Unsung Heroes - AOS Custom Hero Map

GFreak45

I didnt slap you, i high 5'd your face.
Project Name: Unsung Heroes

Project description: Custom hero aos map. Most custom hero aos maps have the same issue, no unique heroes, all heroes are just PICK ABILITIES AND SPAM. I plan on correcting this issue. What draws players to DotA and Sotis would be the unique abilities and how they work together. This custom hero rpg will achieve this, but more will be explained when the thread is created.

Places to fulfill:

Chief Data Editor - Primary "go to" man for data resources, capable of quickly determining whether an ability or unit must be triggered or can be created in the data editor.

Balancing Specialist - An "uber tester" who will stress test various builds and record the damage output per time in battle, damage taken per time in battle, how much damage would have been taken with 0 armor, etc. This should be put into spread sheets and graphs to quickly determine what abilities are "OP"

Triggering Specialist - Currently me, but open to other skilled individuals with proven backgrounds in one of the following: High quality warcraft 3 maps, other programming languages (with skill to understand how to debug logic errors and calculate big O notations), or high quality libraries to use as examples of skill in coding.

Exterior Decorator - (X-Maul) - :p just a terrainer, should have background in Photoshop or experience in Wc3/Sc2 maps with great terrain, this is also currently me, but im more big picture than fine details, need someone who is great at fine details.

Strategic Planner - Someone capable of creating abilities that are 2 things: A: Unique; B: Flow together well with multiple types of abilities, an example will be given in the thread when it is created.

Beta Testers Beta Testers Beta Testers, tons and tons of beta testers. This role is more for the future and will not be needed early on.

Abilities:

Every ability will have some sort of classification... For instance, a passive ability will be part of the passive classification, if it applies a debuf on hit it will be also part of the offensive classification, if that debuf is a damage over time effect that will be part of the DoT classification

Each player will be able to choose 1 un-leveled passive, 1 leveled passive, 2 casted abilities, and 1 ultimate, one of those casted abilities will be a debuf classification ability, one will be a choice.

Ultimates can be passive, casted, or anything. These are the exception to the above rules.

Previews:

Crippling strike
Classifications: [Unleveled][Passive][Offensive][Debuff][On Hit][Stacking]
Description: Every attack you apply a debuff slowing your attacker for 4% stacking up to 5 times.

Advantage Point
Classifications: [Leveled][Offensive][Damaging][Stack Scaled][Debuff Removal][High Energy Cost]
Description: You make a quick strike taking advantage of your current position, dealing 50/100/150/200/250 + 5/10/15/20/25 per stack of passive debuff, this removes your stacks of your passive debuff. This costs 100/125/150/175/200 energy.
NOTE: Should only be taken with a passive with the following classifications: [Offensive][Stacking][Debuff]

Molten Hands
Classifications: [Unleveled][Passive][Offensive][Damaging][On Cast][DoT]
Description: Every time you deal magic damage, you apply a damage over time effect dealing 15% of the damage dealt over 5 seconds. This affect is only renewed if an instance of damage smaller than the creating effect is caused, otherwise this will expire or be increased in damage.
NOTE: Should only be taken with at least one cast of the following classifications: [Offensive][Damaging]
NOTE: Should also only be taken with abilities not containing the following: [Leveled] and [Passive]

Vortex
Classifications: [Leveled][Ultimate][Offensive][Defensive][Debuff][AoE][Buff]
Description: You turn into a giant vortex pulling all units in a large range to you, during this time they can not attack, cast, be damaged, or cast on. After a few seconds, the vortex will spit out it's victims. Once it does so, all allies of the caster will take reduced [AoE] type damage, and all enemies will take increased [AoE] type damage.
NOTE: Should be taken with abilities under the following classification, but still works as a great utility regardless: [AoE]

Force Emitter
Classifications: [Leveled][Offensive][Damaging][Utility][AoE][Long Cooldown][High Energy Cost]
Description: You dispense a Force Emitter which immediately moves along a straight line to the target location. It will remain there for up to 5 seconds or until detonated by the creator. Upon detonation you deal damage to nearby enemies and send nearby enemies and allies flying a short distance. This can be used to close distances or regain them when used with skill, this is recommended for more advanced users.

Decapitation
Classifications: [Leveled][Offensive][Damaging][AoE][Physical]
Description: You swing your weapon in a circle with incredible speed to smash oponents with it's handle or slice them to bits with it's blade. This deals damage in a 6.5 range, units in the outer 3.0 unit rim take an additional 25% damage from being hit by the blade.

Brush Fire
Classifications: [Unleveled][Passive][Offensive][Damaging][Debuff][DoT]
Description: Every time you deal spell damage you apply a debuff dealing a small amount of damage per second for the next 5 seconds and grant vision of your target in a small aoe, if you deal spell damage to this target again, it will deal 25% increased damage and remove the debuff.

Thundering Words
Classifications: [Unleveled][Passive][Utility]
Description: Empowers your words, which causes all of your cooldowns to be reduced by 2 seconds every time you cast an ability, this is applied to the ability that was casted as well.

Lightning Strike
Classifications: [Leveled][Offensive][Damaging][Low Damage][Auto-Cast][Low Range][Low Cooldown]
[Low Energy Cost][Transient]
Description: You release a small lightning strike that deals low damage. This ability has a 4 second cool-down and can be autocast. When taken with thundering words and at maximum cooldown reduction this skill has a 0.4 second cooldown. Because this is transient it can be cast while moving.

many, many more to come.

Reward System

Most SC2 games have a reward system for playing the game a lot. I would like to use a system like this as well, as I believe it to be both positive, and a sort of marketing strategy to keep people coming. I want to have a system like this as well, but I dont want it to be abuse-able or have no punishment for leaving/bad playing. Therefore, rather than banning players for leaving, they will recieve penalties to their account, upon acruing a certain ammount, the bank will be reset, losing all work put into their account.

I plan on having a resource system used to purchase "skins" or hero models, and abilities. Like in League of Legends, every week there will be free abilities, and they will alternate on a weekly basis.
Everyone will begin with a few basic random skins, the higher cost ones will not be available for random. There will also be a random skin option allowing you to use a random basic or middle ranged skin.

Should someone random a hero, a pre-determined build will be chosen for the hero. These will have abilities that work together, no abilities with restrictions on a certain class or requirements of a certain class without one.

Skin Examples:

Basic Skins: Zergling, Marine, Zealot, Medic, Enlarged Workers, etc

Intermediate Skins: High Templar, Stalker, Hydralisk, Roach, Reaper, Raven, Firebat, etc

Advanced Skins: Immortal, Ultralisk, Archon, Thor, Guardian, etc

Bank Uses:

I dont want to use a "rating" or "elo" like most aos maps do, but instead, use a legion-td type strat of requiring a player to use the pre-created builds. So you can choose one of the 12 predetermined ability builds. These will include a stacking oriented and non-stacking oriented version of each of the following:
  • Physical Melee
  • Physical Ranged
  • Offensive Caster
  • Support Caster
  • Tank Caster
  • Physical Tank
 

GFreak45

I didnt slap you, i high 5'd your face.
Ability Formats:
I have decided that ability options will have some restrictions on them. You will be limited to 1 passive unleveled ability like an aura or on hit ability, 1 leveled cast ability with a short-medium cooldown (4-10 seconds) (this should be a normal cast/blink strike/etc), 1 leveled passive or non-damage ability (stat increases or pulling abilities that do not cause damage) (higher cooldown generally), 1 levled cast ability with a medium-long cooldown (8-20 second cooldown) which generally has some sort of debuff, these will be your stuns and snares, or aoe abilities. Finally there will be 1 allowed ultimate, each ultimate can be totally unique or like other abilities you can choose in game.
Restrictions:
  • Long Range units wont be able to get full on stuns, they will be restricted to slows, snares, pushes/pulls, and stuns caused by passive abilities.
  • Melee units will have some buffs placed on their abilities, and only melee units will be able to choose an energy or rage based build.
  • Medium Range units will be slightly tankier than ranged units but will have ~half the range, these should be used more for support heroes.
Attributes:

Attributes will be modified via abilities, buffs, items, etc, these will all provide bonuses to stats of a hero. Many passives will give a flat modification to one of these attributes.

