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.darkness thrives.

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Level 19
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Darkness Thrives
a strategy map project


Skull_by_strych9.gif



index:
summary
basics
workers
scouts
soldiers
magicians
fliers
siegers
towers
bases
races
modes
credits













I
Summary: I look to make a fun, easy-to-learn strategy map. you will take command of units, utilize 'miracles' and 'spells' as well as (in certain modes) heroes in order to reach a specific goal. Units will be trained differently, as you will need worker-type units to be sent to specific buildings in order to be trained into a certain unit. I've been balancing this map for a while now, and after I finish the terrain and get some JASS coding done (possibly with some help) it will be ready for an early BETA.


II
Basics: In the start of the game, a vote will be cast to decide which mode will be played. Many modes require a massive amount of teamwork and strategy, while others require you to be on your own and thrive in moments of calm during the conflict. In certain modes, two opposing sides will look to sabotage the other (I.E., Spire) in order to achieve victory. This is very true in the mode 'Spire'. In this mode one team has 15 minutes to destroy a massive structure, or 'Spire', in the middle of the map. The other team, however, has to keep that structure standing for those 15 minutes, after which massive meteor showers will be called to destroy the enemy strongholds.


III
Workers: Workers for all races are the backbone of any army. Having a large quantity means that you can quickly train and utilize warriors in an innovative way, as well as gather resources more quickly. In .darkness thrives., workers are sent to individual buildings to be trained into other types of units. This method applies to almost all units, except Spiritual units (I.E., Spirit of Scout) or Siege units (I.E., Catapult). Resources are gathered in the same manner as in Warcraft, but the quantities are much different, and the look of it all different as well. Buildings take longer to build then in Warcraft, and are much more expensive. That is why it is very important to get many workers tasking on one foundation in order to speed up construction.
workers:
peasant (h)
zombie (u)
servant (g)



IV
Scouts: Scouts are different for every race. Every scout has its own advantage. The Human Scout can fly, making it impossible to kill unless the enemy has units with projectiles, or a tower. The Undead Scout is invisible, meaning it cannot be seen by any unit except a Magician. The Gloom Scout (race not-to-be featured in BETA) is a small beetle that can burrow under ground, making it impossible to attack when discovered, unless found by a hero or flying unit.
scouts:
spirit of scout (h)
spirit of scout (u)
beetle (g)



V
Soldiers: These units make up the majority of most any race. Soldiers span from footmen to archers, or skeletons to mages, or spiders to dark treants. Soldiers will reflect a player's style-of-play. If a player were to choose Militia and Footmen, he would be wise to have the footmen absorb spell damage (as to which they are partially immune) while having the militia activate their Frenzy ability and take out the enemy forces.
soldiers:
militia (h)
footman (h)
archer (h)
cavalier (h)
crossbowman (h)
skeleton (u)
fletcher (u)
scorcher (u)
infernal (u)
gargantuan beetle (g)
spitter (g)
spider (g)
dark treant (g)



VI
Magicians: These spell-casters are the most advanced units available to any of the races. They can completely turn the tides of battle - and, if used correctly, can win a battle that may otherwise have been impossible. Every race's magicians help in their own way, whether it be by granting bonuses to friendly units, or summoning the corpses of the dead to do their bidding.
magicians:
healer (h)
geomancer (h)
hyrdomancer (h)
mage (u)
avatar of damnation (u)
houdini treant (g)
beetle swarm (g)



VII
Fliers: These expensive aerial fighters can completely disrupt any opposing fighting force. Their ability to soar, undamaged by melee weaponry, makes them a deadly force.
fliers:
rival (u)
gryphon (h)



VIII
Siegers: Idolized as base-destroyers, Siegers are the backbone of any demolishing force. Useful in modes such as Spire where destruction of buildings is the key goal. Many Siegers need to be utilized in order to destroy certain foes (I.E., Infernal).
workers:
carriage (h)
catapult (h)
infernal contraption (u)
plague wagon (u)



IX
Towers: These large defensive structures make for perfect base and choke-point defenses.
towers:
Tower (h)
Tower of Damnation (u)
Creep Tower (g)



X
Bases: Often referred to as 'Strongholds'. Without these buildings you are completely unable to survive. You may build additional Bases in order to expand your empire. This is almost necessary in most situations, as choke-points are sometimes hard to defend without a unit-development center nearby.

XI
Races: There are three races in .darkness thrives., (only two of which will be featured in the BETA) each race has its own specific advantages and disadvantages.
human:
(+)average soldiers
(+)great siege weapons
(+)average fliers
(+)great magicians
(-)expensive buildings
(-)expensive towers
(+)effective scout
undead:
(-)weak soldiers
(+)average magicians
(+)effective scout
(+)average siege weapons
(+)great fliers
(+)fast construction
(-)expensive towers
gloom:
(+)average soldiers
(+)average siege weapons
(-)no fliers
(-)weak magicians
(+)inexpensive buildings
(+)inexpensive towers
(+)fast construction
(+)hybrid scout/soldier



XII
Modes: Spire: Protect your massive construct against the opposing faction who would seek to destroy it for 15 minutes. You may occasionally call on the Spire to grant miracles; they are occasionally an expensive gamble.

Classic: A small team game. Utilize the map’s resources in order to hold choke-points on the map and destroy the enemies’ strongholds.

Free-for-all: In this chaotic scenario, anything goes. There is no diplomacy, and only one player will come out alive.

Non-Mythical Free-for-all: Free-for-all game with only Humans, no magicians, no miracles, no heroes, and no fliers. Human race altered slightly.

Non-Mythical Classic: Classic game with only Humans, no magicians, no miracles, no heroes, and no fliers. Human race altered slightly.

Damnation: Two teams fight against each other over a time of 15 minutes; the team with the most kills at the end wins the game.

Wonders: Four teams must protect their wonder whilst trying to destroy their opponents’.


-=Map by Scyth-Master, Music by HappyTauren=-

-=No Screenshots Currently Available=-

-=Suggestions Welcome, also idea for Fourth Race=-
 
Level 5
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Aug 1, 2007
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I think that making certain tactically unimportant units weaker or stronger depending on race as a system of balancing is going the wrong way, instead making races that have tactical advantages and disadvantages by the way units depend on each other.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
I think that making certain tactically unimportant units weaker or stronger depending on race as a system of balancing is going the wrong way, instead making races that have tactical advantages and disadvantages by the way units depend on each other.

This thread doesn't take into account the abilities these units have, all that determines is their hit points and attack damage.
 
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