GFreak45
I didnt slap you, i high 5'd your face.
- Reaction score
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Project Name: Unsung Heroes
Project description: Custom hero aos map. Most custom hero aos maps have the same issue, no unique heroes, all heroes are just PICK ABILITIES AND SPAM. I plan on correcting this issue. What draws players to DotA and Sotis would be the unique abilities and how they work together. This custom hero rpg will achieve this, but more will be explained when the thread is created.
Places to fulfill:
Abilities:
Every ability will have some sort of classification... For instance, a passive ability will be part of the passive classification, if it applies a debuf on hit it will be also part of the offensive classification, if that debuf is a damage over time effect that will be part of the DoT classification
Each player will be able to choose 1 un-leveled passive, 1 leveled passive, 2 casted abilities, and 1 ultimate, one of those casted abilities will be a debuf classification ability, one will be a choice.
Ultimates can be passive, casted, or anything. These are the exception to the above rules.
Previews:
Reward System
Most SC2 games have a reward system for playing the game a lot. I would like to use a system like this as well, as I believe it to be both positive, and a sort of marketing strategy to keep people coming. I want to have a system like this as well, but I dont want it to be abuse-able or have no punishment for leaving/bad playing. Therefore, rather than banning players for leaving, they will recieve penalties to their account, upon acruing a certain ammount, the bank will be reset, losing all work put into their account.
I plan on having a resource system used to purchase "skins" or hero models, and abilities. Like in League of Legends, every week there will be free abilities, and they will alternate on a weekly basis.
Everyone will begin with a few basic random skins, the higher cost ones will not be available for random. There will also be a random skin option allowing you to use a random basic or middle ranged skin.
Should someone random a hero, a pre-determined build will be chosen for the hero. These will have abilities that work together, no abilities with restrictions on a certain class or requirements of a certain class without one.
Skin Examples:
Bank Uses:
I dont want to use a "rating" or "elo" like most aos maps do, but instead, use a legion-td type strat of requiring a player to use the pre-created builds. So you can choose one of the 12 predetermined ability builds. These will include a stacking oriented and non-stacking oriented version of each of the following:
Project description: Custom hero aos map. Most custom hero aos maps have the same issue, no unique heroes, all heroes are just PICK ABILITIES AND SPAM. I plan on correcting this issue. What draws players to DotA and Sotis would be the unique abilities and how they work together. This custom hero rpg will achieve this, but more will be explained when the thread is created.
Places to fulfill:
Chief Data Editor - Primary "go to" man for data resources, capable of quickly determining whether an ability or unit must be triggered or can be created in the data editor.
Balancing Specialist - An "uber tester" who will stress test various builds and record the damage output per time in battle, damage taken per time in battle, how much damage would have been taken with 0 armor, etc. This should be put into spread sheets and graphs to quickly determine what abilities are "OP"
Triggering Specialist - Currently me, but open to other skilled individuals with proven backgrounds in one of the following: High quality warcraft 3 maps, other programming languages (with skill to understand how to debug logic errors and calculate big O notations), or high quality libraries to use as examples of skill in coding.
Exterior Decorator - (X-Maul) - just a terrainer, should have background in Photoshop or experience in Wc3/Sc2 maps with great terrain, this is also currently me, but im more big picture than fine details, need someone who is great at fine details.
Strategic Planner - Someone capable of creating abilities that are 2 things: A: Unique; B: Flow together well with multiple types of abilities, an example will be given in the thread when it is created.
Beta Testers Beta Testers Beta Testers, tons and tons of beta testers. This role is more for the future and will not be needed early on.
Balancing Specialist - An "uber tester" who will stress test various builds and record the damage output per time in battle, damage taken per time in battle, how much damage would have been taken with 0 armor, etc. This should be put into spread sheets and graphs to quickly determine what abilities are "OP"
Triggering Specialist - Currently me, but open to other skilled individuals with proven backgrounds in one of the following: High quality warcraft 3 maps, other programming languages (with skill to understand how to debug logic errors and calculate big O notations), or high quality libraries to use as examples of skill in coding.
Exterior Decorator - (X-Maul) - just a terrainer, should have background in Photoshop or experience in Wc3/Sc2 maps with great terrain, this is also currently me, but im more big picture than fine details, need someone who is great at fine details.
Strategic Planner - Someone capable of creating abilities that are 2 things: A: Unique; B: Flow together well with multiple types of abilities, an example will be given in the thread when it is created.
Beta Testers Beta Testers Beta Testers, tons and tons of beta testers. This role is more for the future and will not be needed early on.
