Unsung Heroes - AOS Custom Hero Map

GFreak45

I didnt slap you, i high 5'd your face.
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130
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.
Reaction score
130
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
Reaction score
293
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.
Reaction score
130
:) 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.
Reaction score
130
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
Reaction score
293
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.
Reaction score
130
hmm, i havent gotten into upgrades yet, ill definitely check that out :)
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
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.
Reaction score
130
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
Reaction score
297
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.
Reaction score
130
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.
Reaction score
130
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
Reaction score
201
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;)
 

X-maul

AKA: Demtrod
Reaction score
201
Well any sort of pictures are nice toi have :p
I'm still planning out the terrain right now - I have to start from scratch - So it takes some time :)

It will take it's time, but I plan on doing some neat scenarious :)
 
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