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    posted a message on An RPG arena map.

    @Sephiex: Go I agree but it has RPG elements.

    Posted in: Map Suggestions/Requests
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    posted a message on An RPG arena map.

    Well if the ammo could be put into the game then it would be a case of making a stat to inprove total ammo, the damage dealer and "tank" sort of class have the ammo regen. Only slight, they couldnt stand there and hold their ground indefinatly. with mobs having maybe a 10-25% chance to drop ammo. Also that would give the "damage dealer a extra skill to spawn with full ammo and have a higher ammo capacity. It would really improve the map imho, but i didn't know if it was feasible.

    It's abit like DOTA but i was hoping to have it more frantic, like enemies spawn all other map and hunt the players. I dont think full Co-op would work, ive played a few of the "co-op only games and leavers ruin it. you could "solo it until you ran into a swarm. But you shouldnt be able to finish the map without putting in some hours.

    Ill send you over the finished abilities etc for you to have a look over it see if your interested. I forgot to point out i have very little skill in the way of using map editor. So i wouldn't be helping with the editing just putting a idea out there thats free to be changed around. Ill post the document in the first post if it fits too :)

    What would you be editing if you did decide to help create it?

    Posted in: Map Suggestions/Requests
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    posted a message on An RPG arena map.

    hey the name is undecided as i will not be making this map but instead giving you a document file with all abilities, costs, class overview and what ever you need from a idea point of view. Now onto describing the map :)

    3 Classes, each with unique abilities, go around the map as waves of enemies spawn. There's no where to hide, just ramps for line of sight. The enemies spawn all over the map for 10 waves with each wave becoming harder (think last stand warhammer) They always spawn on low ground though, never above the player on a terrain, there should never be a easily defendable area. IE: theres a ramp upto a nice vantage point, there should never be 1 entrance to this vantage spot. Players then go kill these enemies each kill grants xp and minerals which can then be spent in the shop for upgraded weapons.

    An example. I start a new game i play the damage dealing class and i collect enough minerals for a new gun with double the damage of my starter gun. I go buy this gun and use my stat points to upgrade "core stats" or abilities unqie to my class. Each class has their own role, running off alone at low levels is suicide. But you dont need all 3 classes to succesfully finish the map, 3 damage deals can easily finish the map at higher levels.

    The maps should be made so it can only be completed at roughly 1/2 of the level cap. But a really good group could complete it at 1/4 the level cap.

    The map would have presistant levels and maybe even presistant levels across multiple maps. So if i level to level 10 on 1 map i can go to another map and start from where i left off. Not sure if this is feasible :S If it is then :) that means once people hit the level cap they can start playing a more difficult map thats actually like a storyline using their skills to finish properly.

    Another problem i do not know is feasible is ammo. Having a ammo count for guns would make the game more of a survival game collecting ammo from dead enemies and buying ammo.

    So anyone interested? This is not for the faint hearted seems like a big job. All i ask in return is my name in the credits.

    The points system is basically you gain 1 point per level. So when you see points cost means you have to save up :) This is just a example of whats in the document. These are the abilities every class gets.

    Core Abilities – Abilities that any class can choose. [P]Passive | [A]Activated//

    [P]Regeneration - Lets you regenerate a % of HP every 10 sec. [5 Ranks][50Points][10 points Each]

    [Rank 1]Regenerates 1% of your maximum health every 10 seconds.

    [Rank2]Regenerates 2% of your maximum health every 10 seconds.

    [Rank3] Regenerates 3% of your maximum health every 10 seconds.

    [Rank4]Regenerates 4% of your maximum health every 10 seconds.

    [Rank5]Regenerates 5% of your maximum health every 7 seconds.

    [P]Energy Attunement – You recover energy over time. [4 Ranks][20 Points][5 Points Each]

    [Rank1] Recover 2% of maximum energy every 5 seconds.

    [Rank2] Recover 4% of maximum energy every 5 seconds.

    [Rank3] Recover 6% of maximum energy every 5 seconds.

    [Rank4] Recover 10% of maximum energy every 5 seconds.

    [P]Boot Thrusters – Gives a 1% run speed boost. [10 Ranks][50 Points][5 Points Each]

    [Rank1] Increases your running speed by 1%.

    [Rank2] Increases your running speed by 2%.

    [Rank10] Increases your running speed by 15%.

    [A]Adrenaline – Gives 5% damage reduction for 30 seconds. [6 Ranks][30 Points][5 Points Each]

    [Rank1] Injects adrenaline to give 5% damage reduction. [120 second cool down]

    [Rank6] Injects adrenaline to give 30% damage reduction. [90 Second cool down]

    Posted in: Map Suggestions/Requests
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    posted a message on [Test me!]Struggle for the Depths

    Hi, it couldnt load dependencies :S

    Posted in: Map Feedback
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    posted a message on The last Stand V2 release soon + beta tester needed

    im still up for it if you need people.

    Posted in: Map Feedback
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    posted a message on senatorsfc - Enfos(Hero Team Survival)

    im still waiting for a enfo remix map becuase i loved playing it :P Zero, get on with it :)

    If i could actually do the map editor properly i would do it myself XD

    Posted in: Map Feedback
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    posted a message on ZealNaga's playground

    no problem ill play it abit more. Just play as protoss atm ill swing my race abit more :p but ill get back to you

    Posted in: Map Feedback
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    posted a message on ZealNaga's playground

    I enjoyed playing Rootftop gardens, but the ramp leading up to the natural is too wide. Think it needs some other balance issues but i played with bots and a mate of mine who quit from being cheesed by the AI. Cant really comment anymore than that until i play it more

    Posted in: Map Feedback
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    posted a message on Codename: Moebius

    Had fun playing this, The begining was highly boring though. Then 2nd part however was really good. In the protoss base the lower right side where the minerals are (player 2's spawn) if you stand down there archons cant reach you. Only bug i found.

    Posted in: Map Feedback
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    posted a message on Sumo's Defense

    This looks amazing get it on europe asap :)

    Posted in: Map Feedback
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    posted a message on Map:"The Protoss Brotherhood"

    Just played your map, My mate was playing Massadar or w/e and when she died the game created a error report.

    I picked galimus and my mate picked the support character again and there was a trigger error. Also taunt doesnt work. And i have no clue what shield is supposed to do for galimus.

    Posted in: Map Feedback
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    posted a message on Complete Noob's Guide to DOTA-style maps [part 2]

    Ok, think i figured it out lol newbie mistake. Still getting the hand of this. More pics on the abilities section would be helpful though.

    Posted in: Tutorials
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    posted a message on Complete Noob's Guide to DOTA-style maps [part 2]

    im having a problem getting my data editor to look like yours. i got it similar i use the text version.

    Where you copy something in the ability to create different levels i cant get the same effect. Mine looks like this,

    1

    Also the part where you make him learn the ability. when he clicks on learn ability, my heal ability isnt there. but the cancel one is.

    The ability section is less well written and hard to follow. If you could give some extra details it would really help.

    Didn't think the crossover would be this damn hard :(

    Posted in: Tutorials
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