Grurf
Ultra Cool Member
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I have had this idea in mind for weeks now, and it has been growing rapidly. As the christmas vacations are coming near (two weeks of free mapping time ) I thought I'd share the idea and ask you for feedback on it. If you steal the idea, that's allright, but please credit. Actually, it's not just an idea, it's a concept.
A variation on Footmen Frenzy (not based on that map, but the big idea is from it), with something special: you can't control your troops. All you can order them is:
The fun of this is that it disables any lame microing and fixes everything (or nearly everything) on the heroes. And those heroes won't be normal heroes. They will be incredibly powerful. However, they will also be balanced. Some heroes will be able to slay whole armies alone, but 1 hero killer could slay 3 of them at the same time. Some heroes will be able to sneak into the enemy's camp and kill loads of units, then sneak away again, but 1 item to make them visible and they are in serious trouble. Some heroes will be able to tank whole armies and slay them one by one, but they'll be so slow that once their health is low they're doomed. That way every hero has strong and weak sides. However, the armies won't be completely useless. They can protect their hero, they are needed to get xp in the early game, and, with the right upgrades, they can be stronger than any hero in the game. The heroes will be like this:
The hero-killing rogue. Once this guy has sneaked up close to him he's chanceless. However, the relationship between these two guys is very strange. If this hero spots the hero-killing rogue somewhere, his AOE spells will deal with him in one or two casts, even if he becomes invisible.
The hero-killing brute. This hero killer has so much hp that even this hero isn't strong enough to kill him in time. The hero-killing brute will just rush into him and plain bash him down if he doesn't flee.
The hero-killing Mage. He can neither kill him nor flee before it's too late.
An army. Because of his slow movement speed, he is very unlikely to be able to flee.
Anything that prevents him from sneaking away, including:
The mass-killing mage. Even if he becomes invisible, his low hp will make him a piece of cake for the AOE spells that guy has. If he sneaks away, the mage just casts an AOE spell somewhere near the place where he became invisible and kills the hero. However, the relationship between these two guys is very strange. If this hero stays invisible and concentrates on killing the mass-killing mage then the mage doesn't stand a chance.
The mass-killing brute. She hasn't got a single way to stop him. He will just rush down her army, no matter what she tries.
Practically every hero killer. Although she is the strongest of all hero killers as long as she has her boosts on, she always remains the most vulnerable hero because she can't sneak, has low hp and medium armor, and doesn't have any defensive spells.
The units won't be very strong, but not too weak either. They can benefit from team-wide upgrades, which will be:
Units without upgrades are pretty much cannon fodder, but every unit can be sold for a small amount of money each. That way you don't get those situations like in footmen frenzy, when you have put all your money into your hero and around your base there's a big army of footies, then an enemy hero comes and slays all those footies, going up 2 levels and earning about 1500 gold. Also, if your ally is afk (hasn't generated any event for 3 minutes) you can sell his units for him, so you still avoid that lame situation.
Your base is pretty important, as it makes you win or lose. You lose when your base is destroyed. You win if you have destroyed all enemy bases. But, unlike footmen frenzy, this map won't crowd the main base with buttons. The troop upgrades have a separate building, there's a personal hero shop and revive center, there's a building that is used to command your units etc. The main will only have buttons to attack and to upgrade. Yes, you can upgrade your base, too, although the upgrades are a lot cheaper than the unit ones, as they only affect a single building. The upgrades are:
Muhahaha! I had the taste of terraining some time ago and made a beautiful 4vs4vs4 terrain. No Footmen Frenzy clone anymore!
/*----------------------------------------
Warning! The following section is still unsure!
The default mode is just that everyone can only command the given things (scroll up ) and control their hero. However, at the start of the game, red can choose other modes. The modes red can choose are:
----------------------------------------*/
After reading Rad's post, I realized that I forgot to mention the things that give this map it's variety. Well, those things are:
________
Well, and that's about it so far. What do you all think of this idea? Should I make it? Should I find a team and make it with it? Any other feedback? Post!
P.S. And after you've (potentially) read all this, you will probably be able to understand why my battle.net nickname is The_Idea .
Footmen Commander
(title subject to change)
(title subject to change)
A variation on Footmen Frenzy (not based on that map, but the big idea is from it), with something special: you can't control your troops. All you can order them is:
- Attack-move to the North
- Attack-move to the Southwest
- Attack-move to the Southeast
- Attack-move to the Center
- Fall Back (move back to your camp without attacking)
- Protect Hero (move into a circle around your hero, then hold position in that circle until the order is cancelled or the hero walks)
The fun of this is that it disables any lame microing and fixes everything (or nearly everything) on the heroes. And those heroes won't be normal heroes. They will be incredibly powerful. However, they will also be balanced. Some heroes will be able to slay whole armies alone, but 1 hero killer could slay 3 of them at the same time. Some heroes will be able to sneak into the enemy's camp and kill loads of units, then sneak away again, but 1 item to make them visible and they are in serious trouble. Some heroes will be able to tank whole armies and slay them one by one, but they'll be so slow that once their health is low they're doomed. That way every hero has strong and weak sides. However, the armies won't be completely useless. They can protect their hero, they are needed to get xp in the early game, and, with the right upgrades, they can be stronger than any hero in the game. The heroes will be like this:
Classes:
Mass-killing mage:
Pros:
Mass-killing mage:
Pros:
- Can kill whole armies with his spells; massive damage output.
- Has lots of intelligence; he can keep casting as long as he stays near the mana regeneration aura emitter in the middle.
- He levels like crazy because he gets loads of kills; he can also help his hero-killer allies to level.
Cons:
- Has a hard time killing a hero, as the damage per-unit is quite low.
- Has a low attack-speed, low hitpoints and low armor; he's very vulnerable.
- Low move speed, he has to stay away from the heat of the battles to avoid being killed (although that isn't very hard because he's ranged).
Big weakness:
The hero-killing rogue. Once this guy has sneaked up close to him he's chanceless. However, the relationship between these two guys is very strange. If this hero spots the hero-killing rogue somewhere, his AOE spells will deal with him in one or two casts, even if he becomes invisible.
Hero-killing mage:
Pros:
Pros:
- The ultimate hero killer. No need to be sneaky, as your spells are just pure single-target power.
- Slowing, poisoning, sleep, stunning... This hero has it all. Any lone visible hero is chanceless against him.
- Hero kills give big bounty and xp, so this hero will earn itself back for the owner with ease.
Cons:
- Big big cooldowns, no two hero kills quick after each other.
- Even more vulnerable than the army-killer, this guy needs his first-strike.
- Does not receive as much xp and money as the army killers.
Big weakness:
The hero-killing brute. This hero killer has so much hp that even this hero isn't strong enough to kill him in time. The hero-killing brute will just rush into him and plain bash him down if he doesn't flee.
Mass-killing brute
Pros:
Pros:
- Because of his massive hp, he can just keep on fighting.
- With his AOE attack and spells, he can slowly kill big armies.
- With his defense spells, he's the ultimate tanker.
Cons:
- Does medium damage against a big area but at very slow speed: hero-killing is nearly impossible for him.
- Although he's the best tanker, he can't flee because of his very slow move speed, he needs something to heal him or he has to fall back in time.
- Because he's fixed on strenght, he won't be able to use his spells that much.
Big weakness:
The hero-killing Mage. He can neither kill him nor flee before it's too late.
Hero-killing brute
Pros:
Pros:
- Although this guy doesn't have as much hp as his mass-killing brother, he can still serve as a tank.
- His massive damage kills any unit with ease.
- Because of his brute force stats, he doesn't need to think of anything. Just march right to an enemy hero and slay it.
Cons:
- He is pure single-target, he has trouble fighting against an army.
- Just as the mass-killing brute, he's slow.
- Just as the mass-killing brute, he has very low intelligence, and therefore trouble casting the right spells.
Big weakness:
An army. Because of his slow movement speed, he is very unlikely to be able to flee.
Mass-killing Rogue
Pros:
Pros:
- Sick high attack speed. He kills units in no-time.
- Sneaky. Can sneak behind an army in a fierce battle, and then slaughter that army from behind very quickly. This hero can turn the tide of battle to his will.
- Multi-target spells. Can attack multiple units in a row, throw a bouncing poisonous dagger etc.
Cons:
- Very low hp. Although his armor compensates it a bit, he remains vulnerable. Always keep enough mana to sneak away.
- Not that good at hero-killing. His damage is too low, and he lacks the spells. However, he is more likely to kill a hero than the mass-killing brute or the mass-killing mage.
- Although he slays units very fast, he isn't as good at mass-killing as the other ones. The bit of hero-killing weighs up against this though.
Big weakness:
Anything that prevents him from sneaking away, including:
- Stun
- Mana drain
- Revealing items
- etc.
Hero-killing Rogue
Pros:
Pros:
- Sick high attack speed combined with high damage. He kills everything in no-time.
- Sneaky. Can sneak behind a hero in a fierce battle, and then slaughter that hero from behind very quickly.
- Stunning & Criticals. A deadly combination in the right hands.
Cons:
- Very low hp. Even lower than the mass-killing rogue. Although his armor compensates it a bit, he remains vulnerable. Always keep enough mana to sneak away.
- Although he's sick good at hero-killing, he shouldn't try anything against armies because of his ultra-low hp.
- He is practically of no use until an enemy hero is near death.
Big weakness:
The mass-killing mage. Even if he becomes invisible, his low hp will make him a piece of cake for the AOE spells that guy has. If he sneaks away, the mage just casts an AOE spell somewhere near the place where he became invisible and kills the hero. However, the relationship between these two guys is very strange. If this hero stays invisible and concentrates on killing the mass-killing mage then the mage doesn't stand a chance.
