I want to introduce my new map which i'm currently working on. It is Fantasy Legends - cooperative action RPG in fantasy setting. It was inspired by Blizzard's games (such as World of Warcraft and Diablo 2,3) and by some maps made by fans for Warcraft 3.
Short story of the map: few guys decide to tomb-ride an ancient crypt and take some treasures from it. At this moment the game begins, players select their heroes and go to adventures! Team work and some skills will allow them to slash hundreds of monstres, defeat strong bosses and finally make their way to goal!
This video is developing diary from 20 march 2014. It shows which things i have already made in my project
The main features of my map:
nice fantasy setting in the great traditions of Blizzard games
fast action (no slow boring quest-taking-making) - heroes just go and kill
easy-to-undersand standart Starcraft2 interface (no or minimum custom interface)
replayability of the map (provided by random loot and events for every game)
And now, if you are still interested, i want to add more details. First of all i taken a lot of models, art, sounds from World of Warcraft via WowModelViewer. It fit very good in sc2editor. Also after checking a lot of maps with inventory for main hero i saw that big inventory with dozens of little black slots is bad idea. I don't like to make so little movement with my mouse to drag and drop all my crap from on slot to another. It is awful. So i decided to make the simpliest possible inventory (idea was taken from Aiur Chief)
At the center of screen there is a 6-slots inventory. 1 slot for weapon, 1 - for hat, 1 - for shoulders, 1 - for shield and 2 - for consumables (such potions, scrols etc)
Player can equip only 1 weapon athe time anc can't carry second for reserve. It force players to choose wisely and don't take different crap :) Also it prevents from 1 player is reach, and another is poor. If i can't (or don't want) to use this good bow then another player will take it! I am sure it is good and simple system. I don't want to make my map crowded by tons of different useless crap.
Another thing - difficulties. I will make 2 only difficulties for select at start: Normal and hardCore:
I don't like a dozens of difficulties to choose like in some TD maps.
Another thing - hero selection screen. It consists of minimum interface (any moving screens or slieds etc) - just few heroes around campfire. Click on 1 of them - and he becomes belonged to you! He is your hero!
Another thing - loot and items. O have made a lot of items. The most weak are dropped near campfire at gamestart to allow players select something and begin their journey. Another stuff are dropped from monsters. I have made a lot of rare (unique) strong items. But chance to take it from drop it low. So every game you play you find new stuff for you. I am sure it is enought interesting to force players to come play again and again.
I'd like to see all models to be improved through m3 exporter -> art tools. Would be cool to add normals/speculars, particles and lights. You could also create projectiles, spells and buffs effects. It would require some skill and consume some time, but should greatly improve map's look.
Good job, i'm rly interested and will check this thread over time. :)
Have a few questions:
Are you making item stats randomization or using presets for items?
How do you plan to increase replayability of your map, random spawns, event system like mob ambush or whatever, traps? (you mentioned events for every game does it mean that current objectives will be generated randomly?)
Do you plan creep AI like different boss behaviour, kiting (for example i'm kinda making rpg too(very slowly), but in sc2 setting and there is a big problem if players has no ranged heroes, you basicaly just wont survive :))?
well Abvdzh. 1. Items in my map uses presets. 2. Replayability of my map is provided by random drop and may be by random monsters (not sure). Also i want to make my map hard enough to prevent completing it with first-second game. 3. AI for bosses will be made for sure! I even don't imagine boss without AI :) May be i will recruit some data guy for making bosses for my map. By the way don't you Abvdzh want to make it for me? :))
Well, when i was young and foolish i was all in data but now i using data only for making build blocks and triggers for everything else, even for actor work. For example take look in this map, you can't do something like this in data. This was my boss sketch for my map (those triggers are awfull but they do the job, anyway i was learning actor messages in this map) you can test few abils by pressing "F" key and "I" key for impale ability. After pressing "F" you can move the ultralisk around and see how this works, dont know why but i like it :). If youre fine with my approach i might be able to help you with something but i'm rly lacking time lately :> Anyway chek my map by pressing "F"
Another piece of developing diary of my map. It is demonstration of terrain i have made for my map:
My map consists of 2 acts. First act - Pyramid Footsteps. Players go through forest, desert, lake shore tpo pyramid. And Act 2 - Inside the pyramid. In this part o0f map players fight along rooms in pyramid forward the main treasure room. There they will meet the final boss.
Monsters in my map are randomly generated every game to make game more replayable. For example when you arrive lake shore you can meet here two variations of monsters. 1 pack: consists of murlocs and sirens. 2-nd pack consists of different swamp thing (sporebats, fungal giants, tripods etc). At the start of game when you select you weapon you never know what kind of enemies will stand on your way :)
Act 2 consists of long corridors, rooms, crypts and traps. There are spike traps. They damage you when you walk over it. You can see it on the ground - it is little black dot. You can avoid it if you are attentive. But it is hard to monitor ground clearing when you are in fight. So i am sure it is enough interesting. Another trap - fire turret. It turns around itself. You need to move wisely to avoid damage. It is easy until you are not in fight again :) I am sure these ywio traps add some hardcore to standart monster slaughting.
Also desert in my map was decorated by Telthalion. Very thank to this guy. He helped me despite of very being very busy with his own things. He is famous tileset maker here, on sc2mapster. If you still never seen his job, you can look at them here http://www.sc2mapster.com/profiles/Telthalion/
Also right now i need another pieces of my map to be decorated nicely. I need someonw who have some patience for placing doodads for my lake shore and forest. If you are interested - just PM me.
