AoS Tutorial Research

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Hello!

I haven't written a tutorial in a long time and I'm therefore planning to address this problem. In particular, after finishing and polishing my Tower Defense tutorial, I've always wanted to write a proper AoS one. However, there's a little problem: the whole AoS genre consists of so many little things to code and for obvious reasons, I cannot explain them all in depth. That's where you come in, as I'm asking you to tell me, what the tutorial should feature.

Thanks in advance.

Current list of ideas:

  • periodic spawns
  • item merge
  • chat commands
  • choosing a hero
 

BlueMirage

Trust, but doubt.
Reaction score
39
Hero balance.
Proper design on both heroes and items.
Making terrain that is balanced / fun gameplay-wise.
Spawn upgrades.
Anti-backdoor function (I don't mind backdooring at all, but some people may want a system that prevents it).

If you want examples I'll give them.
 

Igor_Z

You can change this now in User CP.
Reaction score
61
1) Commands like -msh(movement speed of a hero), -msu(movement speed of other units excluding structures), -water X Y Z(where X, Y, Z are numbers that define the color of the water. They can be anything from 1-255), -mr(mana regeneration), -hr(health regeneration) something like this which enables you to check your mana/hp regen when you are not fully healed, -zoom in, -zoom out command, creep kills/denies/neutrals to be checked when you type -uk.

2) A good functioning weather system.

P.S: If you make this tutorial in JASS please include a GUI version so that everyone can use those codes...
BEST WISHES
 

Nherwyziant

Be better than you were yesterday :D
Reaction score
96
Anti-backdoor function (I hate this thing, but some people may want it).

Backdoor is an awesome strategy, It gives opponent and ally players a thrill.

On-Topic, I hate the part where player looses gold when they died. So it's just like first blood == WIN on 1 on 1 cuz you lose gold, you're late on XP, enemy gains more gold, and having free creeping, gaining more XP on creeps and the hero kills you.
 

sentrywiz

New Member
Reaction score
25
I know I'd like to learn more about:

1 -Improved AoS AI

2 -Leakless, MUI/MPI good looking ultimates

3 -Roshan like boss character that grows over time, and can only be fought by one team at a time

4 -Unique Hero Selection (not by tavern; that is the most used method) like, by pressing arrow keys to shuffle through heroes and having the "Yes" "No" options to pick. Also, good addition is locked camera on the current hero, disabling users to wander with scrolling, moving the mouse etc.

5 -Good formulas for gaining gold, hero revive time, experience rate.

OFF-TOPIC: You said you made a third multiboard in your multiboard tutorial, but its not there. Am I missing something or you..forgot? :D
 

BlueMirage

Trust, but doubt.
Reaction score
39
Backdoor is an awesome strategy, It gives opponent and ally players a thrill.
I agree completely. Backdoor is a normal strategy that should be legal, but in a lot of maps it is not and the maker sometimes makes systems that makes it harder to perform. I'll update my first post if it was unclear.
On-Topic, I hate the part where player looses gold when they died. So it's just like first blood == WIN on 1 on 1 cuz you lose gold, you're late on XP, enemy gains more gold, and having free creeping, gaining more XP on creeps and the hero kills you.
AKA Z-Factor. There's a tutorial on it on the site. Link: http://www.thehelper.net/forums/showthread.php?t=151322
Well... Atleast there WAS a tutorial on it. Seems like its being remade.
 

Opa

New Member
Reaction score
3
Hello!

I haven't written a tutorial in a long time and I'm therefore planning to address this problem. In particular, after finishing and polishing my Tower Defense tutorial, I've always wanted to write a proper AoS one. However, there's a little problem: the whole AoS genre consists of so many little things to code and for obvious reasons, I cannot explain them all in depth. That's where you come in, as I'm asking you to tell me, what the tutorial should feature.

Thanks in advance.

Current list of ideas:

  • periodic spawns
  • item merge
  • chat commands
  • choosing a hero

Now the best would be a Template Map,
where you show examples and people can use your map to add units etc...
 

Igor_Z

You can change this now in User CP.
Reaction score
61
An Anti-Afk system wouldn't hurt anyone... Just the afkers ;). For example if the player doesn't do anything specific like press a command, use a spell or something like that then a timer to run. And if possible, the system to not be patrol abusable.
I would definitely use that
 

X-maul

AKA: Demtrod
Reaction score
201
Advising people in how not to overuse the doodods and terrain effects, and the possibility to create custum units without any particular reason.

Played a few AoS where there is many hidden things, for an example there where this one where a barrel blocked an entrance into a room with a dragon and a secret item making him invulnerable.
= Ruining the whole map.

In a shorter summary you should create a suggestion part, with what NOT to do in an AoS, and what can be added and not ruin gameplay.
 

Moridin

Snow Leopard
Reaction score
144
The valley, mountain and plane systems.

This is more game mechanics I think, but it's pretty important for an AOS. Essentially its about the difficulty curve of the players. An AOS is typically a tug of war, so it talks about how difficult it would be to advance after reaching a certain point.

In a valley, reaching the middle is easy enough, but pushing past that to the end gets tougher and tougher as it goes.
In a mountain, it's the exact opposite. Once you get past the midzone, it gets easier for you to push and harder for the enemy to push back.
A plane simply means that there's no change to the difficulty throughout.

Example: If you have a respawn system that depends on how far away you are from your base, it contributes to the valley system, because the furthur away you get from your start point the harder it's going to be.

Hope I made it clear :p.
 
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