Heloes Hive Workshop
I decided I'd post something here, as, all in all, I torment y'all with my map's problems, so I can do it here as well as in World Editor Help Zone!
My general idea is a Dota-like map with varying heroes' skills. But let's start from the beginning.
Every hero, apart from having their hero skills (2 normal actives, 1 passive and 1 ultimate active) will be able to choose 3 from up to 9 skills, each 3 corresponding to an Essence they choose to develop (hence the map's alpha-version name). There are 20 Essence types, such as Elements, Creation, Death, Darkness, Blood, Void and so on. As mentioned above, each of these will have 3 active skills to choose from and also one passive skill. On the countrary to active skills, the passives are not chosen, they are gained at the moment of developing the Essence to level 1 and kept afterwards.
At the beginning everyone chooses one Essence type just after picking their hero. Developing the Essences will be possible in three ways:
- Using essence-skills (as I prefer to call them) gives +1XP to it per use
- Killing enemy heroes - they will give XP proportionally to their Essence levels
- Killing 'Neutral wave units' - from time to time an event will occur which will spawn a powerful unit corresponding to a random Essence type along with it's minions. Depending on the ammount of minions killed and ammount of damage caused to the boss, each side's hero will get some Essence XP.
Basically, what I want to achieve is a map with slightly different play style. While in DOTA player's choose heroes and then buy items to power them up, in Essence Wars everybody relies more on skills chosen at the moment. Because of that, a DPS hero, for example, can become a Tank if needed.
Since I mentioned items - every hero would have their constant items to fit in the plot (which is taken from my D&D games I create for my friends). That would mostly be a weapon and an armor or something like that, and four empty slots for less significant items like small stat boosts or some potions which will be to be bought.
On the countrary to most AOS-type maps, there is only one fight route, so the war will be kinda mass. In addition to every player being in one spot, there will be up to 20 units per each side's wave (6 basic with 4 added via upgrades and then up to 2 added per player depending on their Essence choice). I'm still wondering whether it's not too much, but I'd see during some beta-test (a soon to be).
Well, that would be all about my map's silhouette. At the moment, I have 9 scripted Essences (not balanced yet) and one hero. As soon as I get to 10/5 I'll translate everything to english and post it here (the map is in polish only, atm)
If any of ya wants to see it and doesn't fear seeing strange polish letters, I'd be glad to post it and hear some criticism
I decided I'd post something here, as, all in all, I torment y'all with my map's problems, so I can do it here as well as in World Editor Help Zone!
My general idea is a Dota-like map with varying heroes' skills. But let's start from the beginning.
Every hero, apart from having their hero skills (2 normal actives, 1 passive and 1 ultimate active) will be able to choose 3 from up to 9 skills, each 3 corresponding to an Essence they choose to develop (hence the map's alpha-version name). There are 20 Essence types, such as Elements, Creation, Death, Darkness, Blood, Void and so on. As mentioned above, each of these will have 3 active skills to choose from and also one passive skill. On the countrary to active skills, the passives are not chosen, they are gained at the moment of developing the Essence to level 1 and kept afterwards.
At the beginning everyone chooses one Essence type just after picking their hero. Developing the Essences will be possible in three ways:
- Using essence-skills (as I prefer to call them) gives +1XP to it per use
- Killing enemy heroes - they will give XP proportionally to their Essence levels
- Killing 'Neutral wave units' - from time to time an event will occur which will spawn a powerful unit corresponding to a random Essence type along with it's minions. Depending on the ammount of minions killed and ammount of damage caused to the boss, each side's hero will get some Essence XP.
Basically, what I want to achieve is a map with slightly different play style. While in DOTA player's choose heroes and then buy items to power them up, in Essence Wars everybody relies more on skills chosen at the moment. Because of that, a DPS hero, for example, can become a Tank if needed.
Since I mentioned items - every hero would have their constant items to fit in the plot (which is taken from my D&D games I create for my friends). That would mostly be a weapon and an armor or something like that, and four empty slots for less significant items like small stat boosts or some potions which will be to be bought.
On the countrary to most AOS-type maps, there is only one fight route, so the war will be kinda mass. In addition to every player being in one spot, there will be up to 20 units per each side's wave (6 basic with 4 added via upgrades and then up to 2 added per player depending on their Essence choice). I'm still wondering whether it's not too much, but I'd see during some beta-test (a soon to be).
Well, that would be all about my map's silhouette. At the moment, I have 9 scripted Essences (not balanced yet) and one hero. As soon as I get to 10/5 I'll translate everything to english and post it here (the map is in polish only, atm)
If any of ya wants to see it and doesn't fear seeing strange polish letters, I'd be glad to post it and hear some criticism