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[Defense / Survival] The Dreamvale

Discussion in 'Map Development' started by Kino, Mar 29, 2013.

  1. Kino

    Kino

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    [​IMG]


    Time passes for all
    But for those who dream, time is eternal.
    And so within the walls of an ancient city
    The brave and the insane descend into a sea of dreams.
    Where men never wake and time stands still.

    Map
    Tactics driven dungeon crawl, support 1-4 players.
    Beat monsters, take objectives, defeat the level boss.
    • Enemy stats scale with player count, re-balances on player leaving
    • 5 difficulties from Beginner to Mythic,
    • Enemies will employ more dangerous moves as the game progresses
    • Intuitive combat, bad looking stuff always hurts

    Images
    Editor
    Dream.jpg Dream2.jpg Dream3.jpg Dream4.jpg SG1.jpg Vale11.jpg Vale 12.jpg


    In-game
    Jar 1.jpg Jar 2.jpg Eld1.jpg Eld2.jpg IGVale2.jpg IGVale3.jpg IGVale4.jpg IGVale5.jpg
    IGVale1.jpg


    Changelog
    2.0q
    2.0q
    -------
    - Rebalanced some of the universal skills
    - Shards can now buy permanent items, starting from level 1.

    Hero Changes
    ------------------------
    - New Hero released; Faeru, Season's Sovereign
    - Oben has been taken down for renovation

    Anzo
    - Grapple changed to Granite Palm: stuns a target and cleaves a scaling amount of damage to nearby targets.
    - Perpetual Machine changed to Stone Skin
    - Fist of Stone is now a buff that causes attacks to stun.
    - Fixed Earthgrab referencing damage when it has no damage.

    Ado
    - Crucible now slows, damage scale reduced to 10*Int.
    - Fixed skills having the same flavour text.

    Inikya
    - Increased the base, but reduced the scaling of her heal.

    Area Changes
    ------------------------

    Ruins Vigil
    - Slowed the spawn rate of monsters
    - Drastically increased the stats of Flame Belchers and Brittle Sentries

    Sunken Garden
    - Added an extra side area
    - Fetid Urchins now eat corpses instead of exploding corpses.
    - Crimson crawlers now explode corpses instead of spinning webs.
    - Added 2 new monster types; Carrion Colossus and Carrion Bug.
     

    Attached Files:

    Last edited: Jun 6, 2015
  2. Veritas 117

    Veritas 117

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    I like it. Features seem solid (I especially appreciate non-confusing combat). The screenshots look nice too. I never saw the old thread, but I'm glad to see you are still working on this.
     
  3. HerrStanev

    HerrStanev

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    Possibly one of the best maps I've ever played, and the terrain is just awesome. Glad to see you're going to work on it again.
     
  4. neo_sluf

    neo_sluf

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    This is the awesome wc3 map i ever played. I played it many times but i can't win at the part of the map where you will kill a monster that is hiding under the earth. I am confused on what to do..it takes me an hour..but still i can't pass that..could you help me?..
     
  5. Kino

    Kino

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    Thanks, the old thread was over a year ago and the map hasn't really been worked on since then.

    That part of the game was removed many versions ago. But just incase you wanted to know, you just kill any of the smaller minions on his path to reveal him.
     
  6. Kino

    Kino

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    bump
     
  7. Wolfe

    Wolfe

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    So unbelievably excited for this!

    Will you keep the old heroes, or create new ones? Or a blend of both?
     
  8. Rao Dao Zao

    Rao Dao Zao

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    So, this is what you're making all those lovely sunken ruins models for!

    As long as it stays singeplayerable, it looks lovely. :ogre_kawaii:
     
  9. Kino

    Kino

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    A mix, some of the more problematic ones like Blindscythe and Anzo probably wont return.
    The fully developed heroes will remain, which is pretty much just Zephyr.

    The game will be designed so that monster health/damage will scale with player count.
    I very much want it to be the same experience solo or co-op.

    There might be some discrepencies as some characters have better skillsets for solo play, but I doubt it will be a big issue.
     
  10. Kino

    Kino

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    bumpereded
     
  11. Wolfe

    Wolfe

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    moar info plz
     
  12. Kino

    Kino

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    Such as?

    You gotta help me man, since im a minimalist and tend to ignore the most obvious things required.
     
  13. Wolfe

    Wolfe

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    Some more info on the heroes, for a start!
     
  14. Kino

    Kino

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    bumper
     
  15. Veritas 117

    Veritas 117

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    Nice, sounds somewhat Diablo-like with randomization and CC and such. I'm gonna be checking in on this from time to time cause it looks pretty cool. Keep it up.
     
  16. Kino

    Kino

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    Thanks, Ill be updating with more info soon.
     
  17. Kino

    Kino

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    And, we are back in action.

    Currently there are a few random enchantments champions can carry. These
    are auras and therefore spread to nearby monsters.

    • Cripplng - Slows nearby enemies
    • Frenzied - Moves and attacks faster
    • Regenerating - Regains health every second
    • Lifesteal - Regains health on attack

    These are the current champion auras. Any ideas for more are appreciated.
     
  18. Kino

    Kino

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    First hero is nearly done, will update soon.
     
  19. Veritas 117

    Veritas 117

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    I like your ideas, I was wondering how important potions and flasks are going to be. Are you going to have to use them in order to stay alive or are they more of a backup. Because if they are important for staying alive then the fact that they don't stack might be irritating. Just a thought though, looking forward to seeing your heroes.
     
  20. Kino

    Kino

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    After abit of testing I probabbly will scrap pots and just have flasks + runes.

    As for powerups I intend for them to be for clutch play kinda moves.
    You blow them to save someone, burn down a monster etc.

    Ive always been irked by the overreliance on potions classic dreamvale had. So no, they wont be needed to sustain health during prolonged combat.