- Joined
- May 11, 2008
- Messages
- 1,198
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.
dl 1/17/12
96+
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 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 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 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 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 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 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 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 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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