Staredit Network > Forums > SC1 Map Production > Topic: Magical Divinity - ultimate AoS
Magical Divