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Third Person Hero Defense / MOBA

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Level 4
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Alright, so I need some feedback on a map idea I got relatively recently. Basically, the map would be a combination of a Hero Defense and MOBA (DotA-clone) map. The map itself would be comprised of two areas - one for each team. The areas would have to be divided completely (imagine two very similar maps placed right next to each other). At the center of each area would be a team base with it's shops (base upgrades, creep shop, item shop), it's boss, defended by a tower on each lane. If a team's boss is killed, they automatically loose the game. Four lanes would extend from the bases and to the edges of each area. The rest of the areas would be covered in DotA-like jungles with neutral creeps and "supercreeps" (basically neutral heroes which scale in power with each wave).

Like in any MOBA game, players would pick heroes and defend their base from creeps. Now for the twist(s);

× Players play in a third person perspective. Although it would be slightly clumsy control-wise, the spells for each hero would be tailored to a third person perspective game, e.g. a hero might have a Cleave spell which damages all enemy units in melee range in front of the hero on activation, something that would be slightly more difficult to pull off effectively from Warcraft III's classic birds-eye view.

× Each wave of enemies ends once BOTH teams have cleared their area of enemy units. Between waves, players would have prep-time for the next wave. During prep-time, players can join the assault by standing near their team's boss (and be moved to the enemy's area for the next wave), buy extra creeps to bolster their attacking force, and purchase items to increase their hero's effectiveness.

× Each wave, both teams are issued a random quest which, if completed, would grant a team-wide bonus (for instance, a quest to defeat the Broodmother supercreep would result in your attacking minions having a poison attack debuff for the next wave)

× Each hero would have 4 leveled abilities, and 1 special ability. These would function as such so that each level gained would grant the hero a single ability point to use classically to upgrade a leveled ability. A hero's special ability would automatically scale to his/her level. Special abilities would provide the hero with a unique and specific power; for instance, a Bloodrager hero would gain Rage whenever attacked, which would increase his damage passively relative to the amount of Rage he has stacked. Rage would also drain slowly over time, and also grant his spells bonus effects. Additionally, his spells would drain his Rage. When taken into account, it might actually be better for a player to save his Rage and not use spells in combat until he absolutely has to. Another example would be; a Necromancer hero would have the ability to consume nearby corpses to fuel his spells and make them more effective. Some of his spells might even simply fizzle without sufficient corpses (e.g. Raise Minion might fizzle unless the Necromancer already has a corpse), while all of his spells would consume corpses if he has enough of them to use them to increase his spell's effectiveness.

× Heroes would lack the regular MOBA "Ultimate" ability -- not really sold on this point yet myself.

× Players would have the option to upgrade towers at the base. These upgrades would be tower-specific (non-global), and would be reset if the tower was destroyed during a wave.

× Players would have the ability to purchase "minitowers", which would function exactly like regular towers, but would not be upgradeable. They would also be placeable like regular Warcraft III buildings.

× Dying would result in respawning after a certain delay, which would be relative to the dying hero's level. Attacking heroes would respawn on the attack, but would have increased respawn times.

× The maximum hero level on the map would be 20, allowing for the maxing of only one leveled ability to level 10, due to all leveled abilities having a level skip requirement. However, abilities would scale with levels less than linearly, making the maxing of a certain ability almost always inferior to having several abilities leveled decently.

× Items would have stat requirements - with a required level, strength, intelligence or agility score not met, the hero would not be able to carry an item at all.

× Items would be team-bound, meaning that anyone from a team can buy an item for another teammate. Gold, however, would not be shared.

× Some Items would provide Hero-specific bonuses, like increasing the damage of a leveled ability, or providing better stat bonuses.

× Certain places on the map would allow players to become invisible while in them (think LOL-like bushes), allowing for more tactics and more complex gameplay.

I listed a few examples of how things might look like ingame - please note that these are all just examples and should be viewed as such.

