Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
Pages: 1 2 344 >
 

Sep 26 2009, 8:33 pm Norm Post #1



Objective

To Create a SC AoS map that can reach a level of balance that no other AoS for SC has ever reached before. Using many features that are commonplace among the current popular AoS's of today, and adding many new features to expand gameplay, I wish to create an AoS that is on a higher level than any other seen in the SC territories of Battle.net.


Introduction

Normally, when somebody dies, that's it. End of life. End of everything. Eventually, they are forgotten.

On the other hand, a Hero never dies. Once you are a hero, your life is eternal. This shouldn't be confused with living. This is NOT living by any means. This life is pain. This life is eternal suffering. No one ever knows what the price is to be remembered in the sands of history until it is too late. It's too late for us.





After so many years of the same process, I still jump when the mist around me condenses. Each time is something different, nothing is ever the same.

There was once a civilization in a place called Egypt on the planet Terra. You might call this planet Gaia, or you may call it Earth. It depends on where you come from. Where I'm from, we call it Terra. Anyway, this civilization practiced ancient magics of conjuring. Humans are so foolish. They didn't even understand the powers they were tampering with, and in the middle of a magical conjuring, their little ritual actually worked and they released the demi-god Horus from his prison. Horus was a hero too. Everyone here is a hero.

Anyway, Horus struggles out of his astral prison and attaches his spirit to the mist inside the cave where the ritual was taking place. He was reborn.

The reason I know this is because it is written in the sands of History.

He went on to slay his conjurer - some Pharaoh I don't know his name, but he died that day. This little antic of his landed him a place in the sands of History. He was a hero because that Pharaoh would have went on to destroy the human race had he not been killed.

(Sometimes I wonder if things would be better if the human race were destroyed so long ago.)

Oh yeah, there are four of them in this place

Humans.

I always use to laugh when thinking of these creatures. It was commonly known that humans are a very weak race where I came from. I never knew their potential until a human killed me several years ago. I have died far too many times to remember them all, but I do remember that very first time a human killed me. He is called "Psychopath" - created an underground organization used to bring down a corrupt political power that ruled over a large amount of the human population. His skin is burned, but it's not from magic: it's from explosives. Gunpowder, Napalm, you get the idea.

With a dramatic display of martydom he liberated several millions of people who were oppressed by this corrupt political power. Secretly, he did it because he was scared, but his followers thought he was a hero. Taking his own life just to take down the lives of his enemies, but his followers thought he was a hero.

That's all that matters, because once you die - your life is preserved through others. That's why we're all here. We are not heroes to ourselves, or to eachother. We are heroes to the people we knew. They put us here to suffer.

Myself included, there are twelve of us here. We are being controlled. It starts, and we play a twisted game.

We are given no choice.

My allies change daily, and I can't remember the last few days of this living. I can only remember the constant pain. Kill or be Killed. Those are the words that seep through my mind.

Brainwashed.

Lost heroes from different points of time and space...

Lost heroes from the Astral, Arcane, and Dark planes...





This battlefield is our Sanctuary. This is our fate.


Characters

*If anyone is looking to contribute background stories for their favorite Hero, I'll accept any that I like the most and give credit to you*
NOTE: Some people are getting upset because of lacking UNIT information about the characters. You can consult http://www.staredit.net/topic/8447/ that topic if you wish. The information there MAY NOT BE 100% accurate to the current information, but it will give you some additional details if you are wondering more about how the heroes will be game-play wise.

Samurai

Human. Origin: Earth.

Spells:

Defensive Stance: Evasive Technique that allows for access of other techniques.
Offensive Stance: Paralysing Technique that allows for access of other techniques.
Green Aura: Aura that increases MP gain for self/allies.
Gold Aura: Defensive Aura that also makes allies prosperous.
Wind Slash: High-accuracy, powerful sword technique.
Crying Heavens: Powerful Lightning Magic.
Tiamet Wing: Curse that cripples enemies and makes them indistinguishable to allies.
Black Dragon: Curse that blinds and Damages Enemies.

Other:

- Two Stances, Offensive and Defensive.
- Can collect materials and craft new armor.
- Can enhance allies with his Auras.


Serpent

Flightless Dragon. Origin: Dark Plane.

Spells:

Infrared: Cure's Blindness and grants Night vision for short time.
Venom: Slow enemy movement and jams MP channeling of target.
Dragon Crest: Ancient Curse that renders foes harmless.
Spirit Crusher: Destroys magical energies for foes.
Ethereal Flame: Offensive Fire Magic.
Ancient Enchantment: Restores magical energy to self.
Dragon Breath: Extremely Powerful Fire Magic.
Constrict: Paralyzes target, can kill lesser creatures.

Other:

- Can change spellset by burrowing.
- Aim "Dark Swarm" to cast constrict.
- No physical attack
- Can learn plague.


Mind & Machinery / Custom Tank

Cyborg. Origin: Unknown.

Spells:

Anti-Air Feild: Negates Air units, and does minimal ground damage.
Trample: Cripple enemies with weight of Tank.
Gatling Gun: Strong Gatling Gun attack.
Satelite Laser: Long range Gatling Gun attack.
Perfect Defense: Sacrifice speed to become impervious to attacks.
Evasive Maneuver: Defensive Technique to avoid damage.
Handgun: Gun attack that can be used on the run.
Construction: Create a Custom-Made Tank.
Flash Grenades: Grenades that stun and blind enemies.
Resourcefulness: Convert MP into $$

Other:

- Character can travel in or out of Tank.
- Tank can be mobile or sieged.
- Gain $$ from natural resources.
- Can construct buildings as well.


Artificial Intelligence

Machine. Origin: Earth.

"Artificial Intelligence" : Written by Ultimo


Spells:

Extract Fuel: Use this spell when near resources to gain fuel.
Transform: Change Shape. Small Fire damage to nearby foes.
Dual Laser: Powerful laser attack.
Artillery Matrix: Defensive, long-ranged blast attack.
Offensive Drones: Create vehicles to fight or scan the area.
Detonation: Vehicles detonate to paralyze enemies in their vicinity.
Air Strike: Call in Air Support, Massive Fire damage.
Self-Destruct: Last-Resort Powerful Fire attack.

Other:

- Must have fuel to function.
- Explosion when destroyed.
- Transformer.


Necromancer

Mystic. Origin: Arcane Plane.

"The Necromancer" : Written by CecilSunkure


Spells:

Night of Unborn: Summon 1 skeleton, and 1 Building Maker.
Dark Reunion: Teleports all skeletons to the Necromancer and heals them.
Kali's Curse: Inflicts enemies w/ slow, disable, and blind. Also summon skeletons.
Gravedancer: Summons 3 Gravedancers to fight with you.
Lich Candle: Gravedancers sacrifice themselves to Lich to destroy enemy's Magic energy.

Other:

- Use buildings to increase skeleton mastery.
- Use buildings to gain passive magics. "Bone Armor", "Fade"
- Brings fallen enemies back to life as skeletons.
- Can construct defenses.
- Split upgrades.

The Illusionist

Mystic. Origin: Astral Plane

The Illusionist : Written by Fat_Flying_Pigs


Spells:

Manipulate: Manipulates enemy's movement and attacks.
Power Manifest: In suspended animation, embody a large Beast.
Astroprojection: Conjur many clones of yourself to distract or block enemies.
Static Field: Sacrifice Astroprojections to stun enemies and drain MP.
Uroboric Form: Extremely Powerful Lightning Magic
Recollection: Returns to place of conjuring, can stun enemies nearby.
Perspective: Return to your body, and gain Night-Vision for a short time.

Other:

- Two forms.
- Split upgrades.
- Can use Psy Storm and Hallucinate.

Please See Next Post for More Information...

Post has been edited 34 time(s), last time on Jul 16 2010, 1:25 am by Norm.



None.

Sep 26 2009, 8:35 pm Norm Post #2



Rune Mage

Mystic. Origin: Arcane Plane.

Spells:

Stardrown: Magical attack that can stack upon itself.
Feral Strike: Magical Fang attack in radius.
Conjurs: Summons Corsair.
Blindness: Blinds anyone hit by the attack.
Impulse: Magical attack that can spread over a wide range.
Wizardry Orb: Summons Wizard Orb.
Mindlock: Powerful Magical attack that traps and disables enemies.

Other:

- Can use Cloak, Ensnare, Psy Storm.
- Use "Disruption Web" to aim Blindness spell.
- Wizardry Orb can use EMP, Matrix, and Irradiate.
- Split upgrades.

Psychopath

Human. Origin: Earth.

