WIP Capture the Flag

yuckyducky

New Member
Reaction score
2
Introduction
Wanted to make an map with no creeps at all. First thought of Arena, but there wouldn't be much of a goal to it. So i thought of Capture the Flag. And inspired by Warsong Gulch Battleground in World of Warcraft.



Map
2 teams consisting of 5 players on the north end and south end of the map. Each player has a choice to pick 1 of 6 classes. Strength Based: Knight & Fighter. Agility Based: Rogue & Hunter. Intelligence Based: Wizard & Cleric.

Each class has 3 Skill Trees, basically a spellbook with disabled abilities, to unlock abilities player has to invest points into the corresponding skill tree. Abilities are based on your level of that Skill Tree and your attribute amount.




Gameplay

Flag for both teams are fixed. To capture a flag, teams must have their own flag in the Flag room, the flag carrier has to an area in the flag room to capture the flag. Flag drops when the flag carrier dies, the opposing team can pick it up to return it directly into their flag room without escorting it. Each flag capture grants both teams 1 level up, and the players will go into the preparation area where they can buy potions, wards and artifacts that require player kill points. For each enemy killed, the whole team gets 1 Kill Point and that killer gets 3 points.

Modes for gameplay will most probably be: Capture 3 Flags, Capture 5 Flags, Arena 30 kills, Arena 60 kills.

There are 2 types of runes that will spawn at fixed locations on the north side and south side of the map, Regeneration Rune and Damage Rune.
Map - Untitled-2.jpg

Classes
Number of Abilities per tier = 6
Max level = 30
Max level for Tiers = 25
Requirement to next ability = 5 levels
Level required for 1st ability = 1



Items and Upgrades
Items and castle upgrades can be bought in a Preparation Area, which can only be entered every 15 minutes. The Preparation Area will be opened for 1 minute, while the game is still going on. At the end of a flag capture, players will be sent to the Preparation Area to purchase upgrades or items.


Skill Trees
Some of the Skill Sets.

Knight Skill Trees– Arms, Holy, Enchant
Fighter Skill Trees – Berserker, Titan, Protection
Rogue Skill Trees - Stealth, Combat, Poison
Hunter Skill Trees – Beast Mastery, Archery, Balance
Wizard Skill Trees – Arcane, Elemental, Summoning
Cleric Skill Trees - Holy, Shadow, Discipline


Knight Arms
1- Heroic Slash (Deal ARMSx5 + STRx3 as damage to a target unit) ACTIVE
2- Block (30% chance to block ARMSx2 amount of damage)
3- Critical Strike (10% chance that an attack deals STR x ARMS/10 as bonus damage) PASSIVE
4- Rush (Charge forward in the direction you are facing, If a enemy is collided with, it is stunned for 1 second and dealt STR + ARMS as bonus damage) ACTIVE
5- Cleave (Deal ARMS + STR as damage to a target unit and an adjacent enemy to it) ACTIVE
6- Sundering Slash (Create an air slash in the direction you are facing, dealing ARMS + STR x2 as damage, If the attack hits a unit with Rend, the unit is dealt bonus 50% of the damage)

Fighter Berserker

1- Unyielding Might (Gain 1 STR for every BERSERKER level)
2- Berserk (Gain 50% more damage, but takes 25% more damage)
3- Charge (Charge towards a unit. Reaching the unit will slow it for 3 seconds)
4- Double Edge (Deal STR x BERSERKER/2 as damage. Deals 50% of that damage to yourself)
5- Dual Wield(Every 2 seconds you gain 1 extra attack)
6- Full Moon (After a successful Double Edge move you deal ARMS + STR as damage to enemies around you)

Rogue Stealth

1- Backstab (Attacks from behind the target deals AGI x STEALTH/10 as damage)
2- Cloak (Become invisible, but move at 60% of your movement speed)
3- Evasion (Gives 1% per STEALTH chance to evade an attack)
4- Gouge (Deal AGI x STEALH/5 as damage per second)
5- Ambush (Breaking invisibility from Cloak skill deals AGI + STEALTH x2 as bonus damage)
6- Shadow Step (Gain +40% movement and attack speed)

Hunter Archery
1- Mark Target (Reduce a target’s armor by 5 and gain vision of that unit)
2- Take Aim (After drawing an arrow, deal ARCHERY x15 to the target)
3- Marksmanship (Gain 1% per ARCHERY chance to deal 2x damage)
4- Sniper Stance (When activated, normal attacks are 30% slower, but 55% more damaging)
5- Flurry (Increase your base attack Speed by 10%)
6- Last Breath (Shoot an arrow at the Marked Target, dealing AGI x5 and 2 seconds stun to him)
Progress:
Terrain - 100%
Units - 2% Done
Codes - 14% Done
Items & Upgrades - 0% Done
Please do give me feedback! Suggestions are welcomed.
 

Avaleirra

Is back. Probably.
Reaction score
128
This is a good idea. But I would recommend adding something to make this CTF unique as there are several CTF maps out there.
 

Avaleirra

Is back. Probably.
Reaction score
128
Well, I had this idea :p



You could disable the minimap and then create units that wander around your base and alert you when there is an enemy.



I would also recommend that you don't make the map too big.
 

yuckyducky

New Member
Reaction score
2
You mean like sentries? thats nice touch, i'll add it in! For the map size i think its alright, if i scale it down it'll be too small to fit anything.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
you said the team which stole the flag will get a lvl up, will there be any other way to level up? most probably player kills will grant exp but i doubt it would be that much.

it might become imbalanced quite fast as the team which got the first flag has a great advantage and will most probably get the next flag too.

another point is that the lvl up would not advantage all players in a team equally.
just imagine player 1 is level 1 and got 95% of lvl 2.
player 2 has just reached lvl 2 and got 0% for the next lvl.
now their team wins and both get a lvl up.
player 1 would have won just about 5% of the needed exp. not much but player 2 would have got 100% for the next level which is actually alot.

i recomment (if you still take that idea) to add exp depending on either the highest leveled or lowest leveled member of the winning team.


and maybe you might consider adding some tactical value to the gameplay. like for example playes might buy upgrades for their castle. gates maybe or traps or even sentinels.
 

yuckyducky

New Member
Reaction score
2
there might be some confusion about this, i'm sorry. The team has to get the flag and return to their base with their flag in their base. So to capture you need both your team's flag and the opponent's. At every flag capture, everyone gets a level up, even the opponent. Oh! okay! i get what you mean! Yes that's a pretty sweet suggestion, i'll put the experience thing in.

Yes i like the sentinel and traps idea. i'll implement that in the map. thanks for suggesting : )
 

Crusher

You can change this now in User CP.
Reaction score
121
Perhaps adding a special abilities in your ''holy'' or ''dark'' altar which will disable enemy heroes for a short time, or perhaps turn their abilities, movement off?

:)

Oh, btw, nice idea, I like it.
 

yuckyducky

New Member
Reaction score
2
Perhaps adding a special abilities in your ''holy'' or ''dark'' altar which will disable enemy heroes for a short time, or perhaps turn their abilities, movement off?

Ooh. That sounds nice. Won't it be like silence? I'll think about it. :D BUT this gave me an idea for Holy Skill Tree. Parley: Cause all enemy heroes to not be able to use physical attacks. My rogues and fighters are gonna flip about this.
 
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