If you were to make capturable buildings, I think that the first building should be the strongest and become weaker the further you go out. Otherwise once a team gets halfway through, the other team is just waiting to die and has next to no chance of a come-back.
Well, I dis agree. Lets say you loose ALL the buildings in one lane. That means that your team will have 3 zealots and the other team will get 3 zealots 2 immortals and 2 arcrons. One or two heroes can easily take them out. But you are correct that if they do not make a push back into enemy territory, they will eventually get overwhelmed because they will have to use heroes just to defend instead of push. I am trying to give tools to help give some extra tactical options like (for example) the teleporter, gas, outposts with shops, etc. Plus, if you immediately got the good units just for capturing the territory that is practically touching your base, that would be sort of lame. Ill attach a screen shot so you see what I mean. (Ok here is where you look at the picture)
I circled the 2 bases and the territories. The cannons may or may not be removed, depending on your feedback here. I dont want heroes just rushing past enemy troops and capturing a tier 3 structure, so I put these cannons in. But again, just let me know what you think..
Anyway, thanks for the imput, but do you have some ideas for the questions I asked a few posts ago? (They are numbered)
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1) 1 hero per player w/ wc 3 style levels and things
2) creeps spawning
3) pushing into lanes
I appreciate the post but do you have an opinion about these: (I will copy them to this post so they are easier to see)
1) A teleporter/base near the middle of each lane that allows the team that owns it to teleport from there to their main base instantly, and might even heal allied heroes.
2) Some sort of gas refinery that will give your team vespene gas, which then allows your team to purchase upgrades that affect your creeps. (For example, player 1 purchases armor lv 2, so ALL his teams creeps will now have armor level 2). This will make creeps alot more important and not just there for killing and leveling
3) something like inhibitors from league of legends, where if you kill it your enemy is cippled. Not so sure about this since you already have the capture territories.
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1) A teleporter/base near the middle of each lane that allows the team that owns it to teleport from there to their main base instantly, and might even heal allied heroes.
2) Some sort of gas refinery that will give your team vespene gas, which then allows your team to purchase upgrades that affect your creeps. (For example, player 1 purchases armor lv 2, so ALL his teams creeps will now have armor level 2). This will make creeps alot more important and not just there for killing and leveling
3) something like inhibitors from league of legends, where if you kill it your enemy is cippled. Not so sure about this since you already have the capture territories.
Idea 1 is alraedy used in a WarCraft 3 map called SMotA or something like that. The map have been out for ages and there is actually many people that plays it, but not often seen on battle.net. So well, its not really something original im afraid.
For the 2nd idea, that is a commonly used thing in different warcraft 3 maps aswell, but not seen to often in a AoS styled map for the very reason that people would figure out which upgrade is the best to have, and then everyone will go all out on it, not to mention that most players wants to focus on their own hero rather then the actual creeps. I think it could be used if you do it right though.
And for the 3rd one i cant really say anything, becouse i have only played LoL once, becouse i like DotA and HoN more. (though, since the release of HoN i have moved back to DotA).
THANK YOU for the input. Just FYI I have never seen #1 or #2 in any maps so they were original to me =) but yeah, I dont mind if they have been used before as long as it would be good for the game.
For #3 here is a more detailed explanation:
In several DOTA games, including league of legends, there is something like this. In LoL, it is called an inhibitor. There is one in each lane at each base ( so 3 per team in DOTA but only 2 per team in my map cuz there are 2 lanes). Basically, when your team pushes far enough to reach this structure and kills the turret protecting it, you have the game almost won. So when you kill this inhibitor, your creeps now have an advantage because they have were being "inhibited" by the structure and now they are fully powered up. The inhibitors re spawn every 5 minutes or so. But it can be something like a barracks, which, one destroyed, no longer produces creeps for the team. So the effect is the same, either way. It sort of speeds up the end game a bit. But like I said, not so sure about this one because of the set up of my map with the territories.
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Gas for upgrades, spawns being more powerful the closer to the enemy base, and capturable teleporters all sound like good ideas to me.
I don't really know what you want other than encouragement. Implement them, and if they don't work, change them or get rid of them.
Thanks, but could you clarify this? Im not sure what you meant.
Um I'm trying to figure out what I meant, I'm not sure why I would say 3 lanes. Lets make it sound better.
