- Joined
- Jul 1, 2005
- Messages
- 6
-=INTRO=-
Alright, the time has come to unveil our map to the community, you guys.
For quite a while now we've been working on our map based on the Star Wars universe and mechanics from many other games.
Some would ask, why Star Wars? Our reply is that it instantly supplies us with a small fanbase and a group of people who are willing to play the map just because it is Star Wars. Granted the title causes loss of interest in other parties, we still agree that the Star Wars title's benefits outweigh the disadvantages.
-=OBJECTIVE=-
Now the map itself is an ongoing struggle between the republic (which is slowly molding into the Empire) and The Droid Army. The two factions clash for the rare mineral, Kyber Crystal(KC). There are 3 "pumps" throughout the map that drain the enemy's KC and reward it to your own faction's KC reserves. These pumps are capturable. There are also KC "jars" in each Main Base, which are also capturable. Retreiving the KC jar will cause the enemy to lose 50 KC, your faction to gain 50KC, and all heroes on your faction to gain a small amount of XP and credits. (The jars are captured in a CTF style)
Respawning also causes a small loss in KC.
Bringing the enemy score to zero KC results in victory.
-=HEROES=-
Maps get boring when you have the same ol' hero all game long... we decided to change that.
Everytime you die, you enter the battle as one of four classes:
Republic
* Jedi Knight
* Assault Trooper
* Support Trooper
* Engineer
The Droid Army (Separtists)
* General Grevious Clone (Sith)
* Battle Droid
* Specialtist Droid
* Engineer
-=SKILL SYSTEM=-
Only four heroes? No replability... Wrong.
When you pick a hero, you are not given the four to five standard abilities. You are actually only given one. You have to work for the other four.
When you level up, you gain a Command Point(CP) which you spend towards training (a new ability). I spend this CP at an easily accessible building on an ability towards one of the four classes.
For Example, I enter the battle as a jedi knight, and level. I realize that I love the jedi class and want more abilities. I access the Jedi Temple and acquire a new ability, Force Push.
Now, everytime I enter the battle as Jedi, my Jedi will have the ablility Force Push.
I will continue aquiring new abilities each level, and sometimes more than one for more than one class at certain levels. By mid-game I should have two classes with all their customized abilities suited for my needs. By end-game I should have 3-4 classes with most of their abilities.
-=Classes=-
Jedi/Sith: The true core of the two armies, these individuals are adept at keeping themselves and others alive in combat, as well as providing considerable force against the enemy using the force and their lightsabers. Jedi/Sith is the best class for running the jars of KC and taking out certain troopers, but are possibily the WORST for taking on vehicles. Jedis are unable to board vehicles (but dont really need them, as they have a ton of fire power and a way just as quick to get around the map). It is important to understand that the anti to a Jedi is a sith, and the anti to a Sith is a Jedi. Although the troopers do play a role in bringing down these masters of the Force.
Assault: The backbone of the armies, these individuals are all about combat. They are able to board vehicles. They have such abilities as, Stim Pack, Web Gernade, and Mine.
Support/Specialist: Without these guys, there would be no army. They are the ones dropping the ammo packs, they are the ones taking out the heavy vehicles, and they are the ones with the reinforcements. GG to a team without them. They are able to board vehicles.
Engineers: Another important part of the army, these individuals are the ones creating turrets, building recall points for vehicles and stealing enemy vehicles! Engineers are able to board vehicles. They are not really adapted for combat, but the selection of the right abilities can give you a very tough Combat Engineer.
-=Mana Systems=-
Now we also tried to give each class it's own little mana system, which is extremely fun. For example, the engineer has zero mana regeneration, but starts with full mana pool. He gains mana by breaking down ores located in strategic locations on the map. Then with this mana(ore) he builds the turrets.
The assault trooper uses an ammo system, they have a mana pool of 100 points(ammo) and 3 clips(displayed in the place of Food). Firing uses up mana, and when the trooper is down to zero mana, he must reload, During reloading the trooper takes 50% more damage. More powerful abilities will use up a whole clip.
The support units get mana by attacking enemies and even more mana for killing units. This "charges" their blasters. If they are not attacking their blasters cooldown and thus they lose mana.
-=Vehicles=-
We have four vehicles as of now, and most likely will not add more for gameplay and map size purposes.
We have the two heavy vehicles, AAT and AT-ST.
We also have the two air vehicles, Tie Interceptor and the Droid Star Fighter
Vehicles have ZERO mana regeneration. This creates the effect of the vehicle only having so many "thrusts" to spend, and only so many "missles" to launch. The vehicle can restore it's "mana" by visiting a hangar(full pool) or an engineer (which can't give it too much).
Vehicles require you to train certain abilities which will actually allow you to board the vehicle. For example, having "Heavy Vehicles Proficiency" at level 3 will give you 15 skillpoints upon entering a heavy vehicle. Each vehicle has hero skills and you must level the ones that are needed in the situation. The next time you enter the same type of vehicle you must redo it's skills.
The Tie is one of my favorites. Flying at an altitude of 1000, a homing missle is coming my way, I quickly hit "D" and the tie lowers to an altitude of 250 thereby evading the missle. Now that I'm flying at 250, I can drop some bombs, this is always a blast and ususally leaves the enemy forces quit crippled. I fly back up to 1000, losing my air bomb ability, but gaining my own homing missiles used for taking down other flyers.
-=Ranks=-
We're still in the planning stage of this feature, but we plan to have ranks in our map. There will be a total of 10 ranks. Ranks are saved via a save/load code. When you win a match, you will be given a new code which reflects your rank. For example, one win will give you Rank 2. Three wins will give you Rank 3. Many more wins will give you higher ranks such as Jedi Master. There are no penalties for losing a match. The codes are unique to a player's name.
What is rank used for? Well, for one thing, its used to access the Command Post. Which at rank 2, allows you to use Nuclear Air Strikes. Some ranks will enable abilities for your classes (not necessarily better). More on this later.
-=Conclusion=-
Well, thats the most of it, I'll add more to the description later, but it's sooo long already:\\ .
Anyways, we would like feedback on the map as a whole, but more specifically the objective. We're not sure if it truly is the best objective for this map.
Also, we're becoming very worried about map size, although less than DotA we would like our map to be even smaller. The models at wc3sear are awesome, but some are a lot bigger than they should be. If any modellers could help us out with decreasing model size or making new ones (we really want to replace the AT-ST with the AT-AT, or a vehicle closer to the actual republic), that would just be fantastic.
As well, those who can make icons would really speed up the process as well. If anyone has ideas for a different theme that would be great too.
Full credit will be rewarded of course. Thanks for reading this far:thumb_up:
Alright, the time has come to unveil our map to the community, you guys.
For quite a while now we've been working on our map based on the Star Wars universe and mechanics from many other games.
Some would ask, why Star Wars? Our reply is that it instantly supplies us with a small fanbase and a group of people who are willing to play the map just because it is Star Wars. Granted the title causes loss of interest in other parties, we still agree that the Star Wars title's benefits outweigh the disadvantages.
-=OBJECTIVE=-
Now the map itself is an ongoing struggle between the republic (which is slowly molding into the Empire) and The Droid Army. The two factions clash for the rare mineral, Kyber Crystal(KC). There are 3 "pumps" throughout the map that drain the enemy's KC and reward it to your own faction's KC reserves. These pumps are capturable. There are also KC "jars" in each Main Base, which are also capturable. Retreiving the KC jar will cause the enemy to lose 50 KC, your faction to gain 50KC, and all heroes on your faction to gain a small amount of XP and credits. (The jars are captured in a CTF style)
Respawning also causes a small loss in KC.
Bringing the enemy score to zero KC results in victory.
-=HEROES=-
Maps get boring when you have the same ol' hero all game long... we decided to change that.
Everytime you die, you enter the battle as one of four classes:
Republic
* Jedi Knight
* Assault Trooper
* Support Trooper
* Engineer
The Droid Army (Separtists)
* General Grevious Clone (Sith)
* Battle Droid
* Specialtist Droid
* Engineer
-=SKILL SYSTEM=-
Only four heroes? No replability... Wrong.
When you pick a hero, you are not given the four to five standard abilities. You are actually only given one. You have to work for the other four.
When you level up, you gain a Command Point(CP) which you spend towards training (a new ability). I spend this CP at an easily accessible building on an ability towards one of the four classes.
For Example, I enter the battle as a jedi knight, and level. I realize that I love the jedi class and want more abilities. I access the Jedi Temple and acquire a new ability, Force Push.
Now, everytime I enter the battle as Jedi, my Jedi will have the ablility Force Push.
I will continue aquiring new abilities each level, and sometimes more than one for more than one class at certain levels. By mid-game I should have two classes with all their customized abilities suited for my needs. By end-game I should have 3-4 classes with most of their abilities.
