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Quick Arena Game - Enter The Pit

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Enter The Pit


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GAME OBJECTIVE
Pit Lord: *Deep, maniacal cackle* You, poor soul, have been held before the gates of Hell... HELL NEEDS AMUSEMENT TOO! You will fight, like beasts, in the arena you stand in for the entertainment of my minions.
And... To create a little competition, I will allow the winner's soul to ascend back to the world above, to live once more. But before that you must endure the endless suffering your opponents will bring you.

GAME MECHANICS

Pit Lord: To make the bloodshed a little more interesting, I have taken your auto-attack ability and replaced it with a skillshot- based attack. In addition to that, you have been given two more abilities, unique to your class... One of these spells is of a defensive nature and the last one induces the ability to combine all three skills.

GAME MODES & STYLES

Pit Lord: I will enforce a few extras, such as destructible rocks and spires and I will choose if you will be fighting in teams or if you are fighting to the last man, choose if you are capturing a flag or if you are destroying each other for points, or choose if you are fighting on a timer.

ADDITIONAL MODES

Pit Lord: FAVOR! Will the crowd favor you? They might just throw you a cheese for health, a scroll for a spell or a weapon for extra damage... It all depends on your game, fleshling...

You might stumble upon a Felhound, springing from the ground, one that can easily rip you to shreds... Or maybe a Forgotten One will emerge from beneath your feet and swallow you whole.



Any questions, before you attempt to uphold your fate?




Enter The Pit

A game intended to take no more than 10 to 15 minutes.

Before the game starts, player 1, or whatever first player that comes after can choose the game mode.
As these game modes are being chosen, the other players see it as if the Pit Lord is randomly choosing them. This is mainly for aesthetics.

After choosing a game mode, the players are shown a dialog to pick from classes.

GAME MODES


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All players vs. all players. Favor is gained individually.


tdm.png

An even number of players face each other. Favor is gained as a team. The side with more kills at the end of a round, wins.


ctf.png

An even number of players face each other, they play a classic game of CTF.


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"Against Hell" features a mode where all players try to survive waves of Hell's Minions as long as possible. One life each.


GAME STYLES

Game runs on a timer, whoever comes out with the highest score when the timer ends, wins. Supports all modes.

Game runs on 'lives'. Only available on FFA and TDM. In TDM, a team shares a pool of said 'lives', which when depleted will cause victory for the opposing team. In FFA, each player has his own number of lives and will be forced to spectate the rest of the game when his lives are depleted.


CLASSES


voidwalker.gif

Offensive: Deals (low-medium) damage to a unit in front of him. If the unit has his back facing the ghost, the attack deals 150% damage.

Special: Slows a target unit by 75% for 5 seconds.

Defensive: Toggle to stealth. Mana is drained for every interval the stealth ability is toggled on. (The ghost (so far) is the only unit who uses mana). Once stealth runs out or is turned off, mana will regenerate at the same rate in degenerated, and the stealth will turn off.


Avatar_O2.png

Offensive: Throws a spear which deals low piercing damage. Has a low cooldown for balance.

Special: Throws a spear which passes through enemy units until it reaches its maximum range. Any units it passes through receive 200% the amount of damage the 'Offensive' ability deals.

Defensive: Self cast. The headhunter moves at 150% for a short amount of time.


Avatar_U3.png

Offensive: Deals damage and receives health equal to 35% of the damage dealt.

Special: Pulls an enemy toward him (knockback effect), dealing damage for every 1 unit the target travels. The pull ends when the target comes within 100 units of the demon.

Defensive: Falls apart, turning into a skeleton (other skeletons will randomly spawn across the arena at the start of each round). He will be immobile, but still vulnerable. As soon as he takes damage, he exits the skeleton form and 'stands back up.' (The idea is to give him a ambush/camouflage ability.)


Avatar_H14.png

Offensive: Shoots a magic bolt that deals #damage (+ 50% of target's missing health)

Special: Implodes the target area. Simply drags all units (knockback effect) to the epicenter and deals a set amount of damage. Has a high cooldown for balancing purposes.

Defensive: Hexes a target enemy unit for 1.5 seconds. Is meant to stop abilities in progress (like a charging footman) and restrict new abilities being cast for the duration of the hex.


Avatar_H2.png

Offensive: Deals damage equal to 70% of remaining health. (Has high base health.)

Special: Charges at a target location, knocking back and dealing damage to units in the footman's path. Requires raised shield.

Defensive: Toggles raising or lowering the footman's shield. A raised shield also deflects any projectiles fired at his shield.


Avatar_H12.png

Offensive: Attack, shoots a basic holy missile that damages enemy units it collides with, but heals any allies it comes across. Has no effect on the priest himself.

Special: Target ability. Heals for a high amount matching a high cooldown for balance.

Defensive:
Self cast ability. Makes the priest invulnerable for a short amount of time. Has a shorter cooldown.



MECHANICS


As many of the battles must commence in real time.
This means missiles fired are in fact GUI triggered or Jass scripted projectiles.
Knockback is an effect added to some abilities like for example the mage's 'Implode'. All units move toward the center of the area of effect and are dealt minor damage.



Destructible rocks and skeletons are randomly positioned around the arena.
The rocks mainly create the ability to utilize vision impairment, or in other words 'juking' other players :)
Skeletons are there for aesthetics (as it is an arena) and to help the Demon blend in.



Of course, when a player is hit, we need to hear a sword slice flesh or a spear making an entry wound, but these minor (yet significant) sounds must not be played too loudly, or they might start to distract the player.

Whenever a unit dies, the crowd should cheer.
Whenever a unit dies, we hear the Pit Lord speak. (i.e. Units\Demon\Pitlord\PitlordYes1.wav)
Whenever a unit dies, a system message is displayed with who killed who.
Whenever a unit dies, the Pit Lord says something in message form.

(Obviously this is to pump up the players and give them a sense of achievement.)



Is there room for improvement?
Yes, with maps like these, always.
More classes can be added, more arenas can be added, more modes can be added.


 
Level 8
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Okay so I'm adding a sort of... concept map. Its sole purpose being... bringing across the general idea, IF anyone is interested.
Keep in mind this map should not be used to play with anyone. It's just to check the words I wrote above, put into something visual.
 

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