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Warpath (Another AoS to add to your list.)

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WARPATH. (New AoS map. Video and images within.)

I've been working on this map now, for years, and years. But it's been redone tens of times, due to my distaste for the terrain, or how poorly I planned the trigger variables and could not make heads or tails of my own code, after a while.

That said, I finally stumbled upon a setup now that I believe can work for me, and prove to be interesting for others as well. Nothing is completely off-the-wall, when it comes to terrain design, just a simple three row setup. People may relate the feel closely to DotA, and I don't mind. I have a whole shpeel about DotA that people may or may not be interested in hearing.

But that is neither here nor there. I BEGIN!


- Features -
- Players on both teams will fight an encroaching third faction that is dead set on tearing the world asunder. Aside from the first "phase" at the start of the game, void portals will continue to appear, and raise the flood gates holding back a horde of twisted minions from the Nether Realm.

- RPG esque boss encounters provide an interesting challenge, and advantage for those who can topple the creatures of myth.

- Gain aid from your "Conduit", the guardian who serves your lord/goddess, in order to change whole lanes, and turn the tides of war in a heartbeat.

- Three staple modes of play. Story mode provides cut scenes and longer, story oriented gameplay that unveils the backgrounds and causes of many heroes. All Pick is your standard fighting mode, made for quick session based gaming on B.Net. Survival, another mode that puts all players on the same side, to defend against hordes of The Void.

- Reinforce your base! With the ability to upgrade/create/repair towers. Adding another dimension of strategy, bolster your hero, or defend your base. (Building structures will provide you with additional, periodic income.)

- A Ranking System that tracks how well/poorly you're doing within the game. Those newer/terribad players that are getting destroyed yield less gold when killed, the reverse is also true. In addition, "Newbie" items exist to give disadvantaged players inexpensive options of progression, although, if they wield any of these items, they will not gain gold from killing enemy heroes.)

- Gold and experience is gained on an INCOME system, that still promotes killing enemy units and heroes, but levels the playing field a bit, doing away with concepts like being "fed". (You can find more details on the third page of this thread.)

- Heroes -
There will be at least 20 unique heroes, when the Beta is in a finished enough state to be hosted on a routine basis. I do a lot of model work (geoset merging above all else,) so that's incorporated into the map a great deal. (Mostly providing me a break from the tedium of map creation.)

I want Heroes to be original, but not so off the wall that players have a hard time figuring out what their abilities 'do'.

Each Hero has 3 Hero abilities with 5 levels, one "ultimate", with 3 levels, an innate skill (gained at level 1,) and can level their attribute bonuses for as long as they'd like. Max hero level is 30, although additional skill points can be gained through feats like, defeating legends, or after gaining a number of hero kills.

Example Heroes

Shu'kka Mistanchor
Pirate Lord (Agility Melee)
http://www.youtube.com/watch?v=A4ls9dM6Ab8
+ Ocean's Fury - Creates a geyser directly beneath Shu'kka, after two seconds, this geyser will erupt, sending enemy units (and Shu'kka, if he is near) flying to the target point. Damage is dealt in an area at the point of impact.
+ Captain's Cask - Throws a bottle of booze at the target opponent, making them miss attacks. In addition, if the target casts a spell, they will recieve damage and a ministun.
+ Swashbuckler's Barrage - Passive 20% chance to summon your ship, the Misty Lass, to sail by, firing incendiary rounds at opponents near it. This ability may only activate once every 6 seconds.
+ Mist Walka' - Allows Shu'kka to become invisible for a short duration, and grants increased movement speed. While Shu'kka is invisible, debilitating mist will form on his location, slowing opponents and allowing them to miss attacks.

Wicket
Goblin Specialist (Agility Ranged)
http://www.youtube.com/watch?v=8eOdQ8jRojg
+ Pocket Bomb - Wicket plants a small bomb on the enemy's person, remaining undetectable. When the target dies, the bomb will be set off, dealing damage to any units near it.
+ Goblin Airship - Creates a Zepplin that can carry Wicket around. This Zepplin can lob bombs that deal AoE damage, and will gain a flaming attack, and the ability to go invisible, at later levels.
+ Razorwire - The Goblin Specialist lets his spindle of razorwire unroll, doing so unnoticable by enemies. After a short duration, Wicket tugs on the razorwire, bringing it to the surface, ensnaring units that are near it, and causing them to bleed for a time. (This ability places wire at points where you were walking, and then at the end of the ability, the wire reveals itself in quick succession.)
+ The Big One - Wicket sets a massive mine beneath the earth at the target location. When an enemy ventures to near, the mine creates an earth shattering explosion, throwing units away from it, stunning, and dealing damage in a large area.

