I'm going to a LAN (probably small in comparison to what you're thinking of, we'll be lucky to have eight players) tonight, and since I have nothing to do today, I figured I'd toss together something simple to kill some time.
A CTF map seems like it could be really basic (or really complicated, heh), and the map design is going to reflect that. The map that I'm largely basing this off of had a straight shot from one base to the other with barriers on each side, hiding shops for both teams; here's an example of it:
In this map, each player was a footman with wind walk (and possibly a few other abilities). The shops provided items such as healing potions, wands of illusion, and other utilitarian things. Players started with X gold and gainned Y every so often, there was no alternative way to earn gold, so gameplay was "literally" balanced.
My map design will be similar, I will use trees to create walls, and I will create an item that can destroy trees somehow (be it Force of Nature or Flamestrike, or whatever), so that there is a way to subvert players taking cover behind trees.
F = Flag, S = Shop, o = Trees; there would be enough space for you to walk between the shops and the trees, but trees would effectively be walls so long as no one destroys them. I'm not sure how fast trees should grow back.
I like the idea of players having Wind Walk, as it encourages players to use a Gem of True Seeing (or perhaps a totem that can see invisible units), and it possibly allows for a "sprint."
I would like for there to be buffs in the game, likely provided by items. Whenever a unit picks up the flag, I will have a "dummy" unit waiting to cast Mass Dispell at the location that occours; thus, grabbing the flag can make you more vulnerable in that sense.
I'm not sure if I want the game to reset after every capture, or after a team gets 3 caputres, either way, I would like to have the map be a two-out-of-three match, to where once a team wins 3 matches, they win the game. Allowing a 2/3 subgame inside of each game leads to a more back and forth style, but if one team is somehow dominating, there is no reset until the next game. Perhaps there's a happy median in there somewhere?
I don't know how to deal with player resurrection, any ideas for that?
Also, I'd love to hear ideas for any aspect of this game; most importantly, what items and abilities would you like to see?
A CTF map seems like it could be really basic (or really complicated, heh), and the map design is going to reflect that. The map that I'm largely basing this off of had a straight shot from one base to the other with barriers on each side, hiding shops for both teams; here's an example of it:
Code:
____________
| F |
| |
| |
|S S|
---- ----
|S S|
| |
| |
| F |
____________
In this map, each player was a footman with wind walk (and possibly a few other abilities). The shops provided items such as healing potions, wands of illusion, and other utilitarian things. Players started with X gold and gainned Y every so often, there was no alternative way to earn gold, so gameplay was "literally" balanced.
My map design will be similar, I will use trees to create walls, and I will create an item that can destroy trees somehow (be it Force of Nature or Flamestrike, or whatever), so that there is a way to subvert players taking cover behind trees.
Code:
________________
| F |
| o o |
| |
| o S S o |
| oooo oooo |
| o S S o |
| |
| o o |
| F |
________________
I like the idea of players having Wind Walk, as it encourages players to use a Gem of True Seeing (or perhaps a totem that can see invisible units), and it possibly allows for a "sprint."
I would like for there to be buffs in the game, likely provided by items. Whenever a unit picks up the flag, I will have a "dummy" unit waiting to cast Mass Dispell at the location that occours; thus, grabbing the flag can make you more vulnerable in that sense.
I'm not sure if I want the game to reset after every capture, or after a team gets 3 caputres, either way, I would like to have the map be a two-out-of-three match, to where once a team wins 3 matches, they win the game. Allowing a 2/3 subgame inside of each game leads to a more back and forth style, but if one team is somehow dominating, there is no reset until the next game. Perhaps there's a happy median in there somewhere?
I don't know how to deal with player resurrection, any ideas for that?
Also, I'd love to hear ideas for any aspect of this game; most importantly, what items and abilities would you like to see?