Abilities:
Every ability will have some sort of classification... For instance, a passive ability will be part of the passive classification, if it applies a debuf on hit it will be also part of the offensive classification, if that debuf is a damage over time effect that will be part of the DoT classification
Each player will be able to choose 1 un-leveled passive, 1 leveled passive, 2 casted abilities, and 1 ultimate, one of those casted abilities will be a debuf classification ability, one will be a choice.
Ultimates can be passive, casted, or anything. These are the exception to the above rules.
Previews:
Crippling strike
Classifications: [Unleveled][Passive][Offensive][Debuff][On Hit][Stacking]
Description: Every attack you apply a debuff slowing your attacker for 4% stacking up to 5 times.
Advantage Point
Classifications: [Leveled][Offensive][Damaging][Stack Scaled][Debuff Removal][High Energy Cost]
Description: You make a quick strike taking advantage of your current position, dealing 50/100/150/200/250 + 5/10/15/20/25 per stack of passive debuff, this removes your stacks of your passive debuff. This costs 100/125/150/175/200 energy.
NOTE: Should only be taken with a passive with the following classifications: [Offensive][Stacking][Debuff]
Molten Hands
Classifications: [Unleveled][Passive][Offensive][Damaging][On Cast][DoT]
Description: Every time you deal magic damage, you apply a damage over time effect dealing 15% of the damage dealt over 5 seconds. This affect is only renewed if an instance of damage smaller than the creating effect is caused, otherwise this will expire or be increased in damage.
NOTE: Should only be taken with at least one cast of the following classifications: [Offensive][Damaging]
NOTE: Should also only be taken with abilities not containing the following: [Leveled] and [Passive]
Vortex
Classifications: [Leveled][Ultimate][Offensive][Defensive][Debuff][AoE][Buff]
Description: You turn into a giant vortex pulling all units in a large range to you, during this time they can not attack, cast, be damaged, or cast on. After a few seconds, the vortex will spit out it's victims. Once it does so, all allies of the caster will take reduced [AoE] type damage, and all enemies will take increased [AoE] type damage.
NOTE: Should be taken with abilities under the following classification, but still works as a great utility regardless: [AoE]
Force Emitter
Classifications: [Leveled][Offensive][Damaging][Utility][AoE][Long Cooldown][High Energy Cost]
Description: You dispense a Force Emitter which immediately moves along a straight line to the target location. It will remain there for up to 5 seconds or until detonated by the creator. Upon detonation you deal damage to nearby enemies and send nearby enemies and allies flying a short distance. This can be used to close distances or regain them when used with skill, this is recommended for more advanced users.
Decapitation
Classifications: [Leveled][Offensive][Damaging][AoE][Physical]
Description: You swing your weapon in a circle with incredible speed to smash oponents with it's handle or slice them to bits with it's blade. This deals damage in a 6.5 range, units in the outer 3.0 unit rim take an additional 25% damage from being hit by the blade.
Brush Fire
Classifications: [Unleveled][Passive][Offensive][Damaging][Debuff][DoT]
Description: Every time you deal spell damage you apply a debuff dealing a small amount of damage per second for the next 5 seconds and grant vision of your target in a small aoe, if you deal spell damage to this target again, it will deal 25% increased damage and remove the debuff.
Thundering Words
Classifications: [Unleveled][Passive][Utility]
Description: Empowers your words, which causes all of your cooldowns to be reduced by 2 seconds every time you cast an ability, this is applied to the ability that was casted as well.
Lightning Strike
Classifications: [Leveled][Offensive][Damaging][Low Damage][Auto-Cast][Low Range][Low Cooldown]
[Low Energy Cost][Transient]
Description: You release a small lightning strike that deals low damage. This ability has a 4 second cool-down and can be autocast. When taken with thundering words and at maximum cooldown reduction this skill has a 0.4 second cooldown. Because this is transient it can be cast while moving.
many, many more to come.
Classifications: [Unleveled][Passive][Offensive][Debuff][On Hit][Stacking]
Description: Every attack you apply a debuff slowing your attacker for 4% stacking up to 5 times.
Advantage Point
Classifications: [Leveled][Offensive][Damaging][Stack Scaled][Debuff Removal][High Energy Cost]
Description: You make a quick strike taking advantage of your current position, dealing 50/100/150/200/250 + 5/10/15/20/25 per stack of passive debuff, this removes your stacks of your passive debuff. This costs 100/125/150/175/200 energy.
NOTE: Should only be taken with a passive with the following classifications: [Offensive][Stacking][Debuff]
Molten Hands
Classifications: [Unleveled][Passive][Offensive][Damaging][On Cast][DoT]
Description: Every time you deal magic damage, you apply a damage over time effect dealing 15% of the damage dealt over 5 seconds. This affect is only renewed if an instance of damage smaller than the creating effect is caused, otherwise this will expire or be increased in damage.
NOTE: Should only be taken with at least one cast of the following classifications: [Offensive][Damaging]
NOTE: Should also only be taken with abilities not containing the following: [Leveled] and [Passive]
Vortex
Classifications: [Leveled][Ultimate][Offensive][Defensive][Debuff][AoE][Buff]
Description: You turn into a giant vortex pulling all units in a large range to you, during this time they can not attack, cast, be damaged, or cast on. After a few seconds, the vortex will spit out it's victims. Once it does so, all allies of the caster will take reduced [AoE] type damage, and all enemies will take increased [AoE] type damage.
NOTE: Should be taken with abilities under the following classification, but still works as a great utility regardless: [AoE]
Force Emitter
Classifications: [Leveled][Offensive][Damaging][Utility][AoE][Long Cooldown][High Energy Cost]
Description: You dispense a Force Emitter which immediately moves along a straight line to the target location. It will remain there for up to 5 seconds or until detonated by the creator. Upon detonation you deal damage to nearby enemies and send nearby enemies and allies flying a short distance. This can be used to close distances or regain them when used with skill, this is recommended for more advanced users.
Decapitation
Classifications: [Leveled][Offensive][Damaging][AoE][Physical]
Description: You swing your weapon in a circle with incredible speed to smash oponents with it's handle or slice them to bits with it's blade. This deals damage in a 6.5 range, units in the outer 3.0 unit rim take an additional 25% damage from being hit by the blade.
Brush Fire
Classifications: [Unleveled][Passive][Offensive][Damaging][Debuff][DoT]
Description: Every time you deal spell damage you apply a debuff dealing a small amount of damage per second for the next 5 seconds and grant vision of your target in a small aoe, if you deal spell damage to this target again, it will deal 25% increased damage and remove the debuff.
Thundering Words
Classifications: [Unleveled][Passive][Utility]
Description: Empowers your words, which causes all of your cooldowns to be reduced by 2 seconds every time you cast an ability, this is applied to the ability that was casted as well.
Lightning Strike
Classifications: [Leveled][Offensive][Damaging][Low Damage][Auto-Cast][Low Range][Low Cooldown]
[Low Energy Cost][Transient]
Description: You release a small lightning strike that deals low damage. This ability has a 4 second cool-down and can be autocast. When taken with thundering words and at maximum cooldown reduction this skill has a 0.4 second cooldown. Because this is transient it can be cast while moving.
many, many more to come.
Reward System
Most SC2 games have a reward system for playing the game a lot. I would like to use a system like this as well, as I believe it to be both positive, and a sort of marketing strategy to keep people coming. I want to have a system like this as well, but I dont want it to be abuse-able or have no punishment for leaving/bad playing. Therefore, rather than banning players for leaving, they will recieve penalties to their account, upon acruing a certain ammount, the bank will be reset, losing all work put into their account.
I plan on having a resource system used to purchase "skins" or hero models, and abilities. Like in League of Legends, every week there will be free abilities, and they will alternate on a weekly basis.
Everyone will begin with a few basic random skins, the higher cost ones will not be available for random. There will also be a random skin option allowing you to use a random basic or middle ranged skin.
Should someone random a hero, a pre-determined build will be chosen for the hero. These will have abilities that work together, no abilities with restrictions on a certain class or requirements of a certain class without one.
Skin Examples:
Basic Skins: Zergling, Marine, Zealot, Medic, Enlarged Workers, etc
Intermediate Skins: High Templar, Stalker, Hydralisk, Roach, Reaper, Raven, Firebat, etc
Advanced Skins: Immortal, Ultralisk, Archon, Thor, Guardian, etc
Intermediate Skins: High Templar, Stalker, Hydralisk, Roach, Reaper, Raven, Firebat, etc
Advanced Skins: Immortal, Ultralisk, Archon, Thor, Guardian, etc
Bank Uses:
I dont want to use a "rating" or "elo" like most aos maps do, but instead, use a legion-td type strat of requiring a player to use the pre-created builds. So you can choose one of the 12 predetermined ability builds. These will include a stacking oriented and non-stacking oriented version of each of the following:
- Physical Melee
- Physical Ranged
- Offensive Caster
- Support Caster
- Tank Caster
- Physical Tank