WARPATH. (New AoS map. Video and images within.)
I've been working on this map now, for years, and years. But it's been redone tens of times, due to my distaste for the terrain, or how poorly I planned the trigger variables and could not make heads or tails of my own code, after a while.
That said, I finally stumbled upon a setup now that I believe can work for me, and prove to be interesting for others as well. Nothing is completely off-the-wall, when it comes to terrain design, just a simple three row setup. People may relate the feel closely to DotA, and I don't mind. I have a whole shpeel about DotA that people may or may not be interested in hearing.
But that is neither here nor there. I BEGIN!
- Features -
- Players on both teams will fight an encroaching third faction that is dead set on tearing the world asunder. Aside from the first "phase" at the start of the game, void portals will continue to appear, and raise the flood gates holding back a horde of twisted minions from the Nether Realm.
- RPG esque boss encounters provide an interesting challenge, and advantage for those who can topple the creatures of myth.
- Gain aid from your "Conduit", the guardian who serves your lord/goddess, in order to change whole lanes, and turn the tides of war in a heartbeat.
- Three staple modes of play. Story mode provides cut scenes and longer, story oriented gameplay that unveils the backgrounds and causes of many heroes. All Pick is your standard fighting mode, made for quick session based gaming on B.Net. Survival, another mode that puts all players on the same side, to defend against hordes of The Void.
- Reinforce your base! With the ability to upgrade/create/repair towers. Adding another dimension of strategy, bolster your hero, or defend your base. (Building structures will provide you with additional, periodic income.)
- A Ranking System that tracks how well/poorly you're doing within the game. Those newer/terribad players that are getting destroyed yield less gold when killed, the reverse is also true. In addition, "Newbie" items exist to give disadvantaged players inexpensive options of progression, although, if they wield any of these items, they will not gain gold from killing enemy heroes.)
- Gold and experience is gained on an INCOME system, that still promotes killing enemy units and heroes, but levels the playing field a bit, doing away with concepts like being "fed". (You can find more details on the third page of this thread.)
- Heroes -
There will be at least 20 unique heroes, when the Beta is in a finished enough state to be hosted on a routine basis. I do a lot of model work (geoset merging above all else,) so that's incorporated into the map a great deal. (Mostly providing me a break from the tedium of map creation.)
I want Heroes to be original, but not so off the wall that players have a hard time figuring out what their abilities 'do'.
Each Hero has 3 Hero abilities with 5 levels, one "ultimate", with 3 levels, an innate skill (gained at level 1,) and can level their attribute bonuses for as long as they'd like. Max hero level is 30, although additional skill points can be gained through feats like, defeating legends, or after gaining a number of hero kills.
Example Heroes
Shu'kka Mistanchor
Pirate Lord (Agility Melee)
http://www.youtube.com/watch?v=A4ls9dM6Ab8
+ Ocean's Fury - Creates a geyser directly beneath Shu'kka, after two seconds, this geyser will erupt, sending enemy units (and Shu'kka, if he is near) flying to the target point. Damage is dealt in an area at the point of impact.
+ Captain's Cask - Throws a bottle of booze at the target opponent, making them miss attacks. In addition, if the target casts a spell, they will recieve damage and a ministun.
+ Swashbuckler's Barrage - Passive 20% chance to summon your ship, the Misty Lass, to sail by, firing incendiary rounds at opponents near it. This ability may only activate once every 6 seconds.
+ Mist Walka' - Allows Shu'kka to become invisible for a short duration, and grants increased movement speed. While Shu'kka is invisible, debilitating mist will form on his location, slowing opponents and allowing them to miss attacks.
Wicket
Goblin Specialist (Agility Ranged)
http://www.youtube.com/watch?v=8eOdQ8jRojg
+ Pocket Bomb - Wicket plants a small bomb on the enemy's person, remaining undetectable. When the target dies, the bomb will be set off, dealing damage to any units near it.
+ Goblin Airship - Creates a Zepplin that can carry Wicket around. This Zepplin can lob bombs that deal AoE damage, and will gain a flaming attack, and the ability to go invisible, at later levels.
