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Conflict: Amga - Need testers, critique, suggestions, etc.

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Can be contacted on

AIM: Sk2k52
YIM: [email protected]
MSN: [email protected]

- Contact Info
- Intro
- Map Description
- Gameplay (bases)
- Heroes
- Working on


mapcon3detailed.jpg


Intro -
Conflict - Amga (originally titled Conflict of the Amgans, CotA sounded like a tad of a copy though to a certian something.) I'm here looking for people to test this map with me, provide suggestions, critique, any general things. The classes, area, etc is based on a story i'm writing, and I hope to create a similar one to this on SC2 once it's released based on another battle.

Map Description -
Anyway here's the deal with the map, it's a AoS with a twist, emphasis is not on just wtf rofling other players but securing the bases throughout the map, main inspiration coming from the battelgrounds of World of Warcraft (in particular arathi basin and alterac valley). So basically, taking your hero which is pretty much just a average soldier except more elite, you lead securing bases which strengthens your army, provide reinforcements, give you greater income, etc, in order to finally push into the enemies base and win.

Gameplay
Mainly using one of the (currently) 6 heroes, you're to secure the bases, vantage points, which provides support to you and/or your allies. Like DotA the main base constantly attacks the other with regularly spawning troops, the difference, it's not so pvp oriented due to that.

There are also reinforcements that the players can buy, two types, one which spawns where you use it at (lasts for 1 minute) and the others which spawns troops at your barracks to give that sudden rush/charge. Atm there's only one of each type.

Neutral Barracks - Capture to spawn reinforcements to the north, which are basically weak canon fodder, glass canons. High evasion yet literally just 1 hp, so any spells insta kills.
Fountain Base - Capture to secure a aura for the central battle in the mountain chokepoint, and for someplace to just plain heal. Spawns allies to guard the center upon capture.
Light House - Find the raider along the southern shores and kill him to capture the light house (would like to change how to capture it but cant think of a better method), which gives a speed increasing aura with a massive distance, and the Light House attacks all nearby ships.
Gold Mines - There are two, one by each base along the bottom pass. Capturing it increases your gold supply, but be warned, come with a aoe or something to tank as there's quite a few hostiles that deal heavy damage guarding an untaken Mine. Visit to pick up additional gold as well.

Heroes
Blood Blade - A Overlord Class, and a juggernaut. Using its own HP for spells, it is a power house, though as battle wears on, his attacks weakens due to theweakness that it costs his own HP to attack, and he deals damage based on how much HP he has left. Has no mana.
Trickster - A Guardian Class, weak and fragile, yet quick and cunning. Fights by luring its prey into traps, or simply leaving traps where it knows its prey will pass.
Breaker - Another Guardian Class. Focuses on using its enemies strength against them, and is primarily a anti caster/mana user class. Naturally strong against Shadowcasters and Tricksters, and holds strong against all others.
Cinderblight - A heavy duty fighter whom has a set amount of mana (100, never increase) yet regenerates mana immensely fast. It is a all around power house.
Shadowstalker - Quick, deadly, and focuses on crippling and quick deadly strikes. Lacks in large scale battles. Low mana yet fast regen like Cinderblight.
Shadowcaster - Similar to Shadowstalker, yet works at range, and is quite more fragile. Its strength lies in its ability to distract its foes giving it time to deal its deadly blows.

Working on

- Adding more reinforcements of each type.
- Adding more capturable bases/nodes
- Add ability to buy a ship and a naval campagne in the south.


More Classes, including:
Leecher - Strength comes from stealing his foes strengths, its signature ability being Spell Steal. Problem is I cant find anything that can actually be spell stolen... or how to make something stealable.
Dancer - High Guard Class, which works on switching between 3 stances. Dancer Strance, Fast but pretty much that's it, Blade for up close meelee, and Archer for ranged fighting.
Tactician - High Guard Class. Focuses on increasing capabilities of allies, dropping Emblems for Aura effects, and commanding soldiers of its own to fight for it.
Broken Blade - Overlord Class. Similar to a Bloodblade except its focus is on range, AoE, and debuffing.
Parasite - Plagued Class. ???
Pureblood - Plagued Class. ???
High Lord - Dawnedge Class. ???
Prophet - Dawnedge Class. ???
 

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Level 2
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Drawings by me that bases upon the classes.

prophet3.jpg

Prophet Concept Art

littlegirl.jpg

Shadowcaster Inspiration Art

Ayla-16.jpg

Breaker Concept Art.

Ckay___Dual_Blade_by_sk2k52.jpg

Shadowstalker Concept art.

Diana_Kage___Battle_Hardened_by_sk2.jpg

Tactician Concept Art.
 
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