waaaks!
Zinctified
- Reaction score
- 255
Rise of Sinnergy
RoS
by: waaaks!
RoS
by: waaaks!
Introduction
- In a forest lies a small arena dominated by evil. The only way to win is to use evil itself and use your sinful energy within. A 6 versus 6, not-so-fast paced hero arena like, AoS like, hero defense like game which revolves around three different victory conditions.
Developer's introduction
- The map is an experimental one, combining three of my favorite genres and a concept that I thought would be fun and more balanced. The map is more like a gamble for me, it took me lots of precious time thinking about the concept of the map ( I would rather be sleeping without this ).
How to play
- You fight against another player, would be fun and fast if you play 6 vs 6, that for each game, you need to have Player 1 (Red) human controlled (controls the game modes).
Pick your hero from your tavern, each hero has 1 static ability, two 3-level abilities and one 2-level ultimate ability. The required level for the ultimate abilities is 3.
For each hero kill, you generate 1 sinful energy (lumber), which is later required for more powerful items. If you die, your sinnergy will be reduced by 1 point, and for every minute, you degenerate 1 point of sinnergy, which is why you need to kill more heroes to maintain this sinful energy.
Gameplay will be improved (if necessary) and more will be added in the near future.
- Victory Conditions
- As mentioned above, the game has three victory conditions:
- Hero Kills
Your team will race to the max hero kills Player 1 (Red) has chosen. The scoring is team based, you only gain point each time you or one of your teammates killed an opposing hero. If there is no Player 1 (Red), the game will use the default max hero kills which is 20 kills.
- Evacuees Flags
Help the evacuees escape the battlefield of evil by reaching the escape pod to win. Player 1 (Red) controls how many evacuees should each team successfully exile. If an evacuee is exiled from your city, you gain a score. Default value for exiled mayors is 6.
- Tower Control
I also forgot to mention that each hero has a static ability which grants you the power to control a tower which must be channeled for 5 seconds.
If you are attacked while channeling the ability, your hero will automatically stops the channeling. You also cannot use the ability to a tower where a unit is already channeling to (need to be tested via multiplayer). If your team captured all the towers (9 towers), then there will be a 30 second countdown, giving your opponents a chance to capture a tower to avoid defeat.
- Hero Kills
- As mentioned above, the game has three victory conditions:
- Hero Death
The revive system is different from most maps that uses timers, when your hero dies, a soul stone is spawned, you can control your hero's revival using the soul stone, just target a team controlled tower and wait until it finishes channeling.
If you revived you have 6 seconds of being invulnerable, this way, you will have time to run without being hurt, or kill those who waits for your revival.
- Income and Gold
You generate an income of 1 gold per tower controlled for every 3 seconds. Gold is earned normally on killing units, killing a hero is different, you also generate gold whenever an allied unit is exiled, more gold if an evacuee is exiled.
- Creep Groups
Introducing 4 situational neutral creep groups.- House Creepers
Insects and monsters that lurks around your house. Spawns on Control Towers.
Spawn time: 2 to 3 minutes
- Army of the Dead
Spawns an army of skeletons that spawns on dead bodies.
Spawn time: 2 to 3 minutes
- Nocturnals
Ghosts and unexplainable creatures at night. Spawns at night (duh!).
Spawn time: once every night
- Demon Days
Most powerful Creep Group, built to destroy. Spawns in front a random hero.
Spawn time: around 4 minutes
- House Creepers
Preview
Feed backs, hero ideas, item ideas and any other ideas are greatly appreciated.
The map and thread uses my BaBE map and thread. This is really a remake of the map Beast and Beings Evolution.