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[Aeon of Strife] Heart of the Night

Discussion in 'Map Development' started by bhusta, Nov 5, 2012.

  1. bhusta

    bhusta

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    [td]
    Type: Aeon of Strife
    Playable Map Size: ~250x110
    Suggested Players: 5vs5 or 6vs6
    Coded in: WurstScript
    [/td]
    [td]



    [​IMG]
    1 Introduction
    [​IMG]

    "Heart of the Night" is an highly altered and innovative AoS-type Warcraft 3 map.
    The battleground consists of 4 control Points and a coliseum in the center. The
    overall goal is to be the first team to score a specific number of points or to
    destroy the enemy base by fighting alongside AI minions.

    The development team aims to create a high developped Warcraft 3 multiplayer
    modification in case of design and performance.




    [​IMG]









    2 Story / Lore



    [​IMG]

    The story is in progress. You can follow it here:
    1. Whispers
    2. Mission
    3. Secrets
    4. Forgotten Legacy
    5. Insights
    6. -

    [​IMG]








    3 Gameplay Components


    Aimed to deliver a fast-paced gameplay, the overall goal is not achived by passing
    linear objectives as destroying towers in a row. The feel is compareable to rope
    pulling. A specific amount of points splitt up by two teams leads to a constant
    fight of gaining the upper hand. Every action on this map has the effect of taking
    points from one team to the other team. These point transferring effects increase
    over time.



    3.1 Control Points
    [​IMG]

    Control Points on Greenrock Isle are acquired over the course of a brief channel
    time. While channeling, your hero is unable to take any action without disrupting
    this process. Damage or crowd control effects will also interrupt your capture.
    Hold by a team these points have healing effects towards allied heroes and damage
    effects towards enemy units.



    3.2 Coliseum
    [​IMG]

    The coliseum combines typical moba genre elements as jungle and boss fight area,
    which are extended by pvp arena battles.



    [​IMG]


















    4 Development Blog
    Please tell us your thoughts about our development progress and ideas.
    Every opinion or suggestion stated helps us creating an enjoyable map.

    [td]jopis' Terrain Showcase:[/td]
    [td]1[/td]
    [td]2[/td]
    [td]3[/td]
    [td]4[/td]
    [td]5[/td]
    [td]6[/td]
    [td]7[/td]
    [td]8[/td]
    [td]9[/td]
    [td]10[/td]
    [td]11[/td]
    [td]12[/td]
    [td]13[/td]
    [td]14[/td]
    [td]15[/td]
    [td]16[/td]



    Terrain Showcase
    https://www.youtube.com/watch?v=hA4MAO3tjg0

    [​IMG]
    We are still recruiting!

    [​IMG] [​IMG]









    [​IMG]


    The official support banner:

    128px
    [​IMG]
    HTML:
    [url=http://www.hiveworkshop.com/forums/map-development-202/heart-night-225166/][img]http://www.hiveworkshop.com/forums/members/144287-albums4222-picture80772.png[/img][/url]
    100px
    [​IMG]
    HTML:
    [url=http://www.hiveworkshop.com/forums/map-development-202/heart-night-225166/][img]http://www.hiveworkshop.com/forums/members/144287-albums4222-picture80771.png[/img][/url]















    [/td]
     
    Last edited: Apr 4, 2015
  2. torques

    torques

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    looks promising. looking forward to play :)
     
  3. Drunken_Jackal

    Drunken_Jackal

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    Everything is looking great. Looking forward to this one.
    If you want, I can offer some sort of help in this project, mostly idea generation/creation.
     
  4. Bloodbath

    Bloodbath

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    Hope it got AI's
     
  5. Crigges

    Crigges

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    I love this project, looks so amazing!!! <3

    MAYBE iam just a bit subjectively xD
    Any help is welcome!
     
  6. bhusta

    bhusta

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    outdated stuff
    []
    old content
    There will be an AI but it has very low priority atm. :)

    Everyone is free to take a part in this project. I created a hero description template in order to structure hero suggestions, but I doubt anybody will use it :D since it is a wall of text for bb-code beginners. Nevertheless if anybody wants his or her own hero to be a part in this project, one can simply copy the code and fill out the tables.







    Hero Description Template

    If you have any suggestion for an unique hero idea, which should be included in this map you can use the template below. You don't have to use it.

