• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

F***ing Ultimate Hero Arena - Need Ideas

Status
Not open for further replies.
Level 2
Joined
Aug 5, 2007
Messages
13
Btw, thats the name of the map. Also... How do I add a poll on this thing? :sad:

After messing around and deciphering how games like Warlock and Pudge War's triggers/spells work, I want to make a game like those, except instead of giving it a theme, I want to make the theme balls to the wall awesome explosions with chainsaw rocket launchers, nuclear explosions and sheer awesomeness. Essentially make an Arena game with multiple modes and loads of cool custom model graphics.

It goes from levels 1 to 100 obviously, and obviously a heavily simplified Strength/Agility/Intelligence system that goes into the millions with tomes... not the ones you click a million times but 1, 10, 100, 1000, 10000, 100000, 1000000 stat tomes. All units attack at rediculous rates of speed, however, spells are important because a 99% armor reduction won't stop a Nuclear Holocaust from doing 4000K damage using the mega nuclear explosion model you can find on this website.

Game Modes:
Deathmatch - Free for all, either 100 kills mode or last man standing for X number of rounds.
Team Deathmatch - Voting System or Host sets the team set ups.
Ladder - You fight your way to victory 1 on 1 until victory X number of times.
King Kong - An entire city, 12 giant super villians, get X number of points destroying towns, tanks, people with nukes, tidal waves, and whatever you can use.

You may also set the level ups from being experience based to every round, gaining all 5 skills and they go up a Lvl, to max Lv.100 with items.

Unit Name: 'Chaos Incarnate'
Unit Model: Fire Lord
Nuclear Holocaust (Ultimate) - Fires a large, slow moving ball of fire, when hit it causes a screen wide Fireball which will incinerate all units within the blast radius.
Rain of Fire - Same old fire, used on rooted units, uses custom explosions
Flamebolts - Fires 3 bolts in a cone, each does a large amount of damage
Lava Trap - Creates an invisible trap which momentarily stuns any nearby units and creates 6 lava spawns which trap them.
Embers of Chaos - Carrion Swarm, firebolts which fly around and absorb health of any nearby units.


Unit Name: 'Darkest Night'
Unit Model: Shade
Harbinger (Ultimate) - Spawns unattackable, slow moving Grim Reaper which follows the targeted unit. Any unit who touches it will be instantly killed instantly.
Shadow Strike - Flamestrike, except custom Shadow model and it spawns a wall of tentacles around its perimeter to trap a unit, they must be attacked to escape, causes damage longer you stand in the fire.
Aura of Decay - Black Shadow Aura which reduces health of enemy units.
Black Arrow - Special model arrow, slows and damages
Doom Wave - Shockwave, undispellable, Black slow moving, high damage


Unit Name: 'Burning Blade'
Unit Model: Red Version of Grom Hellscream
Firestorm (Ultimate): Warglaives, but on fire fly out from the hero and auto target any nearby enemy units.
Scorched Blade: Each additional hit increases maximum damage done by X, and upon death the enemy unit explodes.
Breath of Fire: Same as the normal one, cept it DoTs the enemy unit
Immoliation: Same as normal immoliation, cept its a really sfx intensive one
Flamestomp: Functions like Thunderclap, cept with a Flamestrike model


Marquis of Blood
Avatar of Light

Arcane Guardian
Lich King
Titan Lord
Ice Queen
Sky Prince

Sea Emperor
Void God
Desert Monarch
Ent of Ages
The Last Man

Quintessence of Elements
Beastmaster
Grand Nethermancer
Holy Defender
Gronn Champion


These are just a few, I have 9 completed, but I want to have 20 written down before I program them. I'm using mostly trigger spells, ones that bounce off walls and can be dispelled in mid flight and what not, but as few units as possible to reduce any chance of lag to as low as possible.

However, with all this I am asking for additional ideas, I'm looking for custom units, which if I use their Proper Name will be anything you want and you'll be in the credits under the unit's description and in Quests. Also any suggestions for spells, weapons, armor, game modes. Any suggestions or comment about whether this is a cool idea or what not.

