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    posted a message on Project: Vyral - Looking for Trigger Editor (AoS/DotA)

    Hello SC2mapster community,

    My name is George, and I have been working on a project for several months. I am located in the US, eastern side, gmt-5. I have named it Project: Vyral for now, as I do not want to release the name yet. That being said, you can assume not too many details are going to be given. But, please be assured that this is a great project and I'm sure you will enjoy working with us.

    The project is an AoS styled map. It is not the conventional types you see floating about nowadays, such as LoL, DotA, HoN, SotIS, etc... I am not knocking them down or anything, as I play ALL of them still, except HoN. I can't deny their popularity and their great gameplay, I truly love this genre of game. With that, I'll go into some details of why you should join the project and what we offer in this that the others don't!

    Faster Paced Gameplay

    The gameplay is focused on more skillplay, dodging, and team work. Although the gameplay and action is much faster than a typical AoS game, the duration of the match is still to be averaged around 30-40 minutes. The fast action is to increase tension and build up a sense of urgency and wanting to kill, get player's adrenaline up! Only the experienced, smart, cool-headed, and skillful player will be able to master their focus away from the quick moving action.

    Increased Ability Count

    Of course, more is not better! It only adds into the complexity and causes players to look away. So why did we add more? Well, we mixed in different kind of abilities. There are abilities that are almost instantly refreshed, the typical abilities you cast occasionally, and the ultimate spells. Various characters have a different mix of abilities, but they all at least have an ultimate. The instant refresh abilities are not so "instant", but are on about .1-.5 cooldown (And I am aware of the upcoming UI fix for cooldowns). These quick abilities offer you to be able to add in an extra attack whilst maintaining your attacks. For example, a Zealot is attacking with a flurry of auto-attacks (lol..) and he uses his "Slash" ability whilst still auto attacking. He generates 1 combo point and deals a few extra damage (not a lot at all).

    Combo Gauge

    Combos are built up by attacking other minions or players. Using spells that are quick on cooldowns can also build up combos. They do deteriorate rather quickly, so using these combos is of utmost importance right when you get them! To use combos, you simply hold down your left shift key while pressing the hotkey for the ability. This will consume all your combo points and enhance your spell. The spell does not become overpowered, but is just slightly enhanced. Such as an ability that normally does not do area of effect damage, will now deal moderate AoE along with the normal effects.

    Conclusion

    I don't want to reveal every gameplay mechanic we have going on here, but I can tell you that they are large and vast. They range from a complete UI overhaul, multiple energy systems (rage/mana/energy/pacts/heat/etc), caster redesign, advanced item system, new laning system, friendlier health bars, a MAP, an enhanced minimap, and so much more.

    Well, are you interested? Wondering what we can offer to you for joining this project? Well, you have the freedom to work when you want and where you want. :) Other goodies for joining the project will be mentioned when you joint he project! Join us!

    George D.

    Posted in: Team Recruitment
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