Staredit Network > Forums > SC2 Custom Maps > Topic: SEN Arena
SEN Arena
Nov 21 2010, 2:26 am
By: DevliN
Pages: 1 2 39 >
 

Nov 21 2010, 2:26 am DevliN Post #1

OVERWATCH STATUS GO


A Staredit Network Community Project


Quote from GUIDELINES
// GUIDELINES
  • Total Hero hitpoints and shielding should be between 500 and 800.
  • Try to balance damage and defensive (i.e. healing or shielding) abilities to numbers respective of these limits.
  • Each Hero must have at least 1 missile ability or use a missile-based attack.
  • Abilities must be scaled in terms of cooldown or energy/shields/life cost with relation to their effect, damage, and viability for use.
  • Each Hero must have 4 abilities, including 1 "ultimate" ability. You are allowed 1 passive ability (this excludes abilities which are activated and then give a duration buff or bonus).
  • Movement speed should be between 2 and 3. Scale this in relation to your Hero's total health points and shields.
  • Invisibility is allowed as long as the Hero cannot attack or use abilities during the duration of the effect.
  • Heroes may have attributes, which are listed in a separate section of this post.
  • Spawning abilities should create units which complement your Hero and should not simply create swarms and swarms of units. This is supposed to be a simple arena map, not an epic war.

Quote from GAME MODES
// GAME MODES
In the game's lobby, players will be able to choose their player layout prior to the game starting:
  • Free For All
  • 2 v 2 v 2 v 2
  • 4 v 4
  • 1 v 7

Once in game, the players will be able to choose the types of games they would like to play, based on their player layout:
  • Deathmatch (or Team Deathmatch)
  • Capture the Flag
  • King of the Hill

Quote from ATTRIBUTES
// ATTRIBUTES
  • To be determined.

Quote from POWERUPS
// POWERUPS
  • +Health: Regenerates the hero's health.
  • +Shield: Regenerates the hero's shield.
  • +Energy: Regenerates the hero's energy.
  • +Speed: Increases the hero's speed for a short amount of time.
  • Wormhole: The hero is teleported to a random point on the arena.

Quote from HEROES
// HEROES
The following is a list of heroes that will be playable in the map. Heroes are named after their creators.

// CARDINAL
  • Model(s) Used: Archon, Fire and Psi Storm, and another, so far unknown.
  • Health: 50
  • Shields: 580
  • Damage: TBC: The normal archons attack but with 33/33/33 to cause an elemental effect.
  • Armor: TBC
  • Niche/Playstyle: Spellcaster/fighter. Elementalist. Earth, Wind (storm) and Fire.
  • Abilities: 4 Active (subject to change)
    [Q] Gale Force: An AoE Spell which effects a Cone shaped area. Units movement speed is slowed to 0 over 2 seconds, and then they are 'pushed' or 'blown' away from the Caster Point. Alternatively, this will spawn a Totem like unit, which attacks but has a similar knockback effect to above. This ability might cause damage through randomly generating a storm (lightning strikes). That is undecided however.
    [W] Earth Spell (unnamed): Got a few options here. Either something which creates a 'Wall'. This wall collapse after a few seconds and deals x damage to anyone near to it. Alternatively, a Stone Prison, which traps a target unit for a few seconds. Final idea, would be a defensive buff which slows the Archon down, but increases shield armor by a ridiculous amount.
    [E] Conflagrate: The Fire Spell. It will be an effect - target point. And will launch a yamato missile which explodes at the target area knocking back and dealing damage to anyone hit by it. It will also have a chance (or definitely) leave behind some burning flames which deal damage over time to people caught in the region. Alternative idea is to recreate the mission in which the Protoss are flaming that planet. Only make the effect 2 grid squares wide and have it slowly move away from the Archon to the direction it was cast, doing severe damage over time.
    [R] Final ability (unnamed): Either a way for the Archon to change into a permanent element... For example every time you cast this ability he cycles through Fire > Storm > Earth > Fire. When in a particular mode, some element spells become stronger and others become weaker.

// DEO
  • Model(s) Used: Zeratul + Zeratul's blink, Feedback Launch and Impact, Artifact Shockwave
  • Health: 350
  • Shields: 200
  • Damage: 50 (+20 Psionic)
  • Armor: 0
  • Movement Speed: 2.90
  • Abilities: 3 Active, 1 Passive
    [Q] Blink: Instantly teleports in the direction specified, up to a maximum distance of 6. No cooldown, but each cast consumes a charge that takes 30 seconds to recharge. Max 3 charges.
    [W] Khala Strike: Calls down a beam of light that inflicts damage on the targeted opponent. Also has a blinding effect, reducing sight range to 2 for 15 seconds. 10 second cooldown. Blindness cannot be refreshed. Once Blindness ends, foes gain immunity to Blindness for 15 seconds.
    [E] Void Strike: Blasts the targeted area with raw power from the Void, creating a persistent effect that deals 100 (+50 Psionic) damage over 15 seconds and slows foes caught in it. 30 second cooldown.
    [Passive] Twilight Power: Energizes nearby allies, granting them an additional 50 shields and increasing their shield regeneration by 1.0 per second. If no allies are in range, this passive instead increases Deo's shields by 100 and shield regen by 2.0 per second.

// DEVLIN
  • Model(s) Used: Ursadak and Vulture
  • Health: 000
  • Shields: 000
  • Damage: 0
  • Armor: 0
  • Abilities: 3 active, 1 passive
    [Q] Restrict Access: Slows enemies in the target area by 50%. Adds a combo point to the Hero (maximum 10).
    [W] DELETED!!!: Fires missiles in a line at the target. Damage is increased by 10% per combo point on the Hero.
    [E] Add Severity: Passively gives a 12.5% chance to critically strike enemies. Each critical hit adds a combo point to the Hero (maximum 10).
    [R] Banhammer: Slams the target enemy with an administrative banhammer, dealing large amounts of damage initially. A damage over time debuff is placed on the enemy for each combo point on the Hero.

// ECHO
  • Model(s) Used: Spectre
  • Health: 650
  • Shields: 10
  • Damage: 0
  • Armor: 0
  • Abilities: 3 active, 1 passive
    [Q] Reverberate: Creates a faint mirror image which deals 1/4th damage with half the amount of life
    [W] Audacity Charge: Quickly teleports to a location and does damage to all units in that small radius
    [E] Resonate: Creates a shockwave that will stun and gradually deal less damage to units that are further away from Echo.
    [R] Unknown: Every 3rd spell will be cast again doing x2 the amount.

// GATEPRO
  • Model(s) Used: Spider Mine
  • Health: 500 or preferably less.
  • Shields: 000
  • Damage: X (regenerates energy for half of X)
  • Armor: 0
  • Abilities: 1 offensive, 2 defensive, 1 ultimate
    [Q] Freeze: Freeze: Slows down the target by X% for X seconds. Missile of any sort will do for this one.
    [W] Burrow: Burrows the hero.
    [E] Duplicate: Makes a clone that will run in a random direction shooting blanks.
    [R] Explode: Explodes itself in a spider mine fashion, the target becomes immobile for X seconds the and does X damage. Leaves the Spider Mine at 10% of it's current health.

// LINGIE
  • Model(s) Used: Zergling
  • Health: 450
  • Shields: 0
  • Damage: A reasonable number for a fast attack speed.
  • Armor: 0
  • Speed: 3
  • Abilities: 1 offensive, 2 defensive, 1 ultimate
    [Q] Lunge: A simple lunge towards his target. When reaching the target, Lingie's evasion is increased by about 10~20%, but only lasts about four seconds. Deals moderate single-target damage. Medium/Low cooldown.
    [W] Creeping Death: Lingie launches a bomb like device that spawns an area of creep at the target area. Deals damage to anything it hits, while also reducing enemy movespeeds in the area of the creep. Lingie's speed is also minorly increased on the area of the creep. The creep dissapates after five seconds. Deals moderate AoE damage to the area of the explosion. The slows shouldn't be life threatening, about 15~20%. Lingie's speed boost should be about 5~10% of his flat movespeed. Medium cooldown.
    [E] Metabolic Boost (Passive): Lingie's evasion is increased by 10~20%.
    [R] Fury of the Swarm: Same effect as Creeping Death, except a revolver of Zerg Drop Pods are launched at Lingie's general position, and randomly strike around him, giving the same creep buffs and debuffs also as Creeping Death. The pods deal significantly more damage however. There should be about either 15 or 20 pods dropped, with an interval of about a second between each pod dropped. These pods SHOULD NOT isolate enemy heroes and drop on them. The area around Lingie should be about a screen tall, max. Large cooldown.

// LOTU)S
  • Model(s) Used: Dark Templar
  • Health: 20
  • Shields: 400
  • Damage: X (increases per times hit on an enemy)
  • Armor: 0
  • Abilities: 3 offensive, 1 passive
    [Q] Substitution: If attacked within a 0.5 sec interval, teleport to attacker and strike them with double the damage you were dealt.
    [W] Lightning Slash/Dash: Charges toward the near enemy hero and does a quick regular attack. If facing away from an enemy, you just move in that direction.
    [E] Reaper's Charm: For any enemy killed, increase base attack by 3%. Remove boost if killed.
    [R] Unlimited Blade: Teleport enemy and self into an alternate dimension. New attacks are available during this time.

// LOVELESS
  • Model(s) Used: Ghost and Zergling, but both use lavender smoke actors on them, then tinted lavender themselves.
  • Health: Little.
  • Shields: None.
  • Damage: Medium, very short attack range, nearly melee.
  • Armor: Little.
  • Abilities: 4 Active
    [Q] Dance!: Summons a dancing Zergling and at the moment he finishes his dance, explodes and poisons nearby enemies for high damage + stun.
    [W] Vaporstrike: Puffs into a cloud of smoke and teleports to a selected location. The two nearest targets to each point are struck as if they were attacked by Loveless.
    [E] Ham?: Slows the attack speed and movement speed of Loveless for three seconds, but stuns the target upon landing the strike. His rifle erupts into a glowing light while the effect is active.
    [R] Vaporware: Loveless bursts into a large smoke cloud and slows all targets within a large range, the smoke cloud can attack up to 5 random targets with Loveless' normal attack each second.

// OLIMARANDLOUIE
  • Model(s) Used: Zealot
  • Health: 550
  • Shields: 50
  • Damage: To be determined, Melee
  • Armor: 5-10, To be determined
  • Abilities: 4 Active
    [Q] Riftwalk: Teleports to target nearby enemy (Blink range) in an Ęther-like style, dealing 30-50 damage and "silencing" (Silenced cannot use any abilities) the target for 2.5 seconds.
    [W] Blades of the Void: Gains +50% attack speed and ignores enemy armor for 5 seconds, each ability cast near OlimarandLouie (Sight range) will increase that time by one second.
    [E] Ęther Strike: Next attack deals triple damage.
    [R] Terror of the Abyss: Gains 30% of max health, takes double damage, deals double damage, and move speed increased by 2 for 8 seconds. Turns cloaked but still visible. (Just for looks, isn't actually cloaked, but it looks like it)

// PAYNE
  • Model(s) Used: Zealot Prisoner
  • Health: 60
  • Shields: 450
  • Damage: X [Melee] (steals one shield and one energy per melee damage inflicted)
  • Armor: 0
  • Abilities: 2 offensive, 2 defensive
    [Q] Graviton: Incapacitate the target and slowly moves it toward caster with Graviton Beam's animation.
    [W] Pierce: Shoots a quick bullet toward the selected unit/point target. Has a fixed range (this means even thought you aim at range 1 from your unit, it'd continue further, until it reaches it's set range). Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
    [E] Distortion: Casts a Force Field model around the caster. Any missile inside it is slowed down significantly.
    [R] Adrenaline: Surrounds the caster with an aura that boosts its speed, attack rate, armor and damage.

// TEMP
  • Model(s) Used: Super Crane Advanced
  • Health: 600
  • Shields: 0
  • Damage: 40 (+15 Light)
  • Armor: 4
  • Movement Speed: 2.5
  • Abilities: 2 Active so far
    [Q] Drill: Does damage to target unit and stuns the unit for 0.75 seconds.
    [W] Taunt: The unit enters a defensive state and taunts all units around itself for 4 seconds. During this time the unit cannot attack or move.
    [E] N/A: TBD
    [Passive] N/A: TBD

// TEMPZ
  • Model(s) Used: High Templar or Sentry
  • Health: 175
  • Shields: 300
  • Damage: Unknown
  • Armor: Unknown
  • Niche/Playstyle: Spellcaster/Annoyer
  • Abilities: 2 Attack, 1 Defensive, 1 Booster
    [Q] Shield: Defensive spell which will drain enemies mana if inside active area, lowers damage of enemies damage; Follows player.
    [W] Storm: "Psi Storm Attack" (Splash Attack)
    [E] Tornado: Player becomes "Spinning Vortex" for short amount of time dealing damage to units inside tornado.
    [R] Electrify: All players near Tempz will gain an active electrical damage boost/ Enemies will take a slight electrical debuff to them when near any player with electricity buff.

// UNHOLYURINE
  • Model(s) Used: Hydralisk with Infestor's leaving a trail of gunk effect preferably. Second choice Infestor.
  • Health: 650
  • Shields: 0 (completely biological?)
  • Damage: ugh you guys made it so weird.. i have no way of guessing an average attack.. so right now.. i don't know..but an above medium ranged attack that looks like roach's attack.
  • Armor: read above
  • Niche/Playstyle: Ranged annoyance/killer with somewhat balanced stats/attributes/abilities (but a bit on the quick killer side)
  • Abilities: 3 active, 1 passive
    [Q] Corrosive Urine: Ranged AoE that Covers an Area that slows units/heroes down and deals DoT for 5-10 seconds? (more focused on slowing people down).. Either that or: an AoE attack that, once infected, slow units down and DoT/removes all armor effects for the duration. Use bane's explosion effects or something like that. Cooldown/Energy requirements = okay
    [W] (Spawn) Urine Bomb: Think Infestor's Spawn Infested terran, where they can be spit a fair distance away as an egg. After 1 second, banelings with centrifugal hooks should spawn and attack closest unit(s). Make it so that the bombs are fast, but still fairly outrun-able. Also, make them fragile so that fast players can take them out. Damage should be fairly good. Banes, once spawned, should last 15-30 seconds so they can be set up earlier if needed (but can't spawn a mass of them). Works well in tandem with the first spell. Final note is that there shouldn't be any cooldown for them. They should be entirely energy dependent so that a player can wait and store energy to spam them.
    [E] Unknown: Unknown.
    [R] Unknown: Unknown.

Quote from SCREENSHOTS
// SCREENSHOTS
  • A mock-up of a possible FFA arena.


  • A mock-up of a possible 2v2v2v2 or 4v4 arena.



Post has been edited 13 time(s), last time on Dec 12 2010, 8:24 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 21 2010, 2:28 am DevliN Post #2

OVERWATCH STATUS GO

I quickly threw together the logo, so don't mind that. :)

So I suggest that we have 4 abilities each. One of those 4 should be an "ultimate."

Since this is supposed to be Arena-based combat, do we include combative NPCs as well or just have various arenas on a map for FFA or team games?

Any ideas for a tileset?

What do you guys think about maybe removing weapons so it is all based on abilities instead?

Should we include items?

And how about those attributes, what do you guys suggest we include for those?

Post has been edited 1 time(s), last time on Nov 21 2010, 2:39 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 21 2010, 2:41 am Echo Post #3



I don't think it should include items. I think maps with just a pure out brawl would be more fun.



None.

Nov 21 2010, 2:58 am LoTu)S Post #4



Quote
So I suggest that we have 4 abilities each. One of those 4 should be an "ultimate."

The standard formula: 1 Offensive, 1 Defensive, 1 Misc, 1 Ultimate.
Or we can have people with varying traits: 2 Offensive, 1 support, 1 Ultimate. I.E Glass cannons or Balanced characters.

Quote
Since this is supposed to be Arena-based combat, do we include combative NPCs as well or just have various arenas on a map for FFA or team games?

1 or two NPCs which guides people through the given arenas. If there are gonna be different arenas I suggest making terrain and terrain advantage a huge factor. Not just fancy design, but like " You have activated my trap card." then send rocks coming down. or something like that

Quote
Any ideas for a tileset?
I'm sc2 handicapped. JUNGLE!
Quote
What do you guys think about maybe removing weapons so it is all based on abilities instead?
Ability based sounds nice.
Quote
Should we include items?
Depends on how complex you wanna go.

Quote
And how about those attributes, what do you guys suggest we include for those?
Have a total of X points and distribute it among stats. Attack, defense, speed. Something like that.



None.

Nov 21 2010, 3:00 am NicholasBeige Post #5



Hmm... as for the actual design... items? Maybe... Powerups and cool shit? Definitely.

A pure 'all-out brawl' would have very little replay value. Unless we went crazy on the design and balance of each individual ability and the overall composition of heroes all together...

@DevliN: the guidelines I posted in the other topic were purely brainstormed (ie. not for a cut+paste job :lol:)... I think that Movement speed should be given more freedom, maybe 1.5 to 3.0. But just stress the point about balancing Movespeed in relation to Hitpoints.

We should have varied arenas. So a large-ish map. With maybe 3 or 4 different Arenas. They will all vary in size, terrain, features and general theme. A dialog-vote system should obviously determine the game-mode.

Examples:
  • Deathmatch, limited by score (eg. first to 20 kills wins).
  • King of the Hill, limited by score (eg. capture a 'random point' and hold it for 20 seconds to gain 1 point, first to 8 wins)
  • Rambo/Mutant mode, (eg. one player is randomly chosen to be the Mutant, he gains super powers - mostly passive, but not gamebreaking, all other players attempt to kill the Mutant. The player who kills the Mutant then becomes the Mutant after 5 seconds. Only the Mutant gains score for killing people).
  • Team-Deathmatch, limited by teamscore (same as Deathmatch but with team-mates obviously.. friendly fire?)

And a quick brainstorm for the Powerups...
  • +health (heals you instantly for 100 hitpoints // heals you for 200 hitpoints over 8 seconds, removed on hit)
  • +shields (instant 100 shields restored // makes your shields regen 10x faster for 8 seconds, removed on hit)
  • +energy (instant 75 energy restored // energy is restored by 5% each second for 8 seconds, removed on hit)
  • +speed (a 50% movement speed bonus for 4 seconds)
  • +quaddamage (your basic attack and/or your abilities do 4x their normal damage lasts 8 seconds)
  • +hunter instinct (you become invisible for 20 seconds (but not really invisible, your unit model is just replaced with the 'invisible' one that you see in game when an Observer is scouting your base. You also move 20% faster but are still targetable by enemy units. Maybe not on attack-moves?
  • wormhole (you are teleported to a random location in the current arena)

My idea for the Powerups is that they 'cycle' every 2 seconds, randomly. So a Health Pickup changes into a Wormhole, which then changes into Speed. We can use the % chance on a Morph effect to determine the rarity of the pickups. So everytime a powerup morphs, it has a 1% chance to become Quaddamage, but a 50% chance to become a Wormhole?

What do you guys think?

edit: As for a tileset... if we go for the Multiple Arena route (which I presume we will) we are going to need to be very careful with picking our 8 textures in a custom terrain tileset. So we can get the most variance out of the (very damn limiting) object. Maybe use 1 general Dirt texture as a base and then go for themed specifics on top?

Like, we use Mar Sara dirt. Then we take 2 or 3 Char textures, a couple Agria Textures, and a few from Ulnar (Xel Naga Worldship) and create 3 regions which are themed accordingly?

Post has been edited 1 time(s), last time on Nov 21 2010, 3:06 am by Cardinal.



None.

Nov 21 2010, 3:16 am LoTu)S Post #6



Quote
Hmm... as for the actual design... items? Maybe... Powerups and cool shit? Definitely.

I'm down for the power ups. Having item and item builds would make things rather complex.
Quote

[*]Rambo/Mutant mode, (eg. one player is randomly chosen to be the Mutant, he gains super powers - mostly passive, but not gamebreaking, all other players attempt to kill the Mutant. The player who kills the Mutant then becomes the Mutant after 5 seconds. Only the Mutant gains score for killing people).


I'm iffy on this idea. Having 1 being target out of many requires a lot of balancing so that the "target" doesn't:
A) Become too underpowered and/or die from varying combination of characters.
B) Become too overpowered and can sweep a cluster of characters without breaking a sweat.




Quote

[*]+health (heals you instantly for 100 hitpoints // heals you for 200 hitpoints over 8 seconds, removed on hit)
[*]+shields (instant 100 shields restored // makes your shields regen 10x faster for 8 seconds, removed on hit)
[*]+energy (instant 75 energy restored // energy is restored by 5% each second for 8 seconds, removed on hit)
[*]+speed (a 50% movement speed bonus for 4 seconds)

These seem pretty stable to use as power ups.



Quote
[*]+quaddamage (your basic attack and/or your abilities do 4x their normal damage lasts 8 seconds)
Well...we could make this a rare powerup. Since we dont want a " OMG QUADDAMAGE POWERUP KILLING SPREE! :hurr:"

Quote
My idea for the Powerups is that they 'cycle' every 2 seconds, randomly. So a Health Pickup changes into a Wormhole, which then changes into Speed. We can use the % chance on a Morph effect to determine the rarity of the pickups. So everytime a powerup morphs, it has a 1% chance to become Quaddamage, but a 50% chance to become a Wormhole?
Sounds nice, my suggestion:

Have some rare powerups appear only through (3-4) morphing not through spawn. If the power up spawns in 1 spot too long remove it then spawn somewhere else.


Quote
What do you guys think?
I think all of most of your ideas are :cool2:



None.

Nov 21 2010, 3:20 am NicholasBeige Post #7



@Devlin, you can update the OP with my awesomeness.

Oh and this also:

Cardinal:
Model(s) used: Archon (and Medium Fire doodad, and Psi Storm model, and something else (Not Final)
Name: Cardinal
Health: 50
Shields: 650
Damage: Unknown
Abilities: 2 Activated/Interchangeable Passives, 1 Active-Target, 1 Active Spawn (Not final)
[q] unknown
[w] unknown
[e] unknown
[r] unknown...


Basically I am stuck between two ideas for my hero. I'm just gonna share it, since its a community shindig now.

Either I am going to make an Elemental Archon. Earth, Wind and Fire OVERWHELMING sortathing.

Or

I am going to make an Archon which relies entirely on abilities which manipulate his shields (as energy), by buffing them with armour, by making them store damage to be released, by sacraficing them to create spawned units etc...

What do you guys think is 'coolest'?

EDIT: Also, call me a paranoid android or whatever - but can we somehow hide this topic (and the other Community project) from the general publicz0rs? And also somehow only allow certain (trusted) people to view/and/work on the community project? IE through being given a privledge to view the topic. If not, thats cool. Just had a terrible, terrible vision of some entrepreneurial type hijacking the topic and exporting it to malaysian sweatshops.

Post has been edited 1 time(s), last time on Nov 21 2010, 3:26 am by Cardinal.



None.

Nov 21 2010, 3:42 am Echo Post #8



Echo

* Model(s) Used: Spectre or Ghost
* Health: 000
* Shields: 000
* Damage: 0
* Armor: 0
* Abilities: 3 active, 1 passive.
[Q] Unknown: Unknown.
[W] Unknown: Unknown.
[E] Unknown: Unknown.
[R] Unknown: Unknown.



None.

Nov 21 2010, 3:56 am o_o (TheGatePro) ~_~ Post #9



Been thinking about this idea for the past few days...

Gatepro:
Model(s) Used: Spider Mine (Blue tinted)
Health: 500 or preferably less.
Shields: 000
Damage: X ( Heals energy for half of X ) (D8 charge or whatever the reapers building bomb is(blue tinted))
Abilities: 1 offensive, 2 defensive, 1 ultimate
[Q] Freeze: Slows down the target by X% for X seconds. Missile of any sort will do for this one.
[W] Burrow : Self explanatory.
[E] Duplicate: Makes a clone that will run in a random direction shooting blanks.
[R] Explode: Explodes itself in a spider mine fashion, the target becomes immobile for X seconds the and does X damage. Leaves the Spider Mine at 10% of it's current health.

I planned on making this unit very annoying. It will have a high speed and the player will need to have great micro skills to actually use it. It will also need to get it's energy by attacking, and the explosion will use max energy. I really want to make it so it's abilities are all very useful. The freezing will be for weakening the foe down so the foe can't attack. The burrowing will be for hiding and attacking the unexpected. To make the burrow balanced it would need a cool down. The duplicate will be for general trickery and for spying in a way. The explosion will be a last stand attack against anything.



None.

Nov 21 2010, 4:04 am payne Post #10

:payne:

Payne

* Model(s) Used: Zealot (Prisoner) -OR- Probe
* Health: 60
* Shields: 450
* Damage (MELEE): X (steals one shield and one energy per melee damage inflicted)
* Armor: 0
* Abilities: 2 Offensives, 2 Defensives
[Q] Graviton: Incapacitate the target and slowly moves it toward caster with Graviton Beam's animation.
[W] Pierce: Same spell as in Swarmed Heroes.
[E] Distortion: Casts a Force Field model around the caster. Any missile inside it is slowed down significantly.
[R] Adrenaline: Surrounds the caster with an aura that boosts its speed, attack rate, armor and damage.



None.

Nov 21 2010, 4:24 am LoTu)S Post #11



LoTu)S

Model: Dark templar
Health: 20
Shield: 400
Damage: X (Increases per times hit on an enemy)
Armor: 0
Abilities: 3 Offensives, 1 passive.
[Q]: Substitution: If attacked within a 0.5 sec interval, teleport to attacker and strike them with double the damage you were dealt.
[W]: Lightning slash//dash: Charges toward the near enemy hero and does a quick regular attack. If facing away from an enemy, you just move in that direction.
[E]: Reaper's Charm: For any enemy killed, increase base attack by 3%. Remove boost if killed.
[R]: Unlimited Blade works: Teleport enemy and self into an alternate dimension. New attacks are available during this time.



None.

Nov 21 2010, 4:57 am DevliN Post #12

OVERWATCH STATUS GO

Quote from LoTu)S
The standard formula: 1 Offensive, 1 Defensive, 1 Misc, 1 Ultimate.
Or we can have people with varying traits: 2 Offensive, 1 support, 1 Ultimate. I.E Glass cannons or Balanced characters.
I think we should be open to ability types as long as they limit it to at most 1 non-activated passive and 1 "ultimate."

Quote from LoTu)S
Have a total of X points and distribute it among stats. Attack, defense, speed. Something like that.
That was actually going to be another question of mine, whether we want starting attribute points or not. I like the idea of having a set number of points that you assign at the start of the game. Maybe you can redo them between rounds, too. I think this would also make different play-styles more interesting as we probably wont have levels.

Quote from name:Cardinal
@DevliN: the guidelines I posted in the other topic were purely brainstormed (ie. not for a cut+paste job )... I think that Movement speed should be given more freedom, maybe 1.5 to 3.0. But just stress the point about balancing Movespeed in relation to Hitpoints.
Yeah, I figured. The "Guidelines" can be changed around and whatnot, no problem.

Quote from name:Cardinal
We should have varied arenas. So a large-ish map. With maybe 3 or 4 different Arenas. They will all vary in size, terrain, features and general theme. A dialog-vote system should obviously determine the game-mode.
I agree, and I like the different modes. Adding them to the OP. :)

Quote from name:Cardinal
My idea for the Powerups is that they 'cycle' every 2 seconds, randomly. So a Health Pickup changes into a Wormhole, which then changes into Speed. We can use the % chance on a Morph effect to determine the rarity of the pickups. So everytime a powerup morphs, it has a 1% chance to become Quaddamage, but a 50% chance to become a Wormhole?
I'd prefer it if the powerups didn't randomly change only because that then leaves your fate up to chance rather than actual skill. If you're kicking ass and get wormholed right next to an enemy, that would suck.

Quote from name:Cardinal
As for a tileset... if we go for the Multiple Arena route (which I presume we will) we are going to need to be very careful with picking our 8 textures in a custom terrain tileset. So we can get the most variance out of the (very damn limiting) object. Maybe use 1 general Dirt texture as a base and then go for themed specifics on top?
I agree. We really need to take careful consideration with this one.

Quote from name:Cardinal
Also, call me a paranoid android or whatever - but can we somehow hide this topic (and the other Community project) from the general publicz0rs? And also somehow only allow certain (trusted) people to view/and/work on the community project? IE through being given a privledge to view the topic. If not, thats cool. Just had a terrible, terrible vision of some entrepreneurial type hijacking the topic and exporting it to malaysian sweatshops.
Unfortunately we can't.


Updated OP with:
Cardinal
Echo
Gatepro
Payne
LoTu)S

And keep in mind that everyone has to make his or her own hero and abilities. We can help balance and whatnot, but we can't do the work for you.

EDIT:
Also remember that this is based on the http://www.staredit.net/topic/12731/ so try to follow the rules in there, too. :D

Post has been edited 1 time(s), last time on Nov 21 2010, 5:28 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 21 2010, 5:29 am Biophysicist Post #13



My dude:
Model: Shackled Ultralisk from the Castanar mission, Queen, Creep Tumor, Infested Terran.
Spells:
-Birth Queen: Summons a Queen, with a max of one.
-Infestation: Summons an Infested Terran loaded into the Queen.
-Consume Tumors: Kills all Creep Tumors in the targetted area to restore energy instantly.
-Unbind: Temporarily converts the hero into a normal Ultralisk, which is a lot faster and stronger and stuff.



None.

Nov 21 2010, 5:38 am DevliN Post #14

OVERWATCH STATUS GO

Added. :)

I had an idea for a game mode, but it may be too DotA-like. Essentially it would be a "Destroy the Base(s)" type of deal where the teams have to defend their small fortification while simultaneously having to destroy the other bases. This would theoretically be in two small areas (one for 4v4 and another for 2v2v2v2), and would involve small amounts of combative NPCs to automatically go out and attack bases.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 21 2010, 5:50 am o_o (TheGatePro) ~_~ Post #15



I have 2 questions and a suggestion. How many heroes are you going to have? And are you going to use all of the heroes? If you aren't, I suggest maybe we could vote the top 10 to get into the game, but to be fair, the person you made theirs can't vote for theirs.



None.

Nov 21 2010, 5:55 am DevliN Post #16

OVERWATCH STATUS GO

Hopefully we'll put in as many as we can. I honestly don't see more than 20 people participating in this anyway, so I'm not too worried about it. We'll use every hero that isn't over-powered or impossible to balance with the rest.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 21 2010, 6:47 am UnholyUrine Post #17



ANOTHER map?? you're pumping them out crazily fast!

I'll have a go at this.. but you'll need to give me some time to think about it :D
It's really just an ego booster for everything tho.. but I like it :D


// UNHOLYURINE
  • Model(s) Used: Hydralisk with Infestor's leaving a trail of gunk effect preferably. Second choice Infestor.
  • Health: 650
  • Shields: 0 (completely biological?)
  • Damage: ugh you guys made it so weird.. i have no way of guessing an average attack.. so right now.. i don't know..but an above medium ranged attack that looks like roach's attack.
  • Armor: read above
  • Niche/Playstyle: Ranged annoyance/killer with somewhat balanced stats/attributes/abilities (but a bit on the quick killer side)
  • Abilities: 3 active, 1 passive.
    [Q] Corrosive Urine: Ranged AoE that Covers an Area that slows units/heroes down and deals DoT for 5-10 seconds? (more focused on slowing people down).. Either that or: an AoE attack that, once infected, slow units down and DoT/removes all armor effects for the duration. Use bane's explosion effects or something like that. Cooldown/Energy requirements = okay
    [W] (Spawn) Urine Bomb: Think Infestor's Spawn Infested terran, where they can be spit a fair distance away as an egg. After 1 second, banelings with centrifugal hooks should spawn and attack closest unit(s). Make it so that the bombs are fast, but still fairly outrun-able. Also, make them fragile so that fast players can take them out. Damage should be fairly good. Banes, once spawned, should last 15-30 seconds so they can be set up earlier if needed (but can't spawn a mass of them). Works well in tandem with the first spell. Final note is that there shouldn't be any cooldown for them. They should be entirely energy dependent so that a player can wait and store energy to spam them.
    [E] Unknown: Unknown.
    [R] Unknown: Unknown.


I think it'd be important for people to describe how the hero wants to play out.. like how I added the "Niche/Playstyle"... I want to be somewhat balanced, but more on the high damage spell part that may also cause annoyance (such as slow/stun/silence)



None.

Nov 21 2010, 2:25 pm NicholasBeige Post #18




// CARDINAL
  • Model(s) Used: Archon, Fire and Psi Storm, and another, so far unknown.
  • Health: 50
  • Shields: 580
  • Damage: TBC: The normal archons attack but with 33/33/33 to cause an elemental effect.
  • Armor: TBC
  • Niche/Playstyle: Spellcaster/fighter. Elementalist. Earth, Wind (storm) and Fire.
  • Abilities: 4 Active (subject to change)
    [Q] Gale Force: An AoE Spell which effects a Cone shaped area. Units movement speed is slowed to 0 over 2 seconds, and then they are 'pushed' or 'blown' away from the Caster Point. Alternatively, this will spawn a Totem like unit, which attacks but has a similar knockback effect to above. This ability might cause damage through randomly generating a storm (lightning strikes). That is undecided however.
    [W] Earth Spell (unnamed): Got a few options here. Either something which creates a 'Wall'. This wall collapse after a few seconds and deals x damage to anyone near to it. Alternatively, a Stone Prison, which traps a target unit for a few seconds. Final idea, would be a defensive buff which slows the Archon down, but increases shield armor by a ridiculous amount.
    [E] Conflagrate: The Fire Spell. It will be an effect - target point. And will launch a yamato missile which explodes at the target area knocking back and dealing damage to anyone hit by it. It will also have a chance (or definitely) leave behind some burning flames which deal damage over time to people caught in the region. Alternative idea is to recreate the mission in which the Protoss are flaming that planet. Only make the effect 2 grid squares wide and have it slowly move away from the Archon to the direction it was cast, doing severe damage over time.
    [R] Final ability (unnamed): Either a way for the Archon to change into a permanent element... For example every time you cast this ability he cycles through Fire > Storm > Earth > Fire. When in a particular mode, some element spells become stronger and others become weaker.


As for the niche/playstyle of this hero... ultimately I wanted to create something fun and enjoyable. I really want to go wild on the aesthetics of his abilities. Particularly Gale Force, I want to get it just right so that it takes into consideration the direction a unit is currently facing and moving. So, units which are moving away from the Caster, they will get accelerated faster! However, units which are moving towards the caster, will have to get slowed down to 0 then start being accelerated backwards. Make sense?

The Earth Spell.. another thing I really wanted to promote was synergy between his abilities. There is nothing cooler (in my opinion) when you cast a handful of abilities which all work together. As opposed to having 1 really good ability and just using that all the time :wtfage: boring... So yeah, the Earth Spell is designed to either Trap an individual unit, or to create a wall which blocks multiple units (and missiles obviously). I figured that my Hero needs something defensive. Both ideas so far for Earth have synergies with Wind and Fire.

The Fire Spell... well, he needs to do straight damage somehow! It is either going to be (as mentioned above) a "fire-ball explode on impact leaving damage over time", or "slow moving fireblast, aoe damage over time". Undecided as to what to do just now.


As for the Ultimate... would that sort of mechanic be allowed?



None.

Nov 21 2010, 4:43 pm Lingie Post #19



Oh what the hell, I wanna' be a hero too.

Lingie (The Pink and Fluffy Zergling)

Model: Zergling
Health:450
Shield: 0
Damage: A reasonable number for a fast attack speed.
Armor: 0
Speed: 3


Abilities:

[Q]: Lunge: A simple lunge towards his target. When reaching the target, Lingie's evasion is increased by about 10~20%, but only lasts about four seconds. Deals moderate single-target damage. Medium/Low cooldown.

[W]: Creeping Death: Lingie launches a bomb like device that spawns an area of creep at the target area. Deals damage to anything it hits, while also reducing enemy movespeeds in the area of the creep. Lingie's speed is also minorly increased on the area of the creep. The creep dissapates after five seconds. Deals moderate AoE damage to the area of the explosion. The slows shouldn't be life threatening, about 15~20%. Lingie's speed boost should be about 5~10% of his flat movespeed. Medium cooldown.

[E]: Metabolic Boost (Passive): Lingie's evasion is increased by 10~20%.

[R]: Fury of the Swarm: Same effect as Creeping Death, except a revolver of Zerg Drop Pods are launched at Lingie's general position, and randomly strike around him, giving the same creep buffs and debuffs also as Creeping Death. The pods deal significantly more damage however. There should be about either 15 or 20 pods dropped, with an interval of about a second between each pod dropped. These pods SHOULD NOT isolate enemy heroes and drop on them. The area around Lingie should be about a screen tall, max. Large cooldown.


Basically, the point of Lingie is speed, using his speed to either hound down enemies, or escape them at will. For this, Lingie doesn't have much health, though he does have an evasion skill to save him from normal attacks periodically. Also, to those who play LoL, think of his ult like Gangplank's, but it follows Lingie, and provides a bit more of a devistating blow.

Note: Don't name my hero up top for Rammus, but rather Lingie, or Darkling. Whichever.

Post has been edited 5 time(s), last time on Nov 21 2010, 5:05 pm by Rammus.



Lingie#3148 on Discord. Lingie, the Fox-Tailed on Steam.

Nov 21 2010, 4:53 pm NicholasBeige Post #20



Erm, Rammus - there are no Levels for abilities, update your post :P...

Also, I think a 500 hitpoint Zergling is a bit excessive... especially since it is focussed around speed and DPS. But That will be modified later.



None.

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