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[Hero Arena] Wow: Trial of Chanpions

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Wow: Trial of Champions

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*Logo under developement

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I'm proud to introduce my project: Trial of Chanpions

This is a hero arena mod, which is based on World of Warcraft.
Hopefully It will be the most wow-like map has ever created.
I started working on this about 2 years ago. Till this point, I managed
to brainstorm or even made most of the major systems of the game,
but there is still much to be done.
I'm recruiting triggerers for the project by the way.


Early video to show the basic systems. Dont look at the
terrain. :goblin_boom:

I spend tons of hours (and I will also) on customizing the
overall gameplay.
Gameplay features:

- 10 classes with 28~ talents unique spells
- 7-8 spells/character
- Additional resources
- Damage Show system
- Goodlooking hero selection
- Smooth and comfortable camera
- Wow like targeting&spell casting (target showed in portrait panel)
- Choosable game modes
- Items, most of them with unique spells
- Diminishing returns
For those who may be unaware of how the Diminishing Returns system works, here's a brief explanation:
After you've been affected by a crowd control effect in PvP, there's a 15 second window for diminishing returns.
The second effect of the same category (as listed below) that is used on you will only last for 50% of its normal duration,
and the 15 second window will be restarted.
Should you be affected by a third effect from the same category inside that window, it will only last for 25% of its initial duration.
The 15 second window will once again be restarted, and you will be immune to any further effects of that category for the duration.

The lists below have been separated out into their specific diminishing returns categories.
Each ability shares diminishing returns with the other abilities it has been listed with, and no others.

Table of Contents
Roots
Stuns
Mesmerizes
Fears and Horrors
Silences

- and more...

I always thought that the spell casting system of warcraft 3 only matches to an rts where you cast a spell
like every 20 seconds, but not to a hero arena where you should click on the target always you want to
shoot a targeted spell. This makes mods with many usable spell confusing. So I made the targeting system
similar as in wow.

I think having autoattack as the main damage dealer is boring. So I completely removed autoattack from
rangeds,and also reduced the its importance with meele classes.
Each classes will have an interesting damage dealing mechanism, it wont be
like you should just fire spells randomly.People doing that most likely wont succeed.
The base mechanisms of the classes (and talents) will be based on wow, but of course adapted to wc3.
I almost never seen a wc3 map where crowd control got an importance. In this mod
there will be many, so the gameplay wont be like just zerging on each other
nor hiding in the bushes and be affraid to engage anyone. But to not make cc-s to
overpowered I also should implement the DR system to the game. There will be
specializations that dont have crowd control, but those will have insane constant damage
or some powerful defensive cooldown to compensate it. (Frost DeathKnight will be crazy)

There will be also abilities with a longer cooldown, so you should really mind when to use them.
Managing long cooldown powerful abilities also adds to the fun in my opinion.
There will be classes like destruction warlock that wont have really big cooldowns,
but still they should think very well when to use up their additional resorce,
use it offensively or to heal yourself.

Some talents will have a brutal burst,
others got superb constant dmg.
There will be differences between different burst classes. Like
firemage should set up its burst damage. Wait till one of its passive ability procs, than
than it can do well, while rogue will be able to ambush from the shadows, popping all
of its abilities and dealing fatal dmg.
There will be healer specs in the game. But they also wont be like pressing random
heals as you want. For example putting some periodic healing on a target will
increase the other heals effectiveness on the target etc.
Some healers will also get dispell, so they have the duty of dispelling
dangerous spells on its comrades, what makes the healing much challenging.

Most of the items have some usable ability like gives you attack/spell power for
a period of time. Others will have healing or defensive abilities, so still you can
specialize your character for instance sacrifice self healing and be easily
pwnable, but have an insane dmg.

Every damage will be based on hero attribute.



- All units in the game have wow model
- All doodadds have wow model
- Some spell effects are also ripped from wow
- Some custom interface, event sounds
- 70+ wow sound effects
- Wow music
- Icons (of course)

I try hard to the the best with it. Units have proper animations
to everithing. Also I dont use weird models with 1 attack animation etc...

Units casting frost spell has a looping freeze sound when they "stand channel"
, and holy, fire, nature etc. will also have its own. As well as the casting sound
when they cast an ability, and so the caster hand attachments.
Meele specs will have woosh sounds.

The terrain is pretty undone at the moment, so I cant tell so much about it.
By I'll do my best to make it as wow like as possible.


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Level 10
Joined
Dec 17, 2011
Messages
347
Thanks guys! :D

The title tho. *Champions
Yes I know, It was in a bad shape when I uploaded it. :goblin_wtf:

Looks really cool, I love it. Is there gonna be AI implemented?
And any estimate release date planned? :)

Thx, I have no estimations about the release because there
is so much work with tons of spells&mechanics and I'm not
a great programmer. So it depends on how many triggerers
If any I can recruit.

I want AI, but It is a really hard task since the modified mechanisms.
 
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