• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Need Ideas for : Relic Defense

Status
Not open for further replies.
Level 4
Joined
Jan 8, 2012
Messages
66
As the name suggests, the core objective is to defend the relic. Relic Defense is a 5v5 team-based game.

OBJECTIVE: The objective of the game is for each team to defend their relic from waves of creeps. Teams consist (varies) usually of 1 dps, 1 support, 1 utility, 1 healer, and 1 tank. And yes, a threat system will most likely be incorporated. There are 4 lanes for each team. 1 lane containing the Tank and Healer. (Creeps in that lane will deal extra damage but have less health) and three other lanes for the dps, utility, and support heroes. Stats are; Stamina, Focus, and Willpower. Tanks will focus primarily on Stamina, dps heroes on Focus, and healers/support on Willpower. Utility heroes will be varied in that aspect. Talent Tree's are somewhat of a complication right now, considering I don't know how to make a Talent Tree. Any help would be appreciated, that way every player could feel they have more distinct gameplay, being able to specialize in specific skill trees.


Each hero will have a unique and very helpful companion, which will provide a unique boost to the group and large aid in laning.

HEROES:

MALACE BLACKSTRIKE, Shadow Assassin, Focus Hero, DPS | Model : Avatar of Vengeance | COMPANION : Shadow Walker |Abilities: Shadowshroud - Increases the dodge chance of Shadow Assassin by X% | Shadowstrike - Strikes target enemy for damage equal to X% amount of Focus + X% amount of regular damage. | Shadow Rush - Increases movement speed and attack rate by X% as well as giving a lifesteal attack for X amount of time. | Dark Deception - When Shadow Assassin deals or takes damage, she has a X% chance to briefly turn invisible, causing enemies to lose sight of her. (Turns companion invisible as well) | Haven't decided for Ultimate Ability. Hero focused on single-target PvE damage.

KARDA BLACKSTRIKE, Void Assassin, Focus Hero, DPS | Model : Warden (Slightly modified)| Companion : Nether Striker | Abilities: Void Strike - Karda teleports to the back of target unit, immobilizing them for X seconds and dealing X amount of damage, as well as silencing them. | Blessing of the Void - Karda is in touch with the Nether Realm, granting her X% bonus crit chance (1.5x dmg) and causing her attacks to briefly silence the target for X amount of time. | Void Inversion - Void Assassin blasts the target enemy with a blast from the Nether, causing target opponent's attacks to heal it's adversary instead of deal damage for X amount of time. | Nether Walk - Every attack made against the Void Assassin gives her a stacking +X% amount of Movement Speed for 6 seconds. | Phantom Strike - Karda strikes the enemy with a surprising amount of strength, dealing X amount of damage and knocking the target back by X units. | [Ultimate] Void [Ultimate] - Karda's attacks silence the enemy for X amount of seconds, and attacks pierce through invulnerable and absorption effects. A hero focused on killing healers and melee attackers in PvP Arena's.

STORY: In the land of Shadormu, three twin gods ruled with ultimate power. One god, driven by an insatable lust for power, betrayed the other gods by creating an army of mindless servants, constructing 10 portals throughout the world where his evil armies with seemingly limitless numbers could pour out from. The other two gods, who had kept the lands of Shadormu intact for centuries, called forth champions of the Earth to combat the portals and defend the world from the relentless onslaught of the dark god's armies. Behind these champions were the defenseless inhabitants of this war-driven land and two relics that held the foundations of the world together, if these relics were to be destroyed, then the whole of the world would be shattered in an endless wake, and the Dark God would win. One god, who had received endless visages and torments of illusions from the Dark God, betrayed his twin god who he had stood with for time immemorial, taking his champions and fighting both the twin god and the dark god.

And from then on, Chaos erupted. It became a bloody free-for-all between the two god's champions and the Dark God's armies, and ever since, an endless struggle for power has ensued the lands of Shadormu, causing clans and kingdoms throughout Shadormu to vie for power and struggle for supremacy, nearly destroying all of life in it's wake. But life cannot be destroyed while the relics still stand, thus, the chosen champions remain vigil at their posts, defending the relics with all their lives.

ETC. INFO: Weapons, armor, and items will be incorporated, as well as unique and powerful recipes. These items will be hard to get. Every 5 levels, a triggered boss is spawned, testing each player's micro-management abilities. Every 10 waves, an extremely hard wave will occur, where each team is gathered up and fight as a group, combining the elements of tanking, healing, and dps all in one, with a unique feel of teamwork to it. And every 15 levels, each team will be pitted against eachother in a brutal 5v5 team battle. Winners of the Arena will receive unique items and Ember. (Ember is a unique form of currency that can buy the best of the best equipment) Bosses and team waves also reward ember. For every successful level completed, the team is rewarded with 1 ember point each.

And that's that, leaked waves will obviously damage the player's relic, and if the relic reaches 0 health, then that team loses. PvP Arena's do not damage the losing team's relic, only grants the winning team Ember Points and Gold. After 100 waves, a boss is spawned where both teams unite to defeat the Dark God. Although most won't make it this far, if they do, and actually defeat the Dark God, then both teams win. Opinion/Feedback/Hero Ideas are MUCH needed. Thanks!! :) Will give credits to those who help :D
 
Last edited:
Level 12
Joined
Dec 20, 2011
Messages
884
You should be able to upgrade the relic into better ones. Of course, it should contain stuff like +5 armor per upgrade, etc.

You could also add special modes like:

No Resurrection Mode: Once you die, you will only be able to revive after the wave/after the boss fight.
Elimination Mode: After 5 of you die from the wave/boss, the other team wins.
Creep Sending Mode: Every __ seconds, a wave comes, and whenever you kill one, it sends the killed creep to the base of the other team.

Good luck with your project anyways. :grin:
 
Level 5
Joined
Aug 11, 2010
Messages
112
Creep Sending Mode: Every __ seconds, a wave comes, and whenever you kill one, it sends the killed creep to the base of the other team.

This would require two versions of each creep. The originally sent creep, and the returned one. This will effectively add to the filesize very quickly.

I didn't read all of your post (I am at school and I am making my own map as I type) so don't smite me if I mention something you already did.

Have the Relic upgradable into something that provides a bonus to the whole team. And make it so it can be switched between each upgrade as well. Ideally it should be free, but it's your map.

If the creeps just swarm around the relic, you should make them do something unique to other AoS' or whatever. For example, make a large unit (Ogre, for example) have a special attack that triggers by chance. Have the ground in front highlighted by some kind of effect and have the unit swing at that area, slamming the ground (Thunderclap effect) and send a shockwave forwards that ignores terrain.

Make bosses feel difficult, instead of just send them at the relic. I want a boss that might, for example, have a barrier on one side of it that will send damage back to whatever attacks it from that direction.
 
Status
Not open for further replies.
Top