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Cross that Valley

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Dec 15, 2007
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Name:
Cross that Valley
Might add at end of it "Valley of flames"

Map Genre:
Versus, Team, Maze

Players:
Recommended 2-6, 1-3 players on a team.

In Game Choices:
Rounds 2/3, 4/5, or 6/7.

Final Goal:
Get your whole team to other side of maze before the other.

Team Description:
Each team has four class choices. To utilize a balanced team, different heroes need to be chosen.
Each side will have similar classes stats wise. Fire Trolls is facing the Kagonesti(wilder) Elves.
New team had been added, heart and soul of the mountain.

Troll Team Description:
Has more offensive abilities, and more offensive items appear on Trolls side of maze.
Va'jir is one good idea for troll race name.
Kagonesti Team Description:
Has more defensive abilities, and more defensive items appear on Elves side of maze.
Heart's and Soul's of the Mountain Team Description:
Consisting of only 2 ppl who are unallied to all(might make one player for trolls, and one for elves.) They are basicaly spectators, except they can set up traps, make creeps, or place items. But of course they will have their limitations like, a set amount of what they can do, or get passes over time. They act as the heart & sould of the mountain. If people don't like the idea they can just close the slots lol.

Terrain Composition:
Havn't decided on map size(map i have now think i need to widen.) Map will be a rectangle basically. At the top Trolls have a hero choosing selection. Bottom Elves have their hero choosing selection. Inbetween through the middle, going horizontal starting on the right side will be the maze. Extra space on top and bottom will hopefully be used for cinematic land, and minigame area(more info on that later.)

Trigger Composition:
Mazing triggers, custom abilities maybe, cinematic, minigame, and items. Those are probly the harder triggers. Leader board needed, and rounds are needed.

Unit Composition:
Each class has own stats, and each race has different abilities.
Trolls I need custom models, nothing spectacular but more a red tinge to them, maybe some mutated bits on them because of them living with the gasses of the burning minerals, and scorched marks on them ecspecially feet and hands. Plus icons.

Runner
Troll
-Slow (Autocast) -> Slows an enemy movement and attack speed.
-Blockade -> Creates a barricade at target spot.
-Wrap -> The troll swings a chain that wraps around an opponent and pulls them in.
-Speed over strength(Autocast) -> Every "x" seconds the troll gains "x" agility and loses "x strength". Stats reset when the hero dies.
Kagonesti
-Sprint -> Increases the Runner movement speed, but he takes damage per second. (the damage is greater than 1 due to the regeneration rate of the heroes)
-Jump -> (I don't know how to do that ability)
-Increased Senses -> Immune to spells and higher evasion rate for "x" seconds.
-Reminder of the job at hand -> (reincarnation)

Tank
Troll
-Rake -> Stuns an enemy unit.
-Intimidating Roar -> Decreases damage, life and mana regeneration rate of nearby enemys.
- Intimidating Presence -> Reduces the armor of nearby enemys.
-Mindless charge -> Attacks everything in a charge, in a straight line.(use shockwave, when ability is used hide hero, and missle of shockwave is hero model, and then move the hero to the end range of the shockwave than unhide. Thats how I think you could do it.)

Kagonesti
-Bark of Old -> Increases the natural armor of the Kagonesti Tank.
-Nutrients of Sap -> Increases the armor of a target ally.
-Intimidating Growl -> When cast, blocks negative spells in the target area for a limited time.
-An elf's best friend -> Summons a bear that has the ability to switch places with the hero or can hold an enemy and will die after either of these abilities.(The hold one he will die after "x" seconds of holding.)

Elementalist
Troll
-Quicksand -> Slows an enemy unit and deal damage every second.
-Engulf in Flames -> Engulfs a target unit in flames, burning enemys and allies nearby the target.
-Chain of Fire -> Holds an enemy in place untill they are attacked, you make an action, or you run out of mana.
-Magma's Wrath -> Volcano like spell, does not slow down other units. Make volcanoe lower into the ground when summoned.(like holding ctrl and page down on a doodad on the editor so you mainly see lava shooting out of a hole in the ground, and increases volcano size.)

Kagonesti
-Quicksand - > Slows an enemy unit and deal damage every second.
-Entangling Roots -> Holds an enemy in his place.
-Rejuvenation -> Heals an amount of damage every second of an ally.
-Reign of the Ents -> Ents fall from the sky as an infernal does, except they die instantly on contact of hitting the ground(0 duration) but they fall in waves dealing damage, and no default stun.

Leader
Troll
-Necklace of Bones -> Gives all allies in range extra damage.
-Berserk -> Increases attack speed of the Troll Leader.
-War Chant -> Increases allies movement speed in range.
-A leaders choice -> Drain "x" health from an ally or your self for "x" seconds. Channel breaks when any action is taken. When channel breaks the amount of health Drained will be on a "leaderboard" saying how much is drained, and the next time the ability is used, it has to be on an enemy and it deals that much damage in a fireball from the sky.

Kagonesti
-Invigorating Auraneeds new name -> Increases the life regeneration rate of nearby friendly units. 6 Levels
-Command Auraneeds new name -> Gives extra damage to nearby ally units. 6 Levels
-Aid of friends -> Random summons; Dryad with poison tipped spear, Furbolg with Tribal chant(deals damage to enemies nearby), or a mountain giant with boulder toss. (units won't be exactly same as RoC or TfT units, but pretty much the same, cept size, abilities, and possibly color.
-The meaning of life -> Every "x" second a plant grows nearby the hero, if a troll goes over a plant created in this manner it will either: take "x" damage or be held in place for 1 second. If an elf goes over a plant it will heal for "x" points.

Mini-game Composition:
<Under Construction>

Item Composition:
Need some custom totems, and icons. Not sure about models but i seen lots of icons for them here months ago so links could help too ^.^

Totems-
Super Flash- blinds opponents
Mud slide- slows opponents
Adreniline- speeds up allies

Lost Items-
Minotaur skull- attach to spine
Minotaur spine- attach to skull
Crystalized magma- shines on your unit
Tribal feathers- increases movement speed

Combined items-
Minotaur bones- place at altar for Minotaur item, random of the following;
minotaur shield- increases armor
minotaur rune- increases magical damage


Prize Items-
<Under Construction>

Lore:
The Kagonesti's lands have been ravaged for years by slavery, plague, and war. Very few are left and they need a new home. A message was recovered from a owl that there was new lands where other Kagonesti have been living at for decades, maybe centuries. They have heard what has happened to their cousins and invite them to come to their home, where they have plenty of food, water, and shelter. But to reach their destination they have to cross the one valley through the mountains to their new homeland. Normally they could go around but in such small numbers the lands they must go through for the other ways are more treacherous because of the humans capturing them for slaves. But there is now way the Kagonesti could take all their people through without taking so many casulties. So they send the best their people has to offer to get reinforcements to escort them through safely. The benefits of the group is also so they can take a more dangerous route so it will be harder for trolls to get them, but they will try to stop the wilder elves at all costs.

Lore of the area:

Once home of the proud Minotaur tribe of der'goth, the trolls now rule the Valley of Flames, and have for centuries. They moved there with their shamans who called great volcanos that killed the Minotaurs and allowed the Trolls to move in on their corpses. Not much has gone on here after that for no one wants the land the trolls hold. But the few that have gone here in a small group comes out alive, and when they do they tell of the horrors they seen. The smell of the trolls, the mutations. They look like something straight from the abyss, demons from outer space some call them. But what they triely are is trolls who evolved and mutated from breathing in the toxic gases over the years, and elonged limps for better climbing in the mountains.

Ideas in the works:
Well I need ideas, and I know you guys are good at providing them. Plus i'm not sure about some of my ideas so if you don't mind you could help with that too. I know ya will, thanks. haha.
Eventually i'll list spell levels for the heroes, but not untill i get atleast 4 for each hero and i'm not effie on the spell like i am on most i have now.
What I really need is a good Fire Troll name. Like have fire in dif language or something that just sounds good haha.

