- Joined
- Jan 17, 2008
- Messages
- 65
Hey! I'm not sure that anyone actually uses this, but i'm naive so i'll do it anyways ;P
I just found this website today and was very excited to see all of the resources available for creating custom maps! To be honest i've always been disappointed with a lot of the custom WC3 maps online. I'll never understand how people can play so much DoTa, or any game for very long. I get bored by the lack of diversity of the gameplay- that's basically what turned me to map-making. Since i'm finally buckling down and making this map i am glad that i could find a community that's friendly to join for help when i need it (oh and i WILL need it.... hopefully not too often though )
This is just a taste of what my game will (hopefully) include, a lot of this is already in place, just the intensive work that a single unit requires makes the process slow:
-30 minute day with a 12.5 minute day at 17.5 minute night.
-At night all units on the map can see 20% as far (instead of 40%) and the team color of every single player is changed to black, representing the difficulty of telling units apart at night. (team colors return every dawn)
-Neutral buildings that act as gold mines where you can have trade ships or workers carry back goods in the form of gold. These will also serve as shops and recruitment buildings. (i'm not sure i can put all that in one building, but we'll see- i don't see any reason why i couldn't)
-Realistic combat:
1. Units will all have similar hp and negligible attack, but will sometimes strike a worthy blow, and will occasionally block (the evade text has been changed from "miss" to "blocked")
2. Only seige units and special other units can even attack buildings now- eliminating the "just give me some time with my sword here, this castle will be rubble in a few minutes" phenomena
3. Archers will hit for 1 damage and at greater distance, and occasionally score an instant kill (that's looking like it's going to be hard to balance =/)
4. Unit collision size is drastically reduced to let your armies fight shoulder to shoulder.
5. Unit speed is greatly reduced so when you commit to a battle you really commit, and so that you have time to prepare your base when your outer defenses are suddenly crushed.
-Hero stats are changed to Valor, Tactics, and Ingenuity.
-Valor gives HP, Tactics give attack speed, and Ingenuity gives Mana (i bet you can figure out which new ability was derived from which old one)
-There are multiple hero types (not just combat) that will gain experience in different ways:
1. Officers are simply elite versions of the soldiers you will build. I'm looking into a trigger to create them randomly as you build your normal troops [Gain experience by being struck in combat]
2. Master Architects are builders, i haven't decided whether or not they will be the only builders or not yet. [Gain experience primarily by building, and secondarily by repairing structures back to full health]
3. Merchants [Not fully developed as of yet]
4. Political leaders that will aid in worker speed and production rate while in their base, and will enrage enemy armies into fighting with reckless abandon with their presence and inspiring the troops. [For other info see description for Merchants]
-Long games, i'm currently trying to figure out how to shorten them without sacrificing too much of the fun (or what i think is fun) because i don't think people really have 3 hours that they could spend playing this game very often.
-Unique races all hand-tailored by myself.
-As many as 8 tiers of town centers
-Empire building, outposts and colonies will be useful and necessary for expansion! And with buildings being more durable, an outpost wont just be easily walked over by a strong patrol
-Roads that increase speed by 500% <-(subject to change ) when walked over to aid in the infrastructure of your empire
-Hidden forest paths and neutral towns, with trees that are simply cover, so ambushing becomes a devastatingly useful tactic!
-possibly red-wood (or satisfyingly larger) sized forests.
-Playing in teams of two with each team being unique:
1. Different Races
2. Different trading policies- some alliances can trade while other can't
3. One alliance actually has unchangeable FULL shared unit control, which forces the team to work together.
-And lots more fun stuff. I'm sure no one really wanted to see all that in this thread, so i'll apologize and go post it somewhere else when i'm done with more of it
That's it
I just found this website today and was very excited to see all of the resources available for creating custom maps! To be honest i've always been disappointed with a lot of the custom WC3 maps online. I'll never understand how people can play so much DoTa, or any game for very long. I get bored by the lack of diversity of the gameplay- that's basically what turned me to map-making. Since i'm finally buckling down and making this map i am glad that i could find a community that's friendly to join for help when i need it (oh and i WILL need it.... hopefully not too often though )
This is just a taste of what my game will (hopefully) include, a lot of this is already in place, just the intensive work that a single unit requires makes the process slow:
-30 minute day with a 12.5 minute day at 17.5 minute night.
-At night all units on the map can see 20% as far (instead of 40%) and the team color of every single player is changed to black, representing the difficulty of telling units apart at night. (team colors return every dawn)
-Neutral buildings that act as gold mines where you can have trade ships or workers carry back goods in the form of gold. These will also serve as shops and recruitment buildings. (i'm not sure i can put all that in one building, but we'll see- i don't see any reason why i couldn't)
-Realistic combat:
1. Units will all have similar hp and negligible attack, but will sometimes strike a worthy blow, and will occasionally block (the evade text has been changed from "miss" to "blocked")
2. Only seige units and special other units can even attack buildings now- eliminating the "just give me some time with my sword here, this castle will be rubble in a few minutes" phenomena
3. Archers will hit for 1 damage and at greater distance, and occasionally score an instant kill (that's looking like it's going to be hard to balance =/)
4. Unit collision size is drastically reduced to let your armies fight shoulder to shoulder.
5. Unit speed is greatly reduced so when you commit to a battle you really commit, and so that you have time to prepare your base when your outer defenses are suddenly crushed.
-Hero stats are changed to Valor, Tactics, and Ingenuity.
-Valor gives HP, Tactics give attack speed, and Ingenuity gives Mana (i bet you can figure out which new ability was derived from which old one)
-There are multiple hero types (not just combat) that will gain experience in different ways:
1. Officers are simply elite versions of the soldiers you will build. I'm looking into a trigger to create them randomly as you build your normal troops [Gain experience by being struck in combat]
2. Master Architects are builders, i haven't decided whether or not they will be the only builders or not yet. [Gain experience primarily by building, and secondarily by repairing structures back to full health]
3. Merchants [Not fully developed as of yet]
4. Political leaders that will aid in worker speed and production rate while in their base, and will enrage enemy armies into fighting with reckless abandon with their presence and inspiring the troops. [For other info see description for Merchants]
-Long games, i'm currently trying to figure out how to shorten them without sacrificing too much of the fun (or what i think is fun) because i don't think people really have 3 hours that they could spend playing this game very often.
-Unique races all hand-tailored by myself.
-As many as 8 tiers of town centers
-Empire building, outposts and colonies will be useful and necessary for expansion! And with buildings being more durable, an outpost wont just be easily walked over by a strong patrol
-Roads that increase speed by 500% <-(subject to change ) when walked over to aid in the infrastructure of your empire
-Hidden forest paths and neutral towns, with trees that are simply cover, so ambushing becomes a devastatingly useful tactic!
-possibly red-wood (or satisfyingly larger) sized forests.
-Playing in teams of two with each team being unique:
1. Different Races
2. Different trading policies- some alliances can trade while other can't
3. One alliance actually has unchangeable FULL shared unit control, which forces the team to work together.
-And lots more fun stuff. I'm sure no one really wanted to see all that in this thread, so i'll apologize and go post it somewhere else when i'm done with more of it
That's it