- Joined
- Aug 7, 2008
- Messages
- 14
Myth: The Fallen Lords
!! Updated from 2.1 Beta to 2.3 Beta !!
What is it?
It's a map, based off the premise of the multiplayer action found in the Myth series (primarily Myth: The Fallen Lords, and Myth II: Soulblighter). Up to 8 players compete FFA style to complete various objectives based one of 4 gametypes that can be voted for.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What do I do on it?
The map kicks off with a voting system; each player may choose which options they want to play. There's 4 game modes, 3 game times, and 4 cash options to pick. Depending on what mode is voted for, your objectives may vary significantly, depending on the time you may have as little as 5 minutes or as long as 15 to complete those objectives. The starting cash merely gives you some variation in which units might be available and how big an army can get.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game Modes
As mentioned, there's 4 game modes, each as follows.
Body Count - Unlike many maps that use kills as a scoring method, Body Count revolves around the raw damage you deal.
Assassins - This is similar to chess, you must protect your king while killing other players' kings.
Capture the Flag - For it's namesake, you capture other players' flags and turn them in for points.
King of the Hill - Players fight for control of the pit at the center of the map to gain points.
Each of these game modes has a handful of other rules, detailed in the map via a -rules command.
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The Units
Without any base to build units, a question I get asked any time there's a newbie is how you get more. And the answer is (drumroll)... you don't - at least not in that match. One of the biggest factors in Myth was keeping units alive, through strategy & careful usage. Not throwing a whole company to it's veritable death knowing you could just train replacements from a never ending supply.
The only way to get more units is to start a fresh match; in each game there are 3 matches (I might be looking to add more, or make the number of matches a voted option).
In all, there's (so far) 15 custom units. In no particular order, they are: Thrall, Warriors, Ghols, Berzerks, Archers, Soulless, Dwarves, Fetch, Journeymen, Wights, Trow, Myrmidons, Forest Giants, Stygian Knights, and Mahir. So far the only glaringly unbalanced ones are Trow & Forest Giants (despite a major weakness of turning to stone permanently at 25% HP.)
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Some guy who got wiped out won (or) I blew myself up! WTF
Depending on the game type, even if you are eliminated, you can still win if your score remains the highest at the end of the match. Body Count & King of the Hill primarily, since in Assassins & CTF, your army is tied to your king//your flag (if someone kills your king//captures your flag, your army is killed off).
As for blowing yourself up, AoE splash attacks are INTENTIONALLY applied to your own units (they were in Myth, so they are in this map). Wight's using their explosion ability HARM and STUN your own units INTENTIONALLY. Use any AoE splash attacks & Wights with CAUTION.
Another "wtf?" moment may be the minimum range on ranged units - again, INTENTIONAL. As it was in Myth, so it is in this map. Might I add that the minimum range of Archers & Dwarves in the original Myth was much more strict.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What can you do to help the development of this map?
Primarily it needs testing. Not for the features, or the functions, but primarily for the unit balancing. I need to know if you think a unit was too overpowered, with a suggestion to make them more balanced. It would help to get some feedback comparing the gametypes too; if one is in need of getting simplified, or has some as-of-yet unfound bug.
Preferably, I'm seeking people who have played Myth, and understood enough of it's lore//gameplay to give meaningful suggestions for things. But even if you haven't, don't be afraid to voice your opinion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OK I got some screenies, sorry they show so little and the quality is a bit off, but only 1 friend was on to help me out with gathering them, and I'm unusually picky about saving as much space as possible with files on the web. (And they're probably massive huge for this forum too, so I'm putting them in as links to the URL they're at.)
http://img221.imageshack.us/img221/1303/wc3scrnshot080708125215cw1.jpg
http://img80.imageshack.us/img80/4503/wc3scrnshot080708124647tj9.jpg
ImageShack - Hosting :: wc3scrnshot080708124830cn3.jpg
In each of these screenshots we see a Trow (Tauren), at times multiple. You may catch a glimpse of what looks like a wisp, but don't be fooled - it's a custom unit (and has no ability to build anything). Berzerks, and Archers too are prominent in the screens.
!! Updated from 2.1 Beta to 2.3 Beta !!
What is it?
It's a map, based off the premise of the multiplayer action found in the Myth series (primarily Myth: The Fallen Lords, and Myth II: Soulblighter). Up to 8 players compete FFA style to complete various objectives based one of 4 gametypes that can be voted for.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What do I do on it?
The map kicks off with a voting system; each player may choose which options they want to play. There's 4 game modes, 3 game times, and 4 cash options to pick. Depending on what mode is voted for, your objectives may vary significantly, depending on the time you may have as little as 5 minutes or as long as 15 to complete those objectives. The starting cash merely gives you some variation in which units might be available and how big an army can get.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Game Modes
As mentioned, there's 4 game modes, each as follows.
Body Count - Unlike many maps that use kills as a scoring method, Body Count revolves around the raw damage you deal.
Assassins - This is similar to chess, you must protect your king while killing other players' kings.
Capture the Flag - For it's namesake, you capture other players' flags and turn them in for points.
King of the Hill - Players fight for control of the pit at the center of the map to gain points.
Each of these game modes has a handful of other rules, detailed in the map via a -rules command.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Units
Without any base to build units, a question I get asked any time there's a newbie is how you get more. And the answer is (drumroll)... you don't - at least not in that match. One of the biggest factors in Myth was keeping units alive, through strategy & careful usage. Not throwing a whole company to it's veritable death knowing you could just train replacements from a never ending supply.
The only way to get more units is to start a fresh match; in each game there are 3 matches (I might be looking to add more, or make the number of matches a voted option).
In all, there's (so far) 15 custom units. In no particular order, they are: Thrall, Warriors, Ghols, Berzerks, Archers, Soulless, Dwarves, Fetch, Journeymen, Wights, Trow, Myrmidons, Forest Giants, Stygian Knights, and Mahir. So far the only glaringly unbalanced ones are Trow & Forest Giants (despite a major weakness of turning to stone permanently at 25% HP.)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Some guy who got wiped out won (or) I blew myself up! WTF
Depending on the game type, even if you are eliminated, you can still win if your score remains the highest at the end of the match. Body Count & King of the Hill primarily, since in Assassins & CTF, your army is tied to your king//your flag (if someone kills your king//captures your flag, your army is killed off).
As for blowing yourself up, AoE splash attacks are INTENTIONALLY applied to your own units (they were in Myth, so they are in this map). Wight's using their explosion ability HARM and STUN your own units INTENTIONALLY. Use any AoE splash attacks & Wights with CAUTION.
Another "wtf?" moment may be the minimum range on ranged units - again, INTENTIONAL. As it was in Myth, so it is in this map. Might I add that the minimum range of Archers & Dwarves in the original Myth was much more strict.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What can you do to help the development of this map?
Primarily it needs testing. Not for the features, or the functions, but primarily for the unit balancing. I need to know if you think a unit was too overpowered, with a suggestion to make them more balanced. It would help to get some feedback comparing the gametypes too; if one is in need of getting simplified, or has some as-of-yet unfound bug.
Preferably, I'm seeking people who have played Myth, and understood enough of it's lore//gameplay to give meaningful suggestions for things. But even if you haven't, don't be afraid to voice your opinion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OK I got some screenies, sorry they show so little and the quality is a bit off, but only 1 friend was on to help me out with gathering them, and I'm unusually picky about saving as much space as possible with files on the web. (And they're probably massive huge for this forum too, so I'm putting them in as links to the URL they're at.)
http://img221.imageshack.us/img221/1303/wc3scrnshot080708125215cw1.jpg
http://img80.imageshack.us/img80/4503/wc3scrnshot080708124647tj9.jpg
ImageShack - Hosting :: wc3scrnshot080708124830cn3.jpg
In each of these screenshots we see a Trow (Tauren), at times multiple. You may catch a glimpse of what looks like a wisp, but don't be fooled - it's a custom unit (and has no ability to build anything). Berzerks, and Archers too are prominent in the screens.
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