to enable new creations and crafts. However, they may require you to be skilled.





The To-do in game:
The main object in this map is to improve your powers from battles and events, then nuke down teh "Last Blood God's Champion".
This map based on solo-playing, every man for himself, no healers supported!



Well... I'm out of more things to say but I'm sure ther is much things that may be unclear.

Overall Progress: 60%



*Add the Revive system, to bring up players to life after they die.
*Fix, add and change sounds.
*Finish the Soul Power normal/master Specializations, Shadow Mastery and Combat Art master-ranked Specializations.
*Fix starting points of players and the spots of the merchants, make a non-combat zone to use as a "town" for trading and all those things.
*Add the Arena, where players can duel with each other for Spec experience points and other rewards such as gear for most winning players.
*Add the final zone where the players can face only one-by-one against the last champion of the Blood God, the first that will manage to defeat him will win the game.
*Add more creatures and bosses to the game.
*Expend the Profession, add more recipes and more reagents.
*Soul Power's abilities are hardly yet made, gotta add more!
*Leaks, remove as much as possible of theese retards.
*Add Save/Load system.
*One slot in the inventory, the Neck, appears in a green square, thats because it got no icon and it better be fixed.
*Combat Art's Stances are not yet made, theese will increase your combat performances.
*Finish the terrain, make it more accurate and not that messy like now.
*Expand the currently existing creature's loot table, so they're drop will be more fun.
*Fix the metal mines, so they will actualy drop something...
*Add some system that will remove Combat Art's Combat points 15 seconds after not acting in combat.
*Change some abilities'es icons.

*Balance the game, no PvP map can do good without that.


I have added the map to show you the systems added so far, keep in mind its only the systems, the game it self is not yet made...
 

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