Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
INTRODUCTION You are one of the last armies of humanity against the onslaught of relentless creeps who have decided to destroy the last tower that stabilizes the power of the four great factions against them. Coordinate your team effort in a bid to protect the tower until it is activated.
GAMEPLAY A melee-like gameplay combined with defensive elements where player had to use their melee wits and team strategy to protect against brutal onslaught of creeps from across Azeroth. You can pick one of the four factions from the original game.
Waiting 15 minutes pretty much doing nothing but preparing for something you don't know is a time waste.
The hero mode's ability levels can be chosen at each level unlike in the original game once in 2 levels. Also, not much stuff to do with the hero and it's only one so no replayability. Just that upgrade and some tomes, that's it.
Gameplay needs proper immersion early in the game, not to let the player basically kill creeps on the map for 15mins.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
It would be unfair to the potential I see in it. Also edited the post above a bit.
Just check out some maps in this fashion. You could definitely get some good inspiration from Monolith, meaning if you don't want full fledged custom enemy bases expanding and such, you could definitely have some custom enemy outposts that the Void entities make around mines to drain them essentially making the player have less gold to mine. How I see it, as a sketch. The void creeps come through portals or however you wish, they randomly choose a near unoccupied mine to capture. The player has to liberate it or risk the newly enemy occupied zone become more reinforced and drain the gold over time.
As for the hero mode, you'll definitely need more to choose from and have to decide whether to follow the same gameplay trend or do it differently, like a sort of arena survival-defense against the ever spawning void entities or make the heroes act as some protectors of villages/allied players something. There could even be optional material like saving a number of villagers/something or gaining a number of something before the enemy does or before a timer expires. I dunno.
Just some ideas. You do what you like.
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