Your favorite map features?

substance

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Due to a delay I have no control over I have some extra time to work on my map's user features and I'm wondering which features you guys find the most usefull/fun in the maps you play? By 'features' I mean the ones that are not specific to the map's genre (TD, AOS) but more general. For example 'Save\Load' and 'rematch'.

So far I have a few user input commands such as:
'-balance' which will get the hero class of a leaving player from the team witht less players and find a player on the opposing team that has that hero and then switch him over.
'-callvote kick' is pretty straight forward, the player types '-callvote kick blue' and it will start a 30 second timer in which players can type '-vote yes' or '-vote no'.
Rematch code is in place so that when the game ends if all the players stay it will automatically re-initialize with swapped teams.

So what other features have you guys seen in maps that you think are helpfull/fun?

**btw my genre is capture the flag with classes(heroes).My project post.
 

denmax

You can change this now in User CP.
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The only thing I can think is terrain and environmental gameplay advantages and disadvantages. If a person doesn't want this things, then you can manually enable or disable these effects.

For example:
If you are in a foxhole, your evasion is increased.
Near some shrubs? Invisibility
Cliffs, range bonus
Wind, reduced movement

ETC.
 

substance

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Hmm. those are good suggestions... I might work on something like that if I can get some decent ideas on implementation.
 

SerraAvenger

Cuz I can
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A pretty funny suggestion: Disable shared view with teammates^^*
Leads to more verbal communication and must-be teamplay. Still it makes pretty imba versus VoIP - clans.

Another one: Environmental effects.
I mean not only malusses / bonusses by terrain, I mean Storms , Earthquakes and fires.
Dummy units which cast various spells on random parts of the map every random amount of seconds. Imagine you are walking through a Jungle, and suddenly the is a forest fire burning the whole jungle, you run and try to flee.
Best if they effect each other ( rain counters fire; earthquakes can cause fire; tornadoes and rain increase each others effect and so on).

And here: Non-ai units don't acquire targets themselves
You have to order them to attack in order to have them deal damage. This works best if units have different transparencies (perhaps even effected by enironment , daytime and items in inventory) so good players can enter the enemies bases even if their hero is weak just becouse they are pretty difficult to see.

All weapons stun for 0.01 seconds when hitting.
This is an advanced and pretty real combat feature imagine someone cutts in your hand - will you then imidiately strike back as if nothing would have happened, or will you scream loud and hold your hand before you strike back?


Running costs mana*
So mana is some sort of endurance.

First person view and arrow key control
Nothing needs to be explained here, I think.



Greetings Serra


* I have these features in a map myself (which is a capture the flag too, by the way)
 

ManyTimes

I'm so lonesome I could cry...
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293
A minor thing only... I saw your multiboard and thought, wtf is he doing?:D
Well...why? Well, you had K/D - Kills/deaths... then under it you give -1 point a hero dies and +1 if you kill one? Why not just something like this:
K/D
1/3 : where 1 = kill, 3 = deaths
or
K/D
1 | 2 1 kill, 2 deaths
Not needed but... Dno how it will look, but you would then still use the same column and you will then see how much deaths/kills you actually got, not only if you are on the positive side or not....blablabla :)

Oh, fav map contains of recipes, rather more levels of the recipes than loads of newbie recipes. Some costs too much, you will "never" get enough gold to buy it.. some brilliant ressurection system (maybe even a bit advanced, hard for newbies to get first time they play) when you die, your "soul" is released (a ghost that can fly everywhere?) then bring him to a healer in base...he casts a spell and your ressurecton time has begun!!! And if you got a certain item, how about the ressurection time is halfed, reduced. Considering it is a CTF, maybe a sealed door? ehm, dno what i mean by that, but something with a door, that if a unit enters the Flag Room, a doors closes (or a player can use an ability "close flag door") and it closes and the loser inside the flag room has to hit down the d00r, meanwhile the opponents are gathering outside the door, and BOOM! CHAOS! DEATH! Happy ending! :)

And maybe some random screams in the map (sounds)..just screams of ppl dying kinda...Some dark theme, snowy weather, doomed terrain, northrend glacier. And.. short sight radius on the heroes, 600-800...
 

substance

New Member
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some brilliant ressurection system (maybe even a bit advanced, hard for newbies to get first time they play) when you die, your "soul" is released (a ghost that can fly everywhere?) then bring him to a healer in base...he casts a spell and your ressurecton time has begun!!! And if you got a certain item, how about the ressurection time is halfed, reduced.

I like that... right now I have a system where your respawn time is based on the distance between your dying location and the location of your team's flag stand. (so dying on offence will have a longer wait then dying on defence)
 
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