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New AOS coming...The Ancient Frontier

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what was last updated?
forest monsters got quite a few updates, and now working on items...finally figured out how to do some stuff with them that i was confused about before, and made sure the item system for stacking items will work flawlessly...which might prove important for those perishable item lovers...
made a few hero changes, as well, here and there, nothing to get too worked up over, though. right now for a while my main focus will be items...while polishing off heroes and forest monster icons/tooltips/descriptions/final abilities will be something to do while i'm lacking inspiration for item creation.

what's the goal in the game?
uhmm...there will be i think a random game mode? i haven't finalized what those game modes are, yet.
so the goal will depend on what game mode it is. there will most likely be 2-6 game modes.
ideas would be...slay x number of forest monsters before the other team does, or slay the other team's heroes x number of times before they do.
suggestions for game modes are welcome, feel free to submit them here.
another obvious idea would be much like dota, a more traditional aos, to push the main lane in the map to the enemy's base and take down their primary building. there might also be a higher chance for some game modes to be randomized than others. and i might decide to let a player/bot choose the mode. but for now, i'm liking the idea of randomizing it, somewhat.


who would play the game?
it's a 2 team game. there is some aggression from forest monsters and there is the allied forces in the aos part of the map. each team consists of 1 or 2 players. each player will control up to 3 heroes(you are allowed to use less, but there is no payment cost for additional heroes), which are the primary units to accomplish your goal. you must establish dominance on the battlefield in order to win. this will usually mean slaying forest monsters and enemy heroes alike, in order to gain gold, experience, and of course, items.

what is the game like?
there will be a number of neutral item exchange points, where you can buy and sell items. the forest monsters will respawn, also note they are randomly selected. so there will be a lot of creeping, like a normal warcraft 3 game. there will be a lot of custom items, and a lot of recipes. each hero will respawn at a mobile respawn point automatically. a timer for the respawn is included in the scoreboard. also included on the scoreboard is a kill and death count for each hero.

what about subheroes, mercenaries, etc?
it's something i've given thought to, but for right now...it's not happening. consider that if i add this stuff, it will be like, an expansion pack, most likely.

what's done so far?
let's break it down by category.
Terrain:
Main part done. details partly neglected
Heroes:
most are mostly done.
some have complete skill sets designed but not coded yet.
a large number of them are fully playable, but requiring final touches.
more will be added over time of course, but right now, the number of them will be ok for the first release.
Items:
got a lot of ideas for items rolling around so more and more items are to be expected with every update
item ideas from you are welcome, even though your ideas will probably not be used, they might be useful for inspiration for other ideas.
Forest Monsters:
the creep respawning system is complete but quite a few more custom abilities need
to be done, i added basic spells that trigger differently for various monsters. basically, these are not going to be the same stupid forest monsters from your dota game. they will fight back with more than just automatic attacks.


although it's now very much outdated, here's a sampling of heroes that will be in the map. i will remake this sampling again sometime later, i'm uncertain when.

Flashfire, the Flame Lord
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A powerful master of flames who defies death. He is capable of summoning powerful fiery creatures.
Abilities: Grip of Flames, Summon Underground Magma Monster, Fiery Fury, Summon Incinerator
Attributes Per Level: 1.8, 3.0, 1.4
280 base movement speed
260 base hit points
130 base mana
0 base armor

Clea Deathstrider, the Dark Ranger
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The Dark Ranger is capable of great feats, including taking control temporarily of enemies.
Abilities: Abilities: Dejuvenation, Dark Arrow, Dark Possession, Dark Dash
Attributes Per Level: 2.5, 1.4, 2.6
260 base movement speed
240 base hit points
240 base mana
1 base armor

Darth Furion, the Sith Lord
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sith lord....
Abilities: Maelstrom, Force Shield, xxx, xxx
Attributes Per Level: 1.8, 1.4, 3.0
250 base movement speed
250 base hit points
120 base mana
1 base armor

Zael Starstalker, the Death Ninja
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Enemies beware! You will find yourselves lethargic after just one stare... This ninja learned many forbidden ninjutsu during his life. Now that he is dead...he continues fighting. He will never give up.
Abilities: Death Evade, Death Walk, Death Cloud, Animated Death
Attributes Per Level: 2.1, 2.8, 0.8
265 base movement speed
450 base hit points
25 base mana
4 base armor

