- Joined
- Jul 15, 2007
- Messages
- 763
Updated: 21/04/2017
- hero reworking
- reshuffling of waves
Updated description for 2017:
I have been working on this very lazily over the years, but its probably my most developed map and one that continues to make me want to work on it from time to time. The concept was inspired by Orc Gladitors; you have a large arena, a group of heroes, and waves of mobs you need to defeat. However... instead of Orcs you have familiar faces from the Warcraft Universe, such as Illidan, Vashj and Kael, and waves composed of enemies that relate to something Warcraft.
My main goal for this project was to create a challenging Hero survival that requires teamwork to reach the later stages, similar to OG, but hopefully to create interesting gameplay, heroes and waves which is where OG fell short IMO.
- Orc Gladiators style map (hero survival)
- Scaling difficulty; from 1 player up to 8
- 16 of your favorite Warcraft 3 characters as playable heroes
- 6 abilities per hero; 3-4 active abilities, one ultimate, 1-2 passives.
- spells that scale with attributes
- hero revival upon wave completion
- experience gain when half a wave is defeated
- automated and determined hero skill acquisition
- talent system (IN PROGRESS)
- shops (BEING REWORKED)
- Defeating a boss puts random pieces of loot in the loot shop
- Loot items have unique effects and can only be purchased with loot rights
- Stash system - your Stash is a shade and is mobile, but will disappear when creeps start spawning!
- Currency conversion
- randomized wave compositions (no game is the same)
- Level 5, 10 and 15 boss waves that requires tactics
- Currently 17 waves (BEING REWORKED)
- Waves become increasingly complex (priorities, kiting)
- In-depth wave strategies (e.g. environmental damage, eggs)
- Cam1 for an alternative camera
- Two game modes; Easy (75% enemy HP) and -pick
- Default modes are All Random and Normal (100% enemy HP)
Focused Wave - Initial heal is increased, but falloff is doubled
Healing Stream - Heals more targets and bounce distance increased
Cobra Essence - Cast and Ward attack range increased
Viper Essence - Dying wards refund mana
Snake Eat Frog - Increased Serpent Ward damage replicate to Hexxed targets.
Plague of Frogs - Nearby targets are hexxed for a shorter duration, and primary target is hexxed for longer
Fangs - Damage increased and also stuns targets briefly.
Undulations - When triggered, increases the Caster's speed briefly
Enhanced Healing - Potion duration increased by 50%
Natural Vitality - Increases movement speed by 15%
Ritual Circle - Nearby allies are also affected
Enduring Voodoo - Duration doubled.
As with my recent post in this thread, i am implementing a talent system and reworking all heroes. Cairne's test map is below (includes Tomes of Power).
Comments always welcome <3
- hero reworking
- reshuffling of waves
Updated description for 2017:
I have been working on this very lazily over the years, but its probably my most developed map and one that continues to make me want to work on it from time to time. The concept was inspired by Orc Gladitors; you have a large arena, a group of heroes, and waves of mobs you need to defeat. However... instead of Orcs you have familiar faces from the Warcraft Universe, such as Illidan, Vashj and Kael, and waves composed of enemies that relate to something Warcraft.
My main goal for this project was to create a challenging Hero survival that requires teamwork to reach the later stages, similar to OG, but hopefully to create interesting gameplay, heroes and waves which is where OG fell short IMO.
- Orc Gladiators style map (hero survival)
- Scaling difficulty; from 1 player up to 8
- 16 of your favorite Warcraft 3 characters as playable heroes
- 6 abilities per hero; 3-4 active abilities, one ultimate, 1-2 passives.
- spells that scale with attributes
- hero revival upon wave completion
- experience gain when half a wave is defeated
- automated and determined hero skill acquisition
- talent system (IN PROGRESS)
- shops (BEING REWORKED)
- Defeating a boss puts random pieces of loot in the loot shop
- Loot items have unique effects and can only be purchased with loot rights
- Stash system - your Stash is a shade and is mobile, but will disappear when creeps start spawning!
- Currency conversion
- randomized wave compositions (no game is the same)
- Level 5, 10 and 15 boss waves that requires tactics
- Currently 17 waves (BEING REWORKED)
- Waves become increasingly complex (priorities, kiting)
- In-depth wave strategies (e.g. environmental damage, eggs)
- Cam1 for an alternative camera
- Two game modes; Easy (75% enemy HP) and -pick
- Default modes are All Random and Normal (100% enemy HP)
Ability | Icon | Description | Talents |
Healing Wave |
![]() | Calls forth a wave of healing energy that bounces, healing less on each jump. | |
Serpent Ward | ![]() | Summons a Serpent Ward to attack your enemies. | |
Hex | ![]() | Transforms the target into a frog, disabling it. A portion of damage dealt by your Serpent Wards is also dealt to all hexed targets | |
Snake Bite | ![]() | The first strike of your Serpent Wards deals extra damage | |
Troll Regeneration | ![]() | Increases Rok'hans health regeneration rate | |
Big Bad Voodoo | ![]() | Shrouds an ally, preventing all damage they take for a moderate duration |
As with my recent post in this thread, i am implementing a talent system and reworking all heroes. Cairne's test map is below (includes Tomes of Power).
Comments always welcome <3
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