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Deadly Shadows [Stealth map - Thieves vs Town Guards]

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I'm currently working on a stealth game called Deadly Shadows. It is a game where the Thieves (5 players) have to infiltrate a town at night that is guarded by Town Guards (6 players) and steal certain artifacts.

Every player can choose a character with its own skills and abilities in the beginning, but in general; Thieves are specialists in stealth, agility and deception, while Guards are stronger but less agile.

Guards get their equipment and wage paid by the king and they get bounty for killing thieves. Thieves have to buy their own equipment and can only get gold by looting or pickpocketing/killing villagers or guards to obtain (in case of guards: 10% of ~) their gold.

Guards have unlimited lives; Thieves only have 10 lives and therefor have to be very careful what they're doing. For Thieves, teamwork will be the key to victory.

Game Features:

Combat System

Melee Combat
You can kill an enemy with only a few strikes that hit the enemy, sometimes even 1 (critical) strike is enough. It can be difficult to actually hit an enemy though. Some Thieves have abilities to evade melee attacks and some Guards can parry/block melee attacks coming from the front. These abilities are sometimes passive, sometimes active. Also by moving, you can sometimes avoid melee attacks. Thereby, all attacks do much more damage when hitting an enemy in the back, so even melee fighting is a very active thing.

Ranged Combat
All ranged attacks are manually aimed abilities. When a projectile hits a unit, tree or other obstacle, it will stop and damage it. So arrows etc. can be dodged by moving, but some Guard can also block projectiles coming from the front with their shield. Projectiles go often in straight lines, but sometimes in an arc to shoot over obstacles or friendly units. Ranged attacks do also more damage when hitting an enemy in the back. Most ranged abilities give a chance to kill an enemy instantly when hitting them (headshot).

Attributes System

Strength
Every point of Strength increases your health regeneration rate and melee attack damage.

Agility
Every point of Agility increases the move and attack speed of your hero.

Stamina
In this game 'mana' does not exist (because there is no magic). In this game we speak of energy (which replaces mana bars, values etc). 'Intelligence' is replaced by 'Stamina'. The more Stamina your hero has, the more maximum energy and the faster your energy recovers/regenerates.
Most of the abilities cost energy to perform them. Some abilities (like Sprint and Sneak) only cost energy when they are activated and you are actually moving. Energy does not regenerate when you're moving, attacking or using abilities that require energy. When your energy/stamina bar is low, you should just stop moving and doing these things for a while to recover your breath (regenerates energy pretty quickly). So energy only regenerates when standing still and doing nothing.

Most of the spells cost pretty much energy, and don't have a very long cooldown time. So its all about timing: when you take time to recover your breath, you can perform various powerful abilities pretty rapidly. But if you stay in action after performing some abilities and you don't take time to recover, you will get exhausted and won't be able to perform abilities like sprint, dash, jump etc. until you stop for a while.

Watch out WHERE you recover your breath though, because you're an easy prey for luring enemies when standing still!

Stealth System

Sight
Every player can only see things in front of them, so it is (for both Thieves and Guards) possible to sneak up to an enemy to strike him from behind to deal extra damage. (All players can look behind them though, but then - obviously - they can't see the things in front of them) Each player can choose between different camera modes, like Third Person Camera, Bird's-eye View, Locked Camera or Free Camera; depending on what they like most. They can also rotate their camera view with the arrow keys.

Stealth Abilities
Thieves have the ability to Backstab enemies when striking them from behind. This instantly kills the unit. All Thieves also have the ability (Shadowmeld) to be invisible to enemies when not moving at a dark area). Most Thieves can even sneak around very slowly without being seen. Although, when enemies come too close, they will detect them. There are many places on the map where light sources (like lanterns, torches and braziers) illuminate the area and all units standing in this area. In these area's Thieves will not be able to sneak or use the Shadowmeld ability. To use these abilities here, Thieves will have to put out the fire sources first! This can be done by melee attacking it, or from a distance by shooting a Water Arrow at it. Guards can light them up again with a Tinderbox item.

Deception
There are many ways for Thieves to fool the Guards. Some examples: Thieves can set up a Decoy Unit which looks like a Thief, but is in fact a dummy, made of the clothes of a Thief. This can be useful to distract of attract Guards. All Thieves also have the ability to Feign Death, acting that they are killed; standing up again when the Guards turn around.
Some Thieves are specialized in Disguising. By wearing the clothes of a Guard, they look exactly like one of them, allowing them to move easily past (real) Guards. But they have to watch out what they're doing: if they do anything too suspicious, they will be unmasked.

Hiding in the environment
There are many places in the environment to hide, also for Guards. Some examples: bushes, grain fields, wells, barrels, even houses! All thieves can learn the Lock Picking skill, which allows them to pick locked doors, windows or other locks to enter a building or open a vault. Some units can also jump over obstacles like fences to come in certain places more easily.

Characters and Abilities
Later on, I will probably add more characters, but for now, people can choose between these characters:

Town Guards


> Alarm [Active] (Initial skill): All Guards have the ability to alarm other nearby Guards by pressing [Esc]. Nearby Guards will hear the Guard and see a ping on the minimap. (Players cannot manually ping on the minimap) Guards can buy an Alarm Horn to increase the alarm range. Villagers (AI) will also alarm nearby Guards, when they see violence or suspicious behaviour. Thieves are also able to hear any alarms!


Swordsman
Melee fighter with sword and shield. Specialized in blocking melee and ranged attacks. Therefor it is very tough, but it has a slow movement speed. Deals medium-high damage and has medium attack speed. Can upgrade his sword (more damage) and armor (take less damage).


> Sword Fighting Skill [Passive] (Initial skill, can be improved): Gives a chance to hit an enemy critically (instant kill) and a chance to block a melee attack coming from the front. Chances increase per level.
> Defend [Active]: Activate to raise your shield, giving you a high chance to block any melee AND ranged attacks coming from the front. Movement speed is reduced while defending. Drains mana per attempt to block an attack. Chance to block increases, mana cost decreases per level.
> Charge [Active]: Charges a short distance towards a target to strike the first hit unit with brute force, inflicting 40-70 damage upon impact and stuns the target. Stun duration increases per level, cooldown time decreases per level.
> Sprint [Active]: Activate to increase your movement speed. Drains mana when moving. Movement speed bonus increases, mana drain decreases per level. Sprinting makes noise: other nearby units can hear it, even when they cannot see you!


Blademaster
Strong melee fighter with a long (50% more range) two-handed sword. Very agile during combat. Deals high damage and has slow-medium attack speed and medium movement speed. Vulnerable to ranged attacks. Can upgrade his sword (more damage) and armor (take less damage).


> Sword Fighting Skill [Passive] (Initial skill, can be improved): [Same as Swordsman]
> Leap Attack [Active]: Leaps towards a target to deal damage to all units in that area. (Can also be used to jump over obstacles)
> Spinning Strike [Active]: Spins around with your blade, striking all nearby units with bonus damage. (Can be parried) Bonus damage increases per level.
> Sprint [Active]: [Same as Swordsman]
> Turn Around [Active] (Initial skill): Can turn around in a blink, very useful while in combat.


Archer
Pure ranged unit; has no melee attack! Needs arrows [item] to shoot, but are supplied by the king; quiver can be refilled at an ammo depot. Vulnerable to melee attacks. Can upgrade his bow (more range and maximum damage) and quiver capacity (carry more arrows).


> Archery Skill [Passive] = Shoot Arrow [Active] (Initial skill, can be improved): Shoots an arrow in a straight line over a large distance, dealing damage when hitting a unit. Has a chance to hit a unit critically (Headshot = instant kill). Minimum damage and chance of critical hit increases per level.
> Shoot Arrow (Arc) [Active] (Initial skill, improves along with Archery Skill): Shoots an arrow in an arc to a target point, allowing you to shoot over obstacles or friendly units. Damage is the same as a shooting an arrow in a straight line, but when hitting a unit, the chance of a critical hit is increased by 60%. Range is also increased, but there is also a minimum range.
> Ensnare [Active]: Throws out a net to ensnare a unit when hitting it. Causes the unit to be bound to the ground so that it temporary cannot move. When missed, the net can be used again. Duration increases per level, cooldown decreases per level.
> Eagle Eye [Active]: Allows you to focus on your sight, giving you an increased sight range. Also increases the range to detect units hidden in the dark. Movement speed is reduced while focussing. Drains mana until deactivated. Detecting range bonus increases per level, movement speed reduction decreases per level.
> Multi Shot [Active]: Fire multiple arrows simultaneously, increasing the chance to hit. Lethal at close range. The range is slightly reduced though. Higher levels decrease cooldown and increase the number of arrows fired.


Thieves


> Shadowmeld [Passive] (Initial skill, can be improved): Allows you to hide in the darkness and remain unseen from afar when standing still. Fading time decreases per level. Standing near light sources will reveal you!
> Backstab [Passive]: All Thieves will Backstab an enemy when they attack an enemy from behind: it dies instantly.
> Feign Death [Active] (Initial skill): All Thieves have the ability to feign death by pressing [Esc]. Guards will not automatically attack Thieves anymore. Only if a Guard is smart enough not to be fooled, it can click it to attack it and let other Guards know the Thief is not really dead.


Rogue
The Rogue is specialized in Disguising and stealth. Armed with daggers, which can also be thrown and/or tipped with poison. Deals low damage and has fast attack speed and movement speed. Can upgrade her daggers (more damage).


> Sneak [Active]: Allows you to slowly sneak around in the dark without being seen from afar. Drains mana while moving. Mana cost decreases per level. Sneaking near light sources will reveal you!
> Throw Dagger [Active]: Throws a dagger over a short distance, dealing damage when hitting a unit. If you hit someone from behind, the unit will be killed instantly. Damage increases per level, cooldown decreases per level. You need (extra) daggers [item] to use this ability.
> Disguise [Active]: Allows you to disguise as a villager or Town Guard. While disguised, enemies will not recognize you as an enemy, allowing you to walk past them without being noticed. Try to not be suspicous; if they recognize you, you will be unmasked! Some clothes/armor are harder to use as a disguise, so they need a higher level. Mana cost decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): When standing behind a neutral or enemy unit, just select it to steal all his items and gold carried. [This can also be used to steal keys carried by heavily guarded (AI), important persons (like the King or the Bishop), needed to open vaults to steal certain artifacts]


Shadow Hunter
The Shadow Hunter is specialized in combining both ranged and melee attacks. Her bow is useful to shoot arrows, water arrows or poison-tipped arrows. Deals low-medium damage with her short swords, has a medium-fast attack speed and movement speed. Can upgrade her swords (more damage) and bow (more range and maximum damage).


> Sneak [Active]: [Same as Rogue]
> Archery Skill [Passive] = Shoot Arrow [Active]: [Almost same as Archer, but has a smaller quiver. Is also required to use Water Arrows [item] and can only shoot in a straight line]
> Jump [Active]: Jump over small obstacles like fences to let your enemy behind or to come somewhere easier. Mana and cooldown time decreases per level.
> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.
> Pickpocket [Passive] (Initial skill): [Same as Rogue]


Assassin
The Assassin is melee fighter, armed with two short blades. Less stealthy, but a bit stronger and very agile fighter. Deals medium damage and has a fast attack speed and movement speed. Can upgrade his blades (more damage).


> Sprint [Active]: [Same as Swordsman]
> Dash [Active]: Dashes a short distance towards a target, allowing you to strike an enemy very swift. When you hit a unit while dashing, bonus damage will be dealt. Extremely useful for backstabbing. Bonus damage increases per level, cooldown decreases per level.
> Jump [Active]: [Same as Shadow Hunter]

> Evasion [Passive]: Gives a percent chance to avoid melee attacks, even from behind. Chance increases per level.

Items etc.

> Arrows (Archer): The Archer needs arrows to shoot. He gets a lot of them at start, but when he runs out of arrows, he can get new ones (for free) at an ammunition depot. These are at a few places in town. (Thieves with the lockpicking skill can also steal arrows here)
> Torch: Setup a torch somewhere to illuminate a dark area to detect hidden units.
> Tinderbox: Light up a torch or other light source that is not burning (anymore).
> Guard Dog: Buy a Guard Dog (AI controlled, use Whistle [item] to give commands) to help you find hidden Thieves.
> Net (Archer): The Archer gets only 1 net provided by the King. If he wants more nets, he has to buy them.
> Drill Arrows (Archer): These arrows make a unit keep bleeding after a hit. This can only be stopped by treating it with a bandage [item].



> Arrows (Shadow Hunter): The hunter needs arrows to use her Archery Skill. She can buy them, or just kill an Archer.
> Water Arrows (Shadow Hunter): These arrows are used to douse light sources and make illuminated areas dark, so stealth abilities like Shadowmeld and Sneak can be used.
> Poison (Rogue: Daggers / Shadow Hunter: Arrows): Tip an arrow or a dagger (for both throwing or stabbing once) with this poison. The poison deals extra damage over time and makes units disoriented, causing a swaying effect to their vision, their sight range to be reduced, lose the ability to parry and have a 70% chance to miss on melee attacks. The effect lasts for 10 seconds. A double dose immediately kills the unit.
> Clothes & Decoy Frame (seperate items): A frame and various kinds of clothes to setup a Decoy. When you kill a unit, it will also drop their clothes.
> Book “The Art of Lockpicking”: This book allows you to learn the basics of Lockpicking and you will also learn faster (level-up) while trying after reading this book.
> Lockpicking Tools: You need these tools to pick locks.
> Sleeping Gas Bomb: Throw at a target to make all units in that area fall asleep -> they can’t do anything and have no sight for a couple of seconds.
> Magnesium Bomb: Throw at a target to blind all units for a few seconds (players get white screen) who look at the explosion (must be visible to player and unit must face that direction)
> Camo Clothes: Gives you a dark green color which makes it harder for enemies to see you when in forests/bushes.
> Caltrops: Throw some (tiny, hard to see) caltrops on the ground, to damage any unit a little bit that accidentally walks over it and slows down its movement speed for some seconds.
> Dog Food (drenched in sleeping potion): Track guard dogs with this food. When a dog eats of it, it will fall into sleep.



That's it for now. Any suggestions for new characters, abilities or items are very welcome!

I’m almost ready with the triggers etc of everything I’ve described. But I’m still looking for someone who wants to help me with the terrain! If you are excited to help me with this project, would be really great!

There are just a few things I want the terrain to be:
- The theme is medieval (like most of the warcraft stuff)
- No magic, I want the map to be as realistic as possible
- The map should be a village in the middle, with something like a wall or tree-wall with only 2 gates (I already made the gates and the way it works to open/close them). And some various kinds of natural environments surrounding it (like forests, rivers, farmland etc.)
- In the village (and around), there should be various hiding places, as described in section 'Stealth - Hiding in the environment'. So I want lots of doodads, destructibles, corners, coves etc. And I also want houses and other buildings that units can actually enter (I already made doors and triggered how to open/close them etc, but I don't have really proper walls or something for it..)
You can also make 'units' where a Thief can hide in. Like a well with a 'cargo hold'. I will make it so, that any Guard coming near, can click it to 'check' and when someone's in there, it will automatically come out. Or like a barrel, which a guard can smash by attacking it, to check if someone's inside. And you can make lots of bushes etc. I think, as a terrainer, you will probably have plenty of these ideas (I hope). So you're free to introduce any ideas!
- Most of the terrain should be at the same cliff level, because different cliff heights will affect arrows and other ranged attacks/abilities..

Are you excited to help me with this project? Please reply here, or send me a PM!
 
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Level 7
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- No magic, I want the map to be as realistic as possible

Thats a shame, alittle bit of magic might make the game more interesting, have you played theif the computer game? In that they had a very conservative use of magic for things like "Water arrows" which when fired puts out torches thus creating darkness. You could implement this by making abilities like "Permanent invisibilty" disabled when unit is in a well lit area.

Remember "Magic" was considered "real" during medieval times.

- And I also want houses and other buildings that units can actually enter (I already made doors and triggered how to open/close them etc, but I don't have really proper walls or something for it..)

How would entering buildings work? Would you go near the door and unit is transported to a seperate area of the map with interiors?

I think, as a terrainer, you will probably have plenty of these ideas (I hope). So you're free to introduce any ideas!

You probabaly already know this but you can set doodads pathing to block sight so theives can hide behind them.

- Most of the terrain should be at the same cliff level, because different cliff heights will affect arrows and other ranged attacks/abilities..

Why is that an issue? Different heights adds variation to a map, i wouldnt think it would be game breaking to have afew cliffs or ramps here and there to add to the strategy value etc. It also adds to the aesthetic look of a map to have height variation.

Are you excited to help me with this project? Please reply here, or send me a PM!

This project sounds awsome and very original! I might be able to help with the terraining, but got alot on at the moment. Don't want to sound big headed but I believe I could do something of a very high quality. If you want examples of my work see my SKYRIM: Dragon Wars thread but would like more info on the map before I comit to anything.

Even if I don't join I will follow this with a keen interest.
 
Level 5
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Messages
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My reply is in bold text in your message:

Thats a shame, alittle bit of magic might make the game more interesting, have you played theif the computer game? In that they had a very conservative use of magic for things like "Water arrows" which when fired puts out torches thus creating darkness. You could implement this by making abilities like "Permanent invisibilty" disabled when unit is in a well lit area.
I already created the water arrow like it is used in thief. The Shadow Warrior (who is equiped with a bow) can use it to put out torches and other light sources to create darkness! :) But I don't think a water arrow is 'magic', because you actually cán make an arrow with some kind of glas top, filled with water or something ;) And thieves can actually
'sneak' in dark area's -> this makes them walk very slowly and invisible to enemies from afar. Only when enemies come close, they will spot them.


Remember "Magic" was considered "real" during medieval times.
With magic, I mean no spells like Blink (I made 'Dash' instead, which makes a unit move very fast to a target point), Lightning Bolt, Dead Coil, or whatever..


How would entering buildings work? Would you go near the door and unit is transported to a seperate area of the map with interiors?
At least for some important buildings (like the King's Castle & the Cathedral, where are some of the artefacts to be stolen) I just want the interiors etc. at the place itself with an outside wall around it, and I have doors that can be opened and closed. I hope some terrainer can make this look nice, then I prefer to do this with all enterable buildings. I was also thinking about your idea, but I'm not sure about some details.. So it depends on what's possible.


You probabaly already know this but you can set doodads pathing to block sight so theives can hide behind them.
Yeah I know :) Also buildings can do this.

Why is that an issue? Different heights adds variation to a map, i wouldnt think it would be game breaking to have afew cliffs or ramps here and there to add to the strategy value etc. It also adds to the aesthetic look of a map to have height variation.
Well, the projectile system (which is used for all shootable and throwable abilities, which is also the main attack function of the Archer hero) makes the projectiles move in a straight line. Whenever they hit a doodad/destructible, unit or cliff wall, the arrow stops. This looks kind of silly when an arrow stops when there is a cliff that goes lower. It also looks ugly when there is a ramp that goes up, the arrow will also fly up: the height of the arrow goes along with the height of the terrain. Or I should drastically change the projectile system in a much, much harder to make 3D system.. (would be awesome though, but I'm not sure if I'm capable of doing this)

This project sounds awsome and very original! I might be able to help with the terraining, but got alot on at the moment. Don't want to sound big headed but I believe I could do something of a very high quality. If you want examples of my work see my SKYRIM: Dragon Wars thread but would like more info on the map before I comit to anything.
Thanks! I've seen some screenshots of your map and it looks wonderful! Would be really awesome if you want to help me with the terrain!

Even if I don't join I will follow this with a keen interest.
Thanks! But I hope you will join me ;)

btw, how do you do that with those multiple boxes for seperate quotes?

==========
Added Attribute system to first post and made some minor changes.
 
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Name: Royal Guard
Skin\Model: http://www.hiveworkshop.com/forums/models-530/royalguard-214829/?prev=d=list&r=20&t=1
Icon: Wc3 Villager Male
Description: Powerful guard who guards the throne room.
Abilities:


Sword Slash
Slashes a target enemy, dealing x damage. Affected enemy will bleed, losing x hp per sec and reducing movement\attack speed by x% over x sec.


Defend
The Royal Guard receives x% less damage, but hi movement speed is reduced by x%.


Shield Charge
Charges in a straight line with the shield in front, dealing x damage to neabry enemies, throwing them away and stunning them for x sec. Enemies in front of Royal Guard will receive double damage. Lasts x sec.


Jumping Strike
Jumps and then slams the ground, dealing x damage to neabry enemies, throwing away and stunning them for x sec.


Name: Healer
Skin\Model: http://www.hiveworkshop.com/forums/models-530/monk-157280/?prev=t=1&r=20&d=list&page=2
Icon: http://www.hiveworkshop.com/forums/icons-541/btnholypaladin-213444/?prev=search=paladin&d=list&r=20
Description: Mage adept in art of healing magic.
Abilities:

healing.gif
http://www.wowpedia.org/File:BTNHealOff.png?c=1
Heal
Heals a target friendly non-mechanical unit for x hp.

holybolt.gif

Holy Bolt
Throws a bolt with holy energy to a target enemy\ally. Enemy will lose x hp per sec for x sec and ally will restore x hp per sec for x sec.

healingwave.gif

Healing Chain
Creates a healing wave that bounces up to x neabry friendly non-mechanical units, healing them for x hp.

resurrection.gif

Revive
Brings back to life a neabry non-hero friendly unit. Revive has a x sec cooldown.

 
Level 5
Joined
Dec 19, 2004
Messages
110
Name: Royal Guard
Skin\Model: http://www.hiveworkshop.com/forums/models-530/royalguard-214829/?prev=d=list&r=20&t=1
Icon: Wc3 Villager Male
Description: Powerful guard who guards the throne room.
Abilities:


Sword Slash
Slashes a target enemy, dealing x damage. Affected enemy will bleed, losing x hp per sec and reducing movement\attack speed by x% over x sec.


Defend
The Royal Guard receives x% less damage, but hi movement speed is reduced by x%.


Shield Charge
Charges in a straight line with the shield in front, dealing x damage to neabry enemies, throwing them away and stunning them for x sec. Enemies in front of Royal Guard will receive double damage. Lasts x sec.


Jumping Strike
Jumps and then slams the ground, dealing x damage to neabry enemies, throwing away and stunning them for x sec.
Name: Healer
Skin\Model: http://www.hiveworkshop.com/forums/models-530/monk-157280/?prev=t=1&r=20&d=list&page=2
Icon: http://www.hiveworkshop.com/forums/icons-541/btnholypaladin-213444/?prev=search=paladin&d=list&r=20
Description: Mage adept in art of healing magic.
Abilities:

healing.gif
http://www.wowpedia.org/File:BTNHealOff.png?c=1
Heal
Heals a target friendly non-mechanical unit for x hp.

holybolt.gif

Holy Bolt
Throws a bolt with holy energy to a target enemy\ally. Enemy will lose x hp per sec for x sec and ally will restore x hp per sec for x sec.

healingwave.gif

Healing Chain
Creates a healing wave that bounces up to x neabry friendly non-mechanical units, healing them for x hp.

resurrection.gif

Revive
Brings back to life a neabry non-hero friendly unit. Revive has a x sec cooldown.