Rhunka Ironspine
Quillmane Champion (Strength Melee)
http://www.youtube.com/watch?v=ENSKK3l7LtA
+ Hewer - With a mighty swing of his axe, Rhunka sends a shockwave out that deals damage and snares all opponents in a frontal cone.
+ War Banner - Rhunka places a morale boosting banner, providing... well... thorns and attack speed auras.
+ Quillmane - Rhunka's spined hide will return 66% of incoming damage from opponent who are too close. After returning a set amount of damage, Rhunka must regenerate his quills in order for them to return damage once more. Rhunka can regenerate after completely depleting his damage reservoir after 10 seconds, or, if Rhunka still has damage points left in his reservoir, he can remain out of combat for 10 seconds to regenerate.
+ Wrecking Ball - Thrashing around violently, Rhunka deals damage and stuns units nearby, while throwing quills at opponents at range every second.

The map also contains all of the every day systems in place including:
Item Building.
Hero Respawning.
Kill/Death Multiboard.
Unit Spawn Waves.


Here are more videos.
Banshee Gameplay: http://www.youtube.com/watch?v=sFDAL2UC9NE
Lurker Gameplay: http://www.youtube.com/watch?v=KqTXu7Yv-Q4

Link to the Become a Mythic Boss! Thread.
http://www.hiveworkshop.com/forums/off-topic-478/become-a-mythic-boss-in-warpath-138029/#post1241178


Here are some screens of the map overview, Kigami, the Blademaster, and Crag.
 

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Level 7
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Sep 24, 2008
Messages
281
Alright, I have one small comment regarding your goblin specialist. The type of weapon that you chose to create for him resembles the russian Ppsh- essentially a submachine gun, with an intense rate of fire. I'd have his attack rate be high, but having a low rate of fire. Just a suggestion, :grin:
 
Level 4
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Messages
92
Looking awesome! Wish you luck in this! Looking forward for a beta.
If you need some help in stuff like triggering and such, don't hesitate asking.

Good luck again!

Thanks! I, unfortunately, have no grasp on Jass, so my code is inefficient. However, I may try to have someone roll through after the map is near completion, to tidy it all up.

Alright, I have one small comment regarding your goblin specialist. The type of weapon that you chose to create for him resembles the russian Ppsh- essentially a submachine gun, with an intense rate of fire. I'd have his attack rate be high, but having a low rate of fire. Just a suggestion,

I wanted to lean the specialist toward using a "bigger" gun, one that really thumps his opponents, more artillery or sniper oriented. I might even completely change the model to emphasize a more artillery based weapon, in the future. (Maybe a large mechanical rifle hoisted over his shoulder.)

Here is another hero example for you all.

Sh'zelerin Lurinthis
Light of Mercy (Intelligence Ranged)
Judgement - Either heals or damages the target unit (depends on whether they are friend or foe) over 3 seconds.
Expulsion - The target's soul is severed from it's mortal shell and knocked back a distance. The target will be dealt a percentage of its maximum mana in damage each second. The effect lasts until the soul returns to the body, or 5 seconds at most. (Creeps targeted will automatically guide the spirit toward their body.)
Brilliant Weapon - Grants a bouncing attack, and increases mana capacity passively.
Divine Song - Channels a protective song in the target area that renders all allied units invulnerable, does not make the Light of Mercy invulnerable.
Innate Ability: Hand of Mercy - If the Light of Mercy's hp falls below 50%, she will become a source of healing for herself and units nearby, restoring 1% max hp per second in an area.

An admittedly simple assist hero, with the ability to defend herself as well.
I am debating the ultimate, however. I'd like to come up with something more spiffy.

I'll listen to any thoughts/ideas people have for heroes/abilities.

Thanks for the replies.
 
Level 3
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Messages
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Looks good, but making allies invulnerable is a bit imba even for an ultimate (IMO). Here's an idea:


Angel Song - Non-Targetable; the Light of Mercy sings for a few seconds, causing avenging angels to come from the skies and protect her allies or her if shes alone. When an angel is looking after someone, they gain 1 bonus armor and return 10% damage. However, if they're attacked, they gain an additional armor and return an additional 10% damage, with a max of 8/9/10 armor and 50/60/70% returned damage. This effect lasts for 10 seconds.
 
Level 4
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Messages
92
Looks good, but making allies invulnerable is a bit imba even for an ultimate (IMO). Here's an idea:


Angel Song - Non-Targetable; the Light of Mercy sings for a few seconds, causing avenging angels to come from the skies and protect her allies or her if shes alone. When an angel is looking after someone, they gain 1 bonus armor and return 10% damage. However, if they're attacked, they gain an additional armor and return an additional 10% damage, with a max of 8/9/10 armor and 50/60/70% returned damage. This effect lasts for 10 seconds.

Pretty original spell idea, I'll keep that in mind.
 
Level 4
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Messages
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The terrain is kinda messy, but this sounds alright enough.

I have the same thoughts on terrain.

Terrain (aside from not knowing JASS, at all,) is definitely my weakness when it comes to map making. ...which is unfortunate, because appealing terrain is one of the most important parts of a map.
 
Level 4
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For the sake of keeping my thread alive, I shall post another implimented hero.

Kouko Nimbusblade
Cloud Spirit (Intelligence Melee)
Story - Sent to help defend the Shrine Lake in the Living World by the Goddess herself, the nimble Cloud Spirit, Kouko, was given a corpreal form and two mystical swords. The Cloud Spirit initially thought very little about the consequences of entering the Living World. Upon arrival, he found himself in the middle of a war with strange creatures assaulting from all sides, and to make matters worse, he found most of his powers had been limited. While cutting through swaths of these Void creatures, his mind as aloft. Thoughts raced through his mind, "How long would he be have to be in this place?" "The Goddess never said anything about returning to the clouds." With new allies at his back, he hopes to end the war and return to his carefree life in the clouds.

Innate Ability: None at the moment.
Twin Sky: Throws both blades side by side in a line, any units that fall between the blades are dealt feedback damage.
Vacuum: Kouko creates a large image of himself that spins violently, drawing opponents inwards and in a circle around the Cloud Spirit. At the end of the spell, damage is dealt depending on how many units were effected by the vacuum.
Saving Grace:Increases a friendly hero's armor for a duration, in addition, if Saving Grace is cast on a friendly unit below 10%, they will be rendered invulnerable, and flown back to the allied base.
Guardian Cloud:The Cloud Spirit turns himself into a wall of slicing winds around the target ally. This renders Kouko unable to be targetted or attacked, but he also cannot use any of his other abilities. Deals damage every second to units near the target. Drains mana per second from Kouko, and if the effected target is killed, Kouko will take 25% of their max hp in damage after returning to his corpreal form.

Err, so basically, if I made that confusing...
You turn yourself into basically a lightning shield, for the target ally.


Kouko is a major support hero, but deals good damage, and still scary.
I do want a bit more synergy, however.
I originally had it so Saving Grace would just buff the target, and if they ever dropped below 10% hp, 'then' the recall would activate. So you could technically Saving Grace an ally, then Guardian Cloud, and you both could get a free trip back to base. But I figured the "Drops below 10%" thing was a bit rigged, even though the spell itself has a long cooldown.

I want his Twin Sky ability to do something else. I originally thought about the blades flying back to Kouko, and if they struck anyone on the return trip, the target would be stunned. I also thought about making Twin Sky buff allies with a lightning attack (just additional damage for the next hit, perhaps, maybe a purge or slow effect.) As this would add some synergy with him using Vacuum, then getting a nice whack on people with Twin Sky and the added effect. But I am still undecided.

Any thoughts are appreciated.
 
Level 15
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Looking wonderful. Kouko has wonderful AoE damage and can save his allies when needed.

If you need an Innate abilities for Kouko, I would suggest something simple. Possibly a spell that moves him to the target location and grant a short duration of invisibility.

If you chose to use that ability, Twin Sky could have something like "If Kouko is at the end path of his blades, he will be granted a bonus to his attack damage/grants him a mana-draining attack for a short duration."

