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- Aug 31, 2009
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Greetings all of you HiveWorkshoppers! From the Creator that brought you http://www.hiveworkshop.com/forums/maps-564/damage-team-survival-v1-81-a-149616/... comes a new project!
Magi Deathmatch Arena
As the title implies, it is a quick-paced Deathmatch style game. Weapons (Spells in this case) are found in a manner that would usually be attributed to a modern FPS game. There are 5 unique characters, each with a slightly different "perk" to their skills.
Blood Elf: Has bonus mana regeneration. Starting Spell: Firebolt.
Dragonkin: Has 2 bonus maximum mana. Starting Spell: Arcane Bolts.
Demon: Bonus 100 maximum health. Starting Spell: Forcebolt.
Undead: Health regenerates over time. Starting Spell: Frostbolt.
Goblin: Bonus movement speed. Starting Spell: Reflective Shield.
So, for example, my Blood Elf Mage finds a book of Stunbolt:

After collecting it, my unit has now learned the ability to cast Stunbolt. A fairly weak, but fast moving projectile spell that stuns an enemy.

Did I mention projectiles? Oh yes, everything in this map (except a few utility skills) are projectile based attacks.
Here's a little video showcasing some of the projectiles (viewed in SLOW game speed):
http://www.wegame.com/watch/magi-deathmatch-arena-projectile-demonstration/
As you can see, some of them move at different speeds and have different effects. If you already have a skill when you pick up the associated book, then your spell rank of that ability increases, improving certain aspects of the skill. Let's list each spell and its effects here:
Firebolt: Deals heavy damage over time, but units already on fire will take the damage instantly. Higher ranks improve damage.
Stunbolt: Deals low damage, but stuns for 3 seconds. Higher ranks make this projectile move faster and cost less mana.
Forcebolt: A short range projectile that explodes and knocks units back from the impact. A direct hit results in a greatly increased amount of damage. Higher ranks improve the damage.
Frostbolt: Fast moving medium damage projectile. Units hit by these will be slowed by 60% for 8 seconds after impact. Higher ranks improve this projectile's damage.
Arcane Bolts: Rather than a single projectile, a cone of 5 low damage projectiles are fired simultaneously. Very deadly at close range. Higher ranks improve the damage of the bolts.
Lightning Mines: Creates an invisible (but attackable) mine on the floor. After 5 seconds of arming, the mine will unleash a flurry of lightning balls on the next enemy that comes into range. Higher ranks of the spell increase the damage of the lightning balls. Lightning Mines only spawn on a RANDOM weapon pickup point.
In addition to the damage spells of the game, utility spells and items may also be collected. Let's list them here:
Rune of Heatlh: When picked up, your mage is healed for 100 health.
Rune of Replenishment: When picked up, your mage has all mana refreshed to full, and has all cooldowns reset.
Drainer Wards: An item. Allows you to set up to 3 Drainer Wards, which have a small area effect mana drain around them. As a side effect, they can also take hits from projectiles and can act as a rudimentary barrier.
Blink Shard: Teaches Blink, allowing a short distance teleport. Each rank of this skill improves the cooldown.
Rune of Reflection: Teaches Reflective Shield. This spell allows a shield to form around your character, giving incoming enemy projectiles a chance to be reflected back - giving you the credit for any kills by this reflected projectile. Higher ranks improve the duration and chance of reflection of the shield.
Reversal Module: An item. When used, all projectiles in a large radius around the user instantly change direction and become owned by the user of the Reversal Module. Excellent for unexpectedly making enemies Firebolt themselves!
Disruptor Ward: Creates a very high health ward at the target location that will prevent any players from casting if they are too close to it. Additionally, it directs all nearby projectiles directly at itself, essentially acting as a perfect defensive shield.
As an extra benefit, if the spell you have learned is already at maximum rank, then a special effect is applied if you get the book/item that teaches you the spell again. They are:
Firebolt: Firebolt Explosion! 10 Firebolts are launched in a circle around you.
