Staredit Network > Forums > SC1 Map Production > Topic: Hero Fortress
Hero Fortress
Oct 27 2016, 8:10 am
By: MetalGear  

Oct 27 2016, 8:10 am MetalGear Post #1




I announced my final map a while ago. I was wrong. I'm back and I'm going to give another crack at the AoS style of map, one that I've been gradually mastering over the years. I've added some new cool features that will make this map stand out from my previous maps, and I'm putting a lot more work into balancing.

The only bad thing is that the heroes now have 3 spells instead of 4. And instead of upgrading passive abilities with XP points, you now buy items from the in-game shop.

To tidy this up, I've added a nice tutorial system, a key feature that my previous maps were lacking.



Tilset: Jungle
Size: 192*192
Players: 2 versus 2
Progress: 99%



How to Play
There are 2 teams. Each team must protect its Temple. To win, destroy the enemy Temple. Simple.

Runes
There are 2 rune locations on either side of the map that spawn bounty runes, granting 100 extra gold and XP.

Healing and Teleportation
You have a Robotics Facility that allows you to build a Reaver to heal (2 minute cooldown) and an Observer to teleport back to base (3 minute cooldown).

Level up points
Every time you level up, you get to choose one of the following upgrades:
  • Raise your health.
  • Raise your mana and mana regeneration.
  • Get money. Spend on weapons and armor.
  • Unlock spells. Total of 3.

Shop
There is a shop where you can purchase up to 9 items!

Quests
There's a total of 5 quests that initiate every 7 minutes. By completing quests, you'll attain rewards to help you in battle.



Master of Arms

Boom Dust: Stuns enemy heroes for 2 seconds and kills up to 3 weak units.
Lethal Rocket: Fires a deadly rocket towards the nearest enemy hero.
Mortar Strike: Hits an enemy with a Tank shot.
Air Strike: Fires a series of blasts, killing weak units and stunning enemy heroes.

Beastmaster

Rally: Takes control of allied creeps for 15 seconds.
Beastly Vigor: Forces enemy heroes to attack you.
Skeleton Army: Creates a huge army of melee attackers.
Nature's Call: Takes control of a nearby Ultralisk.

Phantom Warrior

Mirror Images: Creates 3 replicates of your hero for 10 seconds.
Enemy Imitation: Steals an enemy hero's second spell.
Phantasm: Replaces your unit with a hallucinated unit, allowing you to evade damage for 5 seconds.
Spectral Swap: Switches your location with the nearest enemy hero.

Engineer

Rewire: Takes control of enemy structures for 6 seconds.
Firestorm: Creates 4 Goliaths.
Mining Machine: Creates a machine that reveals an area for 3 minutes and generates gold.
Siege Gun: Creates a Siege Tank.

Iron Man

Telekinesis: Teleports enemy heroes to your location.
Concussive Blast: Stuns nearby enemies for 2.5 seconds.
Benefactor: Reduces spell cooldowns by 25%.
Energy Shield: Creates an area of invincibility for you and allies.

Magician

Arcane Bolt: Stuns an enemy hero for 2.5 seconds.
Restoration: Restores 200 mana.
Time Travel: Teleports you and nearby heroes back 10 seconds in time.
Hypnotize: Takes control of an enemy hero for 6 seconds.

Dark Fiend

Haunt: Tracks a nearby enemy hero and steals 50% of his income.
Impale: Creates a Sunken Colony.
Hex: Causes an enemy hero to become hostile to its allies.
Fatal Spikes: Creates a series of Lurkers.

Frost Mage

Freeze: Freezes an enemy hero for 4 seconds. Deals 300 damage.
Cold Feet: Slows down nearby enemy heroes for 6 seconds.
Frost Burn: Causes an enemy hero to become repeatedly stunned.
Ice Wall: Creates a barricade around you.

Juggernaut

Leap: Teleports to the nearest enemy hero and stuns for 1 second.
Warrior's Guard: Adds +30 armour for 10 seconds.
Battle Cry: Forces nearby enemy heroes to attack you.
Blade Fury: Deals a lethal blow (*3 damage) to enemy heroes anywhere on the map.



Post has been edited 20 time(s), last time on Nov 27 2016, 8:52 am by MetalGear.