Spells:

Explosives: Set heat-seaking explosives on ground.
Terror Mania: Creates mobile bombs.
Time Bomb: Creates Time Bomb that has potential for massive destruction.
Premature Detonation: Detonate Time Bomb earlier.
Undead Berzerker: Desperation Attack that can be extremely effective.
Stun Grenade: Grenade that can stun enemies, or kill lesser creatures.
Land Mines: Lays landmines over designated area.
Inferno: Extremely Powerful Fire attack.

Other:

- Can use Dropship for Transporting.
- Chance for massive destruction upon dying.
- Can use stim pack.
- Time Bomb can use energy to hold target in place.

Ninja

Human. Origin: Earth.

Spells:

Spy Sentry: Summon 1X spy sentry.
POOF!: Moves self and nearby allies to designated location.
Evade: Evasive Technique that can also hurt enemies.
Substitution: Evasive technique that traps and damages enemies.
Shuriken: Throw a barrage of shurikens that can stun enemies and drain MP.
Fireball: Shurikens explode causing High Fire Damage.
Shadow Stitch: Jutsu that disables enemies and pulls them into shadows.
Mark of Shinigami: Creates a vortex of blades to damage enemies.

Other:

- Ninja is cloaked at Dusk and Night.
- Spy Sentry is cloaked at Dusk and Night.
- Uses Combo spells.
- Split upgrades.

Creature of Mist

Demigod. Origin: Astral Plane.

Spells:

Dissipate: Magic that moves you to a safe location, does minimal damage.
Solidify: Solidify Mist around you to damage opponents.
Mist: Creates "Mist" to fight enemies.
Nightmare: "Mist" converts into a strong fang attack.
Mist Exchange: Sacrifice "Mist" to cripple opponents.
Hyperviolence: Extremely Powerful Magic attack.
Acid Trap: Paralyze enemies with damaging acid.
Wind of Horus: Powerful Acid Magic that can also transport you a short distance.

Other:

- Shifts between two forms very often.
- [H] form can burrow to passively summon "Mist" for small MP cost.
- Split upgrades

The Alchemist

Human. Origin: Earth.

Spells:

Transmute: Use resources to gain new powers.
Nature Spirit: Call a spirit from nature that can heal you or allies.
Wrath: Nature Spirits harm enemies, then dissapear.
Carnivore: Fire magic that pulls enemies into the blaze.
Green Dragon: Borrow strength from the green dragon to damage enemies.
Quicksand: Earth magic that does damage and Slows enemies.
Petrify: Earth Magic that stuns and disables enemies.
Exmortus: Powerful Earth Magic.
Portal Construct: Constructs a portal that allies can use. Collapses after you use it.
Shrapnel: Extract Metals from the earth to damage enemies.
Incinerator: Powerful Fire Magic.

Other:

- Transmute resources to gain new spellsets.
- Can learn to use stim pack.
- Highly Versatile.
- Diverse upgrade paths.


Crimson Wolf

Beast: Origin: Dark Plane.

Crimson Wolf : Written by MEMEME670


Spells:

Fangs: Quick fang attack.
Lunacy: Use the power of the moon to gain strength from kills.
Night Terror: Paralyzing technique that grants you a speed boost.
Werewolf: Morph into a Werewolf for a short time.
Red Feast: Get healed for kills.
Dracula Cape: Evasive technique that damages enemies.
Eclipse: Alter the moon to gain night vision and impair vision for enemies.
Curse of Crimson: Call a swarm of bats to hunt down enemies.

Other:

- Increased Speed at Night Time.
- Can burrow for increase MP gain at Night Time.
- Slower speed when it's light out.
- Split upgrades


Gameplay

1. Pick Character.
2. Use Gateway for Spells.
3. Typical AoS objectives.
4. Teams are 3v3.
5. Pick up items and artifacts.
6. Sandbox Mode available to test out characters.
7. Three Lives.
8. Day, Dusk, Night times of days.
9. Base spawn plays a larger role than many people may be use to.
10. Heavy emphasis on strategy and spell-usage.

Items to Find, Enemies to Fight

First of all, you can find Items.

- Random Mineral Chunk: When you pick it up, gain randomly $$1-12 (Rarity = 3)**
- MP Potion: When you pick it up, Recover 40 MP. (Rarity = 2)

**Random Mineral Chunk scales during mid-late game to provide $$8-20 instead of $$1-12.

Secondly, there are artifacts you can get. They are rarer than items, and you drop them on the ground for people to pick up when you die.

- Moonstone:When this is equipped, gain HP when you make a kill. (Rarity = 5)
- Silver Sigil: When this is equipped, you have +3 to Vitality. (Rarity = 6)
- Wing Boots: Increases rate of which you recover from stuns. (Rarity = 5)
- Orb of Ashura: Grants a chance to gain $$ when you make a kill. (Rarity = 10)
- Orb of Fenrir: Increases maximum MP you can have. (Rarity = 10)
- Orb of Medina: Increased EXP gain when this is equipped. (Rarity = 11)
- Elixer: When this is equipped, your spells are stronger. (Rarity = 8)

Note: Lower rarity means that an item has a greater chance of appearing. Item appearance locations are randomized (different items can spawn at any spawn location). In addition, Artifacts can be covered up to prevent you from finding them until later in the game by periodic EARTHQUAKES that happen sometimes.

Also, Everyone is able to construct buildings that bring spawned units on to the battlefield.

Vehicle Bay (Mind Machine Only) - Vehicles (Vulture)
Hall of Fangs (All) - Fang (Zergling)
Hall of the Oath (All) - Oath (Kerrigan Ghost)
Halls of Flame (All) - Flame (Gui Montang)
Halls of Destruction (All) - Destruction (Dragoon)
Halls of Pestilence (All) - Pestilence (Hunter Killer)
Halls of Doom (All) - Doom (Warbringer)

*Vengeance (T/Z Archon) is a hidden spawn that must be unlocked for him to fight on your side.

Finally, there are a few other buildings that players can construct if they are a certain character(s).

Skeleton Mastery / Skeleton Mastery 2: Increases rate of summoning, maximum number, and HP of skeleton summons (Necromancer Only).
Necropolis: Allows player to construct additional Necromancer buildings (Necromancer Only).
Hand of Doom: Defensive Structure (Necromancer Only).
Altar of Sacrifice: Allows player to sacrifice skeleton summons to gain $$ (Necromancer Only).
Bone Armor: Gives player "Bone Armor" passive ability (Necromancer Only).
Fade: Gives player "Fade" passive ability on his Gravedancers (Necromancer Only).
MP Extractor: Build over gas geysers to supply allies with additional MP.

MP Channel: Construct that gives allies MP when they approach (Mind Machine Only).
Steel Plant: Build over gas geysers and it acts like a "Steel" resource (Mind Machine Only).
Bunker: Defensive Structure (Mind Machine Only).
Anti-Air Turret: Defensive Structure + Detector (Mind Machine Only)

Power Source: Allows for the construction of additional buildings (All).
Defensive Mechanism: Defensive Structure (All).
Strength Shrine: Provides allies with $$ over time. (All).

Character Development

As you gain levels, you will get Stat Points to use to get stronger. You can upgrade the following:

Power: Decides the Potency of your spells.
Strength: Gives $$ to upgrade attack/defense with.
Vitality: Increases maximum HP.
Magic: Increases maximum MP, and MP regeneration rate.
Spawn: Increases the strength of spawn that comes from your base.

The maximum amount of levels you can reach is 55. This will give you about ~60 Stat points, and some $$ along the way for your hard work.

Features

Tutorial

Even though the game is designed around other maps that a lot of people are already familiar with, it still has a short tutorial that people can view to freshen up or get familiar with the game. Simply move Civ to place labeled "MOVE HERE 4 TUTORIAL" and let the learning begin.

Sandbox Mode

Just wanna mess around? Sandbox mode will give you all the resources you need to customize your hero any way to want to and really find out everything there is to know about your favorite guy, or a guy you want to learn to play as. To access sandbox mode, simply start a game with anywhere from 1-3 people who are on the same team, with no players on the other team.

Some special features that are specific to Sandbox Mode will include being able to instantly restore HP or MP, Adjusting spawn levels for the other team, Unlimited Stat points, Unlimited Lives, and being able to take on your allies in a fight to see who's character kicks more ass. Additional features are pending, and so far not being included into Sandbox mode until further notice.

Artifacts

Adding a New Level of customization to the AoS character. Reminiscent of the item systems of DOTA, the Artifacts can be picked up off the ground and will grant your character added bonuses. When you die, all your artifacts are dropped for anyone to scavenge up though, so be careful not to lose them.*

*There is one exception to this rule: if you are playing as AI, and you self-destruct, your artifacts are destroyed and nobody can jack them.

Spawn Control / Random Mixed Spawn

You won't have to miss it, because it's accommodated here. The system of controlling spawn automatically adjusts for the # of players on your team, so there is no need to worry about leavers or a team that is missing a player - you will still have full control of your base spawn.

Also, each spawner has a 1/7 chance to produce a mixed spawn group. Mixed spawn groups are typically better to get than 'pure' spawn groups.

Outposts

Using a different system for Outpost capturing. When you leave the beacon, it will track where you left off for your next attempt at capturing. However, when an enemy steps on the beacon, the tracker goes toward their team's direction. If multiple people from the same team stand on one beacon, you can capture an Outpost twice as fast.

Defensive Scaling

Base Defensive automatically adjust as the strength of spawns do. Spawns will be able to damage bases at any part of the game, and late-game spawns will be kept under a little bit of control.

Flawless (^^) Randomizer

I am very proud of my hero selection randomizing system.


Screenshots

1.
Introductory Screen. Each slot displays a different TIP in the briefing, so you can learn more if you play as different slots.

2.
Killing some "Mist" for exp. Did I just get a stat point?


3.
Steel is one of 3 resources on the battlefield. It isn't of any use to this character, but I might want to protect it from any enemies that can use it. Also: gas geyser, a great place to build one of 3 support buildings that could help my team out.

4.
Game will tell you when you don't have enough MP to cast a spell you chose.


5.
A little bit of text to help familiarize you with your character. Content of text message is subject to change as back stories develop.

6.
Spells are listed in the mission objective. The game will tell you this, just in case you are not inclined to look. Of course, with so many spells, not all of them fit.

7.
Psychopath's Bomb Airship overlooks the bottom outpost. Somebody should capture that thing.

8.
I knew I should have filled the tank at the last rest stop. At least the game will always give you options, even in the worst scenario...

9.
Pushing the limits includes having a 3rd time of day. Just like day and night, dusk has some special stuff going on during it. See also: Connection between the different worlds discussed in the map.

10.
Chillin on this cliff, lookin down on some artifact. I could go down and get it, but I already got one.

11.
I just found some Wing Boots, an artifact that will increase the speed that I recover from stuns be %40.

12.
Well, I'm not afraid to admit that I died once. At least I have 3 pretty cool artifacts to help me live through my 2nd life.

13.
The psychopath's 6th spell is used from a portable dropship menu that doubles as his bomb airship.

14.
Zooming past a patch of resources. That is STONE, but you wouldn't know that unless you clicked on it.

*Special thanks to payne for his brush palette.*


Map Progress

• Idea phase began in Late August 2009.
• Began work on map in Early September 2009.
• Closed Alpha Testing began October 20th, 2009.
• Open Alpha Testing begins November 22nd, 2009.
• Open Beta Testing begins December 2nd, 2009.
• 1.10 Released July 15th, 2010.

Ideas: 100%
Triggers: 100%
Terrain: 100%
Checkboxes: 56/56

Attachments:
Hero Sanctuary [1.10].scx
Hits: 33 Size: 418.64kb

Post has been edited 59 time(s), last time on Jul 16 2010, 1:26 am by Norm.



None.

Sep 26 2009, 8:47 pm CecilSunkure Post #3



You have an Alchemist! Yes!! I tried to get Unholy to make an Alchemist for TS, never happened -Woot!

Man, that must have taken forever to type out, and you seemed to have gotten a lot of progress done with the map in a relatively short amount of time!

Ooo necromancer looks really fun.. I hope I'll be allowed in the testing phase for this!

And this qualifies as an RPG? You have a rather detailed prephase storyline, so there will be a storyline throughout the gameplay as well?



None.

Sep 26 2009, 8:59 pm Norm Post #4



Quote from CecilSunkure
You have an Alchemist! Yes!! I tried to get Unholy to make an Alchemist for TS, never happened -Woot!

Man, that must have taken forever to type out, and you seemed to have gotten a lot of progress done with the map in a relatively short amount of time!

Ooo necromancer looks really fun.. I hope I'll be allowed in the testing phase for this!

And this qualifies as an RPG? You have a rather detailed prephase storyline, so there will be a storyline throughout the gameplay as well?

