Alright, since I've already registered here to ask for some help, I guess I can just aswell introduce my little project to anyone who might be interested.
-----------------
Progress:
Hero system has been implemented and is fully functional
There might not be the biggest interest here, but I'll still keep this up to date. I am right now trying to design some heroes, but I'm not really feeling comfortable with the ability editor so I guess I'll trigger them. I'll post hero designs here and describe what effect I have in mind, and would be happy if you could share your ideas on how to implement them!
-----------------
The Plan
Back in the old WC3 days, me and my buddy, when we didnt feel like playing something serious, we often played a few rounds of Footman Frenzy. Footy was fun, fastpaced and, more than anything, terribly inbalanced. The idea is to recreate the concept with the galaxy editor, while trying uphold a better balance. I am aware that i'm certainly not the only one atempting this, and, even more, certainly not very good with the editor, but I'm doing this more because I think it's fun, if it sucks in the end...well, shit happens.
Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.
Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.
Not yet decided
Ultimate: Devastating Blast The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.
Comments: The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.
Commander Shepard
Type: Disabler, Tank Model: Jim Raynor Attack Type: Ranged Primary Attribute: Strength
Abilities
Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.
Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
OR Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.
Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.
Ultimate: Biotic Storm Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.
Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.
I would be grateful for ANY tips or opinions on general design, abilities, ability creation or balance. Also if you think you have the one and only effect for any of my skills, feel free to post those aswell. Thanks in advance
I'm open for suggestions and tips.
Finally, if someone feels helpful, these are the problems I'm having trouble with right now:
upgrade bars dont show up when purchasing an upgrade[x] Had to add the queue ability to the building!
costs and duration of any upgrade are not displayed[]
Armor/Weapon upgrades each increase cost and research time for both instead of just themselves. Should be an easy fix, though I might also keep it that way...opinions?
I'm also having a bit trouble creating abilities: what I want is a slowing ability that costs energy with every use, can be autocasted and increases slow and added damage with every level (think frost arrow). I tried to base it on marauders slow, but I havent found a way to change the slow depending on the level.
@CherubDown: Go
Pretty much, but like I sad, I'm mainly doing this for my own entertainment.
Also, my map should have a larger focus on heroes, like providing a wide array of items and recipes.
I added 2 hero designs to the main post, I'd be happy if anyone feels like reviewing them!
Marine arena(MA) is awesome, but i would like to see a more hero focused Footmen remake aswell.
Things i would and wouldn't like to see in this:
Melee starter units, more melee units overall than MA, if you dont i think melee heroes will be too much of a target
No damage air units, and if you decide to make air units, atleast make the walls between bases "no fly zone"
I like the ramps from bases up to the wall in MA, I don't like that they are connected to the other teams wall. Same reason as the no fly zone, this is a arena not a backstabbing contest.
I love the way armor types are improved in sc2, footmen for me is all about to know how to counter your enemy
I like how roaches can move underground, and I'd like to see it with more zerg units, but add a race or something that can see it other than the HQ
Make damage spells scale with int, make alot of the hero stuff scale with attributes instead of being static
Auras and support skills, some heroes should be better to buy items for, some should be better to tech units with.
Archmage's Mass teleport skill! maybe not the best spell in footmen frenzy but definitely one I had plenty of fun with.
@naeven: Go
I pretty much agree with you on most of your points.
Also, I automatically started with marines but it always felt somewhat wrong and, now that you say it, I think it's indeed that at least the starting units should be melee.
The thing is, however, that I'm actually proving to be terrible incompetent with using the GE's ability system. I spent literally a whole afternoon creating a god damn blink ability. There are indeed some good tutorials out there, but it seems they don't allow me to do completely what I want. It doesn't seem that complicated to me, it's just that I have absolutely no "feeling" for the effect/behavior type thing, and therefore the whole system seems pretty overcomplicated (compared to WE) and frustrating for me. Also, in my state of complete inexperience at the beginning, I created a terrible mess with tons of unnecessary copies of abilities, effects and units, so I'm thinking about completely restarting from scratch.
