Starting new map - need ideas

pneric

New Member
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Hey, sorry in advance if I might be posting this in the wrong thread, couldn't find any other thread to start it in.

Anyway here goes. Basically I've been scouting around for info and ideas for a brand new map design. Here are some details about it, i'll just post in bullet form:

- it will be a multiplayer map, composed of 2 teams with a maximum of 5 each per team
- a player can select 1 hero at the start of the game
- the objective of the game is to be the first team to destroy the opponents base
- this can be done by controlling the "objective" which begins moving towards the opposing base whenever a team member is dead
- i also want to focus on the battles between heroes. imagine DotA clashes but a bit longer because healing will be involved. you can't just zerg a guy by burning your ultimates in one go.
- the team of 5 will also have to traverse creep waves sent by hostiles protecting the "objective". these waves are HARD and will definitely require players working together as a group.
- still debating if there will be many lanes or just one, if ever, there will only be a max of 2 for sure

anyone care to share some ideas? insights on my plans? thanks in advance :)
 

Dinowc

don't expect anything, prepare for everything
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223
this is just a classic DotA-like AoS

I was working on my map, but I got bored xd

it was a mix of AoS-Footman Frenzy map...

there are 2 teams, each team's objective is to destroy opposing team's base
each player has a hero, barracks and a upgrade unit shop
to win the game, strategy and team work is the key

it's not just you go with a hero, build him up with levels and items and who's hero is the strongest, he surely wins the game

heroes are just support to the army
you must recruit units from your barracks and lead them to battle (as an army)
there are 4 types of units:

troops - medium life, armor, speed and damage, strong against archers, weak against cavalry
archers - low life, armor and speed, high damage, strong against cavalry, weak against troops
cavalry - fast mounted units, high life, armor, speed and damage, strong against troops, weak against archers
siege units - catapults and such, very high damage, useful against enemy towers, also very effective against large crowd of units

you also have to upgrade your units from "Upgrade units" shop
you gain income every x seconds, by recruiting units your income increases

so this is basically like a melee map

there are also horde bonuses (when 20 or more units are together) and patriot bonuses (when your hero is near your army) that grants more damage, armor and speed to the units (like an aura)

and every once in awhile, all heroes are picked and teleported to an arena where players fight each other face to face

also, there are no auto-spawning units, players are the ones that should "spawn" the units

I might return to that project, but I'm currently exhausted :(
 

ArmedCitizen

Kisses Cats
Reaction score
198
Some point in the map it is imperative you send a flash of nipple to the audience. Not long enough that they have a direct recollection of what they just saw but so subtle that a few hours later it hits them. Maybe even in a dream. In the advertising world they call that subliminal messaging, let's call it fun for everyone. As far as I know it's not illegal in Warcraft 3. To add even more spunk to your map make every single hero have a halo over their head. When they are attacked the halo turns red, when they are being healed it is green. Otherwise it is a standard neutral yellow. No one will know why there is a damn ring on their craniums which will add mystery to the map. Chicks dig mystery. If you REALLY want to have an crowds growing at an exponential rate take out the group work, make it so one person can become super powerful via items but it takes a bit of time to acquire the recipes, and leave skill out of the game. Hope this helps.
 

pneric

New Member
Reaction score
1
Some point in the map it is imperative you send a flash of nipple to the audience. Not long enough that they have a direct recollection of what they just saw but so subtle that a few hours later it hits them. Maybe even in a dream. In the advertising world they call that subliminal messaging, let's call it fun for everyone. As far as I know it's not illegal in Warcraft 3. To add even more spunk to your map make every single hero have a halo over their head. When they are attacked the halo turns red, when they are being healed it is green. Otherwise it is a standard neutral yellow. No one will know why there is a damn ring on their craniums which will add mystery to the map. Chicks dig mystery. If you REALLY want to have an crowds growing at an exponential rate take out the group work, make it so one person can become super powerful via items but it takes a bit of time to acquire the recipes, and leave skill out of the game. Hope this helps.

you lost me
 

Genkora

Frog blast the vent core!
Reaction score
92
so it'll be kinda sorta like that one scenario in the blood elf campaign where you have to rescue Illidan?

Perhaps you could make upgrades that increase the speed of the objective when it is moving towards the enemy's base (I assume it's explosives or something?).

Put items in, but don't make any of them super powerful, I personally hate it when there are items that make a hero 10x stronger. Just strong enough to give an edge, we don't want anyone to an hero, amiright?

The moving "objective" thing is a good idea (I haven't played any games like that, but I don't play a ton of custom games), and you should try to think of other unique ideas. Perhaps add spell books that give heroes an array of spells that can quicken the rate of the object, or make some method of stopping the movement of the objective temporarily.
 

LurkerAspect

Now officially a Super Lurker
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118
Ignore them, most players are just tired of all the AoS's that come out.

I've been thinking of some ideas myself recently, such as a point-based type AoS where the game is timed, and the team with the most points at the end of the game wins (points for killing creeps, heroes, structures, gold, items bought, etc)

Another mechanic I've been thinking about to use in an AoS is a resource system, whereby your computer teams have to mine gold, and creeps are produced depending on how much gold the computer has. That way, players can disrupt another side's gold income, weakening them.

See if you can make it that the more heroes next to the 'wagon', the faster it moves. So for example, if the entire team moves next to it, it will go really fast, but if there is only one, it will go slowly. That way, more teamwork is involved.
 
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