- Joined
- Mar 27, 2012
- Messages
- 3,232
This map is about the true heroes of Warcraft III - the footmen, druids, necromancers, etc.
Without them the paladins, wardens and blademasters would never be able to be so OP.
Gameplay
You start as an invulnerable and invisible spirit with 2 items - Heroic Soul and Unformed Body.
With Heroic Soul you can copy the hero attribute stats(main attribute, initial amounts, gains per level) of any hero to your own.
With Unformed Body you can take the shape and abilities of almost any non-hero unit and upgrade them as you level up.
Both items are single-use.
*It's a PvP map - You can fight other players and I try to keep things balanced.
*It's a PvE map - The project is an alternative way to play melee maps, so there are creeps.
*It's a team game - Hero kits are specialized and thus are way more powerful in balanced groups than alone.
*When you die you are revived at a random tavern.
*Creeps give XP all the way to lvl 10, but in diminishing amounts.
Development stages(and their requirements):
Alpha.
*Startup. (Done)
*Revival. (Done)
*Heroic Soul and Unformed Body work properly. (2/2)
Beta.
*At least 3 hero kits are completed and work properly. (3/3)
*All heroic units have hero glows. (Done)
*All available abilities and items have tooltips. (Done)
*Abilities are linked to triggers automatically. (Done)
*Abilities are automatically given to heroes upon creation, instead of being added in object editor. (Done)
Release.
*A win mechanic. (NDY)
*Creeps respawn. (NDY)
*Hero versions of all usual racial units. (7/~39)
Further development.
*At least 1 hero per each neutral creep family. (4/~43)
*More thorough balancing with less guesswork. Can not be done without player feedback and before a high amount of heroes exists. (NDY)
*Custom items. (NDY)
*Custom bounty system. Would allow easily changing bounties based on game settings. (NDY)
*Talents. Basically upgrades for abilities.
Current progress
Hero kits completed: 11
Necromancer.
Spell Breaker.
Satyr Hellcaller.
Priest. Ultimate needs some tuning. (circling markers)
Ogre Magi.
Crypt Fiend. Needs QA.
Dryad.
Sorceress.
Death Revenant.
Shaman.
Queen of Suffering.
Hero kits usable, but incomplete: 0
Game mechanics:
Startup triggers.
Heroic Soul
Unformed Body
Respawning
Beta 0.00
*First public version.
Previous version: Beta 0.01
*Priest ultimate.
*Names for heroes.
*Crypt Fiend completed.
*Ogre Magi ultimate.
*Made it more clear what you're supposed to do.
*Dryad completed.
Beta 0.02
*Credits given in quests.
*Sorceress completed.
*Death Revenant completed.
*Gave Shaman an ultimate, completing him.
*Queen of Suffering nearly complete, but disabled due to a bad interaction.
*Made intelligence give some more mana due to there being much more fighting in this map than ladder.
Current version: Beta 0.03
*Enabled Queen of Suffering.
*Fixed a bug that made Priest's ultimate not do anything despite seeming like it does.
*Replaced the normal bounty system with one that's based on the actual cost of units.
*Lots of behind the scenes changes and optimizations that took the most time.
Without them the paladins, wardens and blademasters would never be able to be so OP.
Gameplay
You start as an invulnerable and invisible spirit with 2 items - Heroic Soul and Unformed Body.
With Heroic Soul you can copy the hero attribute stats(main attribute, initial amounts, gains per level) of any hero to your own.
With Unformed Body you can take the shape and abilities of almost any non-hero unit and upgrade them as you level up.
Both items are single-use.
*It's a PvP map - You can fight other players and I try to keep things balanced.
*It's a PvE map - The project is an alternative way to play melee maps, so there are creeps.
*It's a team game - Hero kits are specialized and thus are way more powerful in balanced groups than alone.
*When you die you are revived at a random tavern.
*Creeps give XP all the way to lvl 10, but in diminishing amounts.
Development stages(and their requirements):
Alpha.
*Startup. (Done)
*Revival. (Done)
*Heroic Soul and Unformed Body work properly. (2/2)
Beta.
*At least 3 hero kits are completed and work properly. (3/3)
*All heroic units have hero glows. (Done)
*All available abilities and items have tooltips. (Done)
*Abilities are linked to triggers automatically. (Done)
*Abilities are automatically given to heroes upon creation, instead of being added in object editor. (Done)
Release.
*A win mechanic. (NDY)
*Creeps respawn. (NDY)
*Hero versions of all usual racial units. (7/~39)
Further development.
*At least 1 hero per each neutral creep family. (4/~43)
*More thorough balancing with less guesswork. Can not be done without player feedback and before a high amount of heroes exists. (NDY)
*Custom items. (NDY)
*Custom bounty system. Would allow easily changing bounties based on game settings. (NDY)
*Talents. Basically upgrades for abilities.
Current progress
Hero kits completed: 11
Necromancer.
Spell Breaker.
Satyr Hellcaller.
Priest. Ultimate needs some tuning. (circling markers)
Ogre Magi.
Crypt Fiend. Needs QA.
Dryad.
Sorceress.
Death Revenant.
Shaman.
Queen of Suffering.
Hero kits usable, but incomplete: 0
Game mechanics:
Startup triggers.
Heroic Soul
Unformed Body
Respawning
Made one footman ability.
Started and completed the necromancer skillset. Checked that the tooltips exist and are right.
Spirits spawn properly and get their items. Currently their items don't do anything.
Typed in the attributes, gains and main attribute of every hero(24) for the Heroic Soul mechanic.
Started and completed the necromancer skillset. Checked that the tooltips exist and are right.
Spirits spawn properly and get their items. Currently their items don't do anything.
Typed in the attributes, gains and main attribute of every hero(24) for the Heroic Soul mechanic.
Got the Heroic Soul and Unformed Body to work properly.
Created the revive mechanic.
Made neutral heroes and one usual necromancer spawn at random places. This is necessary for Heroic Soul and Unformed Body to have any use.
Did 3 skills on shaman and priest. Also made normal versions spawn for HS and UB.
Implemented an ability search system that dynamically allocates abilities to triggers.
Created the revive mechanic.
Made neutral heroes and one usual necromancer spawn at random places. This is necessary for Heroic Soul and Unformed Body to have any use.
Did 3 skills on shaman and priest. Also made normal versions spawn for HS and UB.
Implemented an ability search system that dynamically allocates abilities to triggers.
Made the Satyr Hellcaller.
Created 3 skills for the Ogre Magi. (Might change the third)
Created 3 abilities for the Spell Breaker.
Created 3 skills for the Ogre Magi. (Might change the third)
Created 3 abilities for the Spell Breaker.
Created the system that automatically gives abilities to heroes when they appear.
This required a workaround with engineering upgrade and dummy abilities, because it's not possible to give hero abilities without making them work just like regular ones.
Got magic resistance to work properly.
Did a round of testing to get the map into a presentable format.
This required a workaround with engineering upgrade and dummy abilities, because it's not possible to give hero abilities without making them work just like regular ones.
Got magic resistance to work properly.
Did a round of testing to get the map into a presentable format.
Beta 0.00
*First public version.
Previous version: Beta 0.01
*Priest ultimate.
*Names for heroes.
*Crypt Fiend completed.
*Ogre Magi ultimate.
*Made it more clear what you're supposed to do.
*Dryad completed.
Beta 0.02
*Credits given in quests.
*Sorceress completed.
*Death Revenant completed.
*Gave Shaman an ultimate, completing him.
*Queen of Suffering nearly complete, but disabled due to a bad interaction.
*Made intelligence give some more mana due to there being much more fighting in this map than ladder.
Current version: Beta 0.03
*Enabled Queen of Suffering.
*Fixed a bug that made Priest's ultimate not do anything despite seeming like it does.
*Replaced the normal bounty system with one that's based on the actual cost of units.
*Lots of behind the scenes changes and optimizations that took the most time.
Attachments
Last edited: