- Joined
- Apr 16, 2008
- Messages
- 13
Hey I'm not very good @ making maps. I just have good concepts. I need help with a 12 player 3v3v3v3 MOBA map called: "Warcraft: Battlegrounds" that I've been sitting on for like 10 years now.
It's supposed to be 12 players on seperate teams.
so four teams with 3 players each.
Team/Force 1 = Horde -> Blood Elves, Orcish Horde, and The Forsaken
Team/Force 2 = Alliance -> Ironforge Alliance, Stormwind Alliance, and Night Elves of Kalimdor
Team/Force 3 = Lich King's Scourge -> Shadow Elves (new concept ... undead night elves [that can get hit by holy light], because the purple buildings are already there), Nerubian Scourge, and Northerend Scourge
Team/Force 4 = The Burning Legion -> Demonic Burning Legion, Black Temple Illidari, and Fel Orcs.
Each specific team/color will be able to summon campaign heroes like Maiev/Jaina/Arthas/Thrall/Cairne/Illidan/Kael/Lady Vashj.etc which will have slightly better stats and varying spells than their Warden/Mage/Death Knight/Shaman(Far Seer)/Warrior(Tauren Chieftan)/Demon Hunter/Blood Mage/Sea Witch.etc counterparts.
Here are some screen shots of some completed areas:
Orc mini base (starting area) ... you start with a Hero and a few units that you buy like mercenaries from your buildings (you don't build buildings) Then you creep your way to your main base so you can get higher tier units and more heroes.
Here's a pic of the orc base with a hero so you can see the in-game scaling:
I wanna make it so you can also get contested neutral bases (like the risk map)
Here's a pic of a neutral goblin base:
Here's a pic of the goblin base with the in-game camera:
I just want to concentrate on making the Heroes. They're setup to each have 5 main spells. Passives like Bash, Unholy Aura, Evasion are replaced with the spellbook spell so more spells can be added for every hero (the idea is that this slot will be used for passives and autocasts to avoid complexity [it's a little secret I've been sitting on for a REALLY long time now]).
All the heroes keep their old spells and I added minimal new ones (pandaren brew master loses his ult) (the 3 pandas have their death dissipate animation enabled and are used as 3 new neutral heroes) a pandaren neutral base is yet to be made.
So yeah if anyone is willing to take over the terraining I'd be happy to email them the map.
add me on skype userID is astaroexploit
Thanks.
Hope to hear from you soon.
PS I can't zoom out to show the whole map it's as big as possible with a custom tileset.
I'm trying right now but it's taking long....
Here ... it took like 10 min
Originally is was meant to be an RPG... I'm changing it to a MOBA instead that's entirely MICRO BASED where players control 4-5 Heroes and a small squad of units (no large armies).
The north west part of the map is where the Northerend Scourge's main and mini bases will be located. North East is reserved for Human(alliance)/Dwarves/Night Elf...etc. South east is where the Burning Legion, Fel Orcs and Illidari will be based and the south west is where the Orcish Horde, Blood Elves and Forsaken will be located. Other neutral conquerable bases will be sprawled across the map and will be available to all players until someone conquers the base by defeating their defensive forces. The neutral bases will always be under contention and can be conquered by other teams. Examples of neutral forces are the Pandaren, Goblins (granting you the use of goblin zepplins, alchemy items like potions, heroes like the alchemist and the tinker and buildings like the goblin laboratory which grants the use of zepplins, building demolition via bomb squads and goblin mines along with additional scouting abilities.), Blood Elf... Undead... Fel Orc... Forest Trolls.... Ogres.... Demons... Eredar (dranei)... corrupted dranei.... Mercenary Humans.... The Firelord will have a base in the very middle of the map.
Some Heroes will only be available for summoning after you've completed a quest line mid to late game. (like the resurrection of Grom Hellscream that will only be available to the 3 players on the Horde faction). These types of heroes have to be slightly overpowered and stronger than the campaign heroes making them top tier. So a hero tier list would be:
'God' Tier - Quest Heroes (Grom/Archimonde/Mannoroth.etc)
Top Tier - Campaign Heroes (Jaina/Thrall/Illidan/Sylvanas[undead forsaken]/Kael/Rexxar.etc)
Normal Tier - Generic Melee map Heroes (Paladin/Demon Hunter/Warden/Blade Master/Blood Mage.etc)
NOTE: Only 1 of the three players will be able take control/summon Quest Heroes and Campaign Heroes with priority going to the player that's controlling the hero's native faction. So Forsaken gets 'first dibbs' on Sylvanas early on (after the forsaken player picks their 1st hero and they don't pick Sylvanas and they pick Varimathras or a generic hero then the option of summoning Sylvanas opens up to the Blood Elves and Orcish Horde teams) same goes for heroes like Jaina/Kael/Thrall/Arthas/Illidan...etc
I'd like to add team modes too where you can go Horde & Alliance vs Sourge & Burning Leagion (6v6) .... 12 player FFA woudn't work because of the proximity and integration of the 2 nearby allied forces.
I have no idea how to do this sort of stuff that's why I need a map making pro to pretty much take over.
Edited to remove additional post
Here's a screenshot of the warden & her avatar fighting some neutral hostiles:
(the spirit of vengeance spell has 3 levels and the avatar gets all of the warden's regular spells and abilities so far the avatar of vengeance gets all 4 of the warden's main spells @ level 1 2 and 3 in unit spell equivalents [I'd like to add a trigger where the avatar's spells change based on the level of the warden's hero abilities] so instead of avatar level 1 only having level 1 Fan of Knives/Blink/Shadow Strike ...etc the avatar's abilities would be equal to the warden's current spell set so if you leveled your blink to level 3 @ level 5 then the avatar level 1 would have level 3 blink instead of level 1 blink ..etc.)
the new spell added is called: "Blade Sentry" (derived from the Diablo 2 assassin and based off of the Shadow Hunter's Serpent Ward spell) [Currently it's not using the spellbook layer, that will soon change ... so the warden and the avatar will be gaining a passive poison attack (dryad or poison orb[melee]), critical and evasion (pandaren), and Elune's Grace (archer). through the blade sentry spell so you'll only have to press two keys to summon the sentries (obviously this would matter for spells like fan of knives/blink/shadow strike and that's why they've been kept the same)]
@ level 3 Spirit of Vengeance the avatar will have permanent invisibility like level 3 spirit wolves. (the avatar no longer summons units like before and isn't ranged)... it's meant to be a unit that's almost as good as your Warden hero.
Blade Sentry looks like a stationary glaive that fires bouncing huntress glaives and deals area of effect damage in a small radius around itself in conjunction with the huntress glaive bouncing missle ranged damage.
NOTE: the Blade Sentry icon will be moved to the left of the shadow meld icon for in-game neatness
I merely provided this example so you can get a greater idea of how the heroes will be changed.
(Before I used to use a morph ability [like the druid of the claw/talon or the warrior stances and druid forms from WoW] that changed each hero's spell set, but I found that because of the additional spell icon slot that opens up when you are max level that the ability icons fall victim to skewing so I decided to lessen the amount of abilities for each hero [with the hero morph method each hero had 13 spells {which would be fine if you're only controlling ONE hero} and went with the spell book method which leaves the smallest keypress footprint when microing.] to 1 'spellbook' hero ability for non-critical spells that levels normally like all other hero spells for 3 levels so it makes aura's/passives/auto casts/etc. a bit stronger and more engaging.)
It's supposed to be 12 players on seperate teams.
so four teams with 3 players each.
Team/Force 1 = Horde -> Blood Elves, Orcish Horde, and The Forsaken
Team/Force 2 = Alliance -> Ironforge Alliance, Stormwind Alliance, and Night Elves of Kalimdor
Team/Force 3 = Lich King's Scourge -> Shadow Elves (new concept ... undead night elves [that can get hit by holy light], because the purple buildings are already there), Nerubian Scourge, and Northerend Scourge
Team/Force 4 = The Burning Legion -> Demonic Burning Legion, Black Temple Illidari, and Fel Orcs.
Each specific team/color will be able to summon campaign heroes like Maiev/Jaina/Arthas/Thrall/Cairne/Illidan/Kael/Lady Vashj.etc which will have slightly better stats and varying spells than their Warden/Mage/Death Knight/Shaman(Far Seer)/Warrior(Tauren Chieftan)/Demon Hunter/Blood Mage/Sea Witch.etc counterparts.


Here are some screen shots of some completed areas:
Orc mini base (starting area) ... you start with a Hero and a few units that you buy like mercenaries from your buildings (you don't build buildings) Then you creep your way to your main base so you can get higher tier units and more heroes.

Here's a pic of the orc base with a hero so you can see the in-game scaling:

I wanna make it so you can also get contested neutral bases (like the risk map)
Here's a pic of a neutral goblin base:

Here's a pic of the goblin base with the in-game camera:

I just want to concentrate on making the Heroes. They're setup to each have 5 main spells. Passives like Bash, Unholy Aura, Evasion are replaced with the spellbook spell so more spells can be added for every hero (the idea is that this slot will be used for passives and autocasts to avoid complexity [it's a little secret I've been sitting on for a REALLY long time now]).
All the heroes keep their old spells and I added minimal new ones (pandaren brew master loses his ult) (the 3 pandas have their death dissipate animation enabled and are used as 3 new neutral heroes) a pandaren neutral base is yet to be made.
So yeah if anyone is willing to take over the terraining I'd be happy to email them the map.
add me on skype userID is astaroexploit
Thanks.
Hope to hear from you soon.
PS I can't zoom out to show the whole map it's as big as possible with a custom tileset.
I'm trying right now but it's taking long....
Here ... it took like 10 min