Also the heroes have no theme, I'm even working on the hero in Doom 3 with a BFG9000 model I have, they are balanced with a fight strategy in mind and even spells that are useful in teams are in the list. But the only models i'm trying to use are weapon models, I want to keep the size of the map under 500 KB with upwards of 40 heroes all with unique play styles.
 
Last edited:
Level 24
Joined
May 9, 2007
Messages
3,563
. . .

How is it like warlocks (yaaa!) if you have an attack?

Some hero idea's:


Don't make hero's.

Make purchasable skills.

Hero's are boring and hard to balance!

Actual Hero Ideas:

Tank - The Tank would be a tank. Duh. . . It would well tank people. With massive life/armour and moderate damage the tank can tank. I like the word tank. TANK!

Blood mage: Not the War3 blood mage but one who actually manipulates blood. He can frenzy himself and boil his enemies:


Thats all.

But seriously consider purchasable skills.
 
Level 2
Joined
Aug 5, 2007
Messages
13
. . .

How is it like warlocks (yaaa!) if you have an attack?

Some hero idea's:


Don't make hero's.

Make purchasable skills.

Hero's are boring and hard to balance!

Actual Hero Ideas:

Tank - The Tank would be a tank. Duh. . . It would well tank people. With massive life/armour and moderate damage the tank can tank. I like the word tank. TANK!

Blood mage: Not the War3 blood mage but one who actually manipulates blood. He can frenzy himself and boil his enemies:


Thats all.

But seriously consider purchasable skills.

Similar to Warlock's spell combat system, with bouncing spells, but with stuns which fly out and break into fractals of even more stuns, fire walls, certain spells which require slows or really bad players to get hit by. Also ways in which to dispel spells in a within an area of effect spell.

I did think about using WE Unlimited, however, theres no way to freaking optimize the triggers, I only need the slide, purchasable spells and inability to select a unit triggers. However, I haven't a clue on how to remove the extra 340kb from the map without screwing up those 3 triggers. On top of it, purchasable spells would mean people would go for 4 stuns and 1 Instant Kill spell.

Oh, and the Blood Mage I already have (Marquis of Blood) and I know the tank idea, one i'm messing with is a guy who switches between spell immunity or physical immunity, like Footman defend sort of.
 
Level 2
Joined
Aug 5, 2007
Messages
13
True. . .

But with the correct cost balancing it could work. . .

(see warlocks)

I know, but Warlocks is one of my lesser favorites (flying into lava level being the only level and the only way to die) compared to the one before it with many more spells and a handful of Arenas who's name escapes me.

The way you are suggesting it, I considered allowing both modes of gameplay with preset heroes or buying your own spells as an available mode. Again, the only thing is that the map's file size will be around 1 megabyte and I can't use wc3optimizer... I don't know why but it doesn't work anymore for some reason.
 
Level 2
Joined
Aug 5, 2007
Messages
13
Have you even played the latest version of warlocks?

What are you talking about when you say level?
Spells also do damage in warlocks.

The mode thing sounds good though.

Well, 077-079, generally got bored after 5-7 attempts to not have everybody leave early on and the only time I've killed someone with a spell who wasn't knocked into the lava and died, was pure luck, he just got out of the lava and he teleported inbetween my fireball and some guy I was trying to hit and exploded.

And by level I meant the Arena, only one in Warlock, small square, 9 columns, a bunch of lava around it.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
I say Custom heroes With Awesome Abilities and Awesome Models
Not settling for less then giving people the best crap they can get...

Do you have an scoreboard/know how to make one?
I've been working with one.. So I'd be able to give you mine

What is the terrain going to look like?
I have some ideas but they might not work with your map depending on how hardheaded/determined you are to make this a perfect envisionment...
 
Level 2
Joined
Aug 5, 2007
Messages
13
I say Custom heroes With Awesome Abilities and Awesome Models
Not settling for less then giving people the best crap they can get...

Do you have an scoreboard/know how to make one?
I've been working with one.. So I'd be able to give you mine

What is the terrain going to look like?
I have some ideas but they might not work with your map depending on how hardheaded/determined you are to make this a perfect envisionment...

After some revisioning of the system and a couple hours of downloading every model on this website I plan to just copy the 'buy your own abilities' thing. I ran into my first problem of how would you bind some odd 45 spells with 5 levels each and I fixed it by having them as items which play cast animations who are bound either by numpad or the 6 spells which activate the 6 slots in your inventory. I have every model available as a avatar with aura glow for heroes as well.