Stunbolt: Stunbolt Volley! 10 Stunbolts are launched in a circle around you.
Arcane Bolts: Arcane Disruption! 20 Arcane Bolts are launched in a circle around you.
Forcebolt: Forcebolt Eruption! 10 Forcebolts are launched in a circle around you.
Frostbolt: Frostbolt Volley! 10 Frostbolts are launched in a circle around you.
Reflective Shield: Mass Reversal! All projectiles on the map change direction and are converted to yours.
Blink: Speed Boost! Your speed is maximised for 15 seconds.
Lightning Mines: Mine Layer! 3 mines are created around you.
Here's a video showing the Firebolt Explosion in action:
http://www.wegame.com/watch/magi-deathmatch-arena-firebolt-explosion/
Now that you've learned of the basic concepts of the game: Let's learn about the maps and rules of the game.
The game contains 14 different maps, each with its own unique size, shape and special features.
The Spam Box: A very small map with a huge amount of pick ups and items.
Incinerator: A map that has a central area filled with utility pickup points. However, a trap can be sprung to burn people who linger in this area for too long!
Long Yard: A basic map. The shape of the map encourages long range projectiles due to its tight and straight corridors.
One-Way Streets: This map contains 2 "Flow Zones" that redirect all projectiles to move towards the direction of the flow.
Downflow: A large amount of deep water restricts movement, but allows projectiles to pass. However, downward pointing flow zones make aiming difficult.
Waterworks: A large whirlpool room is what crowns this map - sending projectiles spiralling around in the room. There are also 2 large caches of pickups situated at the disadvantageous bottom of 2 long flow zones.
Mountain-Side Brawl: A basic map. This map contains a large amount of blocking objects making close range duels more profitable than long range shoot outs.
9-Room Knockout: As the title implies, 9 rooms are linked in a rotational pattern. At the corners, teleporters provide quick access to the opposite sides.
Hall of Reflection: The room is populated by Divine Reflectors, which randomly redistribute themselves throughout the room, reflecting all projectiles that come near them. These reflections retain original ownership.
The Flood: All flow zones point to the centre of this + shaped map, but with all the utility pickups being situated at the centre, it becomes increasingly risky to get at those rewards.
Channels: A basic map, but covered in deep water, restricting movement but allowing projectiles to pass. The Blink spell vastly improves the ability to traverse this map, making the utility pickup points a great commodity to fight over.
Stranded: A basic map on an island. Cliff edges and rocks provide blocking for projectiles and the players.
Tower of Power: A spiral ascent brings the players to the top of this tower where a utility pickup can be found. Taking the nearby teleporter will transport the player back to the bottom, allowing a round trip of pickups to be collected on the next ascent.
Mana Scorch: A basic map that has large blue coloured fires at various points of the map. Touching a Mana Fire causes your mage to be instantly drained of all mana - an effect that be easily exploited to your ends by using Forcebolt.
(Flow Zone Example Video: http://www.wegame.com/watch/projectile-flow-system/)
At the start of the game, each player chooses which Mage they would like to play as, and a random map is picked by the game to play on. The map ends when a player reaches 5 personal kills on that map. Once this happens, the map ends, all spells and abilities are reset, and a new map is chosen at random.
After a total of 5 maps have been played, the player with the most kills total is declared the winner of Magi Deathmatch Arena!
If 2 or more players end the game with the same score, then those players are each given all the spells in the game at maximum rank, and put into a Sudden Death arena. The first player to score a kill in this Sudden Death wins the game.
As an additional feature, a fully implemented and (mostly) competent AI has been implemented into this game - allowing you to play offline to practise your skills and the AI will also conveniently take over for all those leavers to ensure your game continues as you intended!
Map Information
Current Stage: Beta 3
Currently Working on: AI System.
Map Download:
See Attachment! Beta Version 3 ready for play-testing!
Please Read before Commenting! KNOWN ISSUES
- AI not yet implemented in Beta 3.
- Sudden Death Round may be bugged, as it is untested.
----------------------------------
Magi Deathmatch Arena
As the title implies, it is a quick-paced Deathmatch style game. Weapons (Spells in this case) are found in a manner that would usually be attributed to a modern FPS game. There are 5 unique characters, each with a slightly different "perk" to their skills.
Blood Elf: Has bonus mana regeneration. Starting Spell: Firebolt.
Dragonkin: Has 2 bonus maximum mana. Starting Spell: Arcane Bolts.
Demon: Bonus 100 maximum health. Starting Spell: Forcebolt.
Undead: Health regenerates over time. Starting Spell: Frostbolt.
Goblin: Bonus movement speed. Starting Spell: Reflective Shield.
So, for example, my Blood Elf Mage finds a book of Stunbolt:

After collecting it, my unit has now learned the ability to cast Stunbolt. A fairly weak, but fast moving projectile spell that stuns an enemy.

Did I mention projectiles? Oh yes, everything in this map (except a few utility skills) are projectile based attacks.
Here's a little video showcasing some of the projectiles (viewed in SLOW game speed):
http://www.wegame.com/watch/magi-deathmatch-arena-projectile-demonstration/
As you can see, some of them move at different speeds and have different effects. If you already have a skill when you pick up the associated book, then your spell rank of that ability increases, improving certain aspects of the skill. Let's list each spell and its effects here:
Firebolt: Deals heavy damage over time, but units already on fire will take the damage instantly. Higher ranks improve damage.
Stunbolt: Deals low damage, but stuns for 3 seconds. Higher ranks make this projectile move faster and cost less mana.
Forcebolt: A short range projectile that explodes and knocks units back from the impact. A direct hit results in a greatly increased amount of damage. Higher ranks improve the damage.
Frostbolt: Fast moving medium damage projectile. Units hit by these will be slowed by 60% for 8 seconds after impact. Higher ranks improve this projectile's damage.
Arcane Bolts: Rather than a single projectile, a cone of 5 low damage projectiles are fired simultaneously. Very deadly at close range. Higher ranks improve the damage of the bolts.
Lightning Mines: Creates an invisible (but attackable) mine on the floor. After 5 seconds of arming, the mine will unleash a flurry of lightning balls on the next enemy that comes into range. Higher ranks of the spell increase the damage of the lightning balls. Lightning Mines only spawn on a RANDOM weapon pickup point.
In addition to the damage spells of the game, utility spells and items may also be collected. Let's list them here:
Rune of Heatlh: When picked up, your mage is healed for 100 health.
Rune of Replenishment: When picked up, your mage has all mana refreshed to full, and has all cooldowns reset.
Drainer Wards: An item. Allows you to set up to 3 Drainer Wards, which have a small area effect mana drain around them. As a side effect, they can also take hits from projectiles and can act as a rudimentary barrier.
Blink Shard: Teaches Blink, allowing a short distance teleport. Each rank of this skill improves the cooldown.
Rune of Reflection: Teaches Reflective Shield. This spell allows a shield to form around your character, giving incoming enemy projectiles a chance to be reflected back - giving you the credit for any kills by this reflected projectile. Higher ranks improve the duration and chance of reflection of the shield.
Reversal Module: An item. When used, all projectiles in a large radius around the user instantly change direction and become owned by the user of the Reversal Module. Excellent for unexpectedly making enemies Firebolt themselves!
Disruptor Ward: Creates a very high health ward at the target location that will prevent any players from casting if they are too close to it. Additionally, it directs all nearby projectiles directly at itself, essentially acting as a perfect defensive shield.
As an extra benefit, if the spell you have learned is already at maximum rank, then a special effect is applied if you get the book/item that teaches you the spell again. They are:
Firebolt: Firebolt Explosion! 10 Firebolts are launched in a circle around you.
Stunbolt: Stunbolt Volley! 10 Stunbolts are launched in a circle around you.