Korg Lighthorn, the White Tauren
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Mystical Hero, adept at summoning ice and light based spells to disrupt and damage his enemies. This amazing Tauren appeared as a blue bloodmage on thehiveworkshop.com with some gui triggered spells by Tavaunum. SanKakU the map maker transformed him into a mighty white tauren.
Abilities: Enchantment, Frozen Divinity, Searing Light, Ice Nova
Attributes Per Level: 2.5, 1.7, 1.8
240 base movement speed
320 base hit points
110 base mana
2 base armor

Agamanda, the Valkyrie
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The Valkyrie is a messenger of Odin, sent to the battlefield to determine who will die, and who will live.
Abilities: Razor Gale, Sneak Attack, Oscillation, Flame Barrier
Attributes Per Level: 1.5, 2.5, 1.7
260 base movement speed
260 base hit points
70 base mana
6 base armor

Bloodwrath, the Blood Elf Demon Hunter
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Bloodwrath, as the rest of the Blood Elves, desired vengeance. Yet, he looked with hatred upon the demons themselves rather than the Undead Scourge, and studied the ways of the Demon Hunter.
Abilities: Destroy Magic, Avenging Flames, Heightened Agility, Phoenix Swarm
Attributes Per Level: 2.25, 1.75, 2.0
270 base movement speed
260 base hit points
100 base mana
2 base armor

Fudo, the Shadow Ninja
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The Valkyrie is a messenger of Odin, sent to the battlefield to determine who will die, and who will live.
Abilities: Razor Gale, Shadow Strike, Starfall, Shadow Servant
Attributes Per Level: 1.5, 2.5, 1.7
260 base movement speed
260 base hit points
70 base mana
6 base armor


dl 1/17/12
96+
 

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Level 13
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well i redeveloped some of the gameplay ideas in the last few days. i'll need to go through the heroes and various units and make sure their stats follow the new ideas. i got rid of the third lane and now there's two lanes...there's still the outermost lane but it's rather empty. it will lead to a back entrance to the forest. i'll need to put in towers but so far i'm not entirely sure what towers i want to put in. i accidently overwrote my triggers earlier so i had to rewrite some stuff. not sure if i got it all who really knows but eh, whatever, things like that happen from time to time. anyway i think because my middle of the map battlefield area which isn't part of a lane is so large, it's a good idea to bring the lane count down to 2. also, this will make the shops less exposed in late game since that 3rd lane is closed at the corner.

check main post, i updated the attached map today.
 
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sorry no update in long time...many health issues. will update original post later but i did redesign some idea of how the game is played now.

i will explain.

it is no longer 10 player game...but is 2 or 4 player game.

each player will have control of three heroes.

so instead of total 10 heroes on map at a time and 10 players it will be 6 with 2 or 12 with 4. i thought a lot about it and decided that this would be the best way to make the game.

very first release will include minimum heroes(12picked+4banned in a draft style, each player able ban one hero) for total of 16 to start, and only onegame mode.

second releaseof the mapwill include a second game mode...the first one randomly selects16 heroes from total hero pool and new mode enables all heroes, which will increase from version one by probably about 50 percent-100 percent(24-32 total heroes) of course, each player will still be limited to 3 picks each and bans each might go up to 2 each, unsure at this moment.

other than that mostly everything is going to be same as planned. this will let games be more personal, easier to play since they involve less players, and each player will have a lot more control over the heroes chosen and how they are used. in theory, if 1/10 players is game ruiner, then you should get game ruiner every 2.5-5 games, instead of every game.

changes that will occur because of this decision are not going to happen because i didn't like the old way things were or because they were hard to program. in fact it will take a little time to rewrite some main parts of the coding. but i think the map will finish faster and be easier and more fun to play with the new changes so they are definitely better than the old ways i thought up.
 