Looking great ATM! I wish you luck once again!
 
Level 4
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Hey wrel =) this looks awesome!
cant wait for a beta =)

Oh and.... i made you a avatar =) hope you like it!

Lol, thank you sir. I truely appreciate the gesture.

However, I am in the process of working on some banner art and what-not of my own. I might do one of my heroes as my avatar.
 
Level 4
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Messages
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I figure that I should add an update, been working a lot on the map lately, and I've come up with a few new concepts for it. But first, here's a hero preview for you.

Tyrant
Blood Reaver (Strength Melee)
Tyrant was once a Royal Guard to Lady Wy'vir, the Enchantress. He was slain during the Tainted War. When the war ended, Tyrant was burried just north east of the Shrine Lake. With the reawakening of the Hidden Master (thanks to the energy flux of the creatures invading from the Void realm,) Tyrant's body was exhumed, and he was reborn as a creature with a lust for blood and pain. Tyrant now serves as the spearhead of the Restless Dead's legion.
Innate Ability: Heart Funnel
A buff is placed on the friendly unit, healing them for 20% of the damage that Tyrant takes.
Eviscerate
Rips the target open, stunning and dealing damage depending on Tyrant's current life. If he has lower life, he will stun for longer, if he has higher life, he will deal more damage.
Triumphant Offering
Tyrant is dealt 20% of his current health in damage. He deals a portion of the life spent to all enemies in the area.
Blooddrinker
The Blood Reaver draws the life from enemy units periodically, in the form of blood orbs. The orbs float to him and restore a small portion of his life.
Pact of the Blood Reaver
The target is forced into a pact with Tyrant. Whenever Tyrant is dealt damage, he will deal a portion of the damage inflicted to the affected enemy.

So Tyrant is a tank that is extremely effective when he's getting beat on, able to single out targets while still retaining a bit of AoE through Triumphant Offering. An angry reanimated Naga with a scythe and a thirst for blood, Tyrant is just a cool hero to play with.


Aaaaand on to the new concepts.
I have decided to spawn THREE mythic bosses per game (in all pick mode.) When a boss is defeated/corrupted, that boss will fight for your cause. Each boss will spawn an additional unit for each row, and will physically stand ready in your base for when/if the enemy does reach the gates.

Mythic boss spawns will be completely RANDOM each game, and there will be a large boss pool to draw from. Ensuring that the game experience is a little bit different every time. Each boss will also drop a unique item. Once a boss is subdued, both sides will be able to create (and combine (if the recipe calls for it)) these items through a "Replica" shop.

I'm also a bit up in the air, but leaning towards...
Adding Familiars, and Builders.

Builders can be used to help establish small outposts, or build defenses for your own base.

While Familiars directly benefit your hero and the units nearby through auras or attribute boosts. (A familiar is a cuddly creature that cannot attack, cannot be targetted, and will follow you around while you wage war against the opposition.)

You may only be able to choose from using a builder, or a familiar, and not both. As they affect heroes/units/the game differently, and it provides different strategies.




As a parting note, I'm not going to say that all of these changes will be going into the beta at the same time. It's important to me that the core concept remains intact, and people get to learn and gain a good feel for the game, so that it will be easier to adapt to changes in the future. The deadline is nearing.

P.S. The mighty ~Void~ has agreed to help with the terrain, so this might turn out to be something very epic. We shall see!




!!Warning!! Do not read below if you are an idiot, despise DotA without an intelligent reason, or feel like this is TLDR. !!Warning!!

These are my thoughts on DotA.
I am a DotA player, it is enjoyable. Do I think it's a crappy map? No, it's pretty awesome. Do I think it's as well constructed as some of the other AoS style maps out there? God no.

So why, did DotA become so popular?

I'll tell you.
DotA was a terrible map "back in the day." But people still found it entertaining (I did not, as I was editing spells via .slk files and looked down on maps that had "regular skills" in them.)

However, this is where DotA started its long history. With new versions (and new developers,) the map gained a community, slowly but surely. New players found the map easy to play, and could relate it closely to the heroes already in Warcraft. (I mean that the abilities weren't outlandish and crazy.) But NOW, since they 'do' have a community who understand the game and its inner workings, it makes it easy for the community as a whole to embrace new changes. If DotA 'wanted' to, they could do something completely off the wall, and the community would not lose many players, as they are still comfortable with the overall game, and just have something new to learn.