I like Alchemy, so yes I'm going to have the alchemist =) You can write a backstory for him if you'd like lol. This took me about 3 hours to type this all out, yeah haha.

I do tend to work on my maps fast, but I am actually further behind than I would like to be right now just because I have a full-time job and I'm a full-time student. So, I don't get too much free time.

Thanks for your input and of course you can test =).

As for the storyline... There isn't much in-game about it. It's mostly back story.

Thanks again. I'll try to get some screenshots up today if possible.



None.

Sep 26 2009, 9:40 pm Neki Post #5



Looks pretty nifty, how are you going to keep spawning mineral chunks though? Some of the heroes also look neat, kinda complicated, but awesome nonetheless. I also like the Sandbox mode, the reason I don't like TS as much is I can't practice by myself, or learn any of the heroes. =P Also, I do like the outpost system, I was thinking of using something similar to that.



None.

Sep 26 2009, 9:44 pm Norm Post #6



Quote from name:Ultimo
Looks pretty nifty, how are you going to keep spawning mineral chunks though? Some of the heroes also look neat, kinda complicated, but awesome nonetheless. I also like the Sandbox mode, the reason I don't like TS as much is I can't practice by myself, or learn any of the heroes. =P Also, I do like the outpost system, I was thinking of using something similar to that.

=) I'm not spawning them, I'm just moving them and re-using them. Most of the heroes are not as complicated as they sound. If you have AoS experience at all, you should be able to handle the game quite well after 1 or 2 plays. The game is specifically designed off of other popular games from similar genres, so a lot of UMS players will be familiar with how a lot of the functions work.

Glad to hear you agree with some of my ideas though =). Yeah, Sandbox mode will be useful for teaching your friends how to play, or just learning for yourself.

Thanks for the support!



None.

Sep 26 2009, 9:53 pm FlashBeer Post #7



Concerning capturing outposts, does 3 players on a beacon capture faster than 2? Also, if two enemies are on a beacon, and you are fighting them, does their progress freeze or do they gain as fast as only 1 person does?



None.

Sep 26 2009, 10:02 pm Norm Post #8



Quote from FlashBeer
Concerning capturing outposts, does 3 players on a beacon capture faster than 2? Also, if two enemies are on a beacon, and you are fighting them, does their progress freeze or do they gain as fast as only 1 person does?

Capturing is on a spectrum. The spectrum is broken up into 3 parts.

1. Almost South Team Captured.

North
1 players = +2 Capture Rate
2 players = +4 Capture Rate
3 players = +6 Capture Rate

South
1 players = -1 Capture Rate
2 players = -2 Capture Rate
3 players = -3 Capture Rate

2. Neither Team is Almost Captured.

North
1 players = +1 Capture Rate
2 players = +2 Capture Rate
3 players = +3 Capture Rate

South
1 players = -1 Capture Rate
2 players = -2 Capture Rate
3 players = -3 Capture Rate

3. Almost North Team Captured.

North
1 players = +1 Capture Rate
2 players = +2 Capture Rate
3 players = +3 Capture Rate

South
1 players = -2 Capture Rate
2 players = -4 Capture Rate
3 players = -6 Capture Rate

When the spectrum reaches maximum amount, North captures the base. When the spectrum reaches minimum amount, South captures the base. You can follow that little table to see the exact capture rate with whatever combination of players are on the beacon.

In your examples:

"3 players on a beacon" - They will capture at a rate of 3 if the outpost is not almost captured by the enemy team. If the other team has nearly captured the outpost, they will capture at a rate of 6.

"2 enemies on beacon, and you are fighting them" - In a normal situation, the outcome will be a capture rate of 1 for the other team. However, if that team is close to capturing that outpost, neither team will have any capture rate because you have 2 and they together have 2. They would need a third guy on the beacon to capture it as you stood there.



None.

Sep 26 2009, 10:06 pm FlashBeer Post #9



Makes sense, it has a momentum thing going on.



None.

Sep 26 2009, 11:02 pm Norm Post #10



=) Thank you, Flashbeer.

To everyone: Added 9 screenshots to the second post. Many more will come as I make significant progress of the latter half of the map. Anyone else have any questions or concerns?



None.

Sep 26 2009, 11:41 pm CecilSunkure Post #11



I'd say the terrain is a bit too empty, you should add walkable doodads with the tileset index, like little bushes, all over the place. That way you can give the terrain a more complicated look to it, which will accent the custom ramps much better. Also, if you can, avoid straight lines in the terrain. As in, avoid straight stretches of cliff to dirt, and cliff to water. Keep the isom transitions more round or jagged. Also, you should create complicated entanglements of grass, rock, and mud inside of areas like 4th screenshot, so that you don't see too much dirt or grass all at once.



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Sep 26 2009, 11:46 pm Craftstar2 Post #12



Looks interesting and has potential :) I can't wait to see this done.

Hopefully, there is a switch that can turn the experience notifier off. It may get rather annoying when you kill multiple monsters each second and can't see what your allies are saying.



None.

Sep 27 2009, 12:05 am Norm Post #13



Quote from CecilSunkure
I'd say the terrain is a bit too empty, you should add walkable doodads with the tileset index, like little bushes, all over the place. That way you can give the terrain a more complicated look to it, which will accent the custom ramps much better. Also, if you can, avoid straight lines in the terrain. As in, avoid straight stretches of cliff to dirt, and cliff to water. Keep the isom transitions more round or jagged. Also, you should create complicated entanglements of grass, rock, and mud inside of areas like 4th screenshot, so that you don't see too much dirt or grass all at once.

Yeah, I can definitely agree with this. My terrain is an estimated 90% done, but it's still something I'm not good at creating. I still got a little bit of modification to do with it (hopefully not too much). Maybe I'll get lucky and a fan of the map will revamp my terrain for me ;). Your advice is appreciated as always.



Quote from Craftstar2
Looks interesting and has potential :) I can't wait to see this done.

Hopefully, there is a switch that can turn the experience notifier off. It may get rather annoying when you kill multiple monsters each second and can't see what your allies are saying.

Haha, thanks. There actually at first wasn't going to be a switch for those displays, but now that you mention it- that's a very good idea. It shouldn't be too hard, I'll just have to modify ~30 triggers and create 30 additional ones similar to the first. Actually....

As a compromise, how would you like it if it still showed EXP for hero kills and base captures no matter what, but you can toggle whether or not buildings/spawn show the EXP notification? That will save a lot of work for me, and it will cut down on a lot of the annoyance you're anticipating.



None.

Sep 27 2009, 12:20 am Craftstar2 Post #14



Sure. It's not my map, it''s yours :P



None.

Sep 27 2009, 12:29 am Norm Post #15



Quote from Craftstar2
Sure. It's not my map, it''s yours :P

Yeah, but I try to make it so that everyone likes it =). It sounds like a good compromise to me, so I'm sticking to it.



None.

Sep 27 2009, 6:54 pm ClansAreForGays Post #16



It would help me comment on it if you gave the actual SC units being used (and enabled tech upgrades) next to each heroes name. Also, what's the map dimensions?




Sep 27 2009, 7:09 pm Jack Post #17

>be faceless void >mfw I have no face

It all looks good. Just a tip though, don't have RPG in the file name or map name, it will drive people who want a quick-ish game off.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 27 2009, 7:51 pm Norm Post #18



Quote from ClansAreForGays
It would help me comment on it if you gave the actual SC units being used (and enabled tech upgrades) next to each heroes name. Also, what's the map dimensions?

What heroes are you interested in particular? I can tell you more details.

Important techs are included in discription.

Map is 192x192.


Quote from name:zany_001
It all looks good. Just a tip though, don't have RPG in the file name or map name, it will drive people who want a quick-ish game off.

Interesting point... Alright, the exclusion in the map name, or file name, or both of "RPG" is something I'll definitely do. Thank you for the suggestions.



EDIT: Currently reworking the player's interface with upgrading and the likes. Condensing the areas for spending cash and using the tutorial. Bottom of the map is looking a bit sexier now, and I made room for a switch to toggle whether it displays the EXP on the right hand side or not. Triggering this now.

EDIT2: Finished toggled display of EXP gain. Thanks again craftstar for pointing this improvement out.

Post has been edited 2 time(s), last time on Sep 27 2009, 9:17 pm by Norm.



None.

Sep 28 2009, 4:53 am ClansAreForGays Post #19



Is it a secret or something if the samauri is zealot?!




Sep 28 2009, 7:19 am Vrael Post #20



Nice, I'm always a fan of any AoS-oriented map. Keep on truckin and pump this baby out.



None.

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