-=Classes=-
Jedi/Sith: The true core of the two armies, these individuals are adept at keeping themselves and others alive in combat, as well as providing considerable force against the enemy using the force and their lightsabers. Jedi/Sith is the best class for running the jars of KC and taking out certain troopers, but are possibily the WORST for taking on vehicles. Jedis are unable to board vehicles (but dont really need them, as they have a ton of fire power and a way just as quick to get around the map). It is important to understand that the anti to a Jedi is a sith, and the anti to a Sith is a Jedi. Although the troopers do play a role in bringing down these masters of the Force.
Assault: The backbone of the armies, these individuals are all about combat. They are able to board vehicles. They have such abilities as, Stim Pack, Web Gernade, and Mine.
Support/Specialist: Without these guys, there would be no army. They are the ones dropping the ammo packs, they are the ones taking out the heavy vehicles, and they are the ones with the reinforcements. GG to a team without them. They are able to board vehicles.
Engineers: Another important part of the army, these individuals are the ones creating turrets, building recall points for vehicles and stealing enemy vehicles! Engineers are able to board vehicles. They are not really adapted for combat, but the selection of the right abilities can give you a very tough Combat Engineer.
-=Mana Systems=-
Now we also tried to give each class it's own little mana system, which is extremely fun. For example, the engineer has zero mana regeneration, but starts with full mana pool. He gains mana by breaking down ores located in strategic locations on the map. Then with this mana(ore) he builds the turrets.
The assault trooper uses an ammo system, they have a mana pool of 100 points(ammo) and 3 clips(displayed in the place of Food). Firing uses up mana, and when the trooper is down to zero mana, he must reload, During reloading the trooper takes 50% more damage. More powerful abilities will use up a whole clip.
The support units get mana by attacking enemies and even more mana for killing units. This "charges" their blasters. If they are not attacking their blasters cooldown and thus they lose mana.
-=Vehicles=-
We have four vehicles as of now, and most likely will not add more for gameplay and map size purposes.
We have the two heavy vehicles, AAT and AT-ST.
We also have the two air vehicles, Tie Interceptor and the Droid Star Fighter
Vehicles have ZERO mana regeneration. This creates the effect of the vehicle only having so many "thrusts" to spend, and only so many "missles" to launch. The vehicle can restore it's "mana" by visiting a hangar(full pool) or an engineer (which can't give it too much).
Vehicles require you to train certain abilities which will actually allow you to board the vehicle. For example, having "Heavy Vehicles Proficiency" at level 3 will give you 15 skillpoints upon entering a heavy vehicle. Each vehicle has hero skills and you must level the ones that are needed in the situation. The next time you enter the same type of vehicle you must redo it's skills.
The Tie is one of my favorites. Flying at an altitude of 1000, a homing missle is coming my way, I quickly hit "D" and the tie lowers to an altitude of 250 thereby evading the missle. Now that I'm flying at 250, I can drop some bombs, this is always a blast and ususally leaves the enemy forces quit crippled. I fly back up to 1000, losing my air bomb ability, but gaining my own homing missiles used for taking down other flyers.
-=Ranks=-
We're still in the planning stage of this feature, but we plan to have ranks in our map. There will be a total of 10 ranks. Ranks are saved via a save/load code. When you win a match, you will be given a new code which reflects your rank. For example, one win will give you Rank 2. Three wins will give you Rank 3. Many more wins will give you higher ranks such as Jedi Master. There are no penalties for losing a match. The codes are unique to a player's name.
What is rank used for? Well, for one thing, its used to access the Command Post. Which at rank 2, allows you to use Nuclear Air Strikes. Some ranks will enable abilities for your classes (not necessarily better). More on this later.
-=Conclusion=-
Well, thats the most of it, I'll add more to the description later, but it's sooo long already:\\ .
Anyways, we would like feedback on the map as a whole, but more specifically the objective. We're not sure if it truly is the best objective for this map.
Also, we're becoming very worried about map size, although less than DotA we would like our map to be even smaller. The models at wc3sear are awesome, but some are a lot bigger than they should be. If any modellers could help us out with decreasing model size or making new ones (we really want to replace the AT-ST with the AT-AT, or a vehicle closer to the actual republic), that would just be fantastic.
As well, those who can make icons would really speed up the process as well. If anyone has ideas for a different theme that would be great too.
Full credit will be rewarded of course. Thanks for reading this far:thumb_up: