13lade619
is now a game developer :)
- Reaction score
- 399
< Legends 2.0 >
<under overhaul>
NEW TEASER TRAILER!!
[YOUTUBE]Gr2eg_bQu_k[/YOUTUBE]
ChangeLog
Legends’ game play revolves mainly on an evolved idea of the ‘Heroes’. Collectively, each hero has its role in team battles but also individually, each hero has different possibilities. It’s like having two or more heroes in one. Each player can develop an own style for a hero.
< Ability Mastery >
-each hero has 5 abilities with 10 levels each, but the level cap is only until level 30.
-this set-up makes for a more strategic perspective in hero play, you must choose which abilities to maximize or leave weakened and develop your own style for your hero.
< Advanced Stats / Attributes >
Strength – Increases HP, HP Regen and Critical.
Agility – Increases Attackspeed, Movespeed, Armor and Evasion
Intelligence – Increases Mana, Mana Regen and Spell Power
< Endgame EventBasedStatGrowth >
Activates lvl 17 onwards, to avoid stagnation at endgame.
*Caps increase per level, lvl 30 caps shown:
< Experience Per Hit >
-heroes gain experience points per hit on a creep or hero.
-heroes also gain a few experience points for being near dying enemy units.
-the total exp given out by a certain unit is always the same, based on its hp and the damage you dealt.
More features that make the game even more fun to play.
A typical game would last maybe up to 40 minutes..
Early Game (10 minutes) – creeping, leveling
Mid Game (20 minutes) – farming, items
Late Game (30 minutes) – Ganking, Rune Hunting, Pushing
< Neutral Rune Bonuses >
-there are 5 Neutral monster types that will buff you with their respective runes when you defeat them.
-the runes provide your hero powerful bonuses that should help you defeat your opponents.
-runes do not stack on each other, only one can be active per hero. you must wait for the first one to fade before acquiring another.
--Mark of the Frost Wolf - will grant 25% more movement speed for 80 seconds.
--Ogre Magi's Warding - will grant +30 armor for 90 seconds.
--Arachnathid Venom - for 90 seconds, your attacks will deal 65 magic damage per second for 3 seconds.
--Infinite Mana Flux - will grant 55 mana regen per second for 45 seconds.
--Dragon's Fury - aura will grant 40%attack speed for 80 seconds.
< in-Battle Strafing >
-when things fight they don't just stand there and hit each other, don't they?
-my self made system adds some aspects of aesthetics and realism.
-fighting units strafe across each other as they battle!
< Better Forest Fogging for Hiding and Ambush >
- Inspired by Fogging from DotA and the Brush system from League of Legends.
- in DotA, when when you enter the forest you wont be able to see what's outside the forest! (you cant wait inside 'cause even you dont know what will happen.
- in my new system, when you enter the forest you will be able to see what's outside of it without them seeing you!.
< Hybrid Gameplay >
-there are 2 'lanes' in the map but they will only spawn creeps for your team overtime (3 waves will be spawned simultaneously).
-the whole map is open space for all heroes to battle, only the lanes are restricted because of towers.
-because the spawn rate is slow, you must train with the neutral creeps to earn more experience.
-currently, the game is a bit more of a Hero Arena and AoS. but soon more 'sidequests' will be added like : neutral bosses, capturing items/buildings, forced duels, special events, etc.
< Regen and Gold Drops >
-hp, mana and gold runes randomly drop from neutral creeps to minimize expenses.
< Neutral Creep Growth >
-the Neutral Hostile camps have upgrades that gain a level overtime.
< Adjustable Game Camera >
-a set of commands to adjust the game camera to your liking.
- "-camd x" Set your camera-distance-to-target to x.
- "-cama x" Set your camera-angle-of-attack to x.
- "-caml" Toggle camera-lock on/off to your hero.
*default –caml looks like an online mmorpg camera.
Screenshots: <VERY OLD>
Recruitment?:
*Currently, I am the only one making the map itself. Most of these are my work and ideas.
<under overhaul>
The goal of this map is to present a new, better, and more dynamic hero system/engine different from most of the popular maps.
Please take your time to read through the details.
NEW TEASER TRAILER!!
[YOUTUBE]Gr2eg_bQu_k[/YOUTUBE]
ChangeLog
.
Legends’ game play revolves mainly on an evolved idea of the ‘Heroes’. Collectively, each hero has its role in team battles but also individually, each hero has different possibilities. It’s like having two or more heroes in one. Each player can develop an own style for a hero.
< Ability Mastery >
-each hero has 5 abilities with 10 levels each, but the level cap is only until level 30.
-this set-up makes for a more strategic perspective in hero play, you must choose which abilities to maximize or leave weakened and develop your own style for your hero.
< Advanced Stats / Attributes >
Strength – Increases HP, HP Regen and Critical.
Agility – Increases Attackspeed, Movespeed, Armor and Evasion
Intelligence – Increases Mana, Mana Regen and Spell Power
Evasion :
-base value = 5% + Agi x 0.12
-percentages stack with diminishing returns.
Critical
-base multiplier is 2x normal damage
-base value = 5% + Str x 0.12
-^because the stronger you are, the harder you hit.
-percentages stack with diminishing returns.
Spell Power
-base is 0.75 x Int
-soon..
-will be used to powerup some abilities.
-^not all because some will be imba.
-base value = 5% + Agi x 0.12
-percentages stack with diminishing returns.
Critical
-base multiplier is 2x normal damage
-base value = 5% + Str x 0.12
-^because the stronger you are, the harder you hit.
-percentages stack with diminishing returns.
Spell Power
-base is 0.75 x Int
-soon..
-will be used to powerup some abilities.
-^not all because some will be imba.
< Endgame EventBasedStatGrowth >
Activates lvl 17 onwards, to avoid stagnation at endgame.
*Caps increase per level, lvl 30 caps shown:
spoiler@ Lvl 30
Gain 1 Agi per 21 attacks
Gain 2 Str per 700 damage taken
Gain 2 Int per 16 spells cast
Gain 1 Agi per 21 attacks
Gain 2 Str per 700 damage taken
Gain 2 Int per 16 spells cast
< Experience Per Hit >
-heroes gain experience points per hit on a creep or hero.
-heroes also gain a few experience points for being near dying enemy units.
-the total exp given out by a certain unit is always the same, based on its hp and the damage you dealt.
i.e., the full exp from a target is 100xp, and it has 100hp.
you deal 25 damage (25% of its health) in 1 attack. you gain 25xp.
another hero deals 25 damage through 2 attacks. they also gain 25xp.
you deal 25 damage (25% of its health) in 1 attack. you gain 25xp.
another hero deals 25 damage through 2 attacks. they also gain 25xp.
More features that make the game even more fun to play.
A typical game would last maybe up to 40 minutes..
Early Game (10 minutes) – creeping, leveling
Mid Game (20 minutes) – farming, items
Late Game (30 minutes) – Ganking, Rune Hunting, Pushing
< Neutral Rune Bonuses >
-there are 5 Neutral monster types that will buff you with their respective runes when you defeat them.
-the runes provide your hero powerful bonuses that should help you defeat your opponents.
-runes do not stack on each other, only one can be active per hero. you must wait for the first one to fade before acquiring another.
--Mark of the Frost Wolf - will grant 25% more movement speed for 80 seconds.
--Ogre Magi's Warding - will grant +30 armor for 90 seconds.
--Arachnathid Venom - for 90 seconds, your attacks will deal 65 magic damage per second for 3 seconds.
--Infinite Mana Flux - will grant 55 mana regen per second for 45 seconds.
--Dragon's Fury - aura will grant 40%attack speed for 80 seconds.
< in-Battle Strafing >
-when things fight they don't just stand there and hit each other, don't they?
-my self made system adds some aspects of aesthetics and realism.
-fighting units strafe across each other as they battle!
< Better Forest Fogging for Hiding and Ambush >
- Inspired by Fogging from DotA and the Brush system from League of Legends.
- in DotA, when when you enter the forest you wont be able to see what's outside the forest! (you cant wait inside 'cause even you dont know what will happen.
- in my new system, when you enter the forest you will be able to see what's outside of it without them seeing you!.
< Hybrid Gameplay >
-there are 2 'lanes' in the map but they will only spawn creeps for your team overtime (3 waves will be spawned simultaneously).
-the whole map is open space for all heroes to battle, only the lanes are restricted because of towers.
-because the spawn rate is slow, you must train with the neutral creeps to earn more experience.
-currently, the game is a bit more of a Hero Arena and AoS. but soon more 'sidequests' will be added like : neutral bosses, capturing items/buildings, forced duels, special events, etc.
< Regen and Gold Drops >
-hp, mana and gold runes randomly drop from neutral creeps to minimize expenses.
< Neutral Creep Growth >
-the Neutral Hostile camps have upgrades that gain a level overtime.
< Adjustable Game Camera >
-a set of commands to adjust the game camera to your liking.
- "-camd x" Set your camera-distance-to-target to x.
- "-cama x" Set your camera-angle-of-attack to x.
- "-caml" Toggle camera-lock on/off to your hero.
*default –caml looks like an online mmorpg camera.
Screenshots: <VERY OLD>
Recruitment?:
*Currently, I am the only one making the map itself. Most of these are my work and ideas.
Looking for : Spell/Hero Trigger-er
Although I am quite competent to trigger the skills i can think of, i do not have the luxury of time. I'm looking for someone who has the skills to trigger (using the systems already implemented in the map) some of the hero and spell ideas.
Although I am quite competent to trigger the skills i can think of, i do not have the luxury of time. I'm looking for someone who has the skills to trigger (using the systems already implemented in the map) some of the hero and spell ideas.