    • Class: ==CLASS==
      Name: ==NAME==
      Icon: ==ICON==
      ==PICTURE==
      Information:
      ==TEXT==
    • Number Name Icon Type Requirements Description Target
      ==NUMBER= ==NAME== ==ICON== ==TYPE== ==REQUIREMENTS== ==DESCRIPTION== ==TARGET==
    • Type Name Creator Link
      Model ==MODELNAME== ==CREATOR== ==LINK==
      Icon ==ICONNAME== ==CREATOR== ==LINK==
      Skin ==SKINNAME== ==CREATOR== ==LINK==
      Hero Concept by: ==YOURNAME==


    Here is the code:

    PHP:
    [table][tabs][tab=Description][otablei][td][otable][tr][tdalt]Class:[/tdalt][td]==CLASS==[/td][/tr][tr][tdalt]Name:[/tdalt][td]==NAME==[/td][/tr][tr][tdalt]Icon:[/tdalt][td]==ICON==[/td][/tr][/otable][/td][td][table]==PICTURE==[/table][/td][td][otable][tr][tdalt]Information:[/tdalt][/tr][tr][td]==TEXT==[/td][/tr][/otable][/td][/otablei][/tab][tab=Abilities][otable][tr][tdalt]Number[/tdalt][tdalt]Name[/tdalt][tdalt]Icon[/tdalt][tdalt]Type[/tdalt][tdalt]Requirements[/tdalt][tdalt]Description[/tdalt][tdalt]Target[/tdalt][/tr][tr][td]==NUMBER=[/td][td]==NAME==[/td][td]==ICON==[/td][td]==TYPE==[/td][td]==REQUIREMENTS==[/td][td]==DESCRIPTION==[/td][td]==TARGET==[/td][/tr][/otable][/tab][tab=Credits][otablei][tr][otable][tr][tdalt]Type[/tdalt][tdalt]Name[/tdalt][tdalt]Creator[/tdalt][tdalt]Link[/tdalt][/tr][tr][/tr][tr][tdalt]Model[/tdalt][td]==MODELNAME==[/td][td]==CREATOR==[/td][td]==LINK==[/td][/tr][tr][/tr][tr][tdalt]Icon[/tdalt][td]==ICONNAME==[/td][td]==CREATOR==[/td][td]==LINK==[/td][/tr][tr][/tr][tr][tdalt]Skin[/tdalt][td]==SKINNAME==[/td][td]==CREATOR==[/td][td]==LINK==[/td][/tr][/tr][/otable][tr][b]Hero Concept by:[/b] ==YOURNAME==[/tr][/otablei][/tab][/tabs][/table]
    There is no limitation about the number of abilities. You don't have to stick to the traditional amount of spells:
    3 normal abilities and 1 ultimate.

    ___________________________
    Edit: Here is an example of a hero description:

    • Class: Huntsman
      Name: Rorald Trueshot
      Icon: [​IMG]
      [​IMG]
      Lore:
      Here fits everything about the hero. It doesn't have to be just a short description about the hero. You can put here information about his behavior on the battlefield like if he is a good supporter or damage dealer. Also what model for the attack is recommended if he has a range attack etc.
    • Number Name Icon Type Requirements Description Target
      [tr][td]1[/td][td]Huntsmanship[/td][td][​IMG][/td][td]Passive[/td][td]Level 1[/td][td]Increases the Attack Rate and Attack Distance[/td][td]none[/td][/tr][tr][td]2[/td][td]Ensnare[/td][td][​IMG][/td][td]Active[/td][td]Level 2[/td][td]Throws a net, which traps an enemy unit.[/td][td]single target[/td][/tr][tr][td]3[/td][td]Explosive Shot[/td][td][​IMG][/td][td]Active[/td][td]Level 2[/td][td]Shoots an explosive projectile at a target area.[/td][td]target area[/td][/tr][tr][td]4[/td][td]Bait[/td][td][​IMG][/td][td]Active[/td][td]Level 2; Huntsmanship[/td][td]Summons a bait which provokes nearby enemy units to attack it at a target area.[/td][td]target area[/td][/tr][tr][td]5[/td][td]Poison Sting[/td][td][​IMG][/td][td]Active[/td][td]Level 2; Huntsmanship[/td][td]Melee attack which slows down an enemy unit and hurts the unit over time.[/td][td]single target[/td][/tr][tr][td]6[/td][td]Napalm[/td][td][​IMG][/td][td]Passive[/td][td]Level 4; Explosive Shot[/td][td]Explosive Shot burns the ground which causes enemy units to get damage.[/td][td]none[/td][/tr][tr][td]7[/td][td]Detonation[/td][td][​IMG][/td][td]Active[/td][td]Level 4; Explosive Shot; Bait[/td][td]Detonates the bait which causes enemy units to get hurt.[/td][td]none[/td][/tr][tr][td]8[/td][td]Silencing Shot[/td][td][​IMG][/td][td]Active[/td][td]Level 4; Huntsmanship[/td][td]Silences an enemy unit, which means it can not cast spells. Additionally, the shot interupts channeling.[/td][td]single target[/td][/tr][tr][td]9[/td][td]Drift Shot[/td][td][​IMG][/td][td]Active[/td][td]Level 4[/td][td]Hurts enemy units in a line.[/td][td]target area[/td][/tr][tr][td]10[/td][td]Spike Net[/td][td][​IMG][/td][td]Passive[/td][td]Level 8; Ensnare[/td][td]Ensnare hurts the target unit over time and decreases armor.[/td][td]none[/td][/tr][tr][td]11[/td][td]Escape Jump[/td][td][​IMG][/td][td]Active[/td][td]Level 8[/td][td]Hero jumps backwards and increases the dodge value for few seconds.[/td][td]none[/td][/tr][tr][td]12[/td][td]Trueshot Aura[/td][td][​IMG][/td][td]Active[/td][td]Level 16[/td][td]Friendly units which are near the hero gets an attack damage bonus for few seconds.[/td][td]none[/td][/tr][tr][td]13[/td][td]Scare Up[/td][td][​IMG][/td][td]Active[/td][td]Level 16[/td][td]Enemy units in a target area gets a decrease of attack damage for few seconds.[/td][td]target area[/td][/tr][tr][td]14[/td][td]Fast Death[/td][td][​IMG][/td][td]Passive[/td][td]Level 16; Drift Shot[/td][td]Casting a spell has the chance of reseting the cooldown of all shot spells[/td][td]none[/td][/tr]
    • Hero Concept by: bhusta


    An ingame skill-tree for the huntsman could look like this:
    [​IMG]


    where did I get the gif animation? If the hero uses a standard model, you search for it with google like this:

    "rifleman site:http://classic.battle.net/"

    and your first link will be link.

    You will find all standard hero icons here.

    Yes it is a lot of work making these descriptions but this is the reason why we are happy for every finished outcome like the example :) of course you will get +reps for every hero description posted here.
     
    Last edited: May 11, 2013
  7. Drunken_Jackal

    Drunken_Jackal

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    Out of boredom, I made this one:

    • Class: Huntress of the Night
      Name: Adora Everfall
      Icon: [​IMG]
      [​IMG]
      Information:
      The Huntress is just a bomb at chasing and ganking. She can easily set up the kill with Bola Shot, Follow up with a Leap Strike, hit with Paw Strike, and finish with Umbra. If you find yourself in a situation where your foe runs away, hit a Glaive Roll on them, it allows you to deal heavy damage with a sort of homing blade, which finds its target. On team fights, you hit your Crescentfall, which allows you to do multiple hits of Umbra with one spell. How awesome! If you find yourself in a sticky situation, Bola Shot and Leap Strike your way out. Strength of the Moon gives you better bonuses, where you can take down your foes very quickly. Go for a pentakill!
    • Number Name Icon Type Requirements Description Target
      [tr][td]1[/td][td]Lunar Crest[/td][td][​IMG][/td][td]Passive[/td][td]Level 1[/td][td]The Attack Damage, Vision, Attack Speed and Movement speed of the Huntress and her nearby allies are increased during night.[/td][td]No Target[/td][/tr][tr][td]2[/td][td]Glaive Hurl[/td][td][​IMG][/td][td]Active[/td][td]Level 2[/td][td]The Huntress has a chance to hurl her Glaive into an enemy unit and bounces off nearby units. If it hit less than 3 units, the attack damage received by the units are doubled.[/td][td]Unit Target[/td][/tr][tr][td]3[/td][td]Bola Shot[/td][td][​IMG][/td][td]Active[/td][td]Level 2[/td][td]Hurls a net to the target unit, dealing minimal damage to it and slows it for a short duration. The target unit is stunned first for a second then slowed if it is night.[/td][td]Unit Target[/td][/tr][tr][td]4[/td][td]Animal Proficiency[/td][td][​IMG][/td][td]Passive[/td][td]Level 2[/td][td]Increases the proficiency of the Huntress' pet animal, increasing her Movement Speed and giving her a chance to deal two attacks instead of one.[/td][td]No Target[/td][/tr][tr][td]5[/td][td]Moon Skin[/td][td][​IMG][/td][td]Active[/td][td]Level 2; Lunar Crest[/td][td]Decreases the damage intake of the target unit for a short duration.[/td][td]Unit Target[/td][/tr][tr][td]6[/td][td]Truevision[/td][td][​IMG][/td][td]Active[/td][td]Level 3; Lunar Crest[/td][td]For a short while, the Huntress vision is not affected by the Fog of War.[/td][td]No Target[/td][/tr][tr][td]7[/td][td]Leap Strike[/td][td][​IMG][/td][td]Active[/td][td]Level 3; Animal Proficiency[/td][td]The Huntress leaps into the target point and deals damage upon entry. She also gains increased Movement Speed.[/td][td]Unit Target[/td][/tr][tr][td]8[/td][td]Summon Lunar Howlers[/td][td][​IMG][/td][td]Active[/td][td]Level 4; Animal Proficiency; Leap Strike[/td][td]The Huntress summons Spectral Howlers which charge to the target point and attack the nearest unit and keep on attacking on it unless killed. Lasts for a short duration.[/td][td]Point Target[/td][/tr][tr][td]9[/td][td]Paw Strike[/td][td][​IMG][/td][td]Active[/td][td]Level 4; Animal Proficiency[/td][td]The next attack of the Huntress activates Animal Proficiency, making it hit twice and stun the enemy unit for a short duration.[/td][td]No Target[/td][/tr][tr][td]10[/td][td]Umbra[/td][td][​IMG][/td][td]Active[/td][td]Level 8; Lunar Crest; Truevision[/td][td]Fires a pillar of lunar energy at the target point, dealing minimal damage to both the enemies health and mana. Can only hit one unit.[/td][td]Point Target[/td][/tr][tr][td]11[/td][td]Glaive Roll[/td][td][​IMG][/td][td]Active[/td][td]Level 12; Glaive Hurl[/td][td]The Huntress hurls her Glaive at the target point and doesn't stop until it hits a unit. When it hits a unit, it comes back to the Huntress. She cannot attack while the Glaive is not with her. Deals heavy damage.[/td][td]Unit Target[/td][/tr][tr][td]12[/td][td]Lunar Strength[/td][td][​IMG][/td][td]Passive[/td][td]Level 14; Lunar Crest; Umbra[/td][td]Every 4th spell would deal bonus damage or have a bonus effect. Has an 18 second cooldown.[/td][td]None[/td][/tr][tr][td]13[/td][td]Crescentfall[/td][td][​IMG][/td][td]Active[/td][td]Level 16; Umbra[/td][td]The Huntress fires a rain of multiple Umbra's, dealing increased damage for every time hit. Lasts for a short duration.[/td][td]Area Target[/td][/tr][tr][td]14[/td][td]Strength of the Moon[/td][td][​IMG][/td][td]Passive[/td][td]Level 16; Crescentfall[/td][td]The Huntress is driven by thrill of the hunt, making all her passives have a 100% chance and speeds up the Day/Night Cycle. Also, her spells cost half of its original cost. Lunar Crest is active. Lasts for a short duration.[/td][td]None[/td][/tr]
    • Hero Concept by: Drunken_Jackal
     
  8. bhusta

    bhusta

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    Nice one :) I will make a hero section in the first post and add your hero today or tomorrow. I am garthering some data atm for an update.
     
  9. bhusta

    bhusta

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    Description update
    -new design
    -new art sketches (logo, team banner)
    -new content
     
  10. Drunken_Jackal

    Drunken_Jackal

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    Looks awesome. Would those game modes have a short of "loading" before you capture a control point or place a flag? If not, maybe add it, to make it twice more fun.
     
  11. bhusta

    bhusta

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    At first I thought you were saying "yeah, put some empty wait time in it! thats fun" :D

    But you meant to say we should do it like it is made in "Warhammer: Dawn of War" where one can conquer points by units placing a flag into a slot or something like that. This is already something what we consider and we are thinking about to what extend a player shall be actively involved in the conquering part.
    The first version will have the standard version as the WoW battleground but we won't stop developping.
     
  12. PurgeandFire

    PurgeandFire

    Code Moderator

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    Cool stuff. But what is the AoS part of it? :) Are you going to have npc units come out or something? Or do you mean just with the part about control points.

    Anyway, nice layout and good luck to you on your project.
     
  13. Drunken_Jackal

    Drunken_Jackal

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    Somehow like that. I wouldn't say slot, maybe area. In this control points, you could add a sort of guard to it. Temporary one to prolong the gameplay.
     
  14. bhusta

    bhusta

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    Yes, there will be npc units supporting the gameplay because the original battleground was designed for up to 30 players. So it would be a little bit empty without minions :). You are right this point is missing in the description.

    i thought about units bulding a pump at the control points, because the story is about invaders who want to drain ether energy from the island. But there is no final decision about if an unit shall build a new pump after destroying the enemy ones or just adopt the old pump.
     
  15. Chaosy

    Chaosy

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    Nice, I could help with triggering if you could need that.
     
  16. bhusta

    bhusta

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    Yes, we realy need additional coders :)
    But you must know, that we are working with an unreleased language called wurstscript.
    From our point of view it is better than vJass. One reason is that the syntax is shorter.

    Here is the manual.

    If you still want to participate just let me know ;)
     
  17. Chaosy

    Chaosy

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    Seems ok but im not very good at jassing yet. I will work slower if I need to work in WurstScript :)
    But not a very big deal
     
  18. Arhowk

    Arhowk

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    looks like you took java and removed all of the brackets :eek:

    Code (vJASS):

    if x > y or x <= z and "blub" != "blah"
        print("if is true")
    print("if done.")

    if GetSpellAbilityId() == 'A000'
        AddSpecialEffect( GetSpellTargetX(), GetSpellTargetY(), FX_PATH )


    no offense, but this looks like absolute hell to read.
     
  19. bhusta

    bhusta

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    You only need basic knowledge of jass so it realy isn't a big deal ;) This week-end, I will talk to Crigges about the best way to integrate you since he is the brain behind the coding part.
    First of all you need to download eclipse, this is the platform where you gonna write the code in.

    I knew that would happen :D Yes, for hardcore vJassers it can be hard to accept that there is something new that could be better than vJass and please don't start a discussion about an unreleased language. I had a short discussion before and I am not the right person to argue with. As a former GUI-fetishist I can only say that my eyes hurt when I see codes written in jass or vjass.

    It is java implemented for warcraft 3. You write your codes in eclipse where you can see your mistakes at the moment you are typing them. The syntax is shorter. There is no endif or returns nothing or "call" function blub. The authors of wurstscript want to release the language soon. But I am not qualified to say more about it.
     
  20. bhusta

    bhusta

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    Mini-Update: 01-17-2013

    This is a brief update about the current status of the project. I may update the first post next week-end but I doubt that because I am too busy at the moment.

    Team News:

    Crigges is really dedicated in case of making a lot of systems so that the hero and ability creation will be very easy in the end and additionally we will have a great visualization.

    We weren't able to integrate chaosy properly into the project because of variuos reasons he can not be blamend for. If a triggerer wants to join us, he or she has to learn WurstScript. I posted this various times before but it's not a totally different world compared to vJass but still different. In fact, it is Java for warcraft3. This is the reason why one writes the triggers in eclipse.

    I am going to be inactive in case of terraining for the next three months, because of some personal changes. For the reason not shutting down the terrain work for this time, I asked terrainers which I believe are capable of producing good quality terrains. So, Naze joined as a co-terrainer and is working on the terrain right now.

    Concept News:

    The concept itself of the project had a huge development during the past months. So there are some points in the first post which are now outdated.
    • We want to integrate the tug-of-war-principle, experimentally.
    • Most games have a linear course in case of victory and defeat for example:
      • Standard AoS: destroy tower one -> destroy tower two -> destroy tower three -> destroy base
      • Standard Dominion: gain victory points for captured control points per second until one reaches the point limit.
    • We are aiming for a more dynamic gameplay. Everything that gives points to one team has the effect of removing points from the opponent team.
    • This is the tug-of-war-principle.
    • One of the main elements of the first concept (capture the flag) will be replaced by a periodic arena event. Reasons for this step are:
      • We want players to fight against each other. Capture the flag has the characteristic of reducing aggressive gameplay. Players are forced to flee from the fight because they must bring the flag to a control point.
      • It works for World of Warcraft, because it has diffenrent prerequisites like a fixed equipment and a multiple of the number of players that are possible in Warcraft 3.

    Development News:

    • planned features for capture points:
      • hero revival
      • hero heal
      • every minion near a capture point looses hit points
    • The planned features of the minion spawn are pretty standard:
      • There are two lanes, where the minions will
      • The minions spawn in a certain periodic time
      • The only unique feature is that we plan to create a single bigger/stronger minion which spawns with the other minions but only on one lane mirror-inverted to the opponent team. The outcome is that we create a wanted unbalancing for encouraging aggressive gameplay.
     
    Last edited: Jan 18, 2013