So I was thinking of creating a really unique hero arena. Take a look at the video and tell me what you think.
The idea is to create a hero arena with combo spell system. In the video hero has 3 spells which can be used to make 5 different spells.
1. Attack, damages units infront of the caster.
2. Strong Attack, sends the enemies flying.
3. Leap, The hero jumps.
1. Leap + Attack = Aerial rush, damages air units.
2. Leap + Strong Attack = Downward slash, damages units in the ground.
I would like to know what you think of this concept. I could create more combos and different spells, but I want to know does it look good or bad before proceeding any further with the map. In this test map all the spells doesnt do damage, I only wanted to show and test how the system works. The Downward slash could do damage based on the height unit uses is, so you cant abuse it so easily.
The hero also has after image effect. I think it makes the spells look a bit better, but normal attack becomes a bit messy (Dunno if I can fix that).
And the marine in the end is just messing around with data editor. You can add turrets to any unit with the data editor (its kinda hard to do).
POST IDEAS TO IMPROVE THE MAP! And all negative and positive feedback is welcome! Are the effects fine? Does the spells look smooth/choppy? Im not totally happy with the jump spell, its not 100% smooth.
If you really wanna impress me, include a lock-on system built into the map, so it knows if the "skill" is suppose to target the same unit that you've knocked into the air.
Maybe to "lock" onto a unit, your suppose to right click them to target them, then at this point, all skills will try to move to them.
It might be possible to break a lock on, by evading or doing a defensive skill, which forces the unit to having to lock on again with the right click.
Possible skills to make comboing workable:
Strike - Lv1 Melee attack. Fast.
Strike x3 - Used 3 times in a row, does a stronger third strike. Always knock the target back a little bit.
Smash - Lv2 Melee attack. Slow.
Smash x2 - Used 2 times in a row, when the first skill is landed on a target, sends target flying a few feet. 2nd hit deals more damage.
Evade - dodges a attack, breaks a lock-on. Cooldown of 3 seconds. Allows the quick use of counter attacks with melee skills.
Guard - blocks any weaker attacks, and breaks lock-on if successful. Guard can be broken by smashes. No cooldown when used.
Counter - When a Evade is successful, and any melee skill is pressed, you do a counter that deals much more damage back to the target, and knocking them back quite a bit.
Of course, there should be a stun system so if you wanna do combos, in a real battle, the players would be mashing buttons to use em. So have a stun system so if you're hit, you can only wait till the combo is over, then retaliate.
Thx for all the comments. I think I will be making a minimap for private testing to see how the systems work (will take a while).
dra6o0n -> wow you read my mind. I have already made spell that makes AoE pushback/damage with 3xnormal strike. And 4th normal spell will be evansive/counter spell, that will work differently in different situations.
As for the afterimage. I will propably test it out with and without it when the map is ready for testing. The afterimage does hide some of the flaws that would be easier to see if it wasnt there (might try to fix those flaws, tought). Like units animation and the little bit choppu leap spell. Sc2 doesnt really have a good unit with lots of animations to make all attacks look natural. In wc3 I worked on samekind of map before quiting map making (so didnt release it). Blademaster had good animations for the map and It looked pretty good to me, so I might post a video about it if I can find my tft cd and re-instal the game.
Oh and does anyone know how to play specific animations for unit with triggers? Like Attack 3. All the spells there use attack animation that mixes all attack animations of dark templar, so there is also room for improvement in that.
Allrighty. Spells for beta are almost done. Im hoping I can find some testers here to help me.
The testing will propably be on this or next week. Before that I need to make revive triggers and some terraining (maybe leaderboard too). And before private testing Im gona try making a gameplay video cinematic with triggers and post the video here. And if something doesnt look good or doesnt work well with the system I might redo things.
I really like the idea, I mean, with those skills some fight can be epic, hope you keep working on the map! :P Btw, if you need some beta testing on EU just let me know, will be glad to help you. Good work ;)
Map is propably going to be ready for testing today. So expect hearing invitations soon. You can add burne on bnet as friend if you want to test the map. I will post more info when the map is ready.
Things I still need to do before testing:
Add stun to spells (shouldnt be hard)
Camera system (This is a bit painfull...dunno if I can make it, since I have no idea how)
Add bounds to map. You will propably die if you go out of bounds.
Things done today (ready):
+ Revive system
Thats about it. I hope nobody expects too much from the test. My quess is that the map will be quite buggy and you might get stuck in the air sometimes. The spells work fine on single player, but multiplayer will be the true test. Testing will propably be run couple of times if the map is playable.
Iv added (-reset) command to fix the stuck problems tought. So it shouldnt be a game over when you are stuck.
I will run another test today. I didnt manage to fix any of the bugs, since its really hard to know what caused them. However now I added a system that should help me detect the bugs a bit better and I also changed some of the spells cooldowns.
Here I will explain how the combat system curently works (might help testers).
You have 4 basic spells:
Slash - Basic attack, fast cooldown, small stun (this might be abusable with stun, not sure)
Strong Attack - Sends enemies flying, medium cooldown, medium stun
Leap - Basic jump spell, medium cooldown
Vanish - Counter/evansive spell, longest cooldown (5sec). If your enemy is near you will teleport behind him, otherwise it works like normal blink.
- If you use vanish after leap, you will teleport behind enemy and be on the same height. If you are in ground while using vanish, you will only teleport behind enemy, but you wont be at the same height as the enemy.
Slash + Slash + Slash = two basic attacks and third attack is aoe knockback/stun.
Vanish + Slash = thunderstrike, hero moves in straight line damaging enemies infront of the hero.
Slash + Slash + Strong Attack = thunderstrike (extremely hard to hit with this...might need improvement, ideas welcome).
Leap + Slash = Aerial thunderstrike, damages enemies that are in air.
Im gona host another test today at 22.00 (GMT +2) on EU area.
The map is still pretty much the same, but I tought I would test it out again for fun. I havent made too much progress on the new hero (the mage). curently I have ideas for 3 basic spells and 2 combos (some of them are almost ready). As soon as I get the ideas ready, im sure I will be able to make the hero ready quite fast.
I really like your ideas and I have an idea for the mage's teleport...
Maybe you could make the burrow entering and exiting simultaneous so that it would look like the ground moves from too much power...
P.S. To add a youtube video to the forum right click on the video, click copy embed code or html (depending on your browser) and just paste it here.
EDIT:I just found out that you pick up the fireball... Good idea. :D
Finally managed to get some decent gameplay footage.
The video seems to get stuck a couple of times. If you skip a head a bit after the stuck, you should be able to play the video. If the problem doesnt fix itself, ill try to upload this again tomorrow.
Here is some video material from my testing sessions. The warrior is pretty much ready to go. I fixed most of the bugs from it and most of the spells seem pretty balanced. The mage on the other hand will go trough some changes. In the video it was my first time testing the hero, so some spells might seem too strong, but that will change.
The terrain will also go trough some changes before release. The map will propably be 6 player map with few different game modes. I havent yet decided the modes, but I was thinkin of creating the following: CTF, Arena, Team Arena, Zone Capture (Not sure if all of them or just some).