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sorry no update in long time...many health issues. will update original post later but i did redesign some idea of how the game is played now.

i will explain.

it is no longer 10 player game...but is 2 or 4 player game.

each player will have control of three heroes.

so instead of total 10 heroes on map at a time and 10 players it will be 6 with 2 or 12 with 4. i thought a lot about it and decided that this would be the best way to make the game.

very first release will include minimum heroes(12picked+4banned in a draft style, each player able ban one hero) for total of 16 to start, and only onegame mode.

second releaseof the mapwill include a second game mode...the first one randomly selects16 heroes from total hero pool and new mode enables all heroes, which will increase from version one by probably about 50 percent-100 percent(24-32 total heroes) of course, each player will still be limited to 3 picks each and bans each might go up to 2 each, unsure at this moment.

other than that mostly everything is going to be same as planned. this will let games be more personal, easier to play since they involve less players, and each player will have a lot more control over the heroes chosen and how they are used. in theory, if 1/10 players is game ruiner, then you should get game ruiner every 2.5-5 games, instead of every game.

changes that will occur because of this decision are not going to happen because i didn't like the old way things were or because they were hard to program. in fact it will take a little time to rewrite some main parts of the coding. but i think the map will finish faster and be easier and more fun to play with the new changes so they are definitely better than the old ways i thought up.

Looks like you got some health issues there.
I like to advice to stay away from health hazzard things for a while and don't get to much on computer! It lowers your immunity system like mine right now but I have conditioned myself into it. BTW. Good luck to your map. Hmm...
 
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just bumping to let you guys know i updated the attached file and the original post to show the new changes that have been going on. also, fyi, i deleted the old attached files. having them around doesn't make sense anymore, seeing that this latest version is a bit of a pivotal moment in the map's design. i will probably keep this file for a while, as the map will probably go in new directions the direction name should change and no longer be "fewer players"
 
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ok i've renamed and am now about to reupload the current map that i'm working on. i would like to see you guys give some opinions on abilities that the forest monsters should have. as you can see if you scroll to where the neutral hostile units are you should see columns of monsters. i've got all their sizes and coloring and models figured out...i'm going to continue working on the map but if you guys want to help feel free to check it out and ask questions and maybe opinions or suggestions or whatever.
 
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just want to let you know i've certainly made some progress on the map! the forest monsters are becoming somewhat entertaining to fight against...but don't expect too much...it's still a baby of a map! you'll see what i mean if you fight enough monsters that some of them might not be so easy to kill and some of them might have some mean spells which may get the better of you! at any rate i still have a ton of work to do on the monsters and especially the items! it's going to be a fantastic map and i'm going to put everything i can into it!
 
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update bump here so you know i placed some new creep camps and did the middle of the map so the basics of the terrain are all done now.

this is perfect opportunity for you to give suggestions for items/shops and monster abilities. as that's what i'll be working on the most, next.
 
Level 13
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Subscribing, I can help if you want...as for my map SLD...if you need spells to be done, feel free to ask, I have already done many things before...

sounds good. thanks for positive attitude. i will check out your various heroes when i get bored and let you know. i might want items that cast some of your hero abilities or maybe some forest monsters to have them, and it's possible ofc that i might want them for my heroes, who knows.

i'll send you a pm later on if i find something i need.
 
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Review
okay i have testes it now a little bit.
well at first, do you realy need all that im imported hero models? i think you can also use models from wc3 .. so the file size will be much better!!

I like it how to select heros.. thats good, you can make a randommode, or just a random command, also a -repick command!!


a few things I noticed
- you should improve your tooltips / of spells etc, dont take too much colors, keep it simple and uniformly.
- that end-building, that need to be destroyed to win, has toooooooooo much life, i used whosyourdaddy and still need a long time to destroy it !!(i will upload a screenshot)
- after i killed it, the game still gone on? creeps spawn and walk at there? (i will upload a screenshot)
- i dont have vision with my allys ?? (i will upload a screenshot)
- rename the shops, make them more visible (i will upload a screenshot)
- you should lower the spawn timer for creeps, AND neutral creeps, they come to fast back!
- you terrain is crazy, you have too much of that Up and Down's, dont know how to say it in english :D
also maybe you make a new terrain? (128x128 is standard) and make 1-2 lanes more.. 1 lane is just to less, in my view...

- you should organize the place where the spells are (upload a picture for help)

Art - Button Position (X) (Integer)
Defines in which column to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Column values range from 0 (Left-most column) to 3 (Right-most column).
Art - Button Position (Y) (Integer)
Defines in which row to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Row values range from 0 (top-most row) to 2 (Bottom-most row).

thats all for now..^^ (no time..)
look at the attachments... ;)


cr4ck4r
 

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Level 13
Joined
May 11, 2008
Messages
1,198
Review
okay i have testes it now a little bit.
well at first, do you realy need all that im imported hero models? i think you can also use models from wc3 .. so the file size will be much better!!

