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Idea for Map

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Level 6
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Jan 8, 2009
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It's a dota like map but based in attachments and models without weapons and shields.
It's Called "Angel Knight's V.S. DooM Knight's
I dont have the beta version I have come to my bro in visit and i have made this onli so I will describe it.
Ok you start like dota pick a hero the starting gold is 500 you can buy 1 wep for that money for now(Like I told its a beta version)Some hero's are left-handed and some right so you see at the begine wich is right handed and who is left handed so you wont look stupid if you buy the wrong item (Imagine a footman hiting you with a shield) There are 3 shops 1 for shields and 1 for weapons right and 1 left hand weapons shop.The win goal is to kill the enemy commander for the angel knight its General Toxic and for the Doom knights its a dreadlord..
The towers are Prists and Skeletons.Creeps are custome models.
4 Heros are avabile for now to chouse bouth sides
Pls rate it and tell me if it's bad or good so I can continue or stop it
I am sorry for my bad writing English
 
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Level 9
Joined
Jan 14, 2008
Messages
366
the idea is nice but the concept is very likely to fail.

you see, the key skill aspect of dota is spells and item building. the way you described your (still theory-only) project, there is no skill involved in fighting. unless you came up with a revolutionary combat system that implemented weapons and shields, you will have no skill whatsoever involved in fighting. if you add spells, all of the skill will be spell-bound, therefore the focus of the map would move away from your initial concept, wich was having fancy looking weapon and shield models. if you add more generic, noncomplex spells, the game will again become shallow and there will be no skill depth. It will simply be dps vs hitpoints. not fun.

if you want to keep working on the project, i would suggest you do one or some of the following:

- give the heroes unique and combo-able abilities.
- give the weapons specific characteristics, for example
... every weapon could have a critical chance, and a parry chance
... parry could be based on evasion (replace the text with "parry!")
... some weapons could have a chance to deal fire aoe upon attack
... possibly setting the opponent on fire for some time
... other weapons could have a chance to freeze, stuff like that

for shields you could develop a system similar to the one i used in my battle shaman map. while carrying a shield, whenever you press a "keyboard event" key, a dummy instantly casts an armor bonus spell on the shield wielder, giving him, say 100 more armor. the duration should be really short (0.7-1.5 seconds), and the shield should have a cooldown based on its size. big shields have long cooldown but give huge armor bonuses, while small shields can be timed more accurately, but give smaller armor bonuses.

gl with the project, i hope you appreciate the time and creativity dispensed 8)
 
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