Mass-killing ranger:
Pros:
Pros:
- Can kill whole armies with multi-shot arrows; good damage output.
- Has lots of agility; good attack speed, nice armor and medium damage.
- Because of the good attack speed and the multi-shot abilities, she is a quick xp gainer.
Cons:
- Doesn't kill fast enough to tank it all, she needs an army to take the damage.
- Has low mana, she will have to rely on her attack a lot.
- Isn't as strong as other heroes, because she's ranged while she doesn't rely on her mana.
Big weakness:
The mass-killing brute. She hasn't got a single way to stop him. He will just rush down her army, no matter what she tries.
Hero-killing ranger:
Pros:
Pros:
- Kills heroes from a distance with her sick damage and attack speed.
- Has lots of agility; high attack speed, nice armor and high damage.
- Can also deal with armies, as she doesn't have to come close and doesn't rely on mana for normal army-killing.
Cons:
- Is vulnerable for hero-killers herself, she exchanged some of her armor for more speed and damage.
- Has low mana, while she depends on the temporary boosts of her spells to kill a hero before he falls back.
- Even very small armies can easily stop her from pursuiting a hero, because she can't sneak and has low hp.
Big weakness:
Practically every hero killer. Although she is the strongest of all hero killers as long as she has her boosts on, she always remains the most vulnerable hero because she can't sneak, has low hp and medium armor, and doesn't have any defensive spells.
Units:
The units won't be very strong, but not too weak either. They can benefit from team-wide upgrades, which will be:
- Attack Damage
- Attack Speed
- Armor
- Hit points
- Evasion
- Critical
Units without upgrades are pretty much cannon fodder, but every unit can be sold for a small amount of money each. That way you don't get those situations like in footmen frenzy, when you have put all your money into your hero and around your base there's a big army of footies, then an enemy hero comes and slays all those footies, going up 2 levels and earning about 1500 gold. Also, if your ally is afk (hasn't generated any event for 3 minutes) you can sell his units for him, so you still avoid that lame situation.
Bases:
Your base is pretty important, as it makes you win or lose. You lose when your base is destroyed. You win if you have destroyed all enemy bases. But, unlike footmen frenzy, this map won't crowd the main base with buttons. The troop upgrades have a separate building, there's a personal hero shop and revive center, there's a building that is used to command your units etc. The main will only have buttons to attack and to upgrade. Yes, you can upgrade your base, too, although the upgrades are a lot cheaper than the unit ones, as they only affect a single building. The upgrades are:
- Attack Damage
- Hit points
- Race
Terrain:
Muhahaha! I had the taste of terraining some time ago and made a beautiful 4vs4vs4 terrain. No Footmen Frenzy clone anymore!
Modes:
/*----------------------------------------
Warning! The following section is still unsure!
The default mode is just that everyone can only command the given things (scroll up ) and control their hero. However, at the start of the game, red can choose other modes. The modes red can choose are:
- Everyone has a hero and no troop control
- Everyone has no hero, troop control and a race to choose
- Everyone has a free choice
----------------------------------------*/
Variety:
After reading Rad's post, I realized that I forgot to mention the things that give this map it's variety. Well, those things are:
- Custom JASS Spells. No lame edits of normal spells that don't add anything special to your map, but original (as far as that's still possible) ideas.
- The ultimates (I want them to be special, and really strategic. If you can come up with any ideas, feel free to post them. I was thinking about things like: Drown, which puts the whole center under water and adds a timer to every unit under water. When the timer expires, they die, and the caster of the ultimate gets the kill. This may sound way overpowered, but will have a huge cooldown. And another idea: Action commands like in paper mario. Well, not really like that, but, for example when the hero-killing rogue casts his ultimate, he has to press the arrow buttons in the correct order in a limited time. If he succeeds, the move insta-kills the target, but if he doesn't, he dies himself and the target gets the kill.)
- The heroes (The classes are not the same as the heroes, the classes are just general guidelines to make the heroes. Plenty of option to vary the heroes themselves, as the classes leave much space.)
- The items (Not ye olde hero boost items, but summon items, that are hard to get, but summon incredibly powerful creatures. These creatures do not just attack, they channel a very big spell, that, for example, calls down waves of healing force for your allies, or that creates an incredibly strong explosion after sucking up a lot of magic energy from it's surroundings. These items do not only turn the tide of a battle, they are powerful enough to turn the tide of the game. Pooling money to an ally can be a very effective strategy to win, as the spells channeled by these summons so strong. However, if you don't manage to get the money in time, you're doomed, because you haven't spend the saved money into your or upgrades.)
________
Well, and that's about it so far. What do you all think of this idea? Should I make it? Should I find a team and make it with it? Any other feedback? Post!
P.S. And after you've (potentially) read all this, you will probably be able to understand why my battle.net nickname is The_Idea .