I like it how to select heros.. thats good, you can make a randommode, or just a random command, also a -repick command!!


a few things I noticed
- you should improve your tooltips / of spells etc, dont take too much colors, keep it simple and uniformly.
yes i know this. i just haven't gotten around to standardizing them yet. the heroesare not done so it would be unwise to edit the tooltips over and over again while making the heroes. that would mean more work.
- that end-building, that need to be destroyed to win, has toooooooooo much life, i used whosyourdaddy and still need a long time to destroy it !!(i will upload a screenshot)
i explained this in original post already. i do not have a goal for victory for the map yet, and the map has not hit testing phase...it's not even alpha yet, much less beta.
- after i killed it, the game still gone on? creeps spawn and walk at there? (i will upload a screenshot)...
- i dont have vision with my allys ?? (i will upload a screenshot)
it's experimental. it might stay this way. i'm not sure.
- rename the shops, make them more visible (i will upload a screenshot)
of course i plan to rename the shops. not sure what you mean by visibility, however...
- you should lower the spawn timer for creeps, AND neutral creeps, they come to fast back!
are you serious? it's very low how it is! ESPECIALLY the forest monsters
- you terrain is crazy, you have too much of that Up and Down's, dont know how to say it in english :D
also maybe you make a new terrain? (128x128 is standard) and make 1-2 lanes more.. 1 lane is just to less, in my view...
i'm unsure if people will like or dislike the terrain, but either way, it will prove to be useful for testing the map more quickly, since everything is pretty close together. i'm pondering revamping the terrain when everything else has been completed.


- you should organize the place where the spells are (upload a picture for help)
i think i know what i'm doing in that regard
Art - Button Position (X) (Integer)
Defines in which column to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Column values range from 0 (Left-most column) to 3 (Right-most column).
Art - Button Position (Y) (Integer)
Defines in which row to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Row values range from 0 (top-most row) to 2 (Bottom-most row).
you waste time telling me about button positions. the heroes are not done yet and button positions and tooltips are not complete because the heroes are not done yet. i'm sorry if it was unclear that it was the case but i thought it was obvious...
thats all for now..^^ (no time..)
look at the attachments... ;)

ok i'll look at the pictures, thanks.
cr4ck4r
replied with color to parts of quote.
all in all i think you should have focused more on picking 3 heroes and going into the forest and checking out the various abilities...anyways that's where i need to make more progress, finishing that stuff. now that i think about it i need to put in the fountain but also finish making all the shops and items, or at least the basic ones.
I've tested it man for 5 mins...Ima test it again tommorrow...But I must say that the
terrain is not so good, pls improve more...

you know i get this comment very often and if it's really so bad it WILL BE FIXED, i assure you. i have worked on the terrain over and over in the past and i finally decided to make the terrain like how it is now. the reason it is the way it is now is to speed up the process of making the rest of the map. if the terrain is deemed unfit by the time the rest of the map is completed, i can assure you the map will get a major terrain revamp before being completed. as it is now, it might be better the way it is as the games may be much shorter than they otherwise would be if the map had gargantuan proportions. time will tell if it's no good or not, in the meantime, it's best the way it is for enabling faster testing of various parts of the map.
 
Level 4
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Jul 22, 2010
Messages
74
some other things to say .. ;)

-killing units/towers, i dont get gold for that?
i just killed myself, the notice was, "blabla" has killed "blabla", and not that i suicede myself.....^^

-too your multiboard.. what means that "/" and why every third "/" an another color?
btw, you should add name's to the MB

-your hero, Yamigami, Dark summoner, no spells working? i can learn them.. but they dont work ... =/

cr4ck4r
 
Level 13
Joined
May 11, 2008
Messages
1,198
some other things to say .. ;)

-killing units/towers, i dont get gold for that?
i just killed myself, the notice was, "blabla" has killed "blabla", and not that i suicede myself.....^^

-too your multiboard.. what means that "/" and why every third "/" an another color?
btw, you should add name's to the MB

-your hero, Yamigami, Dark summoner, no spells working? i can learn them.. but they dont work ... =/

cr4ck4r

well i hadn't decided what to do for suiciding rules, yet.

