GooS
Azrael
- Reaction score
- 154
Transmutation
Type: AoS (roughly)
Mapsize: 128x192
By: GooS
Version: 0.26 : Pre-Public ALPHA
A regular AoS in most ways accept for what AoS is all about, the heroes.
I'm still in dire need of ideas on how to achieve glyphs, as it is now I'm thinking when an enemy creep dies near you, you get a mystical dust (Food). When you have 15 you get an uncharged glyph (Lumber), which you can take to the bone witch to make into a basic glyph.
I'm going with this one!
Current Problem:
(Read complete thread to understand)
No problem..
This leaves a primary glyph achievement way, which should be relatively easy in order to get fragments. at first I thought creepkills, but some heroes are towards support or healing, and so are glyphs so some people going in that direction would not get that many fragments, in extension, glyphs. So what do you all think?
Heroes:
Heroes have one innate ability after reconsideration.
They had VERY generic names, it has been changed.
In the end I hope there will be atleast one full tavern of agility,
one for strength and one for intelligence.
These are the heroes that I'm currently working with since the re-continue.
and if you use one.
Objective is simple, kill the other teams Conduit to the Gods and you win.
The Conduit is within a protective field which must be removed before he can be killed.
You remove the field by overpowering the two Glyphs of Fortification which are located
east and weat of the base. (Stand near them and a channel will start, you must channel
for 20 seconds without interuption.
Glyphs
Glyphs carried in inventory grant 1-2 bonuses, even when you are afflicted
by a specific glyph the carried ones still grant their passive bonus.
When you use a Glyph you are afflicted by its powers for 1 minute
granting you 2 passive and 2-4 active skills based on if it's a
low-level glyph or a high-level one. Once you are afflicted you can not
fall under another affliction until your current one times out.
At the beginning you will only get the basic elemental glyphs
But as the player with all probability will notice there's
an altar for each player in the base. In this altar a player can place
two or more of his glyphs, if it's a correct formula they will
transmute; becoming a more powerful glyph.
These are still among the basic glyphs and can be achieved early
on in the game. Here follows the glyphs that start to make the game intresting.
Now these ones only come into play after 30 minutes of the game, that is
if it's a long game. They are basically empowered versions of tier 2 glyphs.
Preview of Glyphs, the completely finished ones (icon, skills, colors, bonuses)
and the effect of the Ram Glyph
Q. So where do I get these Glyphs?
A. Good question, still not sure, I'm brainstorming if you want to help me.
Ideas so far are:
Hero kills (If I go with any other I think this will remain a source aswell)
Neutral creep drops (fragments*/complete glyphs)
Non-neutral creep drops (fragments*/complete glyphs)
::Removed Idea:: (Cus it sucked)
New idea - You get glyph remnants when you kill the opposite teams creeps, 5 remnants and you get an Uncharged Glyph which you must
take to an altar to charge. A hero kill will directly get you an Uncharged Glyph.
There will be 4 altars, 2 at each teams side, placed so that for tier 2 glyphs
and higher you need to move over to the other teams side.
(I think I'll go with this one!)
* put together 3 fragments for a glyph or something like that.
Q. Why not regular heroes with skills?
A. The reason I want to make this kind of map is because it requires teamplay,
Swapping glyphs between people to reach the best combination for your hero type
and playstyle.
YES, I do know that this may not occur that often in a random BNet game but when playing
with friends it may give your team that boost of strength that turns the game around.
Also I think it will make it more intresting when your best passive item bonuses might
have to be sacrificed in a tight situation to make it out alive. And as the spells
and abilities gained through using the glyphs are a necessity to inflict enough damage
to take down another hero on higher levels you never have gear that is unbalanced
compared to the others.
If you have any questions I'll be more than happy to answer.
All feedback is welcome!
Type: AoS (roughly)
Mapsize: 128x192
By: GooS
Version: 0.26 : Pre-Public ALPHA
A regular AoS in most ways accept for what AoS is all about, the heroes.
I'm still in dire need of ideas on how to achieve glyphs, as it is now I'm thinking when an enemy creep dies near you, you get a mystical dust (Food). When you have 15 you get an uncharged glyph (Lumber), which you can take to the bone witch to make into a basic glyph.
I'm going with this one!
Current Problem:
(Read complete thread to understand)
No problem..
This leaves a primary glyph achievement way, which should be relatively easy in order to get fragments. at first I thought creepkills, but some heroes are towards support or healing, and so are glyphs so some people going in that direction would not get that many fragments, in extension, glyphs. So what do you all think?
Heroes:
Heroes have one innate ability after reconsideration.
They had VERY generic names, it has been changed.
In the end I hope there will be atleast one full tavern of agility,
one for strength and one for intelligence.
These are the heroes that I'm currently working with since the re-continue.
Abilities and bonuses comes from the Glyphs you carry in your inventoryRogue - 100% Done!
Strength:12(+1.4)
Agility:19(+2.3)
Intelligence:19(+2.3)
Cunning and skulking hero that has the innate ability Stealth which reduces the chance enemy heroes has to see you but also decreases movement speed. The first attack made while in stealth causes 2x Intelligence and Agility. Any attacks made by or against you while in stealth will break it.
Note: This is not invisibility, it reduces alpha, removes shadow, decreases movespeed and removes any minimap hero notation, does 2.0x int+agi, 1.5x extra if behind the target.
Going in and out of Stealth will cause afflictions to fade!!
Stormsinger
Strength:12(+1.2)
Agility:18(+2.0)
Intelligence:20(+2.8)
From the deep forests the Stormsinger hails, vicious and cunning. She has the innate ability Thunder Heart that, whenever she casts a spell, gives her spellpower equal to 2.0x Intelligence that is applied to her next single-target ability. If the spellpower isn't used within 5 seconds it fades.
Highpeak Mauler
??
Warmonger
Strength:21(+3.0)
Agility:17(+1.8)
Intelligence:12(+1.2)
A berserking hero from the creeks of this cold world that has the innate ability Flurry, letting go of all his defenses the warmonger rapidly strikes a targeted unit for a maximum of 5 times, each blow causing damage + x0.5 Strength. If the unit moves out of melee range the Flurry will stop, while in flurry the Warmonger cannot take any other orders.
Oathbreaker
Strength:16(+1.9)
Agility:12(+1.1)
Intelligence:22(+3.0)
From the depths of the world she comes, and as many in the dark pits she worships the demon lord. She has the innate ability Possesion that when used houses a demon in herself, granting her extra health, damage and movement speed at the cost of range and attack speed.
Falling under Possesion and Revoking it will cause afflictions to fade!|r
and if you use one.
Objective is simple, kill the other teams Conduit to the Gods and you win.
The Conduit is within a protective field which must be removed before he can be killed.
You remove the field by overpowering the two Glyphs of Fortification which are located
east and weat of the base. (Stand near them and a channel will start, you must channel
for 20 seconds without interuption.
Glyphs
Glyphs carried in inventory grant 1-2 bonuses, even when you are afflicted
by a specific glyph the carried ones still grant their passive bonus.
When you use a Glyph you are afflicted by its powers for 1 minute
granting you 2 passive and 2-4 active skills based on if it's a
low-level glyph or a high-level one. Once you are afflicted you can not
fall under another affliction until your current one times out.
At the beginning you will only get the basic elemental glyphs
Ram - Fire Glyph (Base Component)
Dok - Water Glyph (Base Component)
San - Air Glyph (Base Component)
Hem - Earth Glyph (Base Component)
But as the player with all probability will notice there's
an altar for each player in the base. In this altar a player can place
two or more of his glyphs, if it's a correct formula they will
transmute; becoming a more powerful glyph.
Ishkar - Cold Glyph (Dok-San)
Rehmo - Darkness Glyph (Ram-Hem)
Tahkar - Arcane Glyph (Ram-San)
Demar - Life Glyph (Hem-Dok)
These are still among the basic glyphs and can be achieved early
on in the game. Here follows the glyphs that start to make the game intresting.
Kharkath - Black Ice (Ishkar-Rehmo)
Dhemien - The Nexus (Tahkar-Demar)
Belzar - Inferno's Heart (Rehmo-Ram-Ram)
Thaderas - Eye of the Storm (Ishkar-San-San)
Orack - Blightbringer (Rehmo-Dok-Hem)
Mariaxz - Frostheart (Ishkar-Demar)
Now these ones only come into play after 30 minutes of the game, that is
if it's a long game. They are basically empowered versions of tier 2 glyphs.
Ishariot - Frozen Glyph (Base Component)
Recula - Void Glyph (Base Component)
Dhakhar - Energy Glyph (Base Component)
Demaraz - Undying Glyph (Base Component)
Preview of Glyphs, the completely finished ones (icon, skills, colors, bonuses)
and the effect of the Ram Glyph
Q. So where do I get these Glyphs?
A. Good question, still not sure, I'm brainstorming if you want to help me.
Ideas so far are:
Hero kills (If I go with any other I think this will remain a source aswell)
Neutral creep drops (fragments*/complete glyphs)
Non-neutral creep drops (fragments*/complete glyphs)
::Removed Idea:: (Cus it sucked)
New idea - You get glyph remnants when you kill the opposite teams creeps, 5 remnants and you get an Uncharged Glyph which you must
take to an altar to charge. A hero kill will directly get you an Uncharged Glyph.
There will be 4 altars, 2 at each teams side, placed so that for tier 2 glyphs
and higher you need to move over to the other teams side.
(I think I'll go with this one!)
* put together 3 fragments for a glyph or something like that.
Q. Why not regular heroes with skills?
A. The reason I want to make this kind of map is because it requires teamplay,
Swapping glyphs between people to reach the best combination for your hero type
and playstyle.
YES, I do know that this may not occur that often in a random BNet game but when playing
with friends it may give your team that boost of strength that turns the game around.
Also I think it will make it more intresting when your best passive item bonuses might
have to be sacrificed in a tight situation to make it out alive. And as the spells
and abilities gained through using the glyphs are a necessity to inflict enough damage
to take down another hero on higher levels you never have gear that is unbalanced
compared to the others.
If you have any questions I'll be more than happy to answer.
All feedback is welcome!