KeresPup
Member
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Yes, I know what you're all thinking: "Not another DotA ripoff". But please read at least what I have in mind.
Save/Load System
Player “Creep” Max Level: 10
Customized Heroes
Player “Hero” Max Level: 100
Protection System
Base and Battlefields System
Rank System
Achievements System
Dynamic Gameplay
Troop System
This Project is Currently Only at PLANNING phase.
It will be much appreciated if people will contribute ideas and such. When the base PLAN is finished, a team may be needed to implement this. But until then, let's just plan more.
Hmmm, I may be missing out on some descriptions and details, so I'll probably be adding more later on. Since this is simply still in planning phase, I cannot provide screenshots (DUH!) however I will provide illustrations once available on certain aspects of the planned map.
Please do comment and give me your feedback about this planned map.
Questions are very much welcome :3
{ War of The Ancients }
A map combining the elements of AoS, Arena and Progressive RPG with a system that allows players to create their own custom Hero/Unit. Set with the timeline and setting of the Defense of the Ancients. A battle between the mighty Sentinels and the fearsome Scourge.
Introduction
WotA is a WIP map that is planned to be somehow a ‘full-scale’ version of DotA, wherein players are allowed more customization of the heroes, and even the troops themselves. A number of battlefields instead of lanes - symbolizing the war between the Sentinel and the Scourge more than a brawl between the heroes.
Here, players’ heroes are saved in the form of a code when a battle is decided. Henceforth allowing them to continue to play with their hero for any other battle by loading them at the start, instead of their hero ending with the game and having to start from scratch once again.
Players will experience the brutality of the war itself as they will begin not as heroes but as the very soldiers in the battlefield, ‘creeps’ if you might call it. Through gaining experience, along with rewards, will they be promoted into Heroes.
Players will also be able to decide the stat growth of their unit/hero, allowing even more customization.
Features
A map combining the elements of AoS, Arena and Progressive RPG with a system that allows players to create their own custom Hero/Unit. Set with the timeline and setting of the Defense of the Ancients. A battle between the mighty Sentinels and the fearsome Scourge.
Introduction
WotA is a WIP map that is planned to be somehow a ‘full-scale’ version of DotA, wherein players are allowed more customization of the heroes, and even the troops themselves. A number of battlefields instead of lanes - symbolizing the war between the Sentinel and the Scourge more than a brawl between the heroes.
Here, players’ heroes are saved in the form of a code when a battle is decided. Henceforth allowing them to continue to play with their hero for any other battle by loading them at the start, instead of their hero ending with the game and having to start from scratch once again.
Players will experience the brutality of the war itself as they will begin not as heroes but as the very soldiers in the battlefield, ‘creeps’ if you might call it. Through gaining experience, along with rewards, will they be promoted into Heroes.
Players will also be able to decide the stat growth of their unit/hero, allowing even more customization.
Features
Save/Load System
With the end of each game, savecodes are presented to each player (only they can see it).
They can use these savecodes to continue using the Hero they finished with for the next game they play.
Players are allowed to load their heroes 1 minute before the game starts.
They can use these savecodes to continue using the Hero they finished with for the next game they play.
Players are allowed to load their heroes 1 minute before the game starts.
Players that are just starting or at least do not load their saved heroes start off as ‘soldier’ units, or ‘creeps’ as what it’s commonly known as. While as a creep, you will be fighting other creeps or the neutral creeps, Until you reach Level 10 wherein you can change into a hero unit. Player Creeps unlike regular creeps have stats, the growth of which is decided on by the player. All Player Creeps will start with the “Strength” attribute. This will be changed when he advances to “Hero”. Creep type is decided at the beginning of the game, whether they are melee or ranged. This however can be changed upon entering “Hero” phase.
When a player ‘creep’ unit reaches Level 10, he can advance to the next level of the game by becoming a ‘Hero’ unit. The Hero unit’s main attribute will depend on the highest attribute that the ‘creep’ unit has. The player is also given the chance to select a new Hero Body/Model (which also decides whether the Hero will be ranged or melee). The Bodies/Models made available to the player depends on its main attribute.
As a “Hero” leveling is continued with stat growth still being player controlled. Players can now access battlefields and fight there; they can now also carry items and equipment with them. Heroes start with absolutely no skills or abilities at all. However by going to ‘schools’ within the inner base, they can learn skills and abilities, each ability and skill however has certain restraints, such as ranged abilities can only be learned by ranged units. Magic however can be learned by all. Another way to gain skills and abilities is by constantly killing a certain Neutral Creep. If you keep on killing a certain type of Neutral Creep, there is a chance that you will be able to learn a skill available only from that type of Neutral Creep.
Player “Creeps” cannot be attacked by attack Player “Heroes” and vice versa. Player “Heroes” are allowed to fight other Player “Heroes” only when they have at most a 20 Level Gap, or if the lower level hero will type the “-unprotect” command. This removes the protection from them throughout the duration of the game.
However, Heroes can attack and can be attacked by the opposing side’s generic creeps and towers regardless of level. Generic Creeps and Towers will prioritize in attacking higher level generic creeps or player Heroes, hence they won’t attack low level heroes immediately, unless if that hero is alone.
High Level Neutral Units will not be aggressive towards Heroes that are 20 levels lower, unless they are attacked.
However, Heroes can attack and can be attacked by the opposing side’s generic creeps and towers regardless of level. Generic Creeps and Towers will prioritize in attacking higher level generic creeps or player Heroes, hence they won’t attack low level heroes immediately, unless if that hero is alone.
High Level Neutral Units will not be aggressive towards Heroes that are 20 levels lower, unless they are attacked.
For each faction, there is 1 base, which also has an ‘inner-base’ which the opposing faction can never enter. On each base lies of course, the World Tree for the Sentinel, and the Frozen Throne for the Scourge. The same as DotA, the goal would be to destroy the opposing base’s ‘heart’.
What separates War of the Ancients from DotA is that instead of having a number of lanes for battle and just a number of shops with pre-existing items, WotA’s ‘inner-bases’ will contain RPG-like elements such as a healer to replace the fountain, vendors that sell equipment and usable items and ‘schools’ which teach skills and magic.
The battlefields are separated into 3 for each faction, with the design based on the 3 “lanes” - Diagonal, Vertical and Horizontal battlefields. However, these battlefields are connected, and you can go from one to the other by passing through either the Forest Areas or the River Areas. These are the “Main” battlefields. Player “creeps” cannot enter these areas, they are only allowed to enter the Neutral Creeps areas (Forest and River Areas) to be accompanied by generic creeps from their side engaging both the neutral creeps and of course enemy player and generic creeps.
What separates War of the Ancients from DotA is that instead of having a number of lanes for battle and just a number of shops with pre-existing items, WotA’s ‘inner-bases’ will contain RPG-like elements such as a healer to replace the fountain, vendors that sell equipment and usable items and ‘schools’ which teach skills and magic.
The battlefields are separated into 3 for each faction, with the design based on the 3 “lanes” - Diagonal, Vertical and Horizontal battlefields. However, these battlefields are connected, and you can go from one to the other by passing through either the Forest Areas or the River Areas. These are the “Main” battlefields. Player “creeps” cannot enter these areas, they are only allowed to enter the Neutral Creeps areas (Forest and River Areas) to be accompanied by generic creeps from their side engaging both the neutral creeps and of course enemy player and generic creeps.
Hero units have ranks (whereas creep units do not). Rank increases depending on the number of (successful/completed) games that you have joined. Rank affects the experience and gold gained, as well as affects the number of Troop units you control.
Hero units always start as “Lieutenants” which gives 0% bonus experience and 0% gold.
Hero units always start as “Lieutenants” which gives 0% bonus experience and 0% gold.
When a Hero unit achieves a goal, or rather fulfills a certain condition, he will gain an achievement. Achievements are like passive skills, which give the Hero a bonus depending on what Achievement he has gained.
For example, if a Hero unit has successfully killed a number of Hero units for the entirety of all the games he has played, he will gain the “Slayer” achievement, which gives him a certain buff, say like, +% damage to Hero units.
The Hero’s Rank itself is an achievement, however, it does not affect the hero but it affects the troop that it commands.
For example, if a Hero unit has successfully killed a number of Hero units for the entirety of all the games he has played, he will gain the “Slayer” achievement, which gives him a certain buff, say like, +% damage to Hero units.
The Hero’s Rank itself is an achievement, however, it does not affect the hero but it affects the troop that it commands.
Depending on the highest level Hero that is loaded before the game starts, the gameflow will be affected. For example, if there is no hero loaded, then all the buildings, battlefield creeps, towers and the base cores (WT and FT) will start at their default level and no high level Neutral Creeps will appear early in the Forest and River areas. However, if for example a level 30 Hero is loaded, certain things will be affected such as the towers and the battlefield creeps will become stronger, at most 10 levels lower than the highest level hero and Neutral creeps up to 10 levels higher than the highest level hero will be available (Roshan however will remain available no matter what, his level is always 100).
If there is no Hero on 1 side and there is on the other, a generic computer controlled hero will be available until a player on that side will gain a Hero Unit. The generic hero unit will have a random level, ranging from 10 to 5 levels lower than the highest level hero unit loaded.
If there is no Hero on 1 side and there is on the other, a generic computer controlled hero will be available until a player on that side will gain a Hero Unit. The generic hero unit will have a random level, ranging from 10 to 5 levels lower than the highest level hero unit loaded.
The Troop System enables the Hero to hire an amount of generic units that he can control, the number of units allowed for the troop depends on your Rank. Troop units when hired always start at 10 Levels lower than you (Level 1 if the hero is Level 10 or below). However they benefit from the aura that the Achievement of your current Rank gives.
Note: Troop units cannot be saved as they are only generic.
Note: Troop units cannot be saved as they are only generic.
This Project is Currently Only at PLANNING phase.
It will be much appreciated if people will contribute ideas and such. When the base PLAN is finished, a team may be needed to implement this. But until then, let's just plan more.
Hmmm, I may be missing out on some descriptions and details, so I'll probably be adding more later on. Since this is simply still in planning phase, I cannot provide screenshots (DUH!) however I will provide illustrations once available on certain aspects of the planned map.
Please do comment and give me your feedback about this planned map.
Questions are very much welcome :3