/ is for kills/deaths. the colors are so i don't need names. your player color is enough.

ya dark summoner is definitely not ready yet...many heroes are not ready yet.
i probably unlocked picking him because i'm about to work on him so i want to test him by picking him normally.

edit: on further note i'm updating the heroes since i had some new ideas for them.
and the valkyrie has her full skillset now although i haven't fixed up the tooltips yet. the main post will be updated with a new version soon.

the icons may also need to be changed a lot with all the new spell ideas i'm coming up with...i'd rather keep on rolling and browse ability icons later. if you guys want to find ability icons to match the abilities, sounds good! tomorrow i'll post up some more heroes and you can see easily which heroes are in need of icons, since they'll have a full ability list but with some icons filled as a red circle with a line through it.
 
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Level 4
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May 1, 2010
Messages
113
Hi.
I know that the map is still incomplete but here are some comments and also suggestions:

Terrain
- It's not that great actually.

SUGGESTION:
- Ask help from other members here in Hive. Many are good with making terrains here.

Hero Selection
- I find it unorganized. You need to click this to see the stats, to choose, etc... Especially when the tooltips are wrong and one icon is Stone Cold.
- Also, the space for the Heroes is too much, leaving only 3/4 for the battlefield, which isn't maximizing the space.

SUGGESTION:
- Just use the simple Altar/Tavern-type of selection. It has less hassle since we don't need to click then target anything just to see their stats, plus it's SIMPLE & EFFICIENT.

Bases, Lanes, & Lane Creeps
- First, I can't see my allies (Towers and creeps alike).
- Lane Creeps. Damage: Normal Description: Normal Attack. Damage: Piercing Description: Piercing Attack. Dude. Why did you change the description of these things? Warcraft already put some nice description and mechanics into different types of armor and damage types. Also, they spawn too much and too soon.

SUGGESTION:
- The Bases. There are no bases yet. But I hope that they'll be diagonally parallel to each other so that you can maximize the space.

- The Lanes. I think following the 3 Lanes (Top, Mid, Bottom) of the original Aeon of Strife is a nice and safe way to go. Having 1 Lane, to me, just offers a straightforward push tactic, which is pretty much boring.

- Lanes Creeps. Use the Warcraft damage type and armor mechanics and description, but if you're planning to alter it, re-write the description like it was written by Blizzard.
- Lanes Creeps. Make creeps spawn at an interval of maybe 30 seconds. 3 Melee Creeps, 1 Range-Piercing, 1 Range-Magic. And every after a number of creep wave (Maybe 10), the number of Lane Creeps will increase like... After 10 waves, the next wave will have +1 Melee creep, the after 10 more waves, +1 Range creep, and so on. For the Siege creeps, I maybe after 6 creep waves they will appear.

- Special Faction Creeps (OPTIONAL). You could also have a Special Faction creep that will spawn every after some creep wave. What makes it special? It's up to you. But be sure that the other team's Special Faction creep ain't more powerful or weaker than the other.

Heroes
- They are not yet done, and I have questions.
- What's the Level Cap for Heroes? The Level Cap for a Hero's Skill?

SUGGESTION:
- I have tons if you want them.
- Also, I have a formula for their Starting HP and Starting Mana...
Starting HP: 100 + (Base Strength * 20)
Starting Mana: Base Intelligence * 12

Questions?
Why this formula?
- In this map, you gain 20 HP per 1 STR, so that justify that.
But why add 100?
- Since you can't live with 0 HP once you have 0 STR. (Via Skills, items, etc...)
What about the Mana?
- You can live without Mana, but you'll just be useless if you rely on it.

This is all I can say, for now. I'm pretty much tired.
 
Level 13
Joined
May 11, 2008
Messages
1,198
the terrain is the way it is right now for a reason. i've explained this already.

not everyone agrees with your opinion about hero selection. even dota(a game you yourself like playing) has an alternate method of hero selection which is similar to this. there's also a reason i don't want to use the standard tooltips.
as for the complaint about the map size, see previous response of mine in regards to complaint about the terrain(i'm referring to another post which has the explanation).

if i really wanted the hero picking polished at this time, it would be polished. it makes little to no sense to have current tooltips for heroes that are definitely not complete yet. redoing tasks is a waste of time. i've explained this reasoning in a previous post.

ok you have a lot to say about the bases and the laning. first of all, let me remind you. this isn't dota. secondly, the spawns are a bit ridiculous so that it's easier to play test the map quickly for balance purposes.

