I'd like to show off some screenshots from a project I am working on together with Nash. The map is, as stated in the title, a Hero Survival, which will be class-based and feature multiple arenas and RPG elements. In addition to showing arenas we already have, we would also like some input on what arenas you'd like to see, as we are planning to add more.
The arenas have different gameplay concepts, which will require different play styles.
The types we have are:
Open type, this will revolve more around kiting as there are no defensible locations.
Chokepoint type, which will involve holding one or several chokepoints to prevent being surrounded.
Ramp type, where you can stay on high ground and pick off enemies while tanks protect the ramp.
Chokepoint/Ramp type, where you hold chokepoints from high ground.
Each arena is also tied to a certain race; in a Zerg arena you will fight only Zerg enemies, etc.
I made a few screenshots in-game to give you a basic idea of the theme of the arenas. The map is still in early stages but terrain should be sufficiently fleshed out to show to the public.
If you have a suggestion for an arena, please specify the overall theme, type of race and what type of gameplay. A sketch of the layout would also be helpful.
I can't really comment on the gameplay, I'm not really into custom maps that much. I mostly just sit and terrain or map makes to entertain myself. That terrain looks great tho, like Obatztrara said the terrain does look a bit flat but other than that it looks great. No excessive use of doodads or lightning and stuff. First time I actually like the terrain. Other than that I dont really have much to add. You'll probably notice some 'boring' areas on the map while you play for awhile, looks flat or boring etc. Always nice with some random 1 square increased height or "pits". To make it look a bit more natural and get a more 'real' feeling if you know what I mean. Almost perfect! ;)
Terrain looks great. Add a few hero descriptions and gameplay descriptions with screenshots and you'll get more responses. Anyway ill be looking foward to this one let me know if you need testers!
The basic gameplay is a 12 (may change later) player online RPG. When you join the map, you can create a new hero or load an existing one.
Once in the game, you can choose one of several different arenas, and other players can join you. For each player that joins, enemies are made more difficult. Inside the arena, the goal is to survive the incoming waves of enemies. What units are spawned is random, but depends on the race (Protoss, Terran, Zerg) of the arena. Once these are all dead, a boss appears, which must be defeated. When the boss is dead, the arena is completed, and every player in the arena gains a level, giving them an attribute based on class, and one point to spend on an ability.
Nine classes are planned, though may change as development continues. Each class has 5 active abilities and 1 passive, each of which can be improved up to level 5.
Currently they are only designed, not implemented. Here are the basics:
Guardian - Melee tank with abilities to protect allies and deal damage when attacked. May learn to heal nearby allies while attacking.
Zealot - Melee damage dealer able to withstand some punishment. Has access to many abilities which increases damage output.
Dark Templar - Melee damage dealer, excellent against single targets. Not very durable, but can regain health by dealing damage or cloak to avoid enemies.
Marine - Ranged damage dealer with a balance between offense and defense. Has the ability to deploy turrets.
Reaper - Highly mobile ranged damage dealer able to attack while moving. Excellent for kiting, hit and run tactics and setting traps.
Spectre - Ranged damage dealer with long range and many direct damage abilites. Not very good defenses however, but can cloak to avoid enemy fire.
Medic - Ranged caster able to heal, bolster allies and restore Energy. Can also use special damage over time abilities which become more effective when playing as a team.
High Templar - Ranged caster with powerful damage spells and several defensive abilities which also benefit allies.
Mystic - Melee caster able to move in and out of close combat, as well as unleash several powerful damage abilities.
As for screenshots, all I can show you is the WIP UI, as heroes aren't done.
Zoo and Basement is almost done as-well, but really running out of great ideas I'm afraid.
Contribute guys!
Got room for 2 more Zerg, 1 Protoss and 1 Terran so let your imaginations go.
Looks great so far. I can't really comment on the terrain, since it's not really my field of expertise, but it looks good.
The UI intrigues me a lot more. I'm loving the flattened UI and health/mana at the top, but I worry over that first screenshot you gave us. In a large group, those health bars down the side would be really distracting and get in the way. A maximize/minimize option for other players' heroes would probably be a good idea. Or you could potentially scrap the bars for other users and place a bunch of status boxes along the top of the screen instead.
How have you done the bottom segment of the UI? Is it override files or dialogs? Blizzard's hero level (where you see your exp) is so, so ugly...if you use dialogs you could probably make your own addictive and flashy level up bar in the same location. If you aren't using override files, how do those spell icons look when a cooldown is initiated?
Yes, if you're 12 players in one arena it can be a bit cluttered, but that's not a huge issue as far as I see it, since 12 players in one arena might not happen that often, and 12 player is a maximum player count which may change depending on performance. We'll see if it becomes a problem, I'll keep it in mind for later.
The bottom is done using an override. I don't want to use more dialogs for performance reasons. I'm not much of a "flash" enthusiast, personally, I prefer functional things.
I'm disappointed in you people ! I been helping everyone around here as much as I can and on our IRC channel, yet no feedback on zones ?
Now Nash will suffocate some kittens in a bag :(
We have a huge (256x256) map, and even with all the arenas currently in the map there's a lot of space left. We've used the space quite effectively and the arenas themselves don't need to be very big.
Just look at the minimap, clearly space is not an issue.
