About the project: The aim is to make a 3 or 4 melee maps designed for 6 maximum players to compete in a more WOW-like landscape, with quests, max level 25, wandering-bosses/creeps, random drops and even low-drop rate epic items. There's also Alliance/Horde mobs that can be purchased to escort the hero up to a food maximum of 6 (kind of reminds me of those old Warcraft 3 Alpha videos as it plays at the moment).
In a normal game, players would focus on leveling their characters and getting the gold for their desired equipment before crossing the unspoken, discernible halfway-point of the map where the higher level enemies are (usually in the center, splitting the starting areas). Beyond those points, the level of creeps begins to reverse as the opposing faction works their way toward you from the other direction, also questing and trying to speedily equip their heroes with play-style items.
Since the camera locks onto your character after selection, you must use team-chat to do difficult objectives and keep in contact when leveling your character far away or returning to the nearest Town for supplies or upgrades. The towns also afford you with the ability to purchase upgrades for your foot-soldier escort. A good escort of 2 or 3 knights/riflemen or Orc Grunts per hero can be a game changer.
The objective of the game is to wipe out the opposing faction's incredibly high-HP Altar of Summoning. This results in the ability for all heroes to be permanently killed with nowhere to resurrect. For this reason, managing so many items for personal strength, the ability to port back to base to defend, and usable items to heal and regenerate mana -- it creates a large scale of replayability that's essentially Warcraft 3 minus the base-building and a stronger focus on just your hero.
So, so far, it's a huger more balanced Dota in the post-Frozen Throne universe. There are way more mobs and creeps between you and the enemy team; no defense towers except the guards and players defending their Altar Of Summoning, which means no randomly spawning team-based soldiers to defend it while you're gone (they must be bought as mercenaries, upgraded, and partied-up with your Hero - up to 6 units per player alongside their primary character).
The test map I'm currently working on takes place from Goldshire to the Undercity (with some liberties from the Blasted Lands thrown in since this will be probably the only Azeroth map I do and I wanted some more diversity).
I plan to do an Ashenvale Map, a Durotar Map, and a Northrend map. Besides that though, this game is designed not to step on World of Warcraft Classic's setup and will be for all intents and purposes canon and playable as an alternate little RPG mode to escape Warcraft 3's campaign and usual multiplayer when Reforged comes out and we're all balls deep.
I really only need one or two people and they need to be baller-shot-caller with triggers because I make a mess of triggers and I usually take 4 sloppy steps where a good smart trigger-man might use one cleverer step. My 6 and 1/2 triggers that I managed to get working do just fine, but the whole idea of having up to 5 identical fetch quests for 3 players on each side of the map -plus that it's multiplayer capable- makes the trigger code sometimes challenging for me.
Leave a comment here if you're interested, don't message me unless you also comment me here to let me know.
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