- Joined
- Jul 3, 2010
- Messages
- 536
Don't get your hopes up just yet, but I may take up Curse of the Blood Elves when Terror of the Tides is done. (Seeing how I have most of the summer doing nothing really.)
So here are a few ideas.
1) Hero Distribution
Explanation:
Explanation:
2) Misconceptions
This map is really wierd, Kael controls human after he controlled elf in chapter six and seven of TotT.
Furthermore, on chapter two, Garithos recalls all human forces, leaving the elves to fend for themselves. Magically, Swordsmen and Archers appear to substitute for the lack of low-tier units.
So here's my alternative.
On the first map, Player One will control Kael and his elves, while Player Two will control the custom Paladin and human.
From a gameplay point of view, this will mean the following:
Kael can build Worker instead of Peasent, Swordsman instead of Footman and Archer instead of Rifleman. In addition, Kael can build all elven units, that is, Priests, Sorceresses and Spell Breakers. Paladin can build dwarven units, Mortar Team and Steam Engine, as well as Knights. This also means that Kael can't build a Workshop and Paladin can't build an Arcane Sanctum.
Some upgrades will, because of this, not affect both players. However, the attack and armor upgrades are the same for elves and humans, so that's still mutually shared.
If you're worried about balance, I would remind you that expect for one small undead base, this map is devoid of organized resistance and is more like a dungeon crawler where you fight a number of hostile creatures to get items and resources.
3) The Search for Illidan
So this map's rather dull. Aside from controlling heroes, there's nothing interesting going on.
So here's a slight addition that would make this map feel more co-op.
I would give both players gold for killing enemy units. I would also divert the base's income so that you receive gold like you were mining.
Then you could spend that gold on the following:
4) Gates of the Abyss
This map does not really work with the two player base distribution that well.
You get elven and naga forces and splitting that woud require me giving each player a Castle, a Temple of the Tides, a Barracks, an Arcane Sanctum, a Spawning Grounds, a Temple of Azshara, so on.
Here's my idea. I will keep both players as elf. Workers are able to build two of the naga buildings, that is, Shrine of Azshara and Spawning Grounds.
The naga attack and armor upgrades can be researched in the elven Blacksmith and Mur'gul Reavers can be built in the Spawning Grounds. The only real difference will then be that you can't build a Tidal Guardian, but it's pretty much the same as a Guard Tower.
Insane: I've always wondered why the Gates you close only activate when you're already in position to close it off. So for Insane mode, I might make the gates produce demon units and send attack waves at your base.
Alternatively, I could give control of each Demon Gate to one orc base. There are three orc bases and three Demon Gates. While the Gate is open, the orc attack waves would also include Demons.
Huh, long post. That's all for now.
So here are a few ideas.
1) Hero Distribution
Chapter | Player One - First Hero | Player One - Second Hero | Player Two - First Hero | Player Two - Second Hero |
(1) Misconceptions | Kael | Custom Paladin | ||
(2) A Dark Covenant | Kael | Vashj | ||
(3) The Dungeons of Dalaran | Kael | Vashj | ||
(4) The Search for Illidan | Kael | Vashj | ||
(5) Gates of the Abyss | Kael | Akama | Vashj | Illidan |
(6) Lord of Outland | Kael | Akama | Vashj | Illidan |
- The custom Paladin will only join you for one chapter, then when Garithos recalls all human forces, he will also leave. If I ever get to Chapter 6 of the Undead expansion campaign, the custom Paladin will assist Garithos in that level.
- Akama would only join you in Chapter Five if you defeat the orange chaos orcs first.
- Illidan will start with Vashj on Chapter Six instead of with Kael and Akama.
Spell | Description | Mana Cost | Cooldown |
Divine Lightning | Calls forth a cone of holy energies that affects up to 4 units. Friendly living units are healed for 120/240/360. Enemy Undead units take 60/120/180 damage. | 100 | 6 |
Holy Shield | Creates a shield around a target friendly unit that negates up to 90/180/270 damage. Lasts 30 seconds. | 75 | 10 |
Smite | Increases the Paladin's attack damage by 20/30/40 against enemy units and by 50/75/100 against enemy Undead units for 3 attacks. | 50 | 10 |
Exorcism | Whenever the Paladin casts a spell, all nearby enemy units take 100 damage. | Passive |
- The Paladin will start on level 2 and can only reach level 3, just like Kael. The synergy between his abilities will only really make a difference on the undead chapter later on.
- Numbers are only a rough estimate and will be balanced as needed.
2) Misconceptions
This map is really wierd, Kael controls human after he controlled elf in chapter six and seven of TotT.
Furthermore, on chapter two, Garithos recalls all human forces, leaving the elves to fend for themselves. Magically, Swordsmen and Archers appear to substitute for the lack of low-tier units.
So here's my alternative.
On the first map, Player One will control Kael and his elves, while Player Two will control the custom Paladin and human.
From a gameplay point of view, this will mean the following:
Kael can build Worker instead of Peasent, Swordsman instead of Footman and Archer instead of Rifleman. In addition, Kael can build all elven units, that is, Priests, Sorceresses and Spell Breakers. Paladin can build dwarven units, Mortar Team and Steam Engine, as well as Knights. This also means that Kael can't build a Workshop and Paladin can't build an Arcane Sanctum.
Some upgrades will, because of this, not affect both players. However, the attack and armor upgrades are the same for elves and humans, so that's still mutually shared.
If you're worried about balance, I would remind you that expect for one small undead base, this map is devoid of organized resistance and is more like a dungeon crawler where you fight a number of hostile creatures to get items and resources.
3) The Search for Illidan
So this map's rather dull. Aside from controlling heroes, there's nothing interesting going on.
So here's a slight addition that would make this map feel more co-op.
I would give both players gold for killing enemy units. I would also divert the base's income so that you receive gold like you were mining.
Then you could spend that gold on the following:
- Hiring more units. For this you would simply have to select your Castle and buy said unit. Then, a Worker would build the building that can train that unit, whichafter the building would automatically train that unit and send it against Maiev.
- Researching upgrades. This would include attack and armor upgrades, unit special abilties, caster upgrades.
- Hiring items from nearby Goblin Merchants. (This is already possible in the map.)
4) Gates of the Abyss
This map does not really work with the two player base distribution that well.
You get elven and naga forces and splitting that woud require me giving each player a Castle, a Temple of the Tides, a Barracks, an Arcane Sanctum, a Spawning Grounds, a Temple of Azshara, so on.
Here's my idea. I will keep both players as elf. Workers are able to build two of the naga buildings, that is, Shrine of Azshara and Spawning Grounds.
The naga attack and armor upgrades can be researched in the elven Blacksmith and Mur'gul Reavers can be built in the Spawning Grounds. The only real difference will then be that you can't build a Tidal Guardian, but it's pretty much the same as a Guard Tower.
- Guard Tower (GT) has 22-27 pierce attack with 0.9 attack cooldown, while Tidal Guardian has 33-45 pierce attack with 1.5 attack cooldown. GT has 27,2 DPS, TG has 26 DPS.
- GT also costs 10 additional lumber, but has Magic Sentry.
- GT also builds longer, but does not require a Worker for the full duration.
Insane: I've always wondered why the Gates you close only activate when you're already in position to close it off. So for Insane mode, I might make the gates produce demon units and send attack waves at your base.
Alternatively, I could give control of each Demon Gate to one orc base. There are three orc bases and three Demon Gates. While the Gate is open, the orc attack waves would also include Demons.
Huh, long post. That's all for now.