Gaze of the Abyss

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Overview

The goal of this project is to create a professional and high quality Starcraft II custom map that is fun and enjoyable for beginners to play as well as challenging and competitive for high end gamers, using the Galaxy Editor. Although Blizzard is offering "premium" maps (which cost money to buy), this map will remain FREE within the foreseeable future.

The aim of the game is still open for debate. We will be adopting a fusion of ideas from World of Warcraft Battlegrounds, namely: Alterac Valley and Eye of the Storm. Currently, the game will be based on a team score type system. Each team starts with 0/2000 points and X number of towers in Y lanes, where each tower will give their own team W points every Z time intervals. The first team to reach 2000/2000 points wins. This choice of game design ensures a minimal time per game. Methods of obtaining points will be described. There will be a general at either teams base. Once killed by the opponent, the general's death will reward the opponent with X amount of points. This will help team win, but not necessarily guarantee their victory.

Story

Story time! It is year 2503, approximately 3 years after The Brood War. A rebel Terran battalion join forces with indigenous Protoss forces to fight in the struggle against the ever assimulating Zerg swarm on a dark moon near the planet < insert="" awesome="" planet="" name="" here=""> Gaze of the Abyss
Future recruit: 3D Artist (Modeller / Skinner) - Custom Heroes Scripter - MOAR CODE 2D Artist - Hero Concept design, Loading screen.

Game-play Design

Each team consists 5 players, where each player will choose one, and only one pre-designed 'Hero' unit at the beginning of the game. The player is then immediately asked to choose a pre-designed 'Hero Trait' (explained later) to enhance the 'Hero' as well as making the Hero more unique. Units will spawn at each team's base where they will head towards the enemy's base in attempt to destroy it. When units from the opposite team dies, Heroes within the vicinity will gain experience and eventually level up. These units can also be killed by the opponents for resources / items, but can also be 'denied' by the same team to reduce the amount of experience the opponents receive as well as preventing them from gaining resources.

Tower Capture System

Towers are immovable buildings that will attack the opponents forces controlled by our wonderfully smart AI. Instead of destroying towers, once a tower reaches 20% health, it loses its affiliation with its original team will remain to be controlled by the original team and will be up for capture depending on the nearby by opponent Heroes. Once broken tower is captured, it will instantly gain 40% Health. Recaptured towers cannot attack immediately, but will have a 1-2 minute downtime before they can attack. Both Teams start off with no towers, forcing players to capture towers at the start of the game. This is still up for discussion Tower capturing will be an interruptible channelling skill Towers will become stronger as the game progresses Specialised items may be purchased at specific towers Specific towers also provide a short range aoe aura buff/debuff?

Attribute System

According to a source, Blizzard has made a much more advanced attribute system. You can add any number of attributes to behave any way you want. Attributes will scale as Heroes level up. Each attribute will give appropriate bonuses eg. Stamina: increases health. Strength (STR): Increases HP pool and HP regen. Agility (AGI): Increases slight movement and attack speed slightly, and Armor. Intelligence (INT): Increases Energy pool and Energy regen. Psionic Power (PSI): Increases Shield and Shield regen.

Item System

Bags will have limited slots for carrying non-equipped items. Items can be purchased from their base at the cost of minerals to enhance their individual Heroes as well as their team. Each Hero will be able to carry a maximum of X items. There will also be limits on certain types of items. ie. 1x Boots.

Death System

After the hero dies, he/she will be re-spawned at his/her main base after a period of time. The re-spawn timer will scale with the Hero's level. The Hero will re-spawn with 50% Health and 50% Energy.

Mob AI

Mobs needs brains. Give them smart brains. Tower behaviour? Factioned Mobs behaviour with Heroes...?

Mob Spawning System

Three (five) melee and one (two) ranged units will spawn from each factioned spawn point? Creeps will become stronger as the game progresses Neutral Mob System Neutral creeps will spawn at specific locations spread evenly around the map. These creeps have no affiliation but are aggro. Creeps will spawn in groups, eg a lost Zealot Battalion, a rogue Terran Party. These different Neutral creep groups will vary in difficulty and will spawn randomly Minerals and Experience rewarded per creep depending creep type. Minerals and Experience rewarded per Hero formula depending on Hero Level Difference and number of nearby enemies.

Game Sounds

UT2004 and UT3 sound effects will be incorporated into the map, First Blood, Double Kill, Triple Kill etc

Terrain (Map) Design

ISSUE: Placement of towers.

Chokes

Chokes will be placed strategically infront of each teams base

Hazardous Terrain

Rising Lava? Drowning Waters? THE KRAKEN?!

Hero Design

Max Level, Formula for experience required per level (exponential? linear?)

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About This Project

  • Project ID
    22740
  • Created
    Apr 5, 2010
  • Last Released File
    Never
  • Total Downloads
    0
  • License

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