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Oct 27 2016, 3:30 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

Obviously I have no clue how this map plays, but in my experience, using a Dragoon as a hero in AoS maps is a terrible idea. Dragoons are clunky and have terrible damage, and there's nothing really "fun" that you can do with them. Also having a spell create hallucinations is kind of a slap in the face because it's completely useless. Any competent player will quickly be able to figure out which unit is the real one.




Oct 27 2016, 4:25 pm Alzarath Post #3

Praetor

Quote from Dem0n
using a Dragoon as a hero in AoS maps is a terrible idea. Dragoons are clunky and have terrible damage, and there's nothing really "fun" that you can do with them.
I think it's work-able if they're a siege unit. Give 'em a really high damage output that makes them 'alright' against the other light units and makes them really strong against structures. Then again that makes them extra strong against bigger units too, which would probably be unintended.

Quote from Dem0n
Also having a spell create hallucinations is kind of a slap in the face because it's completely useless. Any competent player will quickly be able to figure out which unit is the real one.
That's assuming it's hallucinations and not, say, non-hero variants that deal a portion of the hero's damage. Though the wording being consistent with the Demon Witch's does make it sound more likely that they're hallucinations.




Oct 28 2016, 8:46 am MetalGear Post #4



Quote
Obviously I have no clue how this map plays, but in my experience, using a Dragoon as a hero in AoS maps is a terrible idea. Dragoons are clunky and have terrible damage, and there's nothing really "fun" that you can do with them.

Yeah I agree, the damage isn't great, especially against melee creeps. However, I've given the hero more attack damage than the other heroes, as well as an array of fun abilities with cool visual effects. (Note: I changed one of the spells for this hero recently.)

Quote
Also having a spell create hallucinations is kind of a slap in the face because it's completely useless. Any competent player will quickly be able to figure out which unit is the real one.

The spell that creates 'replicates' actually creates real units (the non-hero version) that deal a lesser portion of the hero's damage. So that's kind of useful despite being able to tell the genuine unit.

Post has been edited 2 time(s), last time on Oct 28 2016, 8:53 am by MetalGear.



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Oct 31 2016, 2:22 pm ScOULaris Post #5



Holy shit. A new MetalGear map in 2016? Welcome back!



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Nov 7 2016, 9:45 am MetalGear Post #6



Thanks. I'm only a couple of weeks away from map completion, perhaps less. I'll PM you for testing :)



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Nov 8 2016, 5:19 am Oh_Man Post #7

Find Me On Discord (Brood War UMS Community & Staredit Network)

Come donuts on iccup if you need testers




Nov 12 2016, 5:39 am Butch Post #8

PROFESSIONAL MAP MAKER

I had a chance to play this map today and I gotta say its a lot of fun. Very straightforward and most of the gameplay elements make sense. A lot of things could be improved in my own opinion tho. For example the runes seem kind of redundant because its only 100 exp and 100 gold which later on is super easy to get without the runes. Also a lot of the shop items seem super cheap for the bonus they give you. I think you should have to work a bit more for the shop items. I also honestly think the game would be a lot more dynamic/fun/interesting if it were 3v3. Altho I see with the jungle creatures it'd be hard to have a workaround. One solution would be to replace the white players creatures on the left side of the map with the first teams computer, and the right with the second teams computer etc.

Another thing that might be interesting to see, and I know I mentioned this in-game, is making everything closer together. It feels like theres a lot of walking in the map. It wasn't necessarily badly paced, I just like action more so its closer to my own personal opinion than anything else.

The sides of the map don't seem super worth fighting for, like I feel like there should be some great push for the sides of the maps that can quickly change the balance of the game.

All of these are mostly suggestions and I know you're refining the map probably as I type this. I enjoyed playing the map a lot. There were no goofy redundant things which I see in a lot of maps. Nice job Metal Gear, I look forward to seeing more of this.



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Nov 13 2016, 3:04 am MetalGear Post #9



Thanks for your feedback. I've improved the runes to give 150 gold and 150 XP (half a level requirement).

I agree, the game would be more fun if it was 3v3 and possibly extra lanes. I'll consider this for a future version, I'll just see how the map goes first.

As for the terrain, yea that's always been my weakness. I could revamp the terrain but it probably won't be much better.

Anyways, I submitted the map now, version 1.6, it's pretty much glitch free and ready to go. Enjoy.




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