- Joined
- Aug 3, 2005
- Messages
- 745
Heroes battle it out in a epic war between The Alliance & The Scourge.
When chaos is at it's peak, champions will rise to meet their destiny.
Current ver: 0.8 (Alpha Stage)
A 6v6 AoS, i've been developing and working on for the past 6 months or so. It generally follows the same gameplay and concept as most other AoS maps out there, mainly inspired by Dota as well as DoE & AoM.
Im trying to stick with the simple concept of "Easy to learn difficult to master" yet still adding quite alot of new content
Goals
Gameplay
Each side is uniquely different with their own specialised Gods, Heroes, Units, Items, Consumables & Recipes.
This allows you to switch sides now and then whenever you fancy a change or get bored of one of the sides.
The Overal pace will be alot faster than the typical AoS's out there. Generally aiming for 5-15 min games.
Games wont get dragged out, once a team is clearly winning, it will be easy for them to end it there and then.
Heroes
Attributes - Strength / Agility / Intelligence play a much bigger role
All abilities & consumable power levels are dependant on your attribtues.
So apart from leveling up abilities to them stronger, your stats will also make them stronger. A few examples:
C - Chain Lightning Hurls a bolt of lightning that can bounce onto enemy units. Damage depends on intelligence but is weakened each bounce. Number of bounces depends on agility. Level 1 - Deals 500% of intelligence as damage, every 10 agility increases the number of bounces by 1 Level 2 - Deals 600% of intelligence as damage, every 9 agility increases the number of bounces by 1 Level 3 - Deals 700% of intelligence as damage, every 8 agility increases the number of bounces by 1 |
E - Feral Spirit Summons 2 spirit wolves to fight for your cause. Hitpoints depends on intelligence. Damage depends on agility. Level 1 - 15 hitpoints for each intelligence, 3 damage for each agility Level 2 - 18 hitpoints for each intelligence, 4 damage for each agility Level 3 - 21 hitpoints for each intelligence, 5 damage for each agility |
Consumables also follow a similiar pattern such as potions, scrolls, wards, talismans etc.
Therefore all spells and consumables should be good through the game.
All abilities and effects can stack without becoming imbalanced. Effects such as:
- Evasion
- Spell Resistance
- Life Steal
Gods
The Gods are ever watchful, always seeking a new champion to fight for their cause.
At the start of each game, a player may choose a Deity to affiliate with or else choose 'Undivided'.
Each God/Undivided grants an active ability as well as a few passive 'gifts'.
I'm eventually aiming for 7 unique Gods +1 Undivded per Faction..
This should add a huge variation to the game as whatever Hero you pick, there will always be 8 different ways you can play him.
The Gods themselves ofcourse will be very diverse, ranging from Gods of Chaos, Pestilence, Order, Wisdom, Void etc.
Each granting unique potential onto a Hero.
Zakamutt God of Knowledge & Wisdom Future Insight - Increases the User's experience rate by +25%. This effects any and all experience gained. | |
Undivided Neutral Divine Shield - Turns the User completely invulnerable for 4 seconds. | |
Netharon God of Greed & Betrayal Greed - Increases the User's gold income by +25%. This effects any and all gold gained. | |
Undivided Neutral Unholy Power - Boosts all stats of the User by +10 for upto 10 seconds. |
Economy
Most AoS's on top of standard unit/hero kills have a constant gold rate/income generated every few seconds.
On Dota its round about 7 gold every 7 seconds (or basically 1 per second).
In DoD2 instead we have a shared bounty system.
Bounty is shared similiar to experience. So long you are nearby when a unit or hero dies you will get a 'cut' of the bounty.
Thus just like expierence the more Heroes nearby the less gold you will get, any allied creeps nearby will count together as '1 Hero'.
So e.g You + creeps kill a unit - 50% each / You + an allied hero + creeps kill a unit - 33% each.
If a Hero kills a unit, he himself will gain the full bounty.
This allows players to still last hit, i.e. 'the pro's' to still gain advantages with skill and practice but not leave beginners in the dark.
Overall the system encourage Heroes who remain in the heat of battle to be rewarded:
- Escape/defensive items actually become worthwhile, e.g. blink, speed boost etc.
- Other types/roles of Heroes become worthwhile
- Mass ganking, i.e. 4+ Heroes travelling across the map together is less rewarding
Things to come
More features will gradually get added in the future and I will update this thread:
- Many more Heroes/Items
- Game Modes
- Advanced Commands
- Extended Inventory
- Attribute System
- Expierence System
- Effects System
- Camera System
Status
Progress: Overall - 80% complete
- Terrain - 80% complete
- Alliance Heroes - 90% complete
- Scourge Heroes - 70% complete
Screenshots
Terrain Screenshots
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