- Joined
- Apr 10, 2010
- Messages
- 2,789
I have been doing a sort of "research" for creating a new brand of AoS/Arena Maps.
Now, after the tiring hours of my research, I want to hear from the gamers themselves. I want to know:
1. What do you want to see in a Hero-Based Map, such as an AoS or an Arena?
2. What have you loved about it? Do you think it can be improved even in a very small way?
3. What do you hate about these brand of maps? How do you think it can be improved?
4. For those looking to redefine standards for these brand of maps, what must one mapper know on the gameplay?
5. Say one wants to change the face or create a new generation of AoS/Arena Maps, what must one include to make it fell the same genre but create a new look/style for it?
Ive seen too much with the same concepts, and I want to know what do you think can be implemented to give a different feel to these Map Genre's.
Please give ideas from a gamers perspective, not a mappers perspective.
This is not made for me, but I did this to get new ideas and create an inventive play style for AoS/Arena Maps.
They are, as follows:
Research By
Team OverMod™
Redefining Standards
Now, after the tiring hours of my research, I want to hear from the gamers themselves. I want to know:
1. What do you want to see in a Hero-Based Map, such as an AoS or an Arena?
2. What have you loved about it? Do you think it can be improved even in a very small way?
3. What do you hate about these brand of maps? How do you think it can be improved?
4. For those looking to redefine standards for these brand of maps, what must one mapper know on the gameplay?
5. Say one wants to change the face or create a new generation of AoS/Arena Maps, what must one include to make it fell the same genre but create a new look/style for it?
Ive seen too much with the same concepts, and I want to know what do you think can be implemented to give a different feel to these Map Genre's.
Please give ideas from a gamers perspective, not a mappers perspective.
This is not made for me, but I did this to get new ideas and create an inventive play style for AoS/Arena Maps.
Compilations
These are compilations for new, original game styles. Only heavy features are placed, if one uses these features, credits to me (Drunken_Jackal) and the person who created the idea.They are, as follows:
Compilations
Modes
Total Control: On every lane, there are seven flags in three key points, three of one team, three for the other and one neutral. If there are so for each lane, there would be twenty-one flags in total. Non-neutral flags are called colored flags, where neutral flags are simple Neutral flags.
Flags can win in two ways. Each team flag (non-neutral flag) can generate points, as well as be used to gain possession.
Possession is a whole percentage. There are in total 18 colored flags, so for every team flag in possession, it would gain 5% possession, the last 10% acquired differently. Example: Team A has lost two flags at the beginning, giving Team B eleven flags in total, giving Team B 55% possession and Team A only 35% possession. If a team acquires 90% possession for more than (let's say) 10 minutes, they win.
Winning through points is pretty simple. Only Neutral Flags and 12 or more colored flags can generate points, so both teams start with 0 points. For every flag captured, colored or Neutral, 20 points are given to that team. If it is a Neutral Flag, points are generated at 2 per second. If a second Neutral Flag is captured, generated points are increased to 5 per second and finally if the last Neutral Flag is captured, points are increase to 10 per second. If a team has 12 colored flags or more, then points generated are increased by 2 per second (eg. If a team has 2 Neutral Flags and 14 colored flags, then they would have a point generation of 7 points per second.) The Team that has 1600 points at the end of the game, wins.
If a Team has 80% possession for more than 20 minutes and all three Neutral flags, insta-win.
Rules can be applied to flag capture. For example: When a flag is on a hero, then is decrease movement speed by 30%. Or flags can be guarded by creeps. Or maybe even Neutral flags can only be captures after fulfilling specific criterias in separate lanes (eg. Mid lane requires at least two level 6 players and 1800 gold on each player in order to be captured). If Team A is attempting to capture a Neutral flag from Team B, then heavier penalties can ensue.
Millionaire: Each side will have two bases and two sites on each lane. At the center of the map, there will be an unlockable Hidden Ruins which can generate 700 gold per minute. One main base and a forward base. The main base generates 800 every minute while the forward base generates 300 gold every minute. Each site generates 100 gold every minute. Players cannot take out the gold generated by the bases and sites, but they can place gold in. If a team reaches the 1 million gold mark, victory.
Protector of the Land: If a player has at least 5 as a close ally for 30 minutes and manages to defend it from other tribes at least twice, victory will ensue and a cinematic will play depicting all the tribes swarming and slaying the enemy team.
Destruction: If a team has no sites or towers and has lost both their forward base and main base, then a death deal will ensue. Every player on the team without any standing structure will gain a 100% increase in damage and a 40% increase in movement speed and attack speed. But once one hero dies, it dies permanently. The team that destroyed the other teams structure must kill the remaining opposing team members to ensure victory. The main base can be restored after 12 minutes which will decrease the buffs to 50% damage increase and 20% movement and attack speed. Once at least one tower is rebuilt, then the buff is completely removed. A player will the buff will be hostile to everyone, including neutral creeps, except their own faction.
Dominance: Around the map, five neutral places will have something called checkpoints. Three extra checkpoints can be revealed, one of which can be permanently obtained. A team must gain two thirds of all checkpoints for forty minutes and survive a final attack by the opposing team. The final attack allows the attackers to have a 40% boost in attack damage and a 20% boost in attack speed. If the attack succeed, then all checkpoints are destroyed and players cannot obtain them again.
Tribal Warfare.
Traditional AoS gameplay, but Tribes who hone the land interfere with your battles. The tribes mostly cling in at lanes and kill any troops and have no allies, except other tribes. Tribes can be allies once killing their leader and the player which did most damage would be their Blood-Kin. Blood-Kin is a term for leader. The tribe would then interfere with the lanes, BUT be allied to you. You win the traditional way, killing the main structure. A tribe is treated enemy again when their former Blood-Kin, now a Battle-Brother, their second in command is attacked by an ally of their Blood-Kin.
Code of War
This is made to make the AoS feel real as possible. The map would be HUGE. At the map, there are tactical locations and camps scattered by the opposing factions. There are also tribes, which are all enemies. Can be allied by negotiating (persuasion or paying), gaining trust (doing quests) or lastly, challange their Blood-Kin.
No lanes here, well they are not technically called lanes, since they are mostly jagged and broken. Units are not spawned, but are already at premade legions, which can or cant be controlled by players. There would be like a sub-mode wherein you can choose if you want to be a commander or not. Units are given a sort of AI where their party can either charge or remain and defend. Think of it as a Castle Defense + AoS + RPG. You can also upgrade your troops by hiring mercenaries or using your own gold.
Legions only move when their AI tells so, or if their commander is a hero. Camps can be captured.
To be continued.
Features
Locals and Settlements
The various local tribes can either become your worst nightmare or a valuable ally. In total, there can be six tribes which will increase your creep generation and provide unique bonuses, as well as having each individual items that cannot be found anywhere else. Having a different combination of tribes will also help. Each tribe can be won over through different methods. Example:
Malkarith Tribe: The tribe that prospers. If the tribe is on your side, it would provide an increase of 300 gold per minute plus 100 for every settlement. Players can also purchase various items to increase gold-making.
Dandarli Tribe: The tribe that battles. If the tribe is on your side, two extra melee warriors and a healer will be generated. Players can also purchase unique items with unique effects on them for combat.
Narkalthi Tribe: The tribe that watches. If the tribe is on your side, many of it's spies will now share vision with you and a watcher is generated every creep spawn to spy on the enemy. Players can purchase various spells to help them target their enemies better.
Vornasri Tribe: The tribe that invokes. If the tribe is on your side, players can purchase various scrolls and one-time use spells as well as unique enchantments to destroy their enemy.
Weoan Tribe: The tribe that nurses. If the tribe is on your side, every player will gain a 3% hp increase as well as a 5% hp regen increase rate. Players can also purchase more potent potions and strengthen their creeps.
Talkaron Tribe: The tribe that leads. If the tribe is on your side, every player will help every creep around them to have a 10% damage increase and once in a while a 20% attack speed increase for 5 seconds.
The Hidden Temple is an unlockable place which can be revealed after gaining the alliance of at least three tribes, destroying the three colossi and giving at least 10000 gold to the Golden Totem. When unlocked it allows for a checkpoint to be obtained. A travelling vendor will also spawn which sells various items which cannot be used on their own but are useful as ingredients for other things. An extra boss will spawn which will be part of a universal quest. And finally, when the opposing team is about to win, a massive beast is spawned and the winning team must destroy the beast to prevent destruction.
Each team will also have three towers. For every tower still standing, 1 extra melee warrior will spawn and when all three are still present, 1 mage will spawn. The opposing team can destroy these towers.
Team OverMod™
Redefining Standards
Last edited: