Base Idea (Original Idea):
Wanted to create A Dota style map where you don't pick your hero but rather your gear and abilities.
All players will start as marines and are then able to buy a main weapon.
This weapon then grants Attack And Changes the actor / model for set unit (Example: You buy a Flamethrower and then you become a fire bat) The weapon also grants Two abilities. A lvl 6 ability (ultimate) and A lvl 1 ability.
You should also be able to upgrade the weapon to increase attack dmg, rate and range plus giving some extra bonuses to the given Abilities.
These are the weapons I envisioned:
Machine-gun.
Fairly accurate mid-range lightweight Machine-gun allowing for faster movement.
Sprint at lvl 1 - short burst of extra speed.
Cluster grenade at lvl 6 - large scale aoe.
Mini-gun.
Inaccurate mid-range heavy Mini-gun making for slower movement but high dmg output.
suppressing fire at lvl 1 - lower dmg but slowing all enemies in a cone in front of player (cant move while active).
sweeping attack at lvl 6 - cone aoe with very high dmg (cant move while active).
Sniper Rifle.
Highly accurate long-range Rifle with slow attack speed and high dmg.
tungsten shot at lvl 1 - a high dmg bullet after preparing.
Magnetic accelerator at lvl 6 - shoot through multiple enemies (passive).
Flamer.
Close Combat Flamer with aoe and dot.
napalm shot at at lvl 1 - Fires a ball of napalm with aoe and dot (low range).
Heat wave at lvl 6 - dot's now stack up to 6 times (passive).
Force-blade.
Close Combat lightweight sword allowing for vary fast movement.
Sprint attack at lvl 1 - extra burst of speed just before attacking (Timed).
Slice and Dice at lvl 6 - extremely high attack speed (Timed).
Grenada launcher.
Heavy mid-range Grenade launcher with very slow attack speed high dmg and aoe.
concussive grenade at lvl 1 - a grenade that stuns targets (aoe).
Grenade rain at lvl 6 - multiple grenades at random locations (mid-range aoe).
Laser rifle.
Heavy mid-range Laser rifle with slow attack speed and vary high dmg.
Tag at lvl 1 - tags a target so other players do increased dmg to the target.
Sustained laser at lvl 6 - fiers a sustained laser at a target until either the target gets to far away the energy runs out or the target dies (cant move while active).
Canon.
vary heavy mid-range Canon with very slow attack speed and high dmg.
Deploy at lvl 1 - Deploys the canon for faster attack speed (cant move while active).
explosive shell at lvl 1 - vary high dmg explosive shot (aoe).
Plasma canon.
vary heavy mid-range Plasma Canon with slow attack speed and aoe.
Multi shot at lvl 1 - 3 shot burst.
Overload at lvl 6 - overloads the weapon creating a vary large aoe around the player(damages enemies and self).
Particle canon.
heavy mid-range particle Canon with slow attack speed.
Particle accelerator at lvl 1 - increased projectile speed and damage
Infuse at lvl 6 - Targets struck by Particle blasts leave a trail of radioactive dust on the ground (passive).
Now 2 abilities per hero is not enough so there should also be some misc gear (items) that grants abilities.
Tir 1 Gear grants utility abilities. (Speed / jump / teleport, etc.)
Tir 2 Gear grants Crowd control / support abilities. (Root / Heal / Aura, etc.)
Tir 3 Gear grants DMG abilities. (Chain / AOE / DOT, etc.)
Tir abilities for the sake of balancing so one player can't end up with 3 massive AOE abilities
There will also be Items that grant stats such as Attack speed, DMG, Energy, Health, etc.
These items can as usual be combined to form even better items.
Heroes will then be able to gain xp and lvl up gaining 4 attribute points at each lvl that they can then use on either Strength, Agility or Intelligence.
The map itself is a standard 3 lane Dota map with one cross lane at middle and small routes between the lanes.
On the map there are 6 income stations witch each team can take over for increased team Income.
There will also be 3 inhibitors at each base that if destroyed will grant super creeps for the enemy at the corresponding lane.
So in general it will be a Dota / LOL style map with a few tweak's.
now i have hit a few snags.
Have no idea how i possibly can assign abilities based on what items a hero has equipped if it even is possible (Remember the abilities should lvl with the hero like in WC3). For the weapons I think the easiest way to do it is simply by making it a hero choice at the beginning of the map. (wont be able to change the weapon later on in the game).
As for the triggers I am almost Done with all the basic game triggers.
Map init:
Team choice (with Dialog). Done.
Hero choice (with Dialog). Done.
Hero:
Hero Respawn. Done.
Add 4 Attribute points (Charges) to hero at level up. Done.
Remove points (Charges) when using them. Done.
Note: Each hero have 3 abilities that add to STR, INT, and AGI. These abilities have charges.
So what I’m doing here is removing charges for STR and INT if add AGI is used etc.
Income:
Set base income and apply each second for all players. Done.
Set ownership of income station to team computer if hero enters region of station. Done.
Set team income based on owned income stations. Not Done.
Creep waves / lanes.
Spawn creeps and send them on their marry way. All lanes. Done.
Spawn super Creeps if Inhibitor is down. Not Done.
Still a lot of work to be done tho as I haven’t made any abilities yet other then inventory and attribute abilities.
Now this is my first attempt at a SC2 map and yes I know I have chosen a not so easy one but hay.. steep hills make for strong leg's “don't they?”
Suggestions and comments are welcome
I wouldn’t post about it if not :) And I won't get all riled up over negative comment's as long as they are constructive.
If anyone has some ideas as to how I solve the item ability problem do post.
PS. I want to thank some ppl for their quite well made tutorials.
Jaminv – His tutorials on Dialogs have made my life a lot easier.
Zeldarules28 – His tutorials on Dota style maps is where I started. (it read Complete noob's guide so I figured I should start there)
and last but not least.
OneTwoSC – He is a tutorial god in my eyes. Will be watching his video tutorials for some time.
I dislike DOTA, but I'll try too support and bump your project anyways !
Check out Mephs stream on our editor stream channel (it's around on the news so) for the LoS bushes trick he made. Could be handy !
About your hero, I've got no idea cause it isn't my strongest point either. But if you don't get a feedback log on our mIRC channel later on ;)
1 thing I don't really like, and this being my 'stronger' point in the editor is your terrain. The balance looks fairly good ofcourse, and the main idea behind it great.
But it looks too much of a mirror zone in my eyes. You could try and make both sides a bit different. By painting the terrain a bit different, adding other doodads. And overall, more design doodads too
Just my two cents and free bump for your project tho' :-)
BTW
If anyone can come up with a good name for this map i would be gratefull. I'm terible with naming stuff hence the unnamed...
if you come up with a grate name for the map you will be mentioned in the opening screen :)
Will also add Jaminv, Zeldarules28 and OneTwoSC if thay allaw it. They actualy did most of the legwork.
Battle for the <town> or so would fit in this theme I guess.
Terrain looks better yeah, but it seems like you wanted to do it fast. Some units/doodads placement are a bit wierd :D For example 2nd last screenshot the ramp. Wall on 4th screen etc. Of-course, this is all minor. This is finalization tweakage you may say.
Still polishing on the doodads and terrain.
The side thats dark and dry will have destroyd and wrecked stuff all over the place while the other side will have shrines and other protoss stuff..
Also adding more trees. wont make another post full of pics so ille just replace the ones in #3 when i'm done here.
Yay...
I solved the Item add abilities problem.
When i noticed that you cold add more then one button at the same spot on the command card it was straight forward.
Basically what I’m doing is adding all the Tir abilities to same corresponding commandcard button.
Tir one abilities to one button and so on.
I then add an action right after a hero has been chosen and spawned that disables and hides all these abilities for set hero.
Now all I have to do is make some triggers that chek for inventory manipulation pickup/drop/buy etc. And Enable/Disable Show/Hide the corresponding abilities.
I do all this with a Record that holds ability and item data for easy use. (loops and easy to add new items).
Again thx Jaminv without Records this would have been a pain in the Biip to make (I love loops and records) .
BTW made some more changes to the map look and feal. pics shown in #3
Well all i can say to that is...
I will just have to make it stand out then.
Calling it a rip-off is certainly right on the spot.. But I am trying to make it differ from the usual Dota by adding more areas / things to fight for. And by making the heroes more customizable.
Personally I like Dota and especially LoL.
And the reason I started this project is “not saying that Sotis is a bad job or that I could do it better” but I don't really like Sotis it's to messy for my taste.
Now that being said nice constructive criticism Xenox101
It looks really cool, well the terrain isn't the best I have seen.. :P But it is very good if this is your first time.
And I think the map could turn out really great!
IF you finish the project and I find some time I'll bother too tweak out your terrain sometime.
But I gave up helping everyone I see. All I do is waste time on projects that never see daylight ;-)
Keep it up, and yeah, I dislike 'another dota rip' too. So if you want that Terrain help, you better make the rest stand out !
But Xeno you could have sayd it a little bit better though.
Sorry, I didn't mean to be so blunt, but really there's little point trying to tread the same ground that's already been tread quite well. Realistically speaking DOTA, LoL, HoN and SOTIS have been balanced, refined, polished and overall perfected to a degree that you will have a very hard time trying to match. Having some new ideas is good, but I don't feel that these ideas - or almost any ideas for that matter - are enough to compensate for the hundreds of hours developers have put into refining and polishing the big 4 dota games.
Put simply, there's little point competing directly with an established franchise when you know your product is almost assured to be weaker overall by comparison, despite having some new ideas.
I really think you should invest your time, effort and creativity into something that stands on its own and has the potential to open up a new genre, instead of digging deeper into the already dug out hole that is Dota.
Yea i can see what you mean and I will not aim to compete with this map.
Anyways ill use the skills I get from making this map to try and make a truly new type of map.
That will probably be extremely hard to do tho. But I will try nonetheless.
Finally done with my preliminary Item ability list.
Explanations not entirely complete but this should paint a picture of sorts.
Won't be adding more to this list before I have made these abilities in the galaxy editor.
Anyways feel free to look it over and come up with some pointers.
The stars next to the ability item names is how many different items set item can be upgraded to.
Tir 1.
1: Stasis Prism. *
Makes the user invulnerable to attack and other effects for A period of time.
During this time the user can't move, attack or use abilities.
2: Blink Device. *
Teleports the user A short Distance.
3: Radar. * * *
Reveals an area on the map for a short time.
4: Booster Rockets. *
Boosts run-speed for a short Duration.
5: Jump Rockets. * *
Jumps a short Distance traversing impassible terrain.
6: Cloaking Field. *
Cloaks the user until energy runs out. Using an ability or attacking disables the Cloak.
7: Holo-Generator. *
Makes a Hologram Identical to the user.
8: Shield Generator. * * *
Protects the user from damage while active.
9: Stim-Injector. *
Increases attack and run speed but siphons HP while active.
10: Grabling hook. *
Grabs an ally or enemy and pulls the user to that location.
Tir 2.
1: Shock Generator. *
Stuns all enemies in an area around the user.
2: Nano Repair-bot field. *
Replenishes health for all ally's in an area around the user.
3: Energy field Generator. *
Replenishes Energy for all ally's in an area around the user.
4: Nano Repair-bot injector. *
Heals the user or an ally.
5: Time warp Grenade. * *
Slows all enemies and speeds all ally's up in target area.
6: Shield wall generator. *
Makes an impassible wall at target location.
7: EMP Grenade. * * *
Disables all enemy abilities in target area for a short time.
8: Time warp generator. * *
Gives increased run speed to all ally's in an area around the user.
9: Battery pack. * * * *
Replenishes Energy for the user or an ally.
10: Shoulder Reinforcement. *
Charges at an enemy stunning him on impact.
Tir 3.
1: Quantum Link. * *
Links the user with an enemy so the enemy receives the same amount of damage as the user.
2: Pulse bomb. *
Damages all enemies in an area around the user.
3: Missile pack. *
Fires small missiles at random locations in a large area.
4: Static Field bomb. *
Damages all enemies over time at a target area.
5: Viral grenade. *
Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies.
6: Lightning Generator. *
Discharges a lightning that jumps up to 4 enemy units damaging less for each jump.
7: Artillery beacon. *
Call's down a massive artillery strike in A small area.
8: Auto turrets. *
Places an auto turret at a location that dies after some time.
9: Crawler mines. *
Places a mine that follows enemies if they get to close.
10: Fusion injector. *
Greatly increases normal attack damage. (passive).
Ability items can be combined to make even more potent ones.
Tir 1 Combinations.
1: Cloaking Field (Tir 1) + Holo-Generator (Tir 1) → Holo-Cloak.
Creates a Hologram identical to the user and Cloaks the user.
2: Shild Generator (Tir 1) + Stasis Prism (Tir 1) → Stasis Generator.
Makes the user invulnerable to attack and other effects for A period of time.
During this time the user can't move or attack but can use abilities.
3: Stim-Injector (Tir 1) + Nano Repair-bot Injector (Tir 2) → Advanced Stim-Injector.
Increases attack and run speed. No longer siphons HP while active.
4: Shield Generator (Tir 1) + Battery pack (Tir 2) → Improved Shield Generator.
Protects the user from damage while active. Uses less energy.
5: Grabling hook (Tir 1) + Battery pack (Tir 2) → Grabbing hook.
Grabs and ally or enemy and pulls that ally or enemy to the user.
6: Blink Device (Tir 1) + Battery pack (Tir 2) → Blink Generator.
Teleports the user A short Distance. Distance greatly increased.
Tir 2 Combinations.
1: Nano Repair-bot field (Tir 2) + Radar (Tir 1) → Remote Repair-bot field.
Replenishes health for all ally's in target area. Can be placed anywhere on the map.
2: Energy field Generator (Tir 2) + Radar (Tir 1) → Remote Energy field.
Replenishes energy for all ally's in target area. Can be placed anywhere on the map.
3: Shoulder Reinforcement (Tir 2) Booster Rockets (Tir 1) → Impact Booster.
Charges at an enemy stunning and damaging him on impact. Increased distance.
4: Shock Generator (Tir 2) + Jump Rockets (Tir 1) → Shock Rockets.
Jumps a short Distance traversing impassible terrain and Stuns all enemies in an area around the user when landing.
5: Time warp Grenade (Tir 2) + EMP Grenade (Tir 2) → Gravity Grenade.
Pulls all enemies in target area to center of impact and locks them there for a short duration.
6: Shield wall generator (Tir 2) + EMP Grenade (Tir 2) → Negation field generator.
Creates a field around the user that negates all stun and slow effects.
Tir 3 Combinations.
1: Crawler mines (Tir 3) + Auto Turret (Tir 3) → Walking Auto Turret
Spawns 3 walking auto turrets that follow and protect the user.
2: Lightning Generator (Tir 3) + Battery pack (Tir 2) → Overcharging Lightning Generator.
Now jumps 8 enemy units and does more damage.
3: Artillery beacon (Tir 3) + Radar (Tir 1) → Orbital Artillery.
Call's down a massive artillery strike in A small area. Can target anywhere on the map.
4: Viral grenade (Tir 3) + Time warp Grenade (Tir 2) → Warped Viral grenade.
Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies. Infected enemies now continually warp to random locations on map.
5: Fusion injector (Tir 3) + Time warp generator (Tir 2) → Warp plasma injector.
Now also has a 50% slow chance.
6: Quantum Link (Tir 3) + Nano Repair-bot injector (Tir 2) → Revers Quantum Link.
Links the user with an enemy so the user receives health equal to the amount of damage the enemy receives.
7: Quantum Link (Tir 3) + Shield Generator (Tir 1) → Quantum Shield generator.
Returns 50% of damage taken back to attacking enemies while active.
8: Pulse bomb (Tir 3) + Jump Rockets (Tir 1) → Pulse Rockets.
Jumps a short Distance traversing impassible terrain and Damages all enemies in an area around the user when landing.
9: Missile pack (Tir 3) + EMP Grenade (Tir 2) → EMP Missile pack.
Fires small missiles at random locations in a large area. Disabling all abilities for any enemy hit.
10: Static Field bomb (Tir 3) + Time warp generator (Tir 2) → Warp Field bomb.
Damages and slows all enemies over time at a target area.
Addition to the map idea. (Brainstorming with a friend).
Each team is split up in 3 groups.
2 Attackers.
2 Defenders.
1 Commander.
The commander is chosen by who has played the map the most.
Defenders and attackers are then chosen randomly.
This will probably be customizable at beginning at map by vote.
Now the idea is that attackers and defenders randomly receives timed objectives.
When attackers on one side receives a new objective like take that point and hold it for set time, defenders then receives an objective to defend the same point.
When the objective timer has elapsed the wining side then receives some command points.
There will be more objective types then the one mentioned above.
Now the commander can use the command points to do several things like sending reinforcements to a lane repairing defenses, building new defenses or calling down devastating off-map support.
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Base Idea (Original Idea):
Wanted to create A Dota style map where you don't pick your hero but rather your gear and abilities.
All players will start as marines and are then able to buy a main weapon.
This weapon then grants Attack And Changes the actor / model for set unit (Example: You buy a Flamethrower and then you become a fire bat) The weapon also grants Two abilities. A lvl 6 ability (ultimate) and A lvl 1 ability.
You should also be able to upgrade the weapon to increase attack dmg, rate and range plus giving some extra bonuses to the given Abilities.
These are the weapons I envisioned:
Machine-gun.
Fairly accurate mid-range lightweight Machine-gun allowing for faster movement.
Sprint at lvl 1 - short burst of extra speed.
Cluster grenade at lvl 6 - large scale aoe.
Mini-gun.
Inaccurate mid-range heavy Mini-gun making for slower movement but high dmg output.
suppressing fire at lvl 1 - lower dmg but slowing all enemies in a cone in front of player (cant move while active).
sweeping attack at lvl 6 - cone aoe with very high dmg (cant move while active).
Sniper Rifle.
Highly accurate long-range Rifle with slow attack speed and high dmg.
tungsten shot at lvl 1 - a high dmg bullet after preparing.
Magnetic accelerator at lvl 6 - shoot through multiple enemies (passive).
Flamer.
Close Combat Flamer with aoe and dot.
napalm shot at at lvl 1 - Fires a ball of napalm with aoe and dot (low range).
Heat wave at lvl 6 - dot's now stack up to 6 times (passive).
Force-blade.
Close Combat lightweight sword allowing for vary fast movement.
Sprint attack at lvl 1 - extra burst of speed just before attacking (Timed).
Slice and Dice at lvl 6 - extremely high attack speed (Timed).
Grenada launcher.
Heavy mid-range Grenade launcher with very slow attack speed high dmg and aoe.
concussive grenade at lvl 1 - a grenade that stuns targets (aoe).
Grenade rain at lvl 6 - multiple grenades at random locations (mid-range aoe).
Laser rifle.
Heavy mid-range Laser rifle with slow attack speed and vary high dmg.
Tag at lvl 1 - tags a target so other players do increased dmg to the target.
Sustained laser at lvl 6 - fiers a sustained laser at a target until either the target gets to far away the energy runs out or the target dies (cant move while active).
Canon.
vary heavy mid-range Canon with very slow attack speed and high dmg.
Deploy at lvl 1 - Deploys the canon for faster attack speed (cant move while active).
explosive shell at lvl 1 - vary high dmg explosive shot (aoe).
Plasma canon.
vary heavy mid-range Plasma Canon with slow attack speed and aoe.
Multi shot at lvl 1 - 3 shot burst.
Overload at lvl 6 - overloads the weapon creating a vary large aoe around the player(damages enemies and self).
Particle canon.
heavy mid-range particle Canon with slow attack speed.
Particle accelerator at lvl 1 - increased projectile speed and damage
Infuse at lvl 6 - Targets struck by Particle blasts leave a trail of radioactive dust on the ground (passive).
Now 2 abilities per hero is not enough so there should also be some misc gear (items) that grants abilities.
Tir 1 Gear grants utility abilities. (Speed / jump / teleport, etc.)
Tir 2 Gear grants Crowd control / support abilities. (Root / Heal / Aura, etc.)
Tir 3 Gear grants DMG abilities. (Chain / AOE / DOT, etc.)
Tir abilities for the sake of balancing so one player can't end up with 3 massive AOE abilities
There will also be Items that grant stats such as Attack speed, DMG, Energy, Health, etc.
These items can as usual be combined to form even better items.
Heroes will then be able to gain xp and lvl up gaining 4 attribute points at each lvl that they can then use on either Strength, Agility or Intelligence.
The map itself is a standard 3 lane Dota map with one cross lane at middle and small routes between the lanes.
On the map there are 6 income stations witch each team can take over for increased team Income.
There will also be 3 inhibitors at each base that if destroyed will grant super creeps for the enemy at the corresponding lane.
So in general it will be a Dota / LOL style map with a few tweak's.
now i have hit a few snags.
Have no idea how i possibly can assign abilities based on what items a hero has equipped if it even is possible (Remember the abilities should lvl with the hero like in WC3). For the weapons I think the easiest way to do it is simply by making it a hero choice at the beginning of the map. (wont be able to change the weapon later on in the game).
As for the triggers I am almost Done with all the basic game triggers.
Map init:
Team choice (with Dialog). Done.
Hero choice (with Dialog). Done.
Hero:
Hero Respawn. Done.
Add 4 Attribute points (Charges) to hero at level up. Done.
Remove points (Charges) when using them. Done.
Note: Each hero have 3 abilities that add to STR, INT, and AGI. These abilities have charges.
So what I’m doing here is removing charges for STR and INT if add AGI is used etc.
Income:
Set base income and apply each second for all players. Done.
Set ownership of income station to team computer if hero enters region of station. Done.
Set team income based on owned income stations. Not Done.
Creep waves / lanes.
Spawn creeps and send them on their marry way. All lanes. Done.
Spawn super Creeps if Inhibitor is down. Not Done.
Still a lot of work to be done tho as I haven’t made any abilities yet other then inventory and attribute abilities.
Now this is my first attempt at a SC2 map and yes I know I have chosen a not so easy one but hay.. steep hills make for strong leg's “don't they?”
Suggestions and comments are welcome
I wouldn’t post about it if not :) And I won't get all riled up over negative comment's as long as they are constructive.
If anyone has some ideas as to how I solve the item ability problem do post.
PS. I want to thank some ppl for their quite well made tutorials.
Jaminv – His tutorials on Dialogs have made my life a lot easier.
Zeldarules28 – His tutorials on Dota style maps is where I started. (it read Complete noob's guide so I figured I should start there)
and last but not least.
OneTwoSC – He is a tutorial god in my eyes. Will be watching his video tutorials for some time.
@xorioz: Go
I dislike DOTA, but I'll try too support and bump your project anyways !
Check out Mephs stream on our editor stream channel (it's around on the news so) for the LoS bushes trick he made. Could be handy ! About your hero, I've got no idea cause it isn't my strongest point either. But if you don't get a feedback log on our mIRC channel later on ;)
1 thing I don't really like, and this being my 'stronger' point in the editor is your terrain. The balance looks fairly good ofcourse, and the main idea behind it great. But it looks too much of a mirror zone in my eyes. You could try and make both sides a bit different. By painting the terrain a bit different, adding other doodads. And overall, more design doodads too
Just my two cents and free bump for your project tho' :-)
@Dresnia: Go Thx for the input well i just spent the last two houers making these changes to the map per your suggestion
Is this what you ment. have made one side dark and dry and the other side green and lush.
BTW
If anyone can come up with a good name for this map i would be gratefull. I'm terible with naming stuff hence the unnamed...
if you come up with a grate name for the map you will be mentioned in the opening screen :)
Will also add Jaminv, Zeldarules28 and OneTwoSC if thay allaw it. They actualy did most of the legwork.
@xorioz: Go
Battle for the <town> or so would fit in this theme I guess. Terrain looks better yeah, but it seems like you wanted to do it fast. Some units/doodads placement are a bit wierd :D For example 2nd last screenshot the ramp. Wall on 4th screen etc. Of-course, this is all minor. This is finalization tweakage you may say.
Still polishing on the doodads and terrain.
The side thats dark and dry will have destroyd and wrecked stuff all over the place while the other side will have shrines and other protoss stuff..
Also adding more trees. wont make another post full of pics so ille just replace the ones in #3 when i'm done here.
Yay...
I solved the Item add abilities problem.
When i noticed that you cold add more then one button at the same spot on the command card it was straight forward.
Basically what I’m doing is adding all the Tir abilities to same corresponding commandcard button.
Tir one abilities to one button and so on.
I then add an action right after a hero has been chosen and spawned that disables and hides all these abilities for set hero.
Now all I have to do is make some triggers that chek for inventory manipulation pickup/drop/buy etc. And Enable/Disable Show/Hide the corresponding abilities.
I do all this with a Record that holds ability and item data for easy use. (loops and easy to add new items).
Again thx Jaminv without Records this would have been a pain in the Biip to make (I love loops and records) .
BTW made some more changes to the map look and feal. pics shown in #3
Please, no more dota rip-offs :(, can't people think of anything original these days?
Well all i can say to that is...
I will just have to make it stand out then.
Calling it a rip-off is certainly right on the spot.. But I am trying to make it differ from the usual Dota by adding more areas / things to fight for. And by making the heroes more customizable.
Personally I like Dota and especially LoL.
And the reason I started this project is “not saying that Sotis is a bad job or that I could do it better” but I don't really like Sotis it's to messy for my taste.
Now that being said nice constructive criticism Xenox101
@XenoX101: Go
Often when learning, the best way is too let one be inspired by others work!
@xorioz: Go
It looks really cool, well the terrain isn't the best I have seen.. :P But it is very good if this is your first time. And I think the map could turn out really great!
@xorioz: Go
IF you finish the project and I find some time I'll bother too tweak out your terrain sometime. But I gave up helping everyone I see. All I do is waste time on projects that never see daylight ;-) Keep it up, and yeah, I dislike 'another dota rip' too. So if you want that Terrain help, you better make the rest stand out ! But Xeno you could have sayd it a little bit better though.
Sorry, I didn't mean to be so blunt, but really there's little point trying to tread the same ground that's already been tread quite well. Realistically speaking DOTA, LoL, HoN and SOTIS have been balanced, refined, polished and overall perfected to a degree that you will have a very hard time trying to match. Having some new ideas is good, but I don't feel that these ideas - or almost any ideas for that matter - are enough to compensate for the hundreds of hours developers have put into refining and polishing the big 4 dota games.
Put simply, there's little point competing directly with an established franchise when you know your product is almost assured to be weaker overall by comparison, despite having some new ideas.
I really think you should invest your time, effort and creativity into something that stands on its own and has the potential to open up a new genre, instead of digging deeper into the already dug out hole that is Dota.
@XenoX101: Go
Yea i can see what you mean and I will not aim to compete with this map.
Anyways ill use the skills I get from making this map to try and make a truly new type of map.
That will probably be extremely hard to do tho. But I will try nonetheless.
@Dresnia: Go
Thx for the confidence I will try not to disappoint you :)
Finally done with my preliminary Item ability list.
Explanations not entirely complete but this should paint a picture of sorts.
Won't be adding more to this list before I have made these abilities in the galaxy editor.
Anyways feel free to look it over and come up with some pointers.
The stars next to the ability item names is how many different items set item can be upgraded to.
Tir 1.
1: Stasis Prism. *
Makes the user invulnerable to attack and other effects for A period of time.
During this time the user can't move, attack or use abilities.
2: Blink Device. *
Teleports the user A short Distance.
3: Radar. * * *
Reveals an area on the map for a short time.
4: Booster Rockets. *
Boosts run-speed for a short Duration.
5: Jump Rockets. * *
Jumps a short Distance traversing impassible terrain.
6: Cloaking Field. *
Cloaks the user until energy runs out. Using an ability or attacking disables the Cloak.
7: Holo-Generator. *
Makes a Hologram Identical to the user.
8: Shield Generator. * * *
Protects the user from damage while active.
9: Stim-Injector. *
Increases attack and run speed but siphons HP while active.
10: Grabling hook. *
Grabs an ally or enemy and pulls the user to that location.
Tir 2.
1: Shock Generator. *
Stuns all enemies in an area around the user.
2: Nano Repair-bot field. *
Replenishes health for all ally's in an area around the user.
3: Energy field Generator. *
Replenishes Energy for all ally's in an area around the user.
4: Nano Repair-bot injector. *
Heals the user or an ally.
5: Time warp Grenade. * *
Slows all enemies and speeds all ally's up in target area.
6: Shield wall generator. *
Makes an impassible wall at target location.
7: EMP Grenade. * * *
Disables all enemy abilities in target area for a short time.
8: Time warp generator. * *
Gives increased run speed to all ally's in an area around the user.
9: Battery pack. * * * *
Replenishes Energy for the user or an ally.
10: Shoulder Reinforcement. *
Charges at an enemy stunning him on impact.
Tir 3.
1: Quantum Link. * *
Links the user with an enemy so the enemy receives the same amount of damage as the user.
2: Pulse bomb. *
Damages all enemies in an area around the user.
3: Missile pack. *
Fires small missiles at random locations in a large area.
4: Static Field bomb. *
Damages all enemies over time at a target area.
5: Viral grenade. *
Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies.
6: Lightning Generator. *
Discharges a lightning that jumps up to 4 enemy units damaging less for each jump.
7: Artillery beacon. *
Call's down a massive artillery strike in A small area.
8: Auto turrets. *
Places an auto turret at a location that dies after some time.
9: Crawler mines. *
Places a mine that follows enemies if they get to close.
10: Fusion injector. *
Greatly increases normal attack damage. (passive).
Ability items can be combined to make even more potent ones.
Tir 1 Combinations.
1: Cloaking Field (Tir 1) + Holo-Generator (Tir 1) → Holo-Cloak.
Creates a Hologram identical to the user and Cloaks the user.
2: Shild Generator (Tir 1) + Stasis Prism (Tir 1) → Stasis Generator.
Makes the user invulnerable to attack and other effects for A period of time.
During this time the user can't move or attack but can use abilities.
3: Stim-Injector (Tir 1) + Nano Repair-bot Injector (Tir 2) → Advanced Stim-Injector.
Increases attack and run speed. No longer siphons HP while active.
4: Shield Generator (Tir 1) + Battery pack (Tir 2) → Improved Shield Generator.
Protects the user from damage while active. Uses less energy.
5: Grabling hook (Tir 1) + Battery pack (Tir 2) → Grabbing hook.
Grabs and ally or enemy and pulls that ally or enemy to the user.
6: Blink Device (Tir 1) + Battery pack (Tir 2) → Blink Generator.
Teleports the user A short Distance. Distance greatly increased.
Tir 2 Combinations.
1: Nano Repair-bot field (Tir 2) + Radar (Tir 1) → Remote Repair-bot field.
Replenishes health for all ally's in target area. Can be placed anywhere on the map.
2: Energy field Generator (Tir 2) + Radar (Tir 1) → Remote Energy field.
Replenishes energy for all ally's in target area. Can be placed anywhere on the map.
3: Shoulder Reinforcement (Tir 2) Booster Rockets (Tir 1) → Impact Booster.
Charges at an enemy stunning and damaging him on impact. Increased distance.
4: Shock Generator (Tir 2) + Jump Rockets (Tir 1) → Shock Rockets.
Jumps a short Distance traversing impassible terrain and Stuns all enemies in an area around the user when landing.
5: Time warp Grenade (Tir 2) + EMP Grenade (Tir 2) → Gravity Grenade.
Pulls all enemies in target area to center of impact and locks them there for a short duration.
6: Shield wall generator (Tir 2) + EMP Grenade (Tir 2) → Negation field generator.
Creates a field around the user that negates all stun and slow effects.
Tir 3 Combinations.
1: Crawler mines (Tir 3) + Auto Turret (Tir 3) → Walking Auto Turret
Spawns 3 walking auto turrets that follow and protect the user.
2: Lightning Generator (Tir 3) + Battery pack (Tir 2) → Overcharging Lightning Generator.
Now jumps 8 enemy units and does more damage.
3: Artillery beacon (Tir 3) + Radar (Tir 1) → Orbital Artillery.
Call's down a massive artillery strike in A small area. Can target anywhere on the map.
4: Viral grenade (Tir 3) + Time warp Grenade (Tir 2) → Warped Viral grenade.
Trows a grenade at a target location area inflicting targets with a disease that damages over time and transmits to other enemies. Infected enemies now continually warp to random locations on map.
5: Fusion injector (Tir 3) + Time warp generator (Tir 2) → Warp plasma injector.
Now also has a 50% slow chance.
6: Quantum Link (Tir 3) + Nano Repair-bot injector (Tir 2) → Revers Quantum Link.
Links the user with an enemy so the user receives health equal to the amount of damage the enemy receives.
7: Quantum Link (Tir 3) + Shield Generator (Tir 1) → Quantum Shield generator.
Returns 50% of damage taken back to attacking enemies while active.
8: Pulse bomb (Tir 3) + Jump Rockets (Tir 1) → Pulse Rockets.
Jumps a short Distance traversing impassible terrain and Damages all enemies in an area around the user when landing.
9: Missile pack (Tir 3) + EMP Grenade (Tir 2) → EMP Missile pack.
Fires small missiles at random locations in a large area. Disabling all abilities for any enemy hit.
10: Static Field bomb (Tir 3) + Time warp generator (Tir 2) → Warp Field bomb.
Damages and slows all enemies over time at a target area.
Addition to the map idea. (Brainstorming with a friend).
Each team is split up in 3 groups.
2 Attackers.
2 Defenders.
1 Commander.
The commander is chosen by who has played the map the most.
Defenders and attackers are then chosen randomly.
This will probably be customizable at beginning at map by vote.
Now the idea is that attackers and defenders randomly receives timed objectives.
When attackers on one side receives a new objective like take that point and hold it for set time, defenders then receives an objective to defend the same point.
When the objective timer has elapsed the wining side then receives some command points.
There will be more objective types then the one mentioned above.
Now the commander can use the command points to do several things like sending reinforcements to a lane repairing defenses, building new defenses or calling down devastating off-map support.