Hey all. Im looking to do a hero-based map, but didn't wanna be the 40th dota copy. I'd prefer to stay with the "only control one unit" idea although im open to things. Throw out any suggestions you guys have. Thanks.
What about this:
There is the human team which consists of generic heroes that use spells and items and stuff and tries to survive a zombie or zerg attack. They have to fortify a spot and fight off a swarm at night and look for supplies in daylight.
Then theres one or two players who play as the zombie/zerg team that loosely controls all the units (like you choose a location and they just swarm) and try to kill the human team but are weakened in daylight and only some units can walk around in the sun. Also, the zombie/zerg players can take control of one of their units which strengthens the said unit and provides direct control over it allowing you to use its spells and move it around to set up ambushes or something.
hmmm thats a good idea. i might just end up making AI waves instead but that would be cool. i could see that working. Possibly like a main objective your supposed to defend, various shops, hero levels and such, and than waves of zerg from different directions and different heroes you can choose to fight them off with.
Lol..I posted the exact same thing a while ago, saying I wanted to make a hero map but without being a Dota clone..I got a response after a long time, so keep thinking drummerboy. I started brainstorming by taking some WoW battlegrounds and thinking about mixing them together somehow. Anyway, heres my pathetic little idea I just came up with-
Its a 5v5 match. Team A controls a large fortress at the top of the map. I mean large as in "half the map" kind of large. The fortress has several structures inside of it the players need to make use of. Team B tries to assault that fortress and take out the command center in the very center. The base has lots of weak spots that Team A will need to defend. For example, the perimeter gate has a tough energy shield and turrets guarding it. Team B COULD try to take it out with brute force, or they could take a more sneaky route and attack the outer generators to disable the shields for the door and de-activate the turrets. Now, if you are ok with the player controling some units other than the hero, then heres what else you could do. There are several key structures inside the base that, over time, spawn units for each player. Like, there is a barracks that every 20 seconds creates a marine for each player on Team A. Now, team B can destroy this structure to make it harder for Team A. Or there is a healing machine that team B can take out, forcing Team A to heal at a machine farther back from the fight, delaying them. If you want, you could have Team B spawn minions over time (like Dota) that were NOT player controlled. These minions would be relatively weak, but since there are many of them Team A must micro its more powerful units and heroes to hold off the assault. Team A wins if they can hold the fort for X amount of minutes. Team B wins if they destroy the command center before X minutes.
Whew...Sorry about that wall of text.. If you happen to liek this idea, feel free to use it, but I'd appreciate credit somewhere in the map.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
To post a comment, please login or register a new account.
Hey all. Im looking to do a hero-based map, but didn't wanna be the 40th dota copy. I'd prefer to stay with the "only control one unit" idea although im open to things. Throw out any suggestions you guys have. Thanks.
What about this: There is the human team which consists of generic heroes that use spells and items and stuff and tries to survive a zombie or zerg attack. They have to fortify a spot and fight off a swarm at night and look for supplies in daylight. Then theres one or two players who play as the zombie/zerg team that loosely controls all the units (like you choose a location and they just swarm) and try to kill the human team but are weakened in daylight and only some units can walk around in the sun. Also, the zombie/zerg players can take control of one of their units which strengthens the said unit and provides direct control over it allowing you to use its spells and move it around to set up ambushes or something.
hmmm thats a good idea. i might just end up making AI waves instead but that would be cool. i could see that working. Possibly like a main objective your supposed to defend, various shops, hero levels and such, and than waves of zerg from different directions and different heroes you can choose to fight them off with.
Here's an idea, and it hasn't been done yet for SCII. Do spellcraft for starcraft. Spellcraft Strife for WCIII was one of the coolest games around...
Lol..I posted the exact same thing a while ago, saying I wanted to make a hero map but without being a Dota clone..I got a response after a long time, so keep thinking drummerboy. I started brainstorming by taking some WoW battlegrounds and thinking about mixing them together somehow. Anyway, heres my pathetic little idea I just came up with-
Its a 5v5 match. Team A controls a large fortress at the top of the map. I mean large as in "half the map" kind of large. The fortress has several structures inside of it the players need to make use of. Team B tries to assault that fortress and take out the command center in the very center. The base has lots of weak spots that Team A will need to defend. For example, the perimeter gate has a tough energy shield and turrets guarding it. Team B COULD try to take it out with brute force, or they could take a more sneaky route and attack the outer generators to disable the shields for the door and de-activate the turrets. Now, if you are ok with the player controling some units other than the hero, then heres what else you could do. There are several key structures inside the base that, over time, spawn units for each player. Like, there is a barracks that every 20 seconds creates a marine for each player on Team A. Now, team B can destroy this structure to make it harder for Team A. Or there is a healing machine that team B can take out, forcing Team A to heal at a machine farther back from the fight, delaying them. If you want, you could have Team B spawn minions over time (like Dota) that were NOT player controlled. These minions would be relatively weak, but since there are many of them Team A must micro its more powerful units and heroes to hold off the assault. Team A wins if they can hold the fort for X amount of minutes. Team B wins if they destroy the command center before X minutes.
Whew...Sorry about that wall of text.. If you happen to liek this idea, feel free to use it, but I'd appreciate credit somewhere in the map.