actually the base hp comes with a base mana, as well(perhaps you were too sleepy to notice). if i recall dota has a very small base hp for all heroes, and very small base damage, and base armor, etc. my position is that i'm not afraid to experiment with increasing those values greatly, as well as notifying the player of the exact values, instead of having them wonder about what those values are. consider the relatively high strength of some of those forest monsters and you'll see adding hp is not such a bad idea. plus, there are 3 heroes to each player. it's easier than ever to focus down one hero to kill it. in fact, for balance reasons, i might either have to increase base hp further, or ust have some relatively cheap items that are boosting hp by a lot.
20 is one more than 19. 19 hp per str in dota was really silly. it was from 25 in normal warcraft. my map makes it a rounded number. it's not quite as good as normal warcraft, but actually i might want to change this number for balance purposes. right now it's just experimental. 12 mana per intel is just one less from dota. once again i change the value just enough so it's a much more normal number. 12x5=60 is a nice result.
anyhow. basically the hero levels go up to 25. we have 3 basic abilities with 4 levls each. and an ultimate at level 6 with the level skip of 5 levels and it has 3 levels total.

you're definitely welcome to feed me hero ideas, but i need items at this point. plus, i can totally turn hero abilities that you might have into item or forest monster abilites. and of course, there's certainly the possibility that if i take too long in developing my heroes, and we get the items and monsters all done and we could get the map done faster by implementing your heroes, then that might happen.

the heroes, although certainly an important part of the map, should not be entirely polished off until the forest monsters and items are finished. we can make plenty of progress on them, but finishing them off too early restricts too much what we can do with the rest of the map. this isn't just about pushing lanes. after all there's an entire forest and a big part of the map will revolve around that.

anyhow you should pastebin some stuff if you have it ready for me to look at.

i believe it's great that you're interested, and i feel your concerns will be handled as the map naturally progresses.

UPDATE: i made lots of new stuff but probably whats most noticeable is the healing stations and the map is a little bigger.

the terrain will basically go for expanding the high level forest perhaps, and certainly adding the bases. the lane can get bigger and bigger but i'll increase it little by little.

the most important thing at the moment is making shops and the items for them.
 
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ok well i have finished coding for the most part the ultimate on a new hero design i had planned for...coding it in cJASS made the process a lot easier, but it was still crazy hard to get it right!

the ultimate ability in question is made in imitation of street fighter alpha 3 V-ism, also Saga Frontier's Shadow Servant...you could think of it as a mirror image that actually casts spells and deals damage...but is uncontrollable. in this case the images do what you do. i have a lot of tooltip and icon work to do, and still lots of items to make for the forest monsters.

right now the hero with that ultimate ability doesn't have a final ability. i haven't decided what it will be yet, but whatever it is, it would replace shockwave, obviously, since as you can see the servant doesn't cast that ability, that's on purpose, since the ability isn't the ability the hero should have.

i'm also thinking about adding an extra warden model in order to use a white warden skin, and use the shadow servant with the white warden. i should certainly have plenty of map space to do that, but if i do that i'd need a brand new skill set for fudo model, haha...
 
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just a quick bump letting you all know i'm still working on the map. feel free check out the attachment on the first post. i updated it yesterday and again today. expect progress to pick up quite a bit from here on for awhile. things are going well at the moment.
 
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How many players are able to play? in each team


"who would play the game?
it's a 2 team game. there is some aggression from forest monsters and there is the allied forces in the aos part of the map. each team consists of 1 or 2 players"

this is an interesting difference from a lot of other AOS games...since in this case the number of players is fewer, meaning you have fewer unknown variables to worry about. this should lessen the negative play experience that comes from players trying to get a free win and quitting as soon as a win seems unlikely. you only have one ally, and if you can't trust 4 players, trusting just 1 may be much easier.

i can definitely add some observer slots when the map is more developed, but right now, it's probably not an issue. i could also add some kind of newbie mode i guess where each player gets to delegate 1 of their 3 heroes to 1 other player to control. for a total of 4 players per team, and a total of 8 players in the game, rather than 4. this could be a compromise for players who didn't like war3 because there was too much to do, too many heroes to use...in this mode they would only control 1-2, and we'd also see more players in the game.

it's maybe not such a bad idea...maybe it would be one of those things that happens automatically, if there are exactly 8 players (4 observers)...the game mode would become like that. otherwise, the extra players besides the first 4 would all be observers.
 
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