  • Ability Power - Increase spell damage dealt
  • Physical Damage - Increases physical damage dealt (Attacks and casts)
  • Armor - Decreases physical damage taken by 1.5% (with diminishing returns) per point
  • Armor Penetration - Increases physical damage dealt by 1.5% (with diminishing returns) per point, this matches up perfectly with armor scaling
  • Magic Resistance - Decreases spell damage taken by 2% (with diminishing returns) per point
  • Magic Penetration - Increases spell damage dealt by 2% (with diminishing returns) per point, this matches up perfectly with magic resistance scaling
  • Critical Strike Chance - Increases the chance that you will deal bonus damage upon dealing physical damage
  • Critical Strike Scale - Increases the damage dealt by critical strikes by a flat percentage.
  • Critical Cast Chance - Increases the chance that you will deal bonus damage or heal bonus health each cast (spell damage only)
  • Critical Cast Scale - Increases the damage or healing dealt by critical casts
  • Life Steal - Increases the ammount of health you regain from dealing physical non-splash damage
  • Spell Steal - Increases the ammount of health you regain from dealing spell damage.
  • Haste - Increases attack speed and cool down reduction of abilities.

Attribute Leveling

Seeing as each hero will gain attributes every level, I ran into a couple of problems. Heroes shouldnt have the same leveling stats, and a caster based hero shouldnt gain high damage per level, etc, therefor every ability will have some effect on how attributes level. For instance, a spell power type ability may increase energy and energy regen per level and decrease attack speed and damage gained per level, or a very strong early game ability may decrease base stats by a chunk, and increase all stats per level slightly (to make up for the base stat loss)

This will add some balance to the game and allow a sort of specialization of hero types.
 

Siretu

Starcraft 2 Editor Moderator
Staff member
I didn't realize it was a custom hero arena when you PMed me about it. I thought it was just a normal AoS map. It's nice to see a custom hero arena in SC2. I have yet to find one(yet alone a good one) on SC2.

The abilities look nice!

With a decent amount of well-made abilities, I think this can turn out great.

It looks like you have planned this a lot, which is good. I wish you good luck :)
 

GFreak45

I didnt slap you, i high 5'd your face.
:) I actually almost finished the Force emitter one, purely data editor, no triggers required too... creates a unit that moves to that spot then adds a behavior to the caster to disable the normal button and enable the detonate button and visa-versa :D im proud of that one
 

GFreak45

I didnt slap you, i high 5'd your face.
totally, unfortunately they dont have a function option for the damage fields in damage effect, which makes it hard to add scaling abilities with just the editor, the only ways i know i could do it are extremely inefficient, i know ill have to make that part in the editor
 

Siretu

Starcraft 2 Editor Moderator
Staff member
You could always use upgrades to modify the damage amount. You can then use triggers to just apply the upgrades that modify the damage. Minimal effort and minimal trigger-involvement.
 

GFreak45

I didnt slap you, i high 5'd your face.
hey siretu do you mind deleting your first post here? because the original is over 1k chars now and it wont save unless i use 2 posts :/

Also, bump with attribute descriptions added
 

GFreak45

I didnt slap you, i high 5'd your face.
Added 2 new abilities, Thundering Words and Lightning Strike
I have decided to try to make abilities with like names or effects work well together, so heroes have abilities that seem alike that they actually fit together, and not just random elements or skill types
 

Bloodcount

Starcraft II Moderator
Staff member
Seems like you are heading in a good direction. Post some screen shots when you have the time.
 

GFreak45

I didnt slap you, i high 5'd your face.
Unfortunately Im only working on the spells right now, as I am not that great of a terrainer, soon as I get some semblance of terrain and some spells completed with actors and special effects and the attribute system done Ill post some nice screenies :)
 

GFreak45

I didnt slap you, i high 5'd your face.
Added information on post #2 about how attributes will be leveled. Also, X-Maul has contacted me about doing the terrain for the game, welcome aboard X-Maul :)
 

X-maul

AKA: Demtrod
Seeing as each hero will gain attributes every level, I ran into a couple of problems. Heroes shouldnt have the same leveling stats, and a caster based hero shouldnt gain high damage per level, etc, therefor every ability will have some effect on how attributes level. For instance, a spell power type ability may increase energy and energy regen per level and decrease attack speed and damage gained per level, or a very strong early game ability may decrease base stats by a chunk, and increase all stats per level slightly (to make up for the base stat loss)
This makes so much sense :D I cant believe no one have thought of this before :rolleyes:
Also, X-Maul has contacted me about doing the terrain for the game, welcome aboard X-Maul :)
I'm glad to be able to help :) Will do my very best;)
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • The Helper The Helper:
    It is online though at night
  • The Helper The Helper:
    You would probably have to take a loan to get the Rice cert it is like 14l
  • The Helper The Helper:
    I was hoping you were going to say you wanted to be a cook and wished to open up a Food Truck there are so many opportunities for that here
  • The Helper The Helper:
    you can only open the bar if you sell food and a food truck in the parking lot counts
  • The Helper The Helper:
    here in houston
  • The Helper The Helper:
    most bars are struggling to build food prep and even some I know are doing there own food trucks
  • The Helper The Helper:
    but yeah man you should come to Houston there is so much more opportunity here than San Antonio. Just look at all the homeless people on the Riverwalk and downtown there you cannot even walk down the street without getting mobbed them
  • The Helper The Helper:
    check out this place apparently it is the best roommate site out there roommates.com lol
  • Varine Varine:
    The homeless people reminded me of New York
  • Varine Varine:
    I'll check it out, my lease expires in like a few months so I need to figure something out.
  • Varine Varine:
    I tried to open a food truck in Sandpoint a few years ago but the city said no, then like two years later they passed new laws to encourage it and gave them all fucking tax breaks and shit. And at that point I didn't have enough money to go buy one so I was way too late to the game once other cities realized they could just bring their existing truck there, or sell their brick and mortar.
  • Varine Varine:
    I do like food trucks though, they're way more fun than restaurants and usually I also get some of that tip money there.
  • Varine Varine:
    Restaurants are really hard if you don't have a back up source of income to fund them sometimes, in my experience most owners either got really really lucky, had existing money that allowed them to buy an already successful one, or they have family money to fall back on for loans. It's few and far between to see very inspiring success stories where the person actually got it through hard work and perseverance. I thought about opening one lots and I always just end up not thinking it'll work. I would much rather just find someone that has that money and go work for them
  • The Helper The Helper:
    i am not talking about opening a brick and mortar I am talking about food trucks though I have seen some brick and mortar mexican places open up during covid that are doing good because there food is awesome!
  • The Helper The Helper:
    Food trucks are killing out here because Bars cannot open unless they sell food and the governor ok'd the use of a food truck in front as serving food
  • The Helper The Helper:
    Just not enough food trucks
  • The Helper The Helper:
    a buddy of mine just opened up a food truck and he is killing it but he is a great cook and has awesome food right in the middle of the pandemic too food trucks are immune to pandemic because they are take out in Texas you will always be able to get take out or delivery
  • The Helper The Helper:
    He is in the different food facebook groups in houston and posts videos of him making his food
  • The Helper The Helper:
    he is killing it
  • jonas jonas:
    @Varine with the restaurants, there surely is a lot of luck and hard work but most restaurants fail because they suck. Flair isn't right, economics not well thought through, food is mediocre or sucks, location is bad, etc. If you're thinking about opening one, make sure you're looking at the stories of those that would be playing at your level, don't let your hopes be dragged down by all the subpar restaurants out there.
  • jonas jonas:
    I'm a bit worried about the future of data science, there's an influx of incompetent people hired by incompetent managers, that can't last. But I'm sure smart data scientists will always be useful and hireable. Same as smart security people.
  • jonas jonas:
    My sister in law worked in a vegan food truck, the owners were also making a killing, added several trucks and opened two restaurants over 5 years
  • Ghan Ghan:
    The CompTIA stuff is pretty much crap unfortunately. The places that ask for those low-level certs aren't likely places you want to work. For IT you really want a degree, but in the meantime you need to figure out some way to learn the skills. Cybersecurity is really hot right now so competition is fierce.
  • tom_mai78101 tom_mai78101:
    I realized I don't have anything much to say, other than "Good luck!". Compared to other places, I'm just very lucky we didn't have a lot of surges of cases coming in.

    Members online

    No members online now.

    Affiliates

    Hive Workshop
    Top