+ Razorwire - The Goblin Specialist lets his spindle of razorwire unroll, doing so unnoticable by enemies. After a short duration, Wicket tugs on the razorwire, bringing it to the surface, ensnaring units that are near it, and causing them to bleed for a time. (This ability places wire at points where you were walking, and then at the end of the ability, the wire reveals itself in quick succession.)
+ The Big One - Wicket sets a massive mine beneath the earth at the target location. When an enemy ventures to near, the mine creates an earth shattering explosion, throwing units away from it, stunning, and dealing damage in a large area.
Rhunka Ironspine
Quillmane Champion (Strength Melee)
http://www.youtube.com/watch?v=ENSKK3l7LtA
+ Hewer - With a mighty swing of his axe, Rhunka sends a shockwave out that deals damage and snares all opponents in a frontal cone.
+ War Banner - Rhunka places a morale boosting banner, providing... well... thorns and attack speed auras.
+ Quillmane - Rhunka's spined hide will return 66% of incoming damage from opponent who are too close. After returning a set amount of damage, Rhunka must regenerate his quills in order for them to return damage once more. Rhunka can regenerate after completely depleting his damage reservoir after 10 seconds, or, if Rhunka still has damage points left in his reservoir, he can remain out of combat for 10 seconds to regenerate.
+ Wrecking Ball - Thrashing around violently, Rhunka deals damage and stuns units nearby, while throwing quills at opponents at range every second.
The map also contains all of the every day systems in place including:
Item Building.
Hero Respawning.
Kill/Death Multiboard.
Unit Spawn Waves.
Here are more videos.
Banshee Gameplay: http://www.youtube.com/watch?v=sFDAL2UC9NE
Lurker Gameplay: http://www.youtube.com/watch?v=KqTXu7Yv-Q4
Link to the Become a Mythic Boss! Thread.
http://www.hiveworkshop.com/forums/off-topic-478/become-a-mythic-boss-in-warpath-138029/#post1241178
Here are some screens of the map overview, Kigami, the Blademaster, and Crag.
I've been working on this map now, for years, and years. But it's been redone tens of times, due to my distaste for the terrain, or how poorly I planned the trigger variables and could not make heads or tails of my own code, after a while.
That said, I finally stumbled upon a setup now that I believe can work for me, and prove to be interesting for others as well. Nothing is completely off-the-wall, when it comes to terrain design, just a simple three row setup. People may relate the feel closely to DotA, and I don't mind. I have a whole shpeel about DotA that people may or may not be interested in hearing.
But that is neither here nor there. I BEGIN!
- Features -
- Players on both teams will fight an encroaching third faction that is dead set on tearing the world asunder. Aside from the first "phase" at the start of the game, void portals will continue to appear, and raise the flood gates holding back a horde of twisted minions from the Nether Realm.
- RPG esque boss encounters provide an interesting challenge, and advantage for those who can topple the creatures of myth.
- Gain aid from your "Conduit", the guardian who serves your lord/goddess, in order to change whole lanes, and turn the tides of war in a heartbeat.
- Three staple modes of play. Story mode provides cut scenes and longer, story oriented gameplay that unveils the backgrounds and causes of many heroes. All Pick is your standard fighting mode, made for quick session based gaming on B.Net. Survival, another mode that puts all players on the same side, to defend against hordes of The Void.
- Reinforce your base! With the ability to upgrade/create/repair towers. Adding another dimension of strategy, bolster your hero, or defend your base. (Building structures will provide you with additional, periodic income.)
- A Ranking System that tracks how well/poorly you're doing within the game. Those newer/terribad players that are getting destroyed yield less gold when killed, the reverse is also true. In addition, "Newbie" items exist to give disadvantaged players inexpensive options of progression, although, if they wield any of these items, they will not gain gold from killing enemy heroes.)
- Gold and experience is gained on an INCOME system, that still promotes killing enemy units and heroes, but levels the playing field a bit, doing away with concepts like being "fed". (You can find more details on the third page of this thread.)
- Heroes -
There will be at least 20 unique heroes, when the Beta is in a finished enough state to be hosted on a routine basis. I do a lot of model work (geoset merging above all else,) so that's incorporated into the map a great deal. (Mostly providing me a break from the tedium of map creation.)
I want Heroes to be original, but not so off the wall that players have a hard time figuring out what their abilities 'do'.
Each Hero has 3 Hero abilities with 5 levels, one "ultimate", with 3 levels, an innate skill (gained at level 1,) and can level their attribute bonuses for as long as they'd like. Max hero level is 30, although additional skill points can be gained through feats like, defeating legends, or after gaining a number of hero kills.
Example Heroes
Shu'kka Mistanchor
Pirate Lord (Agility Melee)
http://www.youtube.com/watch?v=A4ls9dM6Ab8
+ Ocean's Fury - Creates a geyser directly beneath Shu'kka, after two seconds, this geyser will erupt, sending enemy units (and Shu'kka, if he is near) flying to the target point. Damage is dealt in an area at the point of impact.
+ Captain's Cask - Throws a bottle of booze at the target opponent, making them miss attacks. In addition, if the target casts a spell, they will recieve damage and a ministun.
+ Swashbuckler's Barrage - Passive 20% chance to summon your ship, the Misty Lass, to sail by, firing incendiary rounds at opponents near it. This ability may only activate once every 6 seconds.
+ Mist Walka' - Allows Shu'kka to become invisible for a short duration, and grants increased movement speed. While Shu'kka is invisible, debilitating mist will form on his location, slowing opponents and allowing them to miss attacks.
Wicket
Goblin Specialist (Agility Ranged)
http://www.youtube.com/watch?v=8eOdQ8jRojg
+ Pocket Bomb - Wicket plants a small bomb on the enemy's person, remaining undetectable. When the target dies, the bomb will be set off, dealing damage to any units near it.
+ Goblin Airship - Creates a Zepplin that can carry Wicket around. This Zepplin can lob bombs that deal AoE damage, and will gain a flaming attack, and the ability to go invisible, at later levels.
+ Razorwire - The Goblin Specialist lets his spindle of razorwire unroll, doing so unnoticable by enemies. After a short duration, Wicket tugs on the razorwire, bringing it to the surface, ensnaring units that are near it, and causing them to bleed for a time. (This ability places wire at points where you were walking, and then at the end of the ability, the wire reveals itself in quick succession.)
+ The Big One - Wicket sets a massive mine beneath the earth at the target location. When an enemy ventures to near, the mine creates an earth shattering explosion, throwing units away from it, stunning, and dealing damage in a large area.
Rhunka Ironspine
Quillmane Champion (Strength Melee)
http://www.youtube.com/watch?v=ENSKK3l7LtA
+ Hewer - With a mighty swing of his axe, Rhunka sends a shockwave out that deals damage and snares all opponents in a frontal cone.
+ War Banner - Rhunka places a morale boosting banner, providing... well... thorns and attack speed auras.
+ Quillmane - Rhunka's spined hide will return 66% of incoming damage from opponent who are too close. After returning a set amount of damage, Rhunka must regenerate his quills in order for them to return damage once more. Rhunka can regenerate after completely depleting his damage reservoir after 10 seconds, or, if Rhunka still has damage points left in his reservoir, he can remain out of combat for 10 seconds to regenerate.
+ Wrecking Ball - Thrashing around violently, Rhunka deals damage and stuns units nearby, while throwing quills at opponents at range every second.
The map also contains all of the every day systems in place including:
Item Building.
Hero Respawning.
Kill/Death Multiboard.
Unit Spawn Waves.
Here are more videos.
Banshee Gameplay: http://www.youtube.com/watch?v=sFDAL2UC9NE
Lurker Gameplay: http://www.youtube.com/watch?v=KqTXu7Yv-Q4
Link to the Become a Mythic Boss! Thread.
http://www.hiveworkshop.com/forums/off-topic-478/become-a-mythic-boss-in-warpath-138029/#post1241178
Here are some screens of the map overview, Kigami, the Blademaster, and Crag.
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