@ BunnyAng: It sounds good, and I will do it, but I need to know a few more things:
1) What is going on on the top battlefield? Is it like a Hero Wars?
2) How are the levels accessed, is there an entrance somewhere or are you teleported there at a certain point in time?
3)
So there are "parallel" identical rooms for each team with a "portkey", and if a boss dies before you open that "portkey" you may never open it again from that side. Can the team that already defeated the boss open it again? Or is it that once a boss is dead he's dead for good?
4) Relating to #3), if a team is already fighting a boss, but the other team uses the portkey, can they backstab the first team and KS the boss?
5) I can help with AI if you need for bosses, if you have the scenarios all prepared
6) I will need the map to do it on, with all the rooms prepared
This should be pretty quick once I get started
Awesome! Thanks a bunch man. Will be real grateful for your help and your name will be in the Credits list, a big one lol. This map is actually a very old map. Search for Battle of Neutral Hostile 1 & 2 on epicwar. It was started by my friend DavidSoo before i even learnt about Warcraft III. When i tried his game out, i noticed a lot of flaws and bugs in the game (etc: unable to teleport out after battling the Water Boss) so he suddenly gave up making the third version, maybe because of the negative comments i gave
. So now i finally decided not to let this map go to waste and tried improving it, terrain ( which was really hard to work on since it was an underground tileset map) and gameplay.
1. On the top, there are three sections, western base, eastern base and the battlefield in the middle linking the two bases together. At the base, you build your army and buildings, like any melee map. Note that you don't need to pay a single cost for training, construction, etc except for upgrades or items. This is following my friend's script since it was he who originally made the map himself. If you think your troops are ready for a siege, you can send them to the teleporter at the end of the base that brings you straight into the battlefield. There are two portals in the battlefield at both ends, one on the east and one on the west, for retreating into the base but it doesn't directly send you to the base as it sends you to a walkway where you have to go through a path guarded by friendlies who take out hostile enemies who enter in a single blow, so don't enter the return portals of the opposing team cause it's only suicide. The path to the enemy's base should be blocked by blocks, but i much prefer a wall but i can't seem to make it into a unit that is faced properly so i thought maybe you could do it? Once you make your way to the enemies' wall, tower defenses and at last their fortresses and every single structure (depends on number of players), you win the game. Like the normal melee map, victory conditions applies and AI are played for the slots filled with AI by the game host, although i would appreciate AI who could follow you to the levels and choose custom heroes.
2.The levels are accessed by a waygate, which looks more like a scroll of town portal at the back of the base, but i would prefer to call the level wildernesses. It can be accessed anytime you like, just make sure you have enough force to take on the wave mentioned before to prevent losses.
3. As much as i hate to say it, yes. Once the boss dies, he dies for good and no other way can be used to open the gate, which would be a big disappointment for those who have yet to take the boss on.
Note that the items dropped by bosses classified as legendary will drop upon death, making the game rather challenging.
4. That is the kind of excitement i would go being observer for. It would be like watching ten players in DotA battling for Roshan's aegis. But it would be hard to backstab the enemy, i'll refer to backstabbers as Team A and the first attackers as team B. Since Team B is already fighting the boss, they are aware of everything the boss might pull off or even the portal opening on the otherside of the lair (Team A), despite the fact Team B might be on low hit points. Unlike Team B, Team A doesn't know whether the boss is even battling so they have to enter the lair themselves to find out, which brings them to a big disadvantage (unless if they are maphacking), like Team B luring the boss to the portal of Team A lol. In conclusion, getting Team A's hands on the artifact in a dirty way is very difficult unless Team B is a complete moron who couldn't notice the portal opening, but it is possible after all. Who kills the boss doesn't matter, what matters is who gets the item.
5. That would be great! By the way, what are the scenarios you meant? If you mean by ideas, i don't mind you adding them yourselves since i am working more on terrain rather than bosses now but i'll try working on the scenarios. Already have some running in my head now. One thing i want is spike traps on floors in the Fire Boss battle which emerge every interval cause i already placed them myself.
6. Yeah, i'm almost done, just need to do some imports and terraining that's all. You could use any of the imported custom models which you see fit the as the bosses minions or special effect, as long as they aren't related to the races that are in the game.
Feel free to add in ideas of your own though since most of the bosses are imported and have many animations so i would like you to make use of the cool animations
. I'll post the map once the terrain is finished. Once again, thanks a bunch!
By the way, about super_nova's system, it also destroys nearby trees in case you get blocked and there is no way you can get into an unpathable terrain as i'm pretty sure he's making an AoS map, since this system is originated from DotA. Channeling is to make it less imba. You wouldn't want your enemies to get away from you everytime you gank him, would you?