• 0

    posted a message on Map Concept: Boss Fights

    @fishy77: Go

    I presume you're referring to 'Clownz Gladiator Arena'?

    Well sure there's Boss Fights, but in my opinion they're really simplistic. The basic idea of every Boss Fight in CGA is to avoid touching the Boss and dodging his projectile. Sure it's a fun mini-game but I think the core mechanics really aren't that strong to keep someone entertained for more than an hour at most.

    Running around the map pressing [Right Click] and some [Left Click]s every now and then isn't really that much fun. It would actually be a drastic improvement if the fights were less 'sluggish'. There's always a ton of time to react, I like hectic Boss Fights were you really need to know what you're doing. Otherwise you'll be punished for it.

    I think that if I do release my Boss Fights map, it will be VERY different from CGA. The only similarity would be that you're fighting Bosses. There would be a very different loot/itemization system, a lot more boss mechanics and Heroes with unique abilities. As well as some bragging rights ;)

    If you have any suggestions on how I could improve my concept, Please post a comment below.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Data Editor - Making (WOW) Prayer of Mending [Solved]

    Solved it, was actually really simple.
    A tired mind is a slow mind...

    This is the Setup.

    Ability:

    Effect - Target
    Launch Missile > Impact: Apply Behavior (4 Stacks).

    Behavior:

    Damage Response:
    Vitals: -25 Life
    Handled: Set Effect
    Time Use: 3 Seconds, to ensure it wont trigger again whilst the missile is bouncing to the next target.

    Set Effect:

    Remove Behavior (1 Stack)
    Area Search, validator: Checking if unit has Behavior
    if true: Launch Missile > Impact: Transfer Behavior (4 Stacks)
    Maximum count: 1

    Posted in: Project Workplace
  • 0

    posted a message on [Introduction]POWER OVERWHELMING: Galactic Gladiators

    Has this been released? Or did you cancel the project?

    Posted in: Project Workplace
  • 0

    posted a message on Map Concept: Boss Fights

    @Velkydia: Go

    If there already is an existing Map just like this, I'd love to be given a link and test it out. I'm not interested in making a map that already exist. But right now I'm rather bored with the SC2 Arcade maps and would really like to see a good boss fight map.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Map Concept: Boss Fights

    EDIT* Created Project. LINK: Give me a Quest

    I've begun working on a map, the concept isn't really new but I'll explain in detail how it will work. A lot of it is very similar to WC3 Impossible Bosses, I am trying to be as innovative as possible but I want to keep a few key aspects.

    Gameplay:

    The Gameplay is simple; you pick a hero of your choosing and fight a boss together with other players. Each Hero is planned to have 7 Abilities. Included in these 7 abilities is a temporary invulnerability and a passive. The passive ability is basically just a mechanic that will make the Hero more interesting, this could be the applying of a behavior which changes how your Hero use certain abilities or it could be a mechanic where your abilities work differently depending on the range you have from your target.

    Difficulties

    I’m hoping to create several different difficulty levels on each boss, preferably 4. Ranging from:

    Easy:

    • Some abilities are disabled.
    • Health and Damage is reduced slightly.
    • No Enrage Mechanic.

    Normal:

    • Standard Difficulty, Bosses will have their standard abilities, health and damage.
    • Enrage Mechanic comes in play.

    Hard:

    • Additional abilities.
    • More health and damage.

    Very Hard:

    • Adds more complexity to existing abilities.
    • More health and damage.
    • Enrage Mechanic has additional effects.

    Very Hard should basically require perfection when it comes to how fast you interrupt, dispel, dodge abilities and how well you handle the Bosses ‘Enrage Mechanic’. Whilst hard should allow a few more mistakes and be more forgiving than Very Hard.

    An example would be a fireball ability.

    • In easy, this would not deal very much damage and be fairly easy to dodge.
    • In Normal, this would be harder to dodge and deal an average amount of damage, is might even apply a debuff which increases the damage of the next fireball for 8 seconds disallowing the mistake to be repeated.
    • In Hard, the debuff would stack making several mistakes more punishing. The missiles might even be driven by Guidance Movers at the start to allow them to be more precise and harder to dodge.
    • In Very Hard, there might be 3 missiles fired at the same time and at 3 different players.

    Every new difficulty has the previous effects.

    Boss Mechanics:

    I’ll try making each and every Boss fight feel as unique as possible but some basic mechanics may occur on several Bosses:

    • Enrage Mechanic; bosses will earn ‘Rage’ as the fight progresses and when it reaches a certain threshold they'll do something which increases the difficulty, this could be casting a certain ability or just a flat damage bonus. Certain Heroes can reduce the bosses ‘Rage’ with their abilities.
    • Interrupt Mechanic; some abilities will be interruptable. This basically just gives some necessity to time certain Hero abilities. A boss may have several Interruptable abilities, so you may either need to have several who can interrupt or prioritize which abilities are more necessary to interrupt.
    • Dispel Mechanic; some bosses will apply behaviors which will act in different ways such as dealing periodic damage, or reducing the Hero's damage. Some Heroes will have abilities to remove negative behaviors.
    • "Skillshot" Mechanic; some boss abilities will be dodgable, this makes manuvering a key aspect of the map.

    Additional Information:

    Heroes planned:

    • 4 Tanks
    • 3 Healers
    • 1 Pure support
    • 5 Ranged DPS
    • 3 Melee DPS

    Progression

    There will be no leveling, or ability level upgrading in the map. But that doesn’t mean there won’t be ANY progression. I want the progression to be in the form of Loot. As well as a Stat system, however I don’t want someone to take a dump on Very Hard difficulty because he/she has some ridiculous stats.

    So I want to enforce some kind of cap on stats, and I’ve been thinking of making it in a way where you get Stat points and then you pick what stat to improve. If you want you can even re-pick which stats you want at a later point in time.

    Back to the loot, there will be 2 types of loot.

    • Equipment that increase stats; such as an armor upgrade that would increase your Energy by 200 or your Energy Regeneration by 5/s.
    • Equipment that improve abilities; the improvements aren’t flat damage buffs but instead change how abilities work. They might change a Healing ability to instead be a Shielding ability or change a buff to increase something differently. They might even add additional effects to certain abilities. Like adding an AoE Heal to a Teleport ability, or a Self Heal to a Damage ability.

    Bragging Rights!

    • Achievements; Achieved through defeating Bosses, and there will be one for each difficulty.
    • Custom Frame; This will show what highest difficulty you've cleared, This means that if you kill all bosses on a certain difficulty your frame will be differently displayed to fellow players.

    Still thinking of more ways to ensure you can brag to the max about certain accomplishments.

    Note Worthy:

    • The Game-Camera will be the standard SC2 Angle, possibly more zoomed out.
    • All Heroes have unique abilities, however they are predetermined and are not customizable, with the exception through certain items.
    • You will only fight bosses, but I'll make different arena's / locations for each and every Boss.
    • I have not decided whether or not I want to save all Hero data, such as stat progression.
    • Most Hero abilities are target abilities, this is because I want the attention to lie on avoiding boss abilities and being ready to act depending on what happens. Instead of having to aim everything. Certain abilities might be "skill-shots".
    • I want to make Hero composition a key feature. This would be through the fact that some abilities are a necessity and I want there to be choice whether or not to take a certain Hero and tackling a certain mechanic. Lets say you don't have any interrupter in your group but instead choose to go with an additional Healer or maybe a Pure Support to instead attempt healing though the mechanic or reduce the damage sufficiently.
    • If you die on a boss you'll be dead until the fight is over. I'm however still considering whether or not there should be X number of revives per boss. This could also apply to the difficulty picking. On easy you might get 3 Revives per player, on Normal 2 Revives, on Hard 1 Revive, on Very Hard no Revives.

    Please post Feedback

    I'll update the post with more information eventually. Just curious if anyone think the concept is good and if they'd be interested in playing a Map like this.

    So Please post your feedback and questions bellow. I'd be thrilled to discuss the map.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Data Editor - Making (WOW) Prayer of Mending [Solved]

    So I thought a bit more about my ability and came to the conclusion that what I'm really looking for is a way to Limit how many times an effect is run for a specific Ability Instance.

    I thought of adding an (Apply Behavior) effect which applies a buff that stacks 4 times to the Original Caster of the ability, and then having a Validator checking whether or not the stack exceeds 4. However I'm unsure how to make it so that the Original Caster receives the Behavior and not the target which launches the next Bounce of the ability.

    Posted in: Project Workplace
  • 0

    posted a message on Data Editor - Making (WOW) Prayer of Mending [Solved]

    I've been looking into creating an ability exactly like Prayer of Mending from World of Warcraft. Basically it applies a Behavior and when a unit takes damage it heals that unit and then bounces to another target, This isnt too tricky. The part I haven't figured out is how do I limit the jumps to 5 times? Or any amount for that matter.

    So in short I need help to limit the bounces of this ability to a specific number.

    Anyone got any idea of how to accomplish this?

    (Found another thread regarding recreating Prayer of Mending, however he didn't want to limit the times it would jump).

    Posted in: Project Workplace
  • To post a comment, please or register a new account.