Now why aren't AotZ, EotA, and AoM so popular? They are incredibly well put together, and definitely deserve more of a following than DotA. The main reason is simply that TOO MUCH CHANGE COMES AT ONCE. Players enter the game and have no idea what's going on.

+ Tooltips with a lot of numbers (and actual thinking required) do not appeal to newer players, they come in the game to have fun, not to sit in math class, (EotA.)

+ In Age of Myths, you gain gold dependant on a contribution system that cashes in points for gold at the Bounty Collector in ones base. The system is GENIUS, but its confusing to newer players. There are a lot of things like limiting item types to hero types. Caster items to casters, strength items to strength heroes, or what have you. Disregarding some of the incredibly OVERPOWERED (yeah, I said it) abilities in the game, a lot of the abilities just leave people clueless, and not wanting to try the map out again because of how quickly they died.

You take a look at what gives players a relative feeling of comfort.
"Oh, that's a tornado, I should probably not stand next to that."

That's generally what people need (especially new players who make a decision about the game based on the first ten minutes,) are indicators, and something that they can relate to.

+ Hero count. Players like to have choices, and while taking time to create a model and custom icons for your heroes is fantastic, quantity sometimes beats quality in this respect. In DotA, a lot of heroes have very, very basic abilities. But those abilities are what forms their strategy, they fit the hero, and have no real use for something that looks spiffy, if it doesn't do what that simple ability did. Having a lot of heroes ensures that more players will find at least ONE hero that fits their personality and play style. Example "I want to play an archer hero, but I don't like skeletons." So screw you, flaming skeleton of Desert of Exile.

I know this stuff seems petty, but in all actuality, it's what made DotA so popular, and why it's hard to say that another map, no matter how well constructed it might be, will be as popular.

/End Oppinions
 
Level 27
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Jun 23, 2009
Messages
4,787
Lol, thank you sir. I truely appreciate the gesture.

However, I am in the process of working on some banner art and what-not of my own. I might do one of my heroes as my avatar.

Thanks wrel =) I didnt know in any way what you wanted when i made it, so it was a gunshot in the mist =)

I Really like the new concepts. Especially the builders. Establishing bases (in all games exept for td) has always been a thing i thought cool. Are you sure you want to call the new hero Tyrant? You know what it means right?
 
Level 4
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Jun 16, 2009
Messages
92
Oh definitely.
Tyrant has a very egotistical and dominating personality.
He thinks he's better than everyone else, so I think the name fits him well.

I 'did' have Flavor texts for when they'd cast spells, like in AotZ.
And it showed you a bit of their personalities, but I decided to take them out.
He'd say things like "You bow to ME, worm!"
And "You bleed easily!"
 
Level 2
Joined
Jul 24, 2009
Messages
16
Oh definitely.
Tyrant has a very egotistical and dominating personality.
He thinks he's better than everyone else, so I think the name fits him well.

I 'did' have Flavor texts for when they'd cast spells, like in AotZ.
And it showed you a bit of their personalities, but I decided to take them out.
He'd say things like "You bow to ME, worm!"
And "You bleed easily!"

I think you should have kept them, what made you take em off?
Oh and really cool heros this far here is my suggestion:

Dr. Uriel Spark
Gnome inventor (Int melee hero)

Appearance: Uriel is a typical gnome, small in size and an inventor. He always caries his trustworthy wrench with him if he gets a "sudden strike of brilliance" and needs to construct something
http://www.hiveworkshop.com/forums/models-530/herognomishinventor-47735/

-Gnomish Death Ray - Uriel takes a beam gun from his front pocket and shoots it at his opponent closing his eyes scared of the result. Has a 33% chance to deal lots of dmg 33% to deal half of its dmg to the user and 33% chance to do nothing but malfunction the weapon making it unusable for a while (Lengthens the spells cooldown) (Dmg added per level)

-Gnomish Cloaking Device - Uriel takes yet another gadget from his fron pocket this time a cloaking device. The cloaking device makes the user invisible for 10 sec and undetected on the map for 30sec ( Time invisible and undetected on map lengthened per level)

-Ultra-Safe Gnomish Transporter - This ULTRA-SAFE Gnomish transporter lets you blink some distance forward and nothing else. Yep its that safe.
Has a 80% chance to make the character blink forward and a 20% chance to turn the user into a sheep.

