can i help you by making a website for the map/game? i don't really need cash... making sites is like a hobby to me... im not a pro... but im good with modifying scripts like SMF,WORDPRESS,JOOMLA, ETC...
average skill :D
Hey, about the hero roles thing, you should check out Enfo's Hero Survival if you haven't yet (Warcraft 3 map). Might give you some good ideas :)
I wish you best of luck; anything can be done with time and money, and it's really cool seeing your designs flourish into tangible things.
I think it was also smart of you to pick SC2, because you (and us here in general) might be ahead of the curve come Arcade time. Meanwhile the Apple app store is overpopulated with 999999999999 apps. Though it should be noted that Apple won't reject you based on your game content unless its porn... but (I'm guessing) Blizzard will be a lot harder to get approval on. ALSO, there's tons of people willing to work for near nothing on sc2 maps because it's their passion (and good quality mappers too) :)
I can tell you from my own experience, you'd be looking at 60-80$ per hour minimum for a decent app developer... nevermind the art and shit... so yeah... :/
Or you can always go with India! lol.
can i help you by making a website for the map/game? i don't really need cash... making sites is like a hobby to me... im not a pro... but im good with modifying scripts like SMF,WORDPRESS,JOOMLA, ETC...
average skill :D
Sounds awesome! I actually have a web host already that I'm not using for anything, so if you wanted to work from that...
Hey, about the hero roles thing, you should check out Enfo's Hero Survival if you haven't yet (Warcraft 3 map). Might give you some good ideas :)
I loved Enfo's TS, but I don't remember what hero roles did in that. I do remember the spells you cast to fuck over the enemy team, those were fun as heck.
cool... give me a PM when the game is almost finish so i can start on something...
I will probably want to launch a site when work officially begins in January, if you think you can manage that. Also if we could put in some kind of adwords or some crap to generate some ad revenue I would pay you 50% of the income from that for doing a great job on the site and keeping it maintained. The other 50% would go towards paying the other mappers... I'm not expecting to make money from this project, but I really have high hopes that it will be an awesome game. I'm going to reveal some of what I was working on today:
Archetypes and Abilities
Archetypes are my attempt to help organize heroes into distinct, but flexible, play styles far better than DotA's Str/Agi/Int system ever could. Archetypes say a lot about my game, and the passive effects on Brawlers and Scouts are both offensive in nature on purpose. This is because none of the heroes in Crater of Carnage will be pigeon holed into less important roles than any of the others when it comes to getting in there and dishing out the whoop ass, and the general theme of the game is to be aggressive! I want to encourage new players to the genre to get out there and have fun killing people, and not doubt for a second their ability to do so. No hero in Crater of Carnage is a heal bitch, or a damage soak, that cannot also dish it out in equal measure ;) That being said, the passives and actives illustrated here are meant to be useful to as wide a range of hero concepts as possible, so they are not amazingly creative or overwhelmingly powerful on purpose, especially without investing your game resources in the Mastery attribute. Creativity and originality is what makes individual heroes and their ultimates stand out :D One final thing to mention, is that you will not be able to buy boots, and hero movement speed is normalized (meaning that unless an ability modifies it, everyone has the same movement speed).
Brawlers
Brawlers are tough and like to do their fighting up close and personal. They shrug off hits from towers and heroes alike.
Passive - Pain Train
Brawlers gain 10% movement speed when running towards enemies, and reduce the duration of crowd control effects placed on them by an additional 10% (adds with cc reduction from Health upgrades)
Active - Hard Target
Activating this ability reduces all incoming tower damage by 50% and all player damage by 25%
180 second cooldown
Scouts
The Scouts fill a variety of roles on the team, from stealthy assassins to high tech masterminds.
Passive - Silent Running
If the Scout has not attacked a hero for 25 seconds they vanish from the enemy team’s mini-map displays, and gain a 15% movement speed boost.
Active - Sensor Sweep
Activating Sensor Sweep reveals a red radar blip of all enemy hero locations for 3 seconds, as well as pinging their locations at the time of the sweep to all team members’ mini-maps
180 second cooldown
The last Archetype to round out the trio are the Psions, which will be populated by the Starcraft style of magic users: (wait for it...) beings with psionic powers. Unfortunately they are not quite where I want them yet as an Archetype, so I will have to reveal my plans for them later, but hopefully the first two Archetypes are interesting enough for right now! I am hard at work every day and have mostly nailed down exactly how the three attribute system will function at this point. I will post more about how my Attributes work in the future, but just so you know right now, there will be three, and they can each be upgraded four times. Mastery is one of the three, and I refer to it above. I have linked the Mastery attribute to the Archetype abilities IN ADDITION to unique per hero effects. These per hero effects will range from cooldown reduction to increased energy generation, and things far more interesting and creative than that because there is literally no limit to what Mastery can do.
I have created a thread dedicated to discussing game mechanics featured by Crater of Carnage, and will be devoting most of my attention to it from now until the map is finished:
can i help you by making a website for the map/game? i don't really need cash... making sites is like a hobby to me... im not a pro... but im good with modifying scripts like SMF,WORDPRESS,JOOMLA, ETC...
average skill :D
Hey, about the hero roles thing, you should check out Enfo's Hero Survival if you haven't yet (Warcraft 3 map). Might give you some good ideas :)
I wish you best of luck; anything can be done with time and money, and it's really cool seeing your designs flourish into tangible things.
I think it was also smart of you to pick SC2, because you (and us here in general) might be ahead of the curve come Arcade time. Meanwhile the Apple app store is overpopulated with 999999999999 apps. Though it should be noted that Apple won't reject you based on your game content unless its porn... but (I'm guessing) Blizzard will be a lot harder to get approval on. ALSO, there's tons of people willing to work for near nothing on sc2 maps because it's their passion (and good quality mappers too) :)
I can tell you from my own experience, you'd be looking at 60-80$ per hour minimum for a decent app developer... nevermind the art and shit... so yeah... :/
Or you can always go with India! lol.
Sounds awesome! I actually have a web host already that I'm not using for anything, so if you wanted to work from that...
I loved Enfo's TS, but I don't remember what hero roles did in that. I do remember the spells you cast to fuck over the enemy team, those were fun as heck.
cool... give me a PM when the game is almost finish so i can start on something...
I will probably want to launch a site when work officially begins in January, if you think you can manage that. Also if we could put in some kind of adwords or some crap to generate some ad revenue I would pay you 50% of the income from that for doing a great job on the site and keeping it maintained. The other 50% would go towards paying the other mappers... I'm not expecting to make money from this project, but I really have high hopes that it will be an awesome game. I'm going to reveal some of what I was working on today:
Archetypes and Abilities
Archetypes are my attempt to help organize heroes into distinct, but flexible, play styles far better than DotA's Str/Agi/Int system ever could. Archetypes say a lot about my game, and the passive effects on Brawlers and Scouts are both offensive in nature on purpose. This is because none of the heroes in Crater of Carnage will be pigeon holed into less important roles than any of the others when it comes to getting in there and dishing out the whoop ass, and the general theme of the game is to be aggressive! I want to encourage new players to the genre to get out there and have fun killing people, and not doubt for a second their ability to do so. No hero in Crater of Carnage is a heal bitch, or a damage soak, that cannot also dish it out in equal measure ;) That being said, the passives and actives illustrated here are meant to be useful to as wide a range of hero concepts as possible, so they are not amazingly creative or overwhelmingly powerful on purpose, especially without investing your game resources in the Mastery attribute. Creativity and originality is what makes individual heroes and their ultimates stand out :D One final thing to mention, is that you will not be able to buy boots, and hero movement speed is normalized (meaning that unless an ability modifies it, everyone has the same movement speed).
Brawlers
Brawlers are tough and like to do their fighting up close and personal. They shrug off hits from towers and heroes alike.
Brawlers gain 10% movement speed when running towards enemies, and reduce the duration of crowd control effects placed on them by an additional 10% (adds with cc reduction from Health upgrades)
Activating this ability reduces all incoming tower damage by 50% and all player damage by 25%
180 second cooldown
Mastery Effect Per Rank
Pain Train speed boost: 15 / 20 / 25 / 30%
Pain Train cc reduction: 15 / 20 / 25 / 30%
Hard Target (Tower / Hero Damage Reduction) → (70% / 35%) → (80% / 40%) → (90% / 45%) → (100% / 50%)
Scouts
The Scouts fill a variety of roles on the team, from stealthy assassins to high tech masterminds.
If the Scout has not attacked a hero for 25 seconds they vanish from the enemy team’s mini-map displays, and gain a 15% movement speed boost.
Activating Sensor Sweep reveals a red radar blip of all enemy hero locations for 3 seconds, as well as pinging their locations at the time of the sweep to all team members’ mini-maps
180 second cooldown
Mastery Effect Per Rank
Silent Running Hide Delay - 20 / 15 / 10 / 5
Silent Running Speed Boost - 20 / 25 / 30 / 35%
Sensor Sweep - 150 / 120 / 90 / 60 cooldown
More To Come
The last Archetype to round out the trio are the Psions, which will be populated by the Starcraft style of magic users: (wait for it...) beings with psionic powers. Unfortunately they are not quite where I want them yet as an Archetype, so I will have to reveal my plans for them later, but hopefully the first two Archetypes are interesting enough for right now! I am hard at work every day and have mostly nailed down exactly how the three attribute system will function at this point. I will post more about how my Attributes work in the future, but just so you know right now, there will be three, and they can each be upgraded four times. Mastery is one of the three, and I refer to it above. I have linked the Mastery attribute to the Archetype abilities IN ADDITION to unique per hero effects. These per hero effects will range from cooldown reduction to increased energy generation, and things far more interesting and creative than that because there is literally no limit to what Mastery can do.
I have created a thread dedicated to discussing game mechanics featured by Crater of Carnage, and will be devoting most of my attention to it from now until the map is finished:
http://www.sc2mapster.com/forums/development/map-development/29495-crater-of-carnage-play-mechanics/#p4
p.s. I have revealed the Psion archetype AND the first finished hero concept in that thread :)