If someone feels like doing heroes, feel free to do so, just pm me or something.
The whole units/tech/item shouldn't prove to be too much of a problem even for me ;)
I'm probably deciding during the next few days how to continue from here on, but since there also doesn't seem too be alot of interest for my little project here, I might also bury it until I get a better feeling with the GE.
Alright, since I've already registered here to ask for some help, I guess I can just aswell introduce my little project to anyone who might be interested.
-----------------Progress:
Hero system has been implemented and is fully functional
There might not be the biggest interest here, but I'll still keep this up to date. I am right now trying to design some heroes, but I'm not really feeling comfortable with the ability editor so I guess I'll trigger them. I'll post hero designs here and describe what effect I have in mind, and would be happy if you could share your ideas on how to implement them!
-----------------The Plan
Back in the old WC3 days, me and my buddy, when we didnt feel like playing something serious, we often played a few rounds of Footman Frenzy. Footy was fun, fastpaced and, more than anything, terribly inbalanced. The idea is to recreate the concept with the galaxy editor, while trying uphold a better balance. I am aware that i'm certainly not the only one atempting this, and, even more, certainly not very good with the editor, but I'm doing this more because I think it's fun, if it sucks in the end...well, shit happens.
Concept: Footmen Frenzy based map Size: 96*96 Races: 3 (maybe 4) Players: 2-12 Recommended Teams: 2vs2vs2vs2 / 3vs3vs3vs3vs3
What's Done Already
What Comes Next
Hero Designs
Shadow Walker
Type: Single Target DPS
Model: Zeratul
Attack Type: Melee
Primary Attribute: Agility
Abilities
Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.
Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.
Not yet decided
Ultimate: Devastating Blast
The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.
Comments:
The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.
Commander Shepard
Type: Disabler, Tank
Model: Jim Raynor
Attack Type: Ranged
Primary Attribute: Strength
Abilities
Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.
Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
OR
Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.
Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.
Ultimate: Biotic Storm
Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.
Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.
I would be grateful for ANY tips or opinions on general design, abilities, ability creation or balance. Also if you think you have the one and only effect for any of my skills, feel free to post those aswell. Thanks in advance
I'm open for suggestions and tips. Finally, if someone feels helpful, these are the problems I'm having trouble with right now:
I'm also having a bit trouble creating abilities: what I want is a slowing ability that costs energy with every use, can be autocasted and increases slow and added damage with every level (think frost arrow). I tried to base it on marauders slow, but I havent found a way to change the slow depending on the level.
Cheers, Wightnish
Marine Arena?
@CherubDown: Go Pretty much, but like I sad, I'm mainly doing this for my own entertainment. Also, my map should have a larger focus on heroes, like providing a wide array of items and recipes.
I added 2 hero designs to the main post, I'd be happy if anyone feels like reviewing them!
Marine arena(MA) is awesome, but i would like to see a more hero focused Footmen remake aswell.
Things i would and wouldn't like to see in this:
@naeven: Go I pretty much agree with you on most of your points. Also, I automatically started with marines but it always felt somewhat wrong and, now that you say it, I think it's indeed that at least the starting units should be melee.
The thing is, however, that I'm actually proving to be terrible incompetent with using the GE's ability system. I spent literally a whole afternoon creating a god damn blink ability. There are indeed some good tutorials out there, but it seems they don't allow me to do completely what I want. It doesn't seem that complicated to me, it's just that I have absolutely no "feeling" for the effect/behavior type thing, and therefore the whole system seems pretty overcomplicated (compared to WE) and frustrating for me. Also, in my state of complete inexperience at the beginning, I created a terrible mess with tons of unnecessary copies of abilities, effects and units, so I'm thinking about completely restarting from scratch. If someone feels like doing heroes, feel free to do so, just pm me or something. The whole units/tech/item shouldn't prove to be too much of a problem even for me ;)
I'm probably deciding during the next few days how to continue from here on, but since there also doesn't seem too be alot of interest for my little project here, I might also bury it until I get a better feeling with the GE.