I'd like to show off some screenshots from a project I am working on together with Nash. The map is, as stated in the title, a Hero Survival, which will be class-based and feature multiple arenas and RPG elements. In addition to showing arenas we already have, we would also like some input on what arenas you'd like to see, as we are planning to add more.
The arenas have different gameplay concepts, which will require different play styles. The types we have are:
Each arena is also tied to a certain race; in a Zerg arena you will fight only Zerg enemies, etc.
I made a few screenshots in-game to give you a basic idea of the theme of the arenas. The map is still in early stages but terrain should be sufficiently fleshed out to show to the public.
If you have a suggestion for an arena, please specify the overall theme, type of race and what type of gameplay. A sketch of the layout would also be helpful.
Screenshots Album
So, as you can see (hopefully) we've got 9 Arenas so far.
Terrain looks nice, just one suggestion: For the canyon (?) dont make the ground 100% flat, doesn't look very reaslistic.
@Obatztrara: Go
Yeah I agree :) Thanks for noticing hehe.
So I've been thinking of making something like:
A zoo (Protoss / Chokepoints or Open) Terrain storage basement (Chokepoint) .. Still thinking ! :D
I can't really comment on the gameplay, I'm not really into custom maps that much. I mostly just sit and terrain or map makes to entertain myself. That terrain looks great tho, like Obatztrara said the terrain does look a bit flat but other than that it looks great. No excessive use of doodads or lightning and stuff. First time I actually like the terrain. Other than that I dont really have much to add. You'll probably notice some 'boring' areas on the map while you play for awhile, looks flat or boring etc. Always nice with some random 1 square increased height or "pits". To make it look a bit more natural and get a more 'real' feeling if you know what I mean. Almost perfect! ;)
@TheJumJum: Go
Terrain looks great. Add a few hero descriptions and gameplay descriptions with screenshots and you'll get more responses. Anyway ill be looking foward to this one let me know if you need testers!
Well this is more my department.
The basic gameplay is a 12 (may change later) player online RPG. When you join the map, you can create a new hero or load an existing one.
Once in the game, you can choose one of several different arenas, and other players can join you. For each player that joins, enemies are made more difficult. Inside the arena, the goal is to survive the incoming waves of enemies. What units are spawned is random, but depends on the race (Protoss, Terran, Zerg) of the arena. Once these are all dead, a boss appears, which must be defeated. When the boss is dead, the arena is completed, and every player in the arena gains a level, giving them an attribute based on class, and one point to spend on an ability.
Nine classes are planned, though may change as development continues. Each class has 5 active abilities and 1 passive, each of which can be improved up to level 5.
Currently they are only designed, not implemented. Here are the basics:
As for screenshots, all I can show you is the WIP UI, as heroes aren't done.
Zoo and Basement is almost done as-well, but really running out of great ideas I'm afraid. Contribute guys! Got room for 2 more Zerg, 1 Protoss and 1 Terran so let your imaginations go.
I've gotten some more done I can show you! UI + Hero with abilities and attributes.
Looks great so far. I can't really comment on the terrain, since it's not really my field of expertise, but it looks good.
The UI intrigues me a lot more. I'm loving the flattened UI and health/mana at the top, but I worry over that first screenshot you gave us. In a large group, those health bars down the side would be really distracting and get in the way. A maximize/minimize option for other players' heroes would probably be a good idea. Or you could potentially scrap the bars for other users and place a bunch of status boxes along the top of the screen instead.
How have you done the bottom segment of the UI? Is it override files or dialogs? Blizzard's hero level (where you see your exp) is so, so ugly...if you use dialogs you could probably make your own addictive and flashy level up bar in the same location. If you aren't using override files, how do those spell icons look when a cooldown is initiated?
Just my two cents. Keep it up guys!
Yes, if you're 12 players in one arena it can be a bit cluttered, but that's not a huge issue as far as I see it, since 12 players in one arena might not happen that often, and 12 player is a maximum player count which may change depending on performance. We'll see if it becomes a problem, I'll keep it in mind for later.
The bottom is done using an override. I don't want to use more dialogs for performance reasons. I'm not much of a "flash" enthusiast, personally, I prefer functional things.
Some more UI stuff... Still haven't got all images and haven't set up the variables for the arena... But should give you an idea of it.
I'm disappointed in you people ! I been helping everyone around here as much as I can and on our IRC channel, yet no feedback on zones ? Now Nash will suffocate some kittens in a bag :(
Nonsense, I will do no such thing. You seem rather impatient, though, I wonder what you will do...
I've been working on the UI a bit and finished (more or less) the Zealot class. Behold!
How are you going to squeeze all those arenas in one map?
We have a huge (256x256) map, and even with all the arenas currently in the map there's a lot of space left. We've used the space quite effectively and the arenas themselves don't need to be very big.
Just look at the minimap, clearly space is not an issue.
I'm more concerned about the texture limits.
True, but Dresnia has been making good use of a limited texture set. After all, those arenas are all in one map already, so it's working so far.
Another update on UI and gameplay: I added a mode choice to the arena creation.
The modes are:
You choose mode with the slider at the bottom.
Edit: I have renamed Hardball to Onslaught (that name was only temporary anyway).
Are the images on the buttons screenshots of your terrain? if so how do you do it??? its fantastic