Hello people!
I want to introduce my new map which i'm currently working on. It is Fantasy Legends - cooperative action RPG in fantasy setting. It was inspired by Blizzard's games (such as World of Warcraft and Diablo 2,3) and by some maps made by fans for Warcraft 3.
Short story of the map: few guys decide to tomb-ride an ancient crypt and take some treasures from it. At this moment the game begins, players select their heroes and go to adventures! Team work and some skills will allow them to slash hundreds of monstres, defeat strong bosses and finally make their way to goal!
This video is developing diary from 20 march 2014. It shows which things i have already made in my project
And now, if you are still interested, i want to add more details. First of all i taken a lot of models, art, sounds from World of Warcraft via WowModelViewer. It fit very good in sc2editor. Also after checking a lot of maps with inventory for main hero i saw that big inventory with dozens of little black slots is bad idea. I don't like to make so little movement with my mouse to drag and drop all my crap from on slot to another. It is awful. So i decided to make the simpliest possible inventory (idea was taken from Aiur Chief)
At the center of screen there is a 6-slots inventory. 1 slot for weapon, 1 - for hat, 1 - for shoulders, 1 - for shield and 2 - for consumables (such potions, scrols etc)
Player can equip only 1 weapon athe time anc can't carry second for reserve. It force players to choose wisely and don't take different crap :) Also it prevents from 1 player is reach, and another is poor. If i can't (or don't want) to use this good bow then another player will take it! I am sure it is good and simple system. I don't want to make my map crowded by tons of different useless crap.
Another thing - difficulties. I will make 2 only difficulties for select at start: Normal and hardCore:
I don't like a dozens of difficulties to choose like in some TD maps.
Another thing - hero selection screen. It consists of minimum interface (any moving screens or slieds etc) - just few heroes around campfire. Click on 1 of them - and he becomes belonged to you! He is your hero!
Another thing - loot and items. O have made a lot of items. The most weak are dropped near campfire at gamestart to allow players select something and begin their journey. Another stuff are dropped from monsters. I have made a lot of rare (unique) strong items. But chance to take it from drop it low. So every game you play you find new stuff for you. I am sure it is enought interesting to force players to come play again and again.
I'd like to see all models to be improved through m3 exporter -> art tools. Would be cool to add normals/speculars, particles and lights. You could also create projectiles, spells and buffs effects. It would require some skill and consume some time, but should greatly improve map's look.
Good job, i'm rly interested and will check this thread over time. :)
Have a few questions:
Are you making item stats randomization or using presets for items?
How do you plan to increase replayability of your map, random spawns, event system like mob ambush or whatever, traps? (you mentioned events for every game does it mean that current objectives will be generated randomly?)
Do you plan creep AI like different boss behaviour, kiting (for example i'm kinda making rpg too(very slowly), but in sc2 setting and there is a big problem if players has no ranged heroes, you basicaly just wont survive :))?
well Abvdzh. 1. Items in my map uses presets. 2. Replayability of my map is provided by random drop and may be by random monsters (not sure). Also i want to make my map hard enough to prevent completing it with first-second game. 3. AI for bosses will be made for sure! I even don't imagine boss without AI :) May be i will recruit some data guy for making bosses for my map. By the way don't you Abvdzh want to make it for me? :))
Well, when i was young and foolish i was all in data but now i using data only for making build blocks and triggers for everything else, even for actor work. For example take look in this map, you can't do something like this in data. This was my boss sketch for my map (those triggers are awfull but they do the job, anyway i was learning actor messages in this map) you can test few abils by pressing "F" key and "I" key for impale ability. After pressing "F" you can move the ultralisk around and see how this works, dont know why but i like it :). If youre fine with my approach i might be able to help you with something but i'm rly lacking time lately :> Anyway chek my map by pressing "F"
yeah, and check your email
Another piece of developing diary of my map. It is demonstration of terrain i have made for my map:
My map consists of 2 acts. First act - Pyramid Footsteps. Players go through forest, desert, lake shore tpo pyramid. And Act 2 - Inside the pyramid. In this part o0f map players fight along rooms in pyramid forward the main treasure room. There they will meet the final boss.
Monsters in my map are randomly generated every game to make game more replayable. For example when you arrive lake shore you can meet here two variations of monsters. 1 pack: consists of murlocs and sirens. 2-nd pack consists of different swamp thing (sporebats, fungal giants, tripods etc). At the start of game when you select you weapon you never know what kind of enemies will stand on your way :)
Act 2 consists of long corridors, rooms, crypts and traps. There are spike traps. They damage you when you walk over it. You can see it on the ground - it is little black dot. You can avoid it if you are attentive. But it is hard to monitor ground clearing when you are in fight. So i am sure it is enough interesting. Another trap - fire turret. It turns around itself. You need to move wisely to avoid damage. It is easy until you are not in fight again :) I am sure these ywio traps add some hardcore to standart monster slaughting.
Also desert in my map was decorated by Telthalion. Very thank to this guy. He helped me despite of very being very busy with his own things. He is famous tileset maker here, on sc2mapster. If you still never seen his job, you can look at them here http://www.sc2mapster.com/profiles/Telthalion/
Also right now i need another pieces of my map to be decorated nicely. I need someonw who have some patience for placing doodads for my lake shore and forest. If you are interested - just PM me.
Kewl man, when you'll invite me to play it ? :) desert looks kull
Soon, vety soon, my friend :)