Anyways, I'm working on a fairly simple arena map, where the key difference between most arenas is very simple: Every hero has a spell/ability that is controlled by a detectable ability (morph to lurker, burrow, hallucinate, dark swarm, etc.). This is motivated by my long-stated dislike for gateway systems and a desire to speed up spells and integrate everything into a single control. I mean, you don't use two sets of controllers on a console, right? Anyways, I'm contemplating having several game modes, so please hear it out and give me some suggestions:
Current Hero Setups:
Hydra: Turns into lurker egg (which doesn't transform), gains defense and has lurkers put underneath as an attack to ward off any enemy heros nearby.
Probe: Buildings generate powerful summons.
Zergling: Burrows (currently causes it to "teleport" and switch places with other players, is really lame).
High Templar: Makes people "dance" with hallu (really silly, was Inferno's awesome idea).
Reaver: Building 10 scarabs raises shields which automatically dissipate if you attack, essentially it is defense that lets you chase enemies or run away.
Defiler: Dark Swarm summons Infested Terrans as bombs. Simple.
Current Game Mode ideas:
Classic "Hero Arena": Race to X amount of kills
Capture the flag/hill/area: Name says it all, get points for holding an area from enemies
Guard the "X": Pretty straightforward, if this dies you die.
Another key issue: With most detectable spells you only get one per unit. If I want to have spell switching, most would require a second hotkey, thus largely nullifying my idea. Is this really necessary and will people nag for lack of it? How pub-friendly is the whole idea? Anyways, thanks! Your contributions would be greatly appreciated.
Post has been edited 1 time(s), last time on Aug 24 2009, 6:17 am by The Great Yam.
None.