In this picture there are two bases. On the sides you see an archway which is where the mobs spawn from. There is a flag there that you have to capture. Whoever holds the flag gets the mobs. I was going somewhere more with that idea. I'm not sure why I said what I did before with 3 lanes. Might want to look up a video of demigod if you need more explaining.
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Well, I dis agree. Lets say you loose ALL the buildings in one lane. That means that your team will have 3 zealots and the other team will get 3 zealots 2 immortals and 2 arcrons. One or two heroes can easily take them out. But you are correct that if they do not make a push back into enemy territory, they will eventually get overwhelmed because they will have to use heroes just to defend instead of push. I am trying to give tools to help give some extra tactical options like (for example) the teleporter, gas, outposts with shops, etc. Plus, if you immediately got the good units just for capturing the territory that is practically touching your base, that would be sort of lame. Ill attach a screen shot so you see what I mean. (Ok here is where you look at the picture)
I circled the 2 bases and the territories. The cannons may or may not be removed, depending on your feedback here. I dont want heroes just rushing past enemy troops and capturing a tier 3 structure, so I put these cannons in. But again, just let me know what you think..
Anyway, thanks for the imput, but do you have some ideas for the questions I asked a few posts ago? (They are numbered)
Doesnt sound nothing like Defense of the Ancients,
I know. But it shares these similarities:
1) 1 hero per player w/ wc 3 style levels and things
2) creeps spawning
3) pushing into lanes
I appreciate the post but do you have an opinion about these: (I will copy them to this post so they are easier to see)
1) A teleporter/base near the middle of each lane that allows the team that owns it to teleport from there to their main base instantly, and might even heal allied heroes.
2) Some sort of gas refinery that will give your team vespene gas, which then allows your team to purchase upgrades that affect your creeps. (For example, player 1 purchases armor lv 2, so ALL his teams creeps will now have armor level 2). This will make creeps alot more important and not just there for killing and leveling
3) something like inhibitors from league of legends, where if you kill it your enemy is cippled. Not so sure about this since you already have the capture territories.
Idea 1 is alraedy used in a WarCraft 3 map called SMotA or something like that. The map have been out for ages and there is actually many people that plays it, but not often seen on battle.net. So well, its not really something original im afraid.
For the 2nd idea, that is a commonly used thing in different warcraft 3 maps aswell, but not seen to often in a AoS styled map for the very reason that people would figure out which upgrade is the best to have, and then everyone will go all out on it, not to mention that most players wants to focus on their own hero rather then the actual creeps. I think it could be used if you do it right though.
And for the 3rd one i cant really say anything, becouse i have only played LoL once, becouse i like DotA and HoN more. (though, since the release of HoN i have moved back to DotA).
THANK YOU for the input. Just FYI I have never seen #1 or #2 in any maps so they were original to me =) but yeah, I dont mind if they have been used before as long as it would be good for the game.
For #3 here is a more detailed explanation:
In several DOTA games, including league of legends, there is something like this. In LoL, it is called an inhibitor. There is one in each lane at each base ( so 3 per team in DOTA but only 2 per team in my map cuz there are 2 lanes). Basically, when your team pushes far enough to reach this structure and kills the turret protecting it, you have the game almost won. So when you kill this inhibitor, your creeps now have an advantage because they have were being "inhibited" by the structure and now they are fully powered up. The inhibitors re spawn every 5 minutes or so. But it can be something like a barracks, which, one destroyed, no longer produces creeps for the team. So the effect is the same, either way. It sort of speeds up the end game a bit. But like I said, not so sure about this one because of the set up of my map with the territories.
I only got 1 or two actual answers for my 3 questions..anybody have some advice? I really want to work on the map but I'm not very creative.
I'd really appreciate some advice people, just your opinion on those 3 things. =]
Gas for upgrades, spawns being more powerful the closer to the enemy base, and capturable teleporters all sound like good ideas to me.
I don't really know what you want other than encouragement. Implement them, and if they don't work, change them or get rid of them.
Thanks...And yea, I just wanted to know if those things sounded good..I'll go ahead and implement the gas tomorrow.
Um I'm trying to figure out what I meant, I'm not sure why I would say 3 lanes. Lets make it sound better.
In this picture there are two bases. On the sides you see an archway which is where the mobs spawn from. There is a flag there that you have to capture. Whoever holds the flag gets the mobs. I was going somewhere more with that idea. I'm not sure why I said what I did before with 3 lanes. Might want to look up a video of demigod if you need more explaining.