ULTIMATE
-Invent - Uriels Superb inventing skills sometimes give him a "strike of brilliance", this causes him to invent a new invention depending on the level of the ability ( Works similarly like invoker's ulti in DOTA, making a fifth spell available)

LEVEL 1
90% chance to invent Gnomish shrinking ray - shrinks the opponent making him miss on 20% of attacks and reduces the opponents armor by ??
10% chance to not invent anything but using double the mana instead.

LEVEL 2
40% chance to invent a Spider tank (Model could be a minimized version of a goblin vehicle) 40% for Gnomish shrinking ray (see above) and 20% for nothing(see above)

LEVEL 3
Uriel has now mastered the art of inventing and has no longer a chance of failure, he can chose his invention (I know I know..) from the two inventions in the earlier levels fo the ability or the Gnomish Harm Prevention Belt- When used has a 90% chance to cast Harm prevention on himself making him invulnerable for 5 sec ( can be put on auto-cast - when on low hp automaticaly casts it)

There... Phew my back aches...
I hope you like my idea :slp:
 
Level 27
Joined
Jun 23, 2009
Messages
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Well yeah... but tyrant should be his class then, not his name. It is a bit strange when you refer to his class as Blood Reaver, and then his name as Tyrant, and then again say that his name is his personality? O.ô Sorry, i just get abit confused =S
 
Level 15
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Dec 18, 2007
Messages
1,098
Yeah. Tyrant is rather weird as a name. Should be his class instead (or Blood Tyrant xD)
No idea what the name could be then, unless you look up for some historical Tyrants and merge their names or something.
Possible names (adapted from http://en.wikipedia.org/wiki/Thirty_Tyrants xD)

Aeschines of Athens
Anaetius
Aresias
Aristoteles (also a member of the Four Hundred and mentioned in Plato's Parmenides)
Chaereleos
Charicles, son of Apollodorus
Charmides
Chremo
Cleomedes, son of Lycomedes
Critias
Diocles
Dracontides
Erasistratus of Acharnae
Eratosthenes
Eucleides
Eumathes
Hiero
Hippolochus
Hippomachus
Melobius
Mnesilochus
Mnesitheides
Onomacles
Peison
Phaedrias
Pheido
Polychares
Sophocles (an Athenian orator, not the playwright)
Theogenes
Theognis
 
Level 4
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Jun 16, 2009
Messages
92
Lol, Runkar was the closest it could come up with, when I looked it up.
Masturbate, ftw?
 
Level 15
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Dec 18, 2007
Messages
1,098
The new hero is looking good 0_o. However, it kinda sounds weird when you think "The Banshee has summoned a Banshee!". Perhaps she should have a suffix added to her current title. Something like "Banshee Mistress" perhaps?

Looking really good right now! The Void Channelers are rather cool IMO.
 
Level 4
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Jun 16, 2009
Messages
92
So I overhauled the gold/exp system.
Gold and exp are now based on income.

+ There is a minimum (50) and maximum (125) that your current income can fall into.
+ Hero levels increase the maximum by 5.
+ Gold an exp are given on a 1 for 1 income ratio.
+ Income increases by either killing, or being near a unit an ally killed.
+ Income increases depending on the slain unit's level.
+ Gold and Exp are "paid out" every 30 seconds.
+ Income DECAYS per interval. 10% for income, but 5% for bonus experience.
+ Hero kills grant a temporary 15% bonus experience per income interval.

My views on the system.
+An income system makes it so you can do something else 'besides' farm creeps every waking moment, to be competitive. But it doesn't pull away from the fact that you still
need to do it.

+If you go back to base and it takes you two minutes to do your thing, you'll still earn exp and gold, but the amount earned will slowly decrease. Meaning you don't fall behind an incredible amount for not sitting on the front lines.

+It opens up options for me in the future. I may make capturable objective points that give you a boost to minimum or maximum income, or exp, by holding them. Or, I can allow players that like to "build" to build structures to defend their base, and allow those structures to grant a small amount of income to them. So they don't have to fall behind in strength just for being useful in a way that's not killing enemy heroes. (Base defense is important too!)