Arcane Bolts: Arcane Disruption! 20 Arcane Bolts are launched in a circle around you.
Forcebolt: Forcebolt Eruption! 10 Forcebolts are launched in a circle around you.
Frostbolt: Frostbolt Volley! 10 Frostbolts are launched in a circle around you.
Reflective Shield: Mass Reversal! All projectiles on the map change direction and are converted to yours.
Blink: Speed Boost! Your speed is maximised for 15 seconds.
Lightning Mines: Mine Layer! 3 mines are created around you.
Here's a video showing the Firebolt Explosion in action:
http://www.wegame.com/watch/magi-deathmatch-arena-firebolt-explosion/
Now that you've learned of the basic concepts of the game: Let's learn about the maps and rules of the game.
The game contains 14 different maps, each with its own unique size, shape and special features.
The Spam Box: A very small map with a huge amount of pick ups and items.
Incinerator: A map that has a central area filled with utility pickup points. However, a trap can be sprung to burn people who linger in this area for too long!
Long Yard: A basic map. The shape of the map encourages long range projectiles due to its tight and straight corridors.
One-Way Streets: This map contains 2 "Flow Zones" that redirect all projectiles to move towards the direction of the flow.
Downflow: A large amount of deep water restricts movement, but allows projectiles to pass. However, downward pointing flow zones make aiming difficult.
Waterworks: A large whirlpool room is what crowns this map - sending projectiles spiralling around in the room. There are also 2 large caches of pickups situated at the disadvantageous bottom of 2 long flow zones.
Mountain-Side Brawl: A basic map. This map contains a large amount of blocking objects making close range duels more profitable than long range shoot outs.
9-Room Knockout: As the title implies, 9 rooms are linked in a rotational pattern. At the corners, teleporters provide quick access to the opposite sides.
Hall of Reflection: The room is populated by Divine Reflectors, which randomly redistribute themselves throughout the room, reflecting all projectiles that come near them. These reflections retain original ownership.
The Flood: All flow zones point to the centre of this + shaped map, but with all the utility pickups being situated at the centre, it becomes increasingly risky to get at those rewards.
Channels: A basic map, but covered in deep water, restricting movement but allowing projectiles to pass. The Blink spell vastly improves the ability to traverse this map, making the utility pickup points a great commodity to fight over.
Stranded: A basic map on an island. Cliff edges and rocks provide blocking for projectiles and the players.
Tower of Power: A spiral ascent brings the players to the top of this tower where a utility pickup can be found. Taking the nearby teleporter will transport the player back to the bottom, allowing a round trip of pickups to be collected on the next ascent.
Mana Scorch: A basic map that has large blue coloured fires at various points of the map. Touching a Mana Fire causes your mage to be instantly drained of all mana - an effect that be easily exploited to your ends by using Forcebolt.
(Flow Zone Example Video: http://www.wegame.com/watch/projectile-flow-system/)
At the start of the game, each player chooses which Mage they would like to play as, and a random map is picked by the game to play on. The map ends when a player reaches 5 personal kills on that map. Once this happens, the map ends, all spells and abilities are reset, and a new map is chosen at random.
After a total of 5 maps have been played, the player with the most kills total is declared the winner of Magi Deathmatch Arena!
If 2 or more players end the game with the same score, then those players are each given all the spells in the game at maximum rank, and put into a Sudden Death arena. The first player to score a kill in this Sudden Death wins the game.
As an additional feature, a fully implemented and (mostly) competent AI has been implemented into this game - allowing you to play offline to practise your skills and the AI will also conveniently take over for all those leavers to ensure your game continues as you intended!
Map Information
Current Stage: Beta 3
Currently Working on: AI System.
Map Download:
See Attachment! Beta Version 3 ready for play-testing!
Please Read before Commenting! KNOWN ISSUES
- AI not yet implemented in Beta 3.
- Sudden Death Round may be bugged, as it is untested.
----------------------------------
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