Thanks for your ideas!

The Royal Guard is almost the same as my Swordsman (I like the name Royal Guard more btw, I'm going to use that :)) Except for the jumping strike, that ability has my Blademaster (haven't made the ability yet though), where I call it Leap Attack.
Also I have the Charge ability, but it makes the guard stop when hitting a unit. I find that more realistic and otherwise its a bit overpowered I think. I can give it a knockback effect though :)
About that Sword Slash ability: I have something similar - a weapon upgrade for the Blademaster, that gives it a chance to make a unit bleed after a hit.

And I also like that jumping strike icon, I'm going to use that one for the Jump ability!

I already saw that model and also tried it, but I don't really like it.. It looks a bit odd when in the game.. So I decided to use the Captain model (High-Elf footman)

About the monk: I really like the model, and I'm defenitely gonna use it in my map!

But I don't think for a player-controlled hero. Because a monk is not really a town guard.. And I prefer no magic in the game, or at least not too much.. Maybe I can give a computer-controlled monk in the Cathedral the healing skill, so guards can go to there if they want to get healed or something. But I find it odd to fight with a monk against assassins..

Thanks for helping me to think about idea's and models!
 
Level 5
Joined
Dec 19, 2004
Messages
110
I made the Stamina system now like this:

Energy (mana) recovery only occurs when standing still. The longer you stand still, the faster the recovery will go. So first for like 10 seconds you get about 2 mana per second, then for 5 seconds you get 4 mana per seconds, and then you get 8 mana per seconds.
Also: When you attack somebody or use an ability that costs energy, even while standing still, energy will not be recovered and will even be delayed for a few seconds (depending on the ability/attack).

Every hero level-up the hero can choose 1 ability AND 1 attribute. More Stamina increases maximum amount of energy and energy recovery. More Strength increases melee damage and health recovery. More Agility increases move and attack speed.
 
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Level 5
Joined
Dec 19, 2004
Messages
110
Ok thanks to http://www.hiveworkshop.com/forums/members/retrosexual/ I have another Thief model to use in my map!

I already know some cool abilities for it.

But I'm looking for a good name for it.. Does anyone have suggestions?

I now have:
[Shadow Hunter] (armed with 2 short blades and a bow, which she can use to shoot various kinds of arrows)
[Assassin] (armed with 2 blades, very swift fighter, has Sprint instead of Sneak ability)
[Rogue] (armed with 2 daggers (which she can throw too), adept in disguising) -> Maybe I could name this one 'Spy' or something? And give the name 'Rogue' to the one that's now named 'Assassin', and give the new one the name 'Assassin'

Now I have this new model; it has 2 longer blades and it looks less stealth. So I was planning to give this new model the Sprint ability instead of the Sneak ability. And the current Assassin I give the Sneak ability instead of Sprint and give him also the (new) Dodge ability: this makes him slide back to dodge a melee or ranged attack.

So any more names for thieves models (or guard models) are very welcome!
 
Level 5
Joined
Dec 19, 2004
Messages
110
Sounds like Ninja VS Samurai and I freaking LOVED that map. If you finish this I may actually have to log back into BNet 1.0 ...That'll be a feat man, please keep at this! :)

Thanks for your support!

I actually got a lot of inspiration out of Ninja vs Samurai :)

What models do you use in your map?

I'll make a screenshot soon of the models I currently use!
 
Level 5
Joined
Dec 19, 2004
Messages
110
Thanks Gaddle! I'm glad to hear that other people like the idea :)


Ok I got a next thing of which I would like your opinions:

Currently I made a system where every player can only see things in the front of the hero. So you can't see anything but fog of war behind you. On this way, thieves (but also guards) can walk up to an enemy without being seen (and attack from behind to backstab/do more damage).

This system works good, but I think it makes some things kind of hard.. When you're in a fight with multiple other players, you sometimes have to face the one way and then the other way etc.. On this way it is very hard to keep an overview of where everybody is etc. Could be fun, but I'm afraid it will be tóó hard.. Another thing is: sounds (like combat sounds) are not audible for players when the source is not visible to a player (because of the fog of war). So it can happen that for example there is a fight going on right behind you without noticing it.. Normally you should hear the sounds, but now you don't.. This is kind of unrealistic. Also in real life, it is very easy to quickly turn your head to overview all things going on around you, and so also with your ears you keep this overview pretty good. With this system the only way to quickly look behind you is by pressing a button (hotkey D) and you have to press the button again to look forward again.. So it is pretty hard to keep track of all players when in a fight.. But if you have a fight in real life, it isn't that hard to keep track of your enemies (I hope you never had btw :p)

So I was thinking of another system:
Everybody can 'see' everything around the hero, except sneaking or hiding (by shadowmeld) enemy units. Those are only visible to a player when they are in front AND nearby.
On this way, it is easier to keep an overview on everything, you will hear sounds etc also when the source is behind, and sneaking an enemy up from behind is ONLY possible with the 'sneak' ability.
This is actually pretty realistic, because in real life, when you are running, you will make noise, so other people will notice you - even from behind. But when you are sneaking, you make no noise and you will not be seen from behind.

I think this improves the gameplay, especially because it is easier to play. But it makes it a lot harder for the thieves to backstab an enemy though. I'm a bit afraid that it will be TOO hard, but I can make it easier to increase the movespeed while sneaking. And oh well, I think it should be a real challenge to win as a thief after all :)

What do you think about this? Or do you guys have other good ideas about the sight system?
 
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The Cone Vision looks great on this type of map, you should take it. Give more challenge

Well, it's not exactly Cone Vision, but like 180 degrees vision. Otherwise you almost can't see anything..

Anyway, I could also make both systems, and let players vote at start which system they want, or make the host choose..

See attachment for a explaining drawing of both systems :)

I would help, but i would love to get my map released first. I'll notify you when that has happened!

Edit: Been busy with backstage crew with my school musical.

You you should do that, it's always a shame if you don't finish a project..
 

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I can also make both systems 'merged' in eachother btw! I think that's a good idea! I'll make a drawing to explain

=edit= ok see attachment for explanation
 

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Level 5
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Ok thanks! I think I do too :) On this way Guards (especially Archers) can still attack Thieves from behind without the sneak ability, but when coming too close, they are visible to the player "because of the noise they make".

Also thieves who are not in stealth-mode will be detected. So if they want to backstab a guard, they can first walk up to the guard from behind, until they come too close, then they have to go in stealth mode (or use an ability like 'Dash' or 'Throw Dagger' or whatever)

=edit=
I made the merged alternative now, and must say.. I like it! I'll make a screenshot how it looks in game now :)
 

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I have another question btw:

Shall I turn the day/night cycle on or off?

When it's day thieves cannot sneak and shadowmeld. And all units can see further. So it's much harder for the thieves during the day.. And because they have a limited number of lives, it's maybe even better for them to hide until it's night again. Could be fun, but this could also be pretty boring..

Another option is: Start with night and make the night veeery long, but not infinite. On this way, they have to try to complete their mission before it's dawn :) So it's like with a time limit, but not a very 'hard' limit, because when it's dawn, the game still goes on, but becomes much harder for them. (I think this is my favorite option)

Or I could just set it on Night and freeze the time, so there is no limit, and the whole game is during the night.

What do you guys like the most? Or do you like it to be votable at the start of the game?
 
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You're right. I converted them to .png now and also some others. Nothing special, you can just see how the sight system is and also the camera system (I have 4 modes: Free Camera, Locked Camera, Third Person Camera and Bird's-eye View Camera.
 

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Ok I need 2 more Character names for the thieves' team!

I now have the names
- Rogue
- Shadow Hunter
- Assassin

Any suggestions are very welcome!

I'm also switching some abilities and names.. I have a new model with two swords, which looks less stealthy, but stronger. I think I'm gonna give that one the 'Assassin' name. Well it depends on what name I can think of for the other one (looks a bit like the Demon Hunter)

Also I have a crossbow-women in a cloak for the thieves and I need to give her a name too. I'm not sure yet which abilities I'm going to give her btw..
 
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I think if you can make the model of a character crouchs while channeling a spell, then you can make an ability (Channel Spell) that makes your character crouch while moving which gives it more legit animation for the purpose of the ability which most likely will make the character invisible, but I'm not quiet sure about moving while channeling a spell, as channeled spells must be stopped so the caster can move.

And about the names, if you want a name for a disrupting, disturbing and fast character, then 'Trickster' is probably a proper name.
 
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Thanks for your suggestions!

I was also thinking about Spy, think I'm gonna give that name to the current Rogue. Or maybe Impostor? http://en.wikipedia.org/wiki/Impostor

And I like trickster too! :D

About the crouching:
Hmm would be great if someone can give the models the crouch animation.. But I'm afraid that's pretty hard to do.. And it doesn't really improve the gameplay, so well.. Maybe some time if the chance is there :)
 
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I have another question btw:

Shall I turn the day/night cycle on or off?

When it's day thieves cannot sneak and shadowmeld (Only 1 thief has the disguise ability, which can be used during the day). And all units can see further. So it's much harder for the thieves during the day.. And because they have a limited number of lives, it's maybe even better for them to hide until it's night again. Could be fun, but this could also be pretty boring..

Another option is: Start with night and make the night veeery long, but not infinite. On this way, they have to try to complete their mission before it's dawn :) So it's like with a time limit, but not a very 'hard' limit, because when it's dawn, the game still goes on, but becomes much harder for them. (I think this is my favorite option)

Or I could just set it on Night and freeze the time, so there is no limit, and the whole game is during the night.

What do you guys like the most? Or do you like it to be votable at the start of the game?

So what do you guys think about this?

======

Any good idea's for items are also very welcome btw!

I have these at the moment:

> Arrows (Archer): The Archer needs arrows to shoot. He gets a lot of them at start, but when he runs out of arrows, he can get new ones (for free) at an ammunition depot. These are at a few places in town. (Thieves with the lockpicking skill can also steal arrows here)
> Torch: Setup a torch somewhere to illuminate a dark area to detect hidden units.
> Tinderbox: Light up a torch or other light source that is not burning (anymore).
> Guard Dog: Buy a Guard Dog (AI controlled, use Whistle [item] to give commands) to help you find hidden Thieves.
> Net (Archer): The Archer gets only 1 net provided by the King. If he wants more nets, he has to buy them.
> Drill Arrows (Archer): These arrows make a unit keep bleeding after a hit. This can only be stopped by treating it with a bandage [item].



> Arrows: The Shadow Hunter needs arrows to use her Archery Skill. She can buy them, or just kill an Archer.
> Water Arrows: These arrows are used to douse light sources and make illuminated areas dark, so stealth abilities like Shadowmeld and Sneak can be used. Archery Skill is needed for this item!
> Poison: Tip an arrow or a dagger (for both throwing or stabbing once) with this poison. The poison deals extra damage over time and makes units disoriented, causing a swaying effect to their vision, their sight range to be reduced, lose the ability to parry and have a 70% chance to miss on melee attacks. The effect lasts for 10 seconds. A double dose immediately kills the unit.
> Clothes & Decoy Frame (seperate items): A frame and various kinds of clothes to setup a Decoy (looks like a real Thief). When you kill a unit, it will also drop their clothes.
> Book “The Art of Lockpicking”: This book allows you to learn the basics of Lockpicking and you will also learn faster (level-up) while trying after reading this book.
> Lockpicking Tools: You need these tools to pick locks.
> Sleeping Gas Bomb: Throw at a target to make all units in that area fall asleep -> they can’t do anything and have no sight for a couple of seconds.
> Magnesium Bomb: Throw at a target to blind all units for a few seconds (players get white screen) who look at the explosion (must be visible to player and unit must face that direction)
> Camo Clothes: Gives you a dark green color which makes it harder for enemies to see you when in forests/bushes.
> Caltrops: Throw some (tiny, hard to see) caltrops on the ground, to damage any unit a little bit that accidentally walks over it and slows down its movement speed for some seconds.
> Dog Food (drenched with sleep-poison): Track dogs with this food. When a dog eats of it, it will almost immediately fall asleep.
 
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I am currently working on making the projectile system 3D. So archers can shoot up an down the hills, or over objects etc. The arrow has to hit the enemy, and when the arrow hits the head, the unit will be killed instantly.

So in comparison with my old projectile system (2D, headshot was by chance) it is a big difference. It will make it a bit harder for the archers to hit an enemy, but I'll increase the damage done.

With this system, being an Archer will be a real challenge, and mastering the archery skill will be pure human, not by leveling up your hero to increase the chance of a headshot anymore.
 
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So, I have been inactive for a few years, but I decided to resume on building this map. I was surprised to see there are still people active on battle.net so this motivated me :)

I'm currently working on the abilities; most of them are done! I will give an update soon with all characters and their abilities.
 
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Lovely map! I love the Thief game series, including Thief: Deadly Shadows, a game which I'm highly inclined to say that inspired you with your map.

I'm definitely subscribing and expecting your progress with it :D

I'm surprised nobody noted how heavily this map was inspired by Thief game series. In any case, this looks curious, do you intend to imitate the Thief's steampunkish medieval aesthetic in the map design, too?

I'm indeed inspired by the game Thief (although I only played Deadly Shadows and even didn't finish this game), and both Dark Messiah and Assassins Creed as well.

Not to forget the WC3 custom games Ninja vs Samurai and Archery Tactics :)

I tend to make a medieval style village, but I'm not a very experienced terrainer.. So I might try to find someone to help me on the terrain.
 
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