+Regulates item creation and makes players think about the choices they have to make. Instead of "make this item, run out of money, then go creep in the forest for more money."

+Just offers up a variety of things that I can take advantage of down the line.
 
Level 15
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Dec 18, 2007
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1,098
The income system is really unique. It encourages players to actually do something and not sit in base for a long time, waiting for gold.

However, I do have a question. What does killing bosses do to your income? Does it just increase like any other creep kill? Or is there some special income bonus?

If bosses have some kind of impact on the team's income, it would be cool. For example, it could possibly increase the amount of income bonus that you get from killing stuff.

The income system also enables a lot more features to be implemented, making this map much more unique. Truly interesting :)

One last thing to note, this system may be difficult to balance. Good luck doing so! Balance is always one of the hardest points of map-making :D
 
Level 4
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Warpath map production halted due to World Editor Unlimited + New Patch ruining my life.
 
Level 9
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Oct 7, 2007
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599
Warpath map production halted due to World Editor Unlimited + New Patch ruining my life.

I've had a similar issue with another one of my maps (TDW). However, I just took the early path out with another one of my maps (HotD) and switched over to Jass NewGen pack with UMSWE.

In any case, the income system is nifty. The same old "kill creeps, get money" system gets boring, and encourages dota-like farming. I do think that you can offer income increase for other things, such as completing objectives (if there are any, such as killing bosses/towers/etc) or perhaps even helping other heroes. A main problem in AoS maps is that support heroes are very often "gimped" for not being a direct combat hero, where the gold a support hero could get would be better off on a "carry". I hope this isn't the case on your map.

Besides that, your map interests me, and I look forward to see what you can do with it. Your hero models are also very nifty.
 
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I've had a similar issue with another one of my maps (TDW). However, I just took the early path out with another one of my maps (HotD) and switched over to Jass NewGen pack with UMSWE.

In any case, the income system is nifty. The same old "kill creeps, get money" system gets boring, and encourages dota-like farming. I do think that you can offer income increase for other things, such as completing objectives (if there are any, such as killing bosses/towers/etc) or perhaps even helping other heroes. A main problem in AoS maps is that support heroes are very often "gimped" for not being a direct combat hero, where the gold a support hero could get would be better off on a "carry". I hope this isn't the case on your map.

Besides that, your map interests me, and I look forward to see what you can do with it. Your hero models are also very nifty.

Well, as outlined in my original "income" post, I had left it open to add other things.

I was planning on allowing player made towers or buildings that would provide base defense, and these structures would also offer a static income per interval.


So... yeah, I don't know jass... at all.
Seriously, like, absolutely none.
HOWEVER, I am a GUI fiend.

I'd love for someone to come into my map and fix everything up for me, if at all possible. Since I don't have those crazy jass functions, anything overly outside the editor comes from WE Unlimited, or some rather limited Custom Text. I just don't know how/what to replace those commands with.
 
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Well, as outlined in my original "income" post, I had left it open to add other things.

I was planning on allowing player made towers or buildings that would provide base defense, and these structures would also offer a static income per interval.


So... yeah, I don't know jass... at all.
Seriously, like, absolutely none.
HOWEVER, I am a GUI fiend.

I'd love for someone to come into my map and fix everything up for me, if at all possible. Since I don't have those crazy jass functions, anything overly outside the editor comes from WE Unlimited, or some rather limited Custom Text. I just don't know how/what to replace those commands with.


yeah man, i'd love to lend a hand...i've been working on an aos genre map myself and have been learning jass for a while now...i'm a little slow at learning it and working on my map because i'm busy, but i think i'm doing well all things considered.

my major first undertaking is The Demon Hunt Tournament (TDHT), and I've been using it to get a feel for how well I understand jass and how well i can use it...and lately I've gotten a lot better than ever before.

I perhaps haven't gotten deep into this thread or your map but i remember your raider hero sounded really well thought out...i'm not sure exactly what the entirety of your map is going to look like...for now i've mostly been working on heroes...and that's the more exciting part for me i'll admit, but whatever you got in there that needs work because it's lagging, or whatever, i'll be happy to tackle.
 
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