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[Offense] Witchunter

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WITCHUNTER
Witcher_medallion.png



Introduction
This is a work-in-project of a Dungeon Crawler map. It will support only singleplayer.
You play solo and aim to kill all kinds of monsters for bounty, or perhaps for a cause of your own.
You might seem to notice some connections between this map and some other games, mainly The Witcher and God of War. I guess I can't avoid that, although I am trying to keep things original.
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Gameplay
I am planning to make this map different than most of the others. How? Custom combat system helps. Also, I will make an AI for every creep type, which will allow you to kill him easily if you plan your attack well, and fail miserably if you don't.
I am planning the abilities so they can be comboed well, and are also situational, so they can't be sprayed all over the enemies.
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Controls
More or less ordinary warcraft controls.
Hotkeys for abilities are Q, W, E, R.
Hotkeys for weapon selection are A, S, D, F.
Hotkeys for Move, Stop, Patrol and Hold Ground are Z,X,C,V respectively.
You can also roll forward by pressing Spacebar.
Here is the list of current weapons (Sword, Daggers and Dragon Fists are done, the last one is in progress):
Weapons

-Sword-
Slash - attack enemies in front of you
Defend - blocks frontal attacks
Spin - attacks all nearby enemies
Charge - charge in targeted direction; upon contact knockbacks enemies and slashes forward afterwards, possibly hitting them again
SwordScreen.jpg

-Daggers-
Slash - attack enemies in front of you, and deals additonal damage after the actual attack
Stab - attacks with both hands and releases an electric charging, dealing immense damage, and leaving a static field on the point of attack; field damages enemies who enter it
Maneuver - flashes up to 4 times a short distance, and stops on contact with enemy
Thunderstorm - after a brief channel, you deal damage to all enemies around you for 3 seconds
DaggersScreen.jpg

-Dragon Fists-
Pound - attack enemies in front of you, knocking them back
Smash - attacks with both hands, dealing double damage
Roar - slams the ground, dealing damage to nearby enemies, and knocks them back
Bellow - slams the ground with both hands, dealing damage to a larger area, and knocks back
FistsScreen.jpg

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Features
Tons of custom models and effects
Custom icons for everything
Custom combat system
Full custom user interface
Awesome finishing moves
Advanced keyboard controls (Spacebar and Escape)
Precise, physical, good-looking abilities
Full enemy artificial intelligence
Awesome terrain with natural and man-made hazards (not done)
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Gallery
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Changelog
Download:
Versions

Major update:
Finished the focus kill system
Improved some animations
Finished a creep: Ghoul

Major update:
Finished a new weapon - Dragon Fists
Changed the Daggers' spells
Fixed some bugs

Finished the Daggers weapon.
Fixed all bugs with Roll.
Fixed majority of bugs.
Added aftershock effect to dagger.
Re-made special effects on weapon. They now have decent Birth and Death animations.
Changed color of Sword's special effect to light blue.

Switched to Single-player project.
Finished one weapon, working on the second one.
Finished roll on spacebar system.
Fixed numerous bugs.

Initial upload

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Final Word
Currently working on focus kill system, which allows you to do a special move to finish off a wounded enemy. Yes, you can dismember them :D

This is it for now, I am hoping you like what you see. All and any help/ideas/subscribing/criticism is very welcome :D
Please, feel free to comment with any thoughts about this map :D
 
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Level 24
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Jul 9, 2009
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I loved The Witcher II when I tried it out especially the fact that the game is treating you like an adult in difficulty since it really requieres strategy since you can't really take on a whole group of enemys simply by charging in.

I hope you the best of luck and please do not dumb down the difficulty.
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
And the comment about BnG was really low, mate :(

Fine, fine, I'll elaborate it.

The slash and charge have delayed damage and effects while the 'attack' damage enemy before the sword even hit them, you should adjust that. The roll or whatever its called should stop when it rolls towards a unit/object instead of it changing its direction slightly to pass the unit/object. I kinda like the idea that you can change stance.

Anyway it really is just a very unpolished BnG 2 inspired map and the map being a Defense/Survival doesn't really help either since BnG 2 also have this mode. You should really try to come up with a better idea than this. But if we will remove BnG 2 in the picture, its actually a nice map.
 
Fine, fine, I'll elaborate it.

The slash and charge have delayed damage and effects while the 'attack' damage enemy before the sword even hit them, you should adjust that. The roll or whatever its called should stop when it rolls towards a unit/object instead of it changing its direction slightly to pass the unit/object. I kinda like the idea that you can change stance.

Anyway it really is just a very unpolished BnG 2 inspired map and the map being a Defense/Survival doesn't really help either since BnG 2 also have this mode. You should really try to come up with a better idea than this. But if we will remove BnG 2 in the picture, its actually a nice map.

it looks lite that for now. i am currently working on a mage class, and have several others planned out. anyway, i think i will cut down on the ability count, and give only 4 spells to each class.

and i will try to fix the damage-related timing :)

and one more thing... this is going to be a dungeon crawler, but since it isn't available, i just put Defense/Survival :D
 
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