Hey guys, my friends and I picked up Warcraft III again for a LAN, and I decided to take a shot at making a Capture the flag map tailored to our style of play.
I was wondering if any of you had any particular suggestions as to features of a CTF map.
I certainly could use suggestions for classes and class abilities, the classes (and their respective abilities) that I have right now are:
(I will update this section of my post)
Format
Model: Link
Hero Type/Role
Starting Strength/Strength per level
Starting Agility/Agility per level
Starting Intelligence/Intelligence per level
Innate Abilities: Two abilities the unit automatically has.
Ability 1: Description
Ability 2: Description
Leveled abilities: Standard hero abilities 3 3-level abilities and 1 1-level ultimate.
Ability 1: Description
Ability 2: Description
Ability 3: Description
Ultimate: Description
Samurai
Model: Pandaren Wardancer by Norinrad
Strength Hero/Offensive Skirmisher
10/2
5/1
5/1.5
Innate Abilities:
Bushido: Drunken Brawler; 5% dodge, 5% x2 crit
Intensity: Mana Shield; 50% of damage taken goes to mana, 1 damage per mana.
Leveled abilities:
Splinters of Earth: Impale; Stats undecided.
Burning Soul: Bloodlust; I want this ability to be more concentrated, and harder to use, and I don't want it to be auto-casted. I may make it a self-only spell.
Ability 3: Description
Ultimate: Description
Witch Hunter
Model: HeroTrollVoodooHunter by General Frank
Agility Hero/Caster-Killer
6/1.5
8/1.5
6/1.5
Innate Abilities:
True Sight: Blizzard ability, it's restricted to the Witch Hunter's daytime sight radius.
Mana Burn: Blizzard ability, I'll decide on the numbers when I have more heroes.
Leveled abilities:
Simplify: Purge; Pauses 2,3,4; Movement update frequency 5; lasts 5,10,15 seconds; 100,125,150 damage to summoned units (will be updated when I see how much life summoned units end up with.
Berserk: Blizzard Ability, Takes 50% extra damage; 20%,40%,60% attack speed; 10%,20%,30% move speed; 12-second ability 24-second cooldown.
Undecided:
Ultimate: Chain Lightning;
Feel free to suggest your own classes, keep in mind that they should fit a certain role in a CTF game.
Here are some concepts I have, but haven't incorporated, or couldn't:
Storm Druid/Feral Druid:
I was going to use both of the Night Elf druid units (Talon/Claw) and make heroes out of them, but I had some problems:
-No hero glow (This can be fixed, I know, I don't know how, however.)
-When using shapeshifting abilities based off of the original ones, levels are reset, and abilities cannot be changed. (I can elaborate if you would like, but not in this post.)
Tree Wizard:
I intended to make a 'tree wizard' (Using an uprooted Night Elf Ancient as the model) who's cornerstone ability would be that he could create Treants that could block off certain pathways. I intended for this to be the base defender class. I wouldn't actually call the class 'Tree Wizard', I just think it sounds funny.
-Again, ancients don't have hero glows.
Tree Wizard
Model: Blizzard's Ancient of Lore, I wish it had a spell animation and a corrupted form. (also corrupted treants)
Intelligence Hero/Base Defender
7/1
3/.5
10/3
Innate Abilities:
Thorned Bark: Spiked Carapace; generous armor boost, minor damage return
Animate Trees: Force of Nature; 2 treants
Leveled abilities:
Entangling Roots: Entangling Roots; 5,7,10 second hold, poor damage
Rejuvination: Rejuvination; 7-second spell, minor heal
Force of Nature: Engineering Upgrade; improves treants, entangling roots' damage, and rejuvination's heal
Ultimate: Description
Anyways, my thoughts aren't very organized at the moment, feel free to make suggestions, comments, or anything of that nature.
I was wondering if any of you had any particular suggestions as to features of a CTF map.
I certainly could use suggestions for classes and class abilities, the classes (and their respective abilities) that I have right now are:
(I will update this section of my post)
Format
Model: Link
Hero Type/Role
Starting Strength/Strength per level
Starting Agility/Agility per level
Starting Intelligence/Intelligence per level
Innate Abilities: Two abilities the unit automatically has.
Ability 1: Description
Ability 2: Description
Leveled abilities: Standard hero abilities 3 3-level abilities and 1 1-level ultimate.
Ability 1: Description
Ability 2: Description
Ability 3: Description
Ultimate: Description
Samurai
Model: Pandaren Wardancer by Norinrad
Strength Hero/Offensive Skirmisher
10/2
5/1
5/1.5
Innate Abilities:
Bushido: Drunken Brawler; 5% dodge, 5% x2 crit
Intensity: Mana Shield; 50% of damage taken goes to mana, 1 damage per mana.
Leveled abilities:
Splinters of Earth: Impale; Stats undecided.
Burning Soul: Bloodlust; I want this ability to be more concentrated, and harder to use, and I don't want it to be auto-casted. I may make it a self-only spell.
Ability 3: Description
Ultimate: Description
Witch Hunter
Model: HeroTrollVoodooHunter by General Frank
Agility Hero/Caster-Killer
6/1.5
8/1.5
6/1.5
Innate Abilities:
True Sight: Blizzard ability, it's restricted to the Witch Hunter's daytime sight radius.
Mana Burn: Blizzard ability, I'll decide on the numbers when I have more heroes.
Leveled abilities:
Simplify: Purge; Pauses 2,3,4; Movement update frequency 5; lasts 5,10,15 seconds; 100,125,150 damage to summoned units (will be updated when I see how much life summoned units end up with.
Berserk: Blizzard Ability, Takes 50% extra damage; 20%,40%,60% attack speed; 10%,20%,30% move speed; 12-second ability 24-second cooldown.
Undecided:
Ultimate: Chain Lightning;
Feel free to suggest your own classes, keep in mind that they should fit a certain role in a CTF game.
Here are some concepts I have, but haven't incorporated, or couldn't:
Storm Druid/Feral Druid:
I was going to use both of the Night Elf druid units (Talon/Claw) and make heroes out of them, but I had some problems:
-No hero glow (This can be fixed, I know, I don't know how, however.)
-When using shapeshifting abilities based off of the original ones, levels are reset, and abilities cannot be changed. (I can elaborate if you would like, but not in this post.)
Tree Wizard:
I intended to make a 'tree wizard' (Using an uprooted Night Elf Ancient as the model) who's cornerstone ability would be that he could create Treants that could block off certain pathways. I intended for this to be the base defender class. I wouldn't actually call the class 'Tree Wizard', I just think it sounds funny.
-Again, ancients don't have hero glows.
Tree Wizard
Model: Blizzard's Ancient of Lore, I wish it had a spell animation and a corrupted form. (also corrupted treants)
Intelligence Hero/Base Defender
7/1
3/.5
10/3
Innate Abilities:
Thorned Bark: Spiked Carapace; generous armor boost, minor damage return
Animate Trees: Force of Nature; 2 treants
Leveled abilities:
Entangling Roots: Entangling Roots; 5,7,10 second hold, poor damage
Rejuvination: Rejuvination; 7-second spell, minor heal
Force of Nature: Engineering Upgrade; improves treants, entangling roots' damage, and rejuvination's heal
Ultimate: Description
Anyways, my thoughts aren't very organized at the moment, feel free to make suggestions, comments, or anything of that nature.
Last edited: