- Joined
- May 7, 2005
- Messages
- 36
Basic Lowdown
It's a game I had an idea for then decided to make it to a wc3 map untill i have the proper schooling finished, its heavily modified for its wc3 form but still.
It takes place in the land of Bael'Runic where the ever going fight between the sides of good and evil magics rage on. The map includes such famous magi as the witch, warlock, necromancer and druid along with others. Six on each side for now, more added later on a 4v4 team. The concept is different then most aos, thats why I changed the genre.
Features
You start off by picking your hero, then choose from 14 unique-to-hero abilities, six offensive, four passive and four defensive. You may select five, but only one passive and two defensive allowed. More may be added before release. Hero stats are different, divided to health points, damage and mana points, starting at value 1. When you start off you get five stat points to distribute and five per level up. You build your own hero, there are several builds per hero formulated, or you can just make your own(the builds will be posted later).
Level ups are also different, every five levels(max level 20 for now) you must complete a small quest to "ascend" to the next level of magic, if you do not you cant level up anymore. Every time you do, you gain a new innate ability and your magic art slowly starts consuming you, showing physical manifestations, such as glowing hands to show your power. At the max level each hero gains a global weather effect, to show the peak of their power. Each global effect is quite powerful but cant be combined, you must wait your turn. such as the pyromancer makes the volcano erupt, the hydromancer makes a rain storm that almost floods everything etc.
The object of the game is somewhat like most but also not, there are four camps varying between what magi are chosen and units spawning from them on two lanes. When a hero party has broken through the defense and reach one of the camps, they are teleported to a scripted boss fight of that magi. The heroes must defeat it and the three others to win, while this is going on the opposite side has a mini game to buff the boss.
Spell System
One of the most unique aspects is its spell system, it does not use the normal point click boom system of most. Each offensive spell is aimable, has a cast time and can miss. Depending on the hero the cast time ranged on baseline damage spells from 1.5-2.5 seconds, the missle speed and damage also vary, its listed on the hero selection.
Opposing magics- Each spell type has some sort of rival, water to frost, fire to nature, that sort of things. When two missles collide from rivaling magics, the weak one faulters, only enhancing the strong, increasing its effect. Like lets say a water bolt and fire bolt hit, the water bolt destroys the fire bolt and blasts through it, the water bolt is super heated causing burn damage to the target. etc
Complementing magics- Each spell type like having a foe, has a friend... If two magic types that complement eachother collide, they combine to deal both of the effects and negate both of their weaknesses, unless hit with the combination of their weaknesses. Lets say a water bolt collides in the direction of a lightning bolt, the water bolt takes dominate and keeps its course while the lightning is a part of it. Certain types take dominance over others, to help aiming such things like this, they will be listed.
Battle Scarred Terrain - The terrain in this map is beautiful, but why must it stay that way? Each different spell has some sort of negative effect on the enviroment that can be used for warfare. Like the Pyromancer can light a field on fire, the geomancer does an earthquake too near a mountain and causes a rock slide.
Summoned minions - Certain characters so far have the ability to summon minions if chosen, though weak at first like their master they take in from their masters stat boosts. They gain 10 hit points per 2 points in health points, 1 damage per 2 points in damage and 1 armor per 8 points of mana points.
Items
The items will help with stats, adding amounts to such types, there will be items increasing spell damage and things of that nature as well. There are no healers in this map, you must rely on potions.
The thread is long hope I didnt make your eyes bleed, its about 35% done right now, clearly its a complicated undertaking but I will post screen shots soon and release more info.
It's a game I had an idea for then decided to make it to a wc3 map untill i have the proper schooling finished, its heavily modified for its wc3 form but still.
It takes place in the land of Bael'Runic where the ever going fight between the sides of good and evil magics rage on. The map includes such famous magi as the witch, warlock, necromancer and druid along with others. Six on each side for now, more added later on a 4v4 team. The concept is different then most aos, thats why I changed the genre.
Features
You start off by picking your hero, then choose from 14 unique-to-hero abilities, six offensive, four passive and four defensive. You may select five, but only one passive and two defensive allowed. More may be added before release. Hero stats are different, divided to health points, damage and mana points, starting at value 1. When you start off you get five stat points to distribute and five per level up. You build your own hero, there are several builds per hero formulated, or you can just make your own(the builds will be posted later).
Level ups are also different, every five levels(max level 20 for now) you must complete a small quest to "ascend" to the next level of magic, if you do not you cant level up anymore. Every time you do, you gain a new innate ability and your magic art slowly starts consuming you, showing physical manifestations, such as glowing hands to show your power. At the max level each hero gains a global weather effect, to show the peak of their power. Each global effect is quite powerful but cant be combined, you must wait your turn. such as the pyromancer makes the volcano erupt, the hydromancer makes a rain storm that almost floods everything etc.
The object of the game is somewhat like most but also not, there are four camps varying between what magi are chosen and units spawning from them on two lanes. When a hero party has broken through the defense and reach one of the camps, they are teleported to a scripted boss fight of that magi. The heroes must defeat it and the three others to win, while this is going on the opposite side has a mini game to buff the boss.
Spell System
One of the most unique aspects is its spell system, it does not use the normal point click boom system of most. Each offensive spell is aimable, has a cast time and can miss. Depending on the hero the cast time ranged on baseline damage spells from 1.5-2.5 seconds, the missle speed and damage also vary, its listed on the hero selection.
Opposing magics- Each spell type has some sort of rival, water to frost, fire to nature, that sort of things. When two missles collide from rivaling magics, the weak one faulters, only enhancing the strong, increasing its effect. Like lets say a water bolt and fire bolt hit, the water bolt destroys the fire bolt and blasts through it, the water bolt is super heated causing burn damage to the target. etc
Complementing magics- Each spell type like having a foe, has a friend... If two magic types that complement eachother collide, they combine to deal both of the effects and negate both of their weaknesses, unless hit with the combination of their weaknesses. Lets say a water bolt collides in the direction of a lightning bolt, the water bolt takes dominate and keeps its course while the lightning is a part of it. Certain types take dominance over others, to help aiming such things like this, they will be listed.
Battle Scarred Terrain - The terrain in this map is beautiful, but why must it stay that way? Each different spell has some sort of negative effect on the enviroment that can be used for warfare. Like the Pyromancer can light a field on fire, the geomancer does an earthquake too near a mountain and causes a rock slide.
Summoned minions - Certain characters so far have the ability to summon minions if chosen, though weak at first like their master they take in from their masters stat boosts. They gain 10 hit points per 2 points in health points, 1 damage per 2 points in damage and 1 armor per 8 points of mana points.
Items
The items will help with stats, adding amounts to such types, there will be items increasing spell damage and things of that nature as well. There are no healers in this map, you must rely on potions.
The thread is long hope I didnt make your eyes bleed, its about 35% done right now, clearly its a complicated undertaking but I will post screen shots soon and release more info.