Originally is was meant to be an RPG... I'm changing it to a MOBA instead that's entirely MICRO BASED where players control 4-5 Heroes and a small squad of units (no large armies).
The north west part of the map is where the Northerend Scourge's main and mini bases will be located. North East is reserved for Human(alliance)/Dwarves/Night Elf...etc. South east is where the Burning Legion, Fel Orcs and Illidari will be based and the south west is where the Orcish Horde, Blood Elves and Forsaken will be located. Other neutral conquerable bases will be sprawled across the map and will be available to all players until someone conquers the base by defeating their defensive forces. The neutral bases will always be under contention and can be conquered by other teams. Examples of neutral forces are the Pandaren, Goblins (granting you the use of goblin zepplins, alchemy items like potions, heroes like the alchemist and the tinker and buildings like the goblin laboratory which grants the use of zepplins, building demolition via bomb squads and goblin mines along with additional scouting abilities.), Blood Elf... Undead... Fel Orc... Forest Trolls.... Ogres.... Demons... Eredar (dranei)... corrupted dranei.... Mercenary Humans.... The Firelord will have a base in the very middle of the map.
Some Heroes will only be available for summoning after you've completed a quest line mid to late game. (like the resurrection of Grom Hellscream that will only be available to the 3 players on the Horde faction). These types of heroes have to be slightly overpowered and stronger than the campaign heroes making them top tier. So a hero tier list would be:
'God' Tier - Quest Heroes (Grom/Archimonde/Mannoroth.etc)
Top Tier - Campaign Heroes (Jaina/Thrall/Illidan/Sylvanas[undead forsaken]/Kael/Rexxar.etc)
Normal Tier - Generic Melee map Heroes (Paladin/Demon Hunter/Warden/Blade Master/Blood Mage.etc)
NOTE: Only 1 of the three players will be able take control/summon Quest Heroes and Campaign Heroes with priority going to the player that's controlling the hero's native faction. So Forsaken gets 'first dibbs' on Sylvanas early on (after the forsaken player picks their 1st hero and they don't pick Sylvanas and they pick Varimathras or a generic hero then the option of summoning Sylvanas opens up to the Blood Elves and Orcish Horde teams) same goes for heroes like Jaina/Kael/Thrall/Arthas/Illidan...etc
I'd like to add team modes too where you can go Horde & Alliance vs Sourge & Burning Leagion (6v6) .... 12 player FFA woudn't work because of the proximity and integration of the 2 nearby allied forces.
I have no idea how to do this sort of stuff that's why I need a map making pro to pretty much take over.
Edited to remove additional post
Here's a screenshot of the warden & her avatar fighting some neutral hostiles:

(the spirit of vengeance spell has 3 levels and the avatar gets all of the warden's regular spells and abilities so far the avatar of vengeance gets all 4 of the warden's main spells @ level 1 2 and 3 in unit spell equivalents [I'd like to add a trigger where the avatar's spells change based on the level of the warden's hero abilities] so instead of avatar level 1 only having level 1 Fan of Knives/Blink/Shadow Strike ...etc the avatar's abilities would be equal to the warden's current spell set so if you leveled your blink to level 3 @ level 5 then the avatar level 1 would have level 3 blink instead of level 1 blink ..etc.)
the new spell added is called: "Blade Sentry" (derived from the Diablo 2 assassin and based off of the Shadow Hunter's Serpent Ward spell) [Currently it's not using the spellbook layer, that will soon change ... so the warden and the avatar will be gaining a passive poison attack (dryad or poison orb[melee]), critical and evasion (pandaren), and Elune's Grace (archer). through the blade sentry spell so you'll only have to press two keys to summon the sentries (obviously this would matter for spells like fan of knives/blink/shadow strike and that's why they've been kept the same)]
@ level 3 Spirit of Vengeance the avatar will have permanent invisibility like level 3 spirit wolves. (the avatar no longer summons units like before and isn't ranged)... it's meant to be a unit that's almost as good as your Warden hero.
Blade Sentry looks like a stationary glaive that fires bouncing huntress glaives and deals area of effect damage in a small radius around itself in conjunction with the huntress glaive bouncing missle ranged damage.
NOTE: the Blade Sentry icon will be moved to the left of the shadow meld icon for in-game neatness
I merely provided this example so you can get a greater idea of how the heroes will be changed.
(Before I used to use a morph ability [like the druid of the claw/talon or the warrior stances and druid forms from WoW] that changed each hero's spell set, but I found that because of the additional spell icon slot that opens up when you are max level that the ability icons fall victim to skewing so I decided to lessen the amount of abilities for each hero [with the hero morph method each hero had 13 spells {which would be fine if you're only controlling ONE hero} and went with the spell book method which leaves the smallest keypress footprint when microing.] to 1 'spellbook' hero ability for non-critical spells that levels normally like all other hero spells for 3 levels so it makes aura's/passives/auto casts/etc. a bit stronger and more engaging.)
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