BETA Testers are not needed immediately, but soon however.
I'm currently working on a carefully crafted map. It will share the same basic gameplay as my previous map (Verdant Fray) in terms of capturing islands and being the first team to 5,000 points. However, the structural gameplay is completely different. The primary differences are:
No longer a melee-style game
Players control one unit
Each unit is :
Twice in size
Moves twice as fast
Has much more HP
Deals much more damage
Total amount of players are 6-14
Classes
The first thing to mention, is each player will decide upon a specific class when the match begins. The player has a choice of being:
Hunter
Rogue
Warrior
Mage
Healer
Each class will have access to 2 basic abilities and 2 advanced abilities. Each ability have 3 (or 4) Tiers that can be accessed by upgrading throughout the match. The following is a list of available abilities for each class:
Rogue
Cloak (60 second cooldown)
-Tier 0 - Rogue can cloak for 20 seconds
-Tier 1 - Rogue can cloak for 30 seconds
-Tier 2 - Rogue can cloak for 40 seconds
-Tier 3 - Rogue can cloak for 50 seconds
Sprint (60 second cooldown)
-Tier 0 - Rogue can sprint for 7.5 seconds (+2.75 speed)
-Tier 1 - Rogue can sprint for 10 seconds (+3 speed)
-Tier 2 - Rogue can sprint for 15 seconds (+3.25 speed)
-Tier 3 - Rogue can sprint for 20 seconds (+3.5 speed)
Surprise Attack (Must be cloaked)
-Tier 1 - Attack for +20 damage
-Tier 2 - Attack for +30 damage
-Tier 3 - Attack for +40 damage
Ability #4 not yet complete
Warrior
Charge (20 second cooldown)
-Tier 0 - Charge distance of 6 (Speed * 2.25)
-Tier 1 - Charge distance of 8 (Speed * 2.50)
-Tier 2 - Charge distance of 12 (Speed * 2.75)
-Tier 3 - Charge distance of 16 (Speed * 3.00)
Execute (20 second cooldown - Target's HP must be below 20%)
-Tiers 0 - 4 - Damage out not yet configured)
Berserk (60 second cooldown)
-Tier 1 - Warrior's attack speed increased 33% and +2 damage for 15 seconds
-Tier 2 - Warrior's attack speed increased 66% and +4 damage for 20 seconds
-Tier 3 - Warrior's attack speed increased 100% and +6 damage for 25 seconds
Shield Wall (180 second cooldown)
-Tier 1 - Damage dealt to the warrior is reduced by 25% for 10 seconds
-Tier 2 - Damage dealt to the warrior is reduced by 50% for 15 seconds
-Tier 3 - Damage dealt to the warrior is reduced by 75% for 20 seconds
Healer
Heal (Not complete)
Ability #2 Not complete
Protective Shield (5 second cooldown - Target receives 15 second debuff that prevents continuous shields)
-Tier 1 - Healer applies a shield to a friendly target which absorbs 500 damage for 10 seconds
-Tier 2 - Healer applies a shield to a friendly target which absorbs 1000 damage for 15 seconds
-Tier 3 - Healer applies a shield to a friendly target which absorbs 1500 damage for 20 seconds
Heal Aura (90 second cooldown)
-Tier 1 - An aura surrounds the healer. Any unit within the aura is healed for 10 HP each second for 20 seconds
-Tier 2 - An aura surrounds the healer. Any unit within the aura is healed for 20 HP each second for 25 seconds
-Tier 3 - An aura surrounds the healer. Any unit within the aura is healed for 30 HP each second for 30 seconds
Mage (Not complete)
Hunter (Not Complete)
Universal Abilities
There will be 3 (possibly more) universal abilities also consisting of 4 Tiers.
Damage Dealt
-Tier 0 - Unit deals normal damage
-Tier 1 - Unit deals +10% damage
-Tier 2 - Unit deals +20% damage
-Tier 3 - Unit deals +30% damage
Total Health
-Tier 0 - Unit's health is normal
-Tier 1 - Unit's health is +20%
-Tier 2 - Unit's health is +40%
-Tier 3 - Unit's health is +60%
Hit Chance
-Tier 0 - Unit's chance to hit is 65%
-Tier 1 - Unit's chance to hit is 75%
-Tier 2 - Unit's chance to hit is 85%
-Tier 3 - Unit's chance to hit is 95%
So, as you can see, the main issue to this map will be balancing. I'm trying to create an initial BETA released that is as balanced as possible, but I'm sure will require tweaking. I'll keep everyone up-to-date on my map to determine when it is ready to be tested.
BETA Testers are not needed immediately, but soon however.
I'm currently working on a carefully crafted map. It will share the same basic gameplay as my previous map (Verdant Fray) in terms of capturing islands and being the first team to 5,000 points. However, the structural gameplay is completely different. The primary differences are:
Classes
The first thing to mention, is each player will decide upon a specific class when the match begins. The player has a choice of being:
Each class will have access to 2 basic abilities and 2 advanced abilities. Each ability have 3 (or 4) Tiers that can be accessed by upgrading throughout the match. The following is a list of available abilities for each class:
Rogue
Cloak (60 second cooldown)
-Tier 0 - Rogue can cloak for 20 seconds
-Tier 1 - Rogue can cloak for 30 seconds
-Tier 2 - Rogue can cloak for 40 seconds
-Tier 3 - Rogue can cloak for 50 seconds
Sprint (60 second cooldown)
-Tier 0 - Rogue can sprint for 7.5 seconds (+2.75 speed)
-Tier 1 - Rogue can sprint for 10 seconds (+3 speed)
-Tier 2 - Rogue can sprint for 15 seconds (+3.25 speed)
-Tier 3 - Rogue can sprint for 20 seconds (+3.5 speed)
Surprise Attack (Must be cloaked)
-Tier 1 - Attack for +20 damage
-Tier 2 - Attack for +30 damage
-Tier 3 - Attack for +40 damage
Ability #4 not yet complete
Warrior
Charge (20 second cooldown)
-Tier 0 - Charge distance of 6 (Speed * 2.25)
-Tier 1 - Charge distance of 8 (Speed * 2.50)
-Tier 2 - Charge distance of 12 (Speed * 2.75)
-Tier 3 - Charge distance of 16 (Speed * 3.00)
Execute (20 second cooldown - Target's HP must be below 20%)
-Tiers 0 - 4 - Damage out not yet configured)
Berserk (60 second cooldown)
-Tier 1 - Warrior's attack speed increased 33% and +2 damage for 15 seconds
-Tier 2 - Warrior's attack speed increased 66% and +4 damage for 20 seconds
-Tier 3 - Warrior's attack speed increased 100% and +6 damage for 25 seconds
Shield Wall (180 second cooldown)
-Tier 1 - Damage dealt to the warrior is reduced by 25% for 10 seconds
-Tier 2 - Damage dealt to the warrior is reduced by 50% for 15 seconds
-Tier 3 - Damage dealt to the warrior is reduced by 75% for 20 seconds
Healer
Heal (Not complete)
Ability #2 Not complete
Protective Shield (5 second cooldown - Target receives 15 second debuff that prevents continuous shields)
-Tier 1 - Healer applies a shield to a friendly target which absorbs 500 damage for 10 seconds
-Tier 2 - Healer applies a shield to a friendly target which absorbs 1000 damage for 15 seconds
-Tier 3 - Healer applies a shield to a friendly target which absorbs 1500 damage for 20 seconds
Heal Aura (90 second cooldown)
-Tier 1 - An aura surrounds the healer. Any unit within the aura is healed for 10 HP each second for 20 seconds
-Tier 2 - An aura surrounds the healer. Any unit within the aura is healed for 20 HP each second for 25 seconds
-Tier 3 - An aura surrounds the healer. Any unit within the aura is healed for 30 HP each second for 30 seconds
Mage (Not complete)
Hunter (Not Complete)
Universal Abilities
There will be 3 (possibly more) universal abilities also consisting of 4 Tiers.
Damage Dealt
-Tier 0 - Unit deals normal damage
-Tier 1 - Unit deals +10% damage
-Tier 2 - Unit deals +20% damage
-Tier 3 - Unit deals +30% damage
Total Health
-Tier 0 - Unit's health is normal
-Tier 1 - Unit's health is +20%
-Tier 2 - Unit's health is +40%
-Tier 3 - Unit's health is +60%
Hit Chance
-Tier 0 - Unit's chance to hit is 65%
-Tier 1 - Unit's chance to hit is 75%
-Tier 2 - Unit's chance to hit is 85%
-Tier 3 - Unit's chance to hit is 95%
So, as you can see, the main issue to this map will be balancing. I'm trying to create an initial BETA released that is as balanced as possible, but I'm sure will require tweaking. I'll keep everyone up-to-date on my map to determine when it is ready to be tested.
Regards,
Zurom
So after a 5 month hiatus, it seems I'm finally back and will continue development on this map :P