It took me a while with my first map but I have scoreboards down to a science, the terrain depends, I want to have generic (Desert, Forest, Plains, Islands) and really wierd terrains (Underwater with blue sky for effect, Space, Trippy Hallucinogenic). However whether I make them with differing heights or a flat plain depends on getting my spells to work properly.

I made a fireball which took litterally 5 minutes but I can't get the spells to interact by cancelling each other out (collide into one another and explode) I used Goblin Mines as the basis of my spell system. Its working perfectly, it even mimics Warlock with the two main exceptions, no knockback and no spells which explode on contact. I isolated the slide function and plan to add it but I gotta get these spells to explode when they hit each other.
 
Level 2
Joined
Aug 5, 2007
Messages
13
I basically dumped the initial idea and began using the Warlock style, after a good 3 hours straight of trial and error I have the knockback slide, spell interceptions, and everything that game did. It was a combination of giving every unit of Goblin Mine AoEs and Pheonix fires and works by onbe unit being killed by a Pheonix Fire and the other unit explodes via land mine spell thereby killing both spells mid flight. This can be used on really just everything thats an obstacle and Math Angle Between Two points (namely the spell and the target) is how you slide a unit away.

I have 30 spells consisting of 6 per school of magic, i'm trying to program into it with all appropriate sfx, then i'm adding the slides then game modes.

Fire Spells
-Fireball (self explanatory)
-Unstable Fireball (Explodes into smaller fireballs about 3 times)
-Flamewalker (Increases speed)
-Flamestike Trap (is what it sounds like, wall of lava spawns trap a unit in, but can be dispatched easily by AoE spells)
-Firestorm (Arcing AoE, creates fire which DoTs all players in massive area)
-Nuclear Holocaust (Mega Explosion, slow moving and instantly deadly with Immoliation thats 1500 wide)

Ice/Water Spells
Ice Bolt - Slows on hit
Frost Nova - Stuns all units within range
???
???
???
Tidal Lord - Slow Moving, enormous knockback with massive 70 degree arc

Arcane Spells
Arcanebolts - Fires 5 bolts which home in on targetted player, cannot be intercepted except by other arcane spells, slow moving
Mana Burn - Fires a mana ball which instantly burns all mana of any units within range
Portal - The Cake is a lie.
Banish - Damage done to target and movement speed is increased
Dispel Magic - Destroys any spells or summoned units in x AoE
???

Air Spells
Twister - Fires a tornado which cyclones a unit
Teleport - It teleports
Cloud -
???
???
Dust Devil - Fires an exploding line of dirt which if it hits a unit will explode and slow the target for 20 seconds.

Death Spells
Shadowblast - shockwave that cripples any unit it hits
Bone Wall - Spawns a line of skulls which absorb impacts/stops players
Corpse Explosion - Destroys a nearby corpse, doing massive damage AoE
Grave Lord - Spawns corpses to be used with other shadow spells, using this spell regens mana and sacrifices a corpse.
Undead Army - Raises x number of skeletons in the arena to attack random units
Harbinger - Spawns a unit which follows a unit and instantly kills any unit it comes in contact with

Holy Spells
I have no idea what to place here, I have some ideas, i.e. heals and anti undead spells but the 6 I want to place here I'm not totally sure of.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
I basically dumped the initial idea and began using the Warlock style, after a good 3 hours straight of trial and error I have the knockback slide, spell interceptions, and everything that game did. It was a combination of giving every unit of Goblin Mine AoEs and Pheonix fires and works by onbe unit being killed by a Pheonix Fire and the other unit explodes via land mine spell thereby killing both spells mid flight. This can be used on really just everything thats an obstacle and Math Angle Between Two points (namely the spell and the target) is how you slide a unit away.

Here Are My Spell Ideas

For Each Type There will Be a few Spells
1) Area of Effect (Target Ground)
2) Shockwave/Breath of Fire (Target direction)
3) Single Target effect (Telekinesis/StormBolt) (Target Unit)
4) Autocast (Natural Addition)
5) Movement/Immolation/Transformation (Can be turned on and off but waste mana per second)
6) Summon
7) Chargable Attack (Unit Goes into Charging mode [Metamorphisis] and when you turn it off or the timer runs out you unleash a weak/incredible attack/addition/wuteva) (ultimate)


Each Element does something Special

X) Element Idea-Pro: What it does good for you/Con: What it does bad for enemies/Nes: WHat you need to do in order to make sure you maximize its ability
1) Corpse-Pro: Numbers/Con: Confusion
2) Fire-Pro: Dmg up/Con: Damage over time
3) Air-Pro: Speeds Up/Con: Blowsback
4) Water-Pro: Dispel/Con: Dispel
5) Ice-Pro: Armor/Con: SLow
6) Darkness-Pro: Invisibility/Con: Effect Visibility
7) Light-Pro: Keep Visibility/Con: Instant attacks
8) Storm: Pro: Quick Defenses that make you invulnerable/Con: Your Enemies can't escape you
9) Nub-Pro: Passive Abilities/Con: Passive Abilities

Good vs Evil I feel like should be a theme in the map... but not the two sides fighting against one another...
-But the Good are Organized and you see even the weak are taken care of as well as periodic
-The evil are just in the wild trying to get their fill, a mix of Bandits, Animals, etc... just people that felt arrogant and better then everyone else and eventually outcasted

At least this Way you know for sure the spells you want to give each character...
This isn't definite... I'm not saying this is THE way to make a map...

But at least you have a template to work with...

Honestly man...
I don't know what Warlock is.... But I'd like to see a Spell Craft Type Map with multiple modes...

one of the things I was always excited about for spellcraft was ORPG... but they never made it...

Either way....
THis could definitly be... THE BEST F***ING MAP PERIOD

Add in a Dota Map
Add in an Arena
Add in an Open

Making this the Best foking map eva
 
Level 2
Joined
Aug 5, 2007
Messages
13
Here Are My Spell Ideas

For Each Type There will Be a few Spells
1) Area of Effect (Target Ground)
2) Shockwave/Breath of Fire (Target direction)
3) Single Target effect (Telekinesis/StormBolt) (Target Unit)
4) Autocast (Natural Addition)
5) Movement/Immolation/Transformation (Can be turned on and off but waste mana per second)
6) Summon
7) Chargable Attack (Unit Goes into Charging mode [Metamorphisis] and when you turn it off or the timer runs out you unleash a weak/incredible attack/addition/wuteva) (ultimate)

Oh shi-, I forgot about one of those, thank you, so freaking using it and giving credit :D

I had all of those ideas rolling around with about all, but 4-5 spells completed for the intial game. I have all those modes except Dota (Team deathmatch in an extended arena will have to do) and I planned in the long run to have 11 of each school with 1 ultimate spell each. I currently have Arcane, Fire, Water/Cold, Earth, Death, Holy, Air, Tech as the ones I want to have. I probably will have a charge ability now in each school just because the mechanism is fairly simple (Immoliation or spell which holds the unit in place and charges up mana before moving forward).

Before I work on the actual arenas I am attempting to figure out what I want. Instead of merely being thrown into an area which burns you to death I want to have interacting items which effect the player. Like a Volcano map with lava borders and fireballs which fall out of the sky with increasing frequency as a fight drags on.

Volcano = Fireballs which leave Burning Oil effect
Sea Map = ?
Island Map = Shallow Water kills, Murlocs/Crabs whatever run up on deep ocean to attack
Forest Map = Trees come to life and attack
Desert Map = Whirlwinds?
Happy Spring Time Arena = Fuzzy Cute Critters which maul your face off.
Gladiator Arena = ?
Holy Temple Map = ?
Graveyard = Zombies, duh
Space Map = Voids from the Nether explode on contact
???Whatever Else???

Trippy Map = Attackable Mushrooms which explode on contact/spells

By the way, this is a map I've actually pretty much completed/put on hold updating until I get this one working. So I really do know how to make a map, I just don't know why WC3Optimizer doesn't work :confused:

http://www.hiveworkshop.com/forums/...g&s=war%20of%20the%20space%20orcs&d=list&r=20

P.S. gimme a 5/5 plz :xxd:
 
Last edited:
Status
Not open for further replies.

Similar threads

Top