Some more info would be that there is 2 parts to the maze, first is split into two, one for each team and they are symmetrical. It will a normal maze basicly with totems to help you or hurt the other team, that will randomly spawn through out the map. once to the second part it becomes all one maze and this is where you will be able to encounter the other team.
There will be no direct fighting, only spells, items, and totems can affect people. Each part of maze has it's own respawns.
If you finish the maze and you are waiting for other members to finish you get a spirit of your character who isn't effected by any part of the maze and can cast spells you normally have plus a spell where you can silence an opponent for a temporary time, but once u cast a spell your spirit returns to your body for a minute or possibly longer then you may return again. Or you can just reveal the enemy to your team mates.
Once the game is over the winning team can choose to go for double or nothing. If they stay their ground, don't do the challenge they get a code for totems to appear at beginning of next game, or for items. But if they go for the bet they will play the other team at a minigame of their choice(none is made but plan to make multiple that will kinda fit storyline but have no ideas for em yet.) If the winning team wins best 2/3 they get a code, for a secret hero. He won't be rigged but will have really usefull spells and probly a cool custom model or something. If the losing team wins the minigame they get the code for totems or items, and the other team gets nothing.
Need people to fill the staff and can do some serious damage then. Can only terrain so much without triggerer doing maze.

Staff list:
Overseer - Rakdos
Terrainer - Rakdos
Triggerers -
Modeler -

Testers -
Kaitech[SanD],
Advertising Hosters - Kaitech[SanD],
Brainstormers - Kaitech[SanD],


Miscellaneous links:
Cross that valley needs you
Cross that valley(purely idea section)

Screenshots:
<Coming soon>

Disclaimer: if i am missing anything, misspelled something, or you have an idea or comment, just reply to the thread and type it, it's ok if its a mean reply. I want to hear everything everyone has to say about this map. If i have a typo or left an important fact out, tell me. it helps me fix it so others can make better senes out of it.
Thanks- R,D


 

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Level 11
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Dec 15, 2007
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Lol you saw it before i finished, accidently pressed save changes once instead of preview. lol It took like 2 hours to make so, yay finally done. Now enjoy it make sense out of it now.
 
Level 17
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Apr 11, 2007
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I'll test and host/advertise!

Oh and I am VERY creative, so I can help with Items, Minigame Ideas, and all sorts which require lots of imagination and constructivness.

I will leave a DL only up when I'm not using WC3, and as for items and stuff;

It's a maze game, so item's shouldn't be to needy, make stuff like perishable items, like runes of Health, Mana, Speed and Armour. Also, an ultra rare that adds so much of a percentage to speed, and an ultimate item that adds Damage, Armour and Speed auras.

Minigames - Every 5-10 minutes of the game, depending on how long you intend it to last for, you should make like mini TD's, mini shooting games, and stuff like that. I'm a bit rusty cause i;m tired..
 
Level 11
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thats what totems are, the runes. cept totems are more trolly than runes.

yeah mini games need more detail then shooting =P so once ur operating i'll be ready for the ideas lol
 
Level 11
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A magma troll for each of the four classes. Don't want shitty skins lol, but small model size, you can just edit the trolls on wc3. But don't use the same model twice if you can. Want their skin to be red. And have spikes on some parts of their body, and look like they have been seared by the lava in their lands, and mutated by the gases. So basicly for retarded(lol) fire trolls just use your own best judgement for the rest.
 
Level 11
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If you call the class a "Tank" I will personally come to your house, steal your wife, and force you to eat her parents alive in front of her. And then I will kill you both.

uhh wife? 16...
no none of them are class names, then are kinda just the class types, you know laymens terms so everyone can understand the position. All the elves already have clas names, and proper names.
 
Level 11
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if you make it through without dying at all, and no delays from opponents and npcs it will take around 5 minutes. Then there is rounds. The beginning half is a maze where opponents can't mess with you then last half is maze when abilities take place at, and on rounds after the first you just start at the second half of the maze, so about 2.5 minutes(simple calculation) for every round after first.
 
Level 17
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You should make it at the start so that you can buy abilities, to add a bit of customization.

Also, make the heroes like that...

let's say, you made a map with 4 playable sub-races in the race...

Human(Str)
Gnome(Agi)
Dwarf(Str)
Draenei(Int)

You make 3 of each hero now, and make each one have a different primary attribute, and let players stat the hero themselves.

It'll now look like this,

Human(STR) Human(AGI) Human(INT)
Gnome(STR) Gnome(AGI) Gnome(INT)
Dwarf(STR) Dwarf(AGI) Dwarf(INT)
Draenei(STR) Draenei(AGI) Draenei(INT)
 
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