- Joined
- Sep 2, 2004
- Messages
- 9
http://www.wc3sear.ch/?p=Maps&ID=6660
Well after a borked project I took a couple months and tried to give it another shot. THe terrain was completely redesigned and the map itself was given a couple more months of playtesting and progress, I'm now happy with it that its a much higher calibur of a map.
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Beta v.95 (95% completed)
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-High detail terrain
-Advanced leaver system that actively distributes the gold from dropped/left players to the rest of the team, so it doesn't build up there useless
-Creative spawn upgrade system --> Techtree designed so that ultimately a variety of spawns will win out over a massing a single type, spawn buildings can be destroyed and rebuilt, giving some heroes a chance to counter tech rushers
-Manipulable enviroments allowing you to alter the path to slow down the enemy, or sometimes even make traps
-Many well thought-out items allowing different roles and strategies for heroes while still retaining the individuality of the hero
-"Blueprint" items allow both forward bases and/or additional defenses to be constructed
-Command bombardment items to unleash devastating aireal attacks on the enemy
-Side bases matter, each base lost weakens the strength of the computer's defenses and open up back routes, making hammer attacks on a side base sometimes more successful than a full assault on the main base
-While it doesn't drop the full pool of items, there is the chance of an item drop when killing a unit, and the chance of a better item (some can't be bought) dropping when a hero is killed
-I always though that making the player lose gold when their hero died especially in maps that used unit upgrades or heavy items just a system that kicks you when you're down, so you do not lose gold when your hero dies, however the sometimes fast assaults can make dying still a major blow
-This is still a beta so any bug reports are comments are much wanted
-Clan TDG rocks for all their support in making this map
Some Screenshots:
Well after a borked project I took a couple months and tried to give it another shot. THe terrain was completely redesigned and the map itself was given a couple more months of playtesting and progress, I'm now happy with it that its a much higher calibur of a map.
------------------------------------------
Beta v.95 (95% completed)
------------------------------------------
-High detail terrain
-Advanced leaver system that actively distributes the gold from dropped/left players to the rest of the team, so it doesn't build up there useless
-Creative spawn upgrade system --> Techtree designed so that ultimately a variety of spawns will win out over a massing a single type, spawn buildings can be destroyed and rebuilt, giving some heroes a chance to counter tech rushers
-Manipulable enviroments allowing you to alter the path to slow down the enemy, or sometimes even make traps
-Many well thought-out items allowing different roles and strategies for heroes while still retaining the individuality of the hero
-"Blueprint" items allow both forward bases and/or additional defenses to be constructed
-Command bombardment items to unleash devastating aireal attacks on the enemy
-Side bases matter, each base lost weakens the strength of the computer's defenses and open up back routes, making hammer attacks on a side base sometimes more successful than a full assault on the main base
-While it doesn't drop the full pool of items, there is the chance of an item drop when killing a unit, and the chance of a better item (some can't be bought) dropping when a hero is killed
-I always though that making the player lose gold when their hero died especially in maps that used unit upgrades or heavy items just a system that kicks you when you're down, so you do not lose gold when your hero dies, however the sometimes fast assaults can make dying still a major blow
-This is still a beta so any bug reports are comments are much wanted
-Clan TDG rocks for all their support in making this map
Some Screenshots: