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Survivors of Lordaeron !

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Survivors of Lordaeron!

"The prominent kingdom of Lordaeron has become a wasteland ravaged by the Scourge. The once proud populace has either succumbed to the plague or evacuated, leaving few behind. You are the proud remnants of this disaster who refuse to be defeated. Join in arms and repel scourge to regain your place in the lands. You are your only defense, and Lordaeron's last hope..."

Survivors of Lordaeron is a team hero survival map I've been working on.
The goal is to flee and or kill undead, while destroying the plagued granaries around the map.


Gameplay:
The map places a large emphasis on team work, the enemies are strong enough that no one hero is capable of soloing a substantial number of enemies.
Crowd control, such as stuns, snares, slows or disables are very important, they allow you to kite the enemy, give allies more time to react, or stop enemies from damaging you.

A large focus of this map is organization. For example, while choke points
are a great place to camp, when at one you must be careful not to block each other in, if you do people will be unable to get out/into battle and die.

In open areas players must watch the direction from which enemies are coming so they don't get surrounded.

Mana regeneration is fast, making game play fast paced as you need not worry about running out of Mana. Mana acts more as scaling cool down on your abilities than a resource.

Heroes:
When you create a new hero, there are several things you have to pick, such as the primary skill set, a secondary, a profession and a trait. Attributes are also picked by you, each level your farm(the main building) gains 3 mana which can be spent on int/str/agi, different classes have different mana to stat ratios.
19 Heroes are broken down into 4 types:

Heavy Melee: Strong, powerful they are tanks as well as damage dealers.

Light Ranged: This class focuses in high single target damage, picking off enemies from a-far. They have the highest damage potential of any class.

Assisting Spell Casters: These are the buffers/damage dealers/summoners/crowd controllers. These are the most important classes since they bring so much to the team. They are NOT buff/heal bots; but instead quite powerful in their own way. Storm Callers can blast enemies with lightning, and slow them with ice, Enchantress can tie up enemies with an army of phantom soldiers.

An enchantress has summoned several phantom soldiers.


Offensive Spell Casters: The glass cannons, their main role is to blast the enemies into oblivion or offer crowd control. They offer a mix of single target and AoE DPS as well as crowd control.

Professions:
Alchemy(Potion Creation)
Sage(Team Buffs/Summons)
Engineer(Wards/Mines)
Architect(Towers/Walls)
Leadership(Recruits Units)

Healer(Gives you heals)
Ranger(A bear or wolf pet)

Red has recruited some soldiers due to his leadership profession.


Traits are upgrades to your hero, you may only have 1. They may be used to complement, or shore up a weakness. For example:
Guardian: +50hp, +4hp/s
Sentry: +145 Move Speed, +Night Vision
Slayer: +10 Damage, + Attack Speed.
Arcane: +100 mana
One Mage might get guardian for some survivability, or arcane for more spell casting.

Secondaries
Secondaries are effectively spell books with a couple spells in them. They offer skills that your class may not have access to. They can be used to compliment a hero, or to shore up a weakness. For example, one Assisting Spell Caster may decide to get Regeneration to become sturdier, while another may decide to get Fire Support for some added damage.


Events & Re Playability
A lot of what I've aimed for in this map is Re playability. A result of this
is the hero customization, but there are other things I've added as well.

One half our team encounters some enemies and a wandering salesman.


At the start of the game, buildings are set.
Bridges are destroyed, which means that each game you can't take the same paths to places.
Random buildings such as arcane towers, farms, markets and granaries
are placed in semi static positions. As in, there is always a possibiltiy that a building will be a specific spot.
A town of survivors is occasionally in the game.
Crates of items are placed across the map.

There are many soldiers of the scourge which are spawned randomly,
For example each time theres a boss it could be Dread Lord, Death Knight or Lich, and on higher difficulites, a Frost Wyrm, each boss requires different strategies to defeat.
There are several tiers of units, for example there is a small chance that a trio of champions, powerful enemies will spawn every so often. Some times gargoyles will replace carrion beetles. This variation in spawn patterns is true for all spawns.
Higher difficulties introduce new enemies.

There are several possible events/mission style things.
For example, a group peasants may try to flee through Alterac, if they succeed you may get some soldiers, or a Horror, a giant abomination with very high health regeneration may spawn.

Items are spawned randomly in sets.
There is always one cache of items somewhere on the map which includes a "treasure" a very powerful magical item.
Additionally there is one "treasure" in a random place on the map per difficulty.

Some Tips
This map can be difficult even on the easiest setting, but there are several things that can help:

If your playing solo, choose either a heavy melee or assisting spell caster class, and get either a primary or secondary with a heal or damage absorb. The other classes are not sturdy enough to play solo with out some experience.

As a team, stick together at all times. When a player dies, use their soul stone to revive them. However, this will disable you for 15 seconds.

Running is OK, in fact it is encouraged, however when running make sure to eliminate/disable carrion beetles or gargoyles first, as they can catch up to you.

Watch your health, if your going to die, move away from the enemies. Even though if you die your allies can revive you, it becomes harder to regroup from multiple as time goes on.

Always try to get your health to 100-150 at least, even if you are a Mage, with out the health you will die quickly.

Camp in areas that cause enemies to only come from direction, this reduces the chance that weak allies in the back will be flanked and slain.

Along with the above, when with a team try to stay out of open areas, or coordinate tanks to tank from all sides the enemies are coming from. People open areas are prone to getting picked off from the sides/behind them.
 

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Level 11
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it would be cool if you could make a single player version. Like autodetects if 1 player is in the game and then sets up with triggers. Maybe have AI allies, or just soloing with one hero but get troops at start even if you are not the leader proffesion.
 
Level 2
Joined
Sep 17, 2006
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Hey all, thanks for posting.
Here are some screens from a couple good games I had yesterday:

This is us early on, we are camping at an Arcane Tower to charge it.

Arcane Towers once fully charged become powerful towers with a long range
attack and an passive AoE slow. They are charged when they have full mana,
they gain mana by attacking enemies when heroes are around.

I am playing the Emissary, who's focus is on long range AoE attacks.
Other heroes you can see there are 2 Fire Swords, Melee tanks, an
enchantress with several phantom soldiers, Fire Mages, a Poison Mistress
and a Hunter.


In this pic I'm escorting a caravan of survivors.
Once they reach their exit, we may gain some soldiers.


In the next pic I'm guarding a goblin, his Airship crashed while traveling across the map.
As I protect him we gain Flame Turrets, Rocket Stations and Goblin Shredders


In the above two screens I am playing The Storm Caller.
The Storm Callers focus is on versatility, he can heal, slow enemies,
damage enemies, and take a fair amount of hits.
To improve his natural toughness I chose the Arcane Shielding secondary.
I chose Engineering as a profession to have access to sentry wards for scouting.

Take Care.
 
Level 10
Joined
May 31, 2007
Messages
645
Well, I tried it. Pretty easy to learn, but needs a team that its members work together. Hard for Battle.net! Also after 5 mins of game in the net alla the players left. It was only me and one more guy that stayed, but in the end we lost:( Anyway it's very nice:)
 
Level 2
Joined
Sep 17, 2006
Messages
17
A couple tips:
Smaller Team = Easier
Get for a secondary, Arcane Shielding, Regeneration or Ice Armor
If your hero has a slow/stun/hold/disable of any sort, learn it.
Stick Together
Try not to camp
And most importantly: Charge an Arcane Tower ASAP
Arcane Towers can have a dramatic effect on the difficulty of the game.
 
Level 2
Joined
Sep 17, 2006
Messages
17
There are:
Ghouls the basic unit

Carrion Beetles, fast weak units who come in trios
Gargoyles who some times replace carrion beetles, they fly and are
faster.


Crypt Fiends, ranged units with high damage, these have true sight.
Abominations, high hp units who regenerate 10% of their health/s
Scuttling Terrors, high damage fast attacking units

Necromancers who summons skeletons
Dread Wings slow moving high damage gargoyles
Dalaran Zombies who burn Mana with each attack.

Dread Ghouls, a improved version of regular ghouls.

Champions of the Scourge(Melee) who cast blood lust.
Champions of the Scourge(Stealth) who are invisible and have high damage
Champions of the Scourge(Ranged) who are pretty weak but fire a chain spell which can decimate clustered units.

Dread Lords, who summon infernals and cast carrion swarm
Liches, who can raise the dead and have a long ranged attack, these
have true sight.
Death Knights who move really fast and cast death coil.

Horrors who have a ton of hp and health regeneration
Crypt Lords who move fast, have an AoE melee attack and true sight.
 
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