EXAMPLES:


Hero: Bloodrager
-- Special Ability: Rage - Whenever this Hero is attacked, he gains Rage. Up to 100 Rage can be accumulated at any time. Rage increases the Hero's attack damage by 0.25% per Rage point. Using abilities will drain Rage, and grant special effects to abilities.
-- Ability: Hack - Hurls a magical axe at the targeted enemy unit, dealing damage to it, and causing it to receive additional bleed damage over time. If you have 30 or more Rage accumulated, this ability will also silence the target and drain 30 Rage.
-- Ability: Cleave - Causes normal attack damage to all enemy units in front of the Hero. If you have 20 or more Rage accumulated, this ability will also cause knockback and slow the movement speed of victims, and will drain 10 Rage.
-- Ability: Killing Frenzy - Passive. Whenever a unit is killed near the Hero, he gains a Frenzy buff stack. Frenzy stacks up to X times. Each stack of Frenzy increases the Hero's attack speed by Y%. When Frenzy's duration expires, the Hero will regain some of his health based on the number of Frenzy stacks expired.
-- Ability: whatever - somethingsomethingsomethingyougetthepicture


Quest: Slay X Neutral Creeps
-- Objective: Have a single Hero on your team slay X creeps in your team's jungle.
-- Reward: Team-wide: 200 Gold, 100 Exp; Completing Hero: 100 Gold.


Item: Saronite Axe
-- Requirements: 20 Strength, Level 3
-- Item: +10 Attack Damage
-- Hero-Specifics: Bloodrager: Increased Hack damage; GruntHero: +4 Strength.

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Please tell me what you think - would this be a good idea? Do you have any suggestions? Would you like to play such a map at all? Constructive criticism is very welcome...

Also; please note that while I don't have a lot of posts on the Hive, I'm very experienced at making maps, and I am quite familiar with JASS/vJASS, so as far as making this map goes, the only real problem I would be facing would be the lack of free time I currently have.

EDIT: Forgot to mention no ultimates!
 
Level 14
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Sep 28, 2011
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If you want to make your map more boring you can add this hero.
Hero: Nova magi
-- Special Ability: Interrupt - This hero can stop its target from casting spells for an very short time each time he use this ability he gains one power point which is shown as an dark orb rotating around the hero there is no limit to power points (or an limit of 100 if you index those special effects and that you want to have up to 80 heroes with this ability) and it is needed for some abilities. Also this spell autocast for free on an enemy hero (there is no limit in range) if not used for four time its cooldown (which is like 9 seconds so it would auto-cast every 36 seconds)
-- Ability: Bolt - launch an bolt in front of the caster it damage the first target it encounters dealing stat based damage increasing with its level. costs some mana (increasing with the ability level) and have an very fast cooldown.
-- Ability: Change bolt mode - costs 1 power point make that the next bolt casted will explode dealing area of effect damage.
if casted an second time(without casting bolt in between and in this case it does not cost power points) it will allow the bolt to pierce and if you have more than 5 power points when casting this ability you combine the two effects (pierce enemies and explodes at each enemy hit) all aoe from this ability (the aoe of pierce and explosion) would increase with the level as the manacost
-- Ability: Nova - Cost five power points and many mana if casted it will launch bolts in all directions (at low level it would launch small amounts of bolts (like five) and the level should increase the number of bolts and the power points and mana costs) benefiting from Change bolt mode and having the same power than bolts (you can reduce the power of bolts from nova if you feel that its cost is too low).
-- Ability: Shield - Target ally will get extra armor and if your bolt mode is explosive it create an explosion at the end of duration and if your bolt mode is piercing each enemy attacking the ally get bolt damage/2. Have an short duration (like five seconds) the cool-down would reduce with level while the extra armor would grow.

This hero is boring because it is just an damage caster with two misc abilities one of them being nearly passive so you will only cast your attacks and perhaps cast one shielding ability on the tank if you took this ability also the synergies force you to put points into bolt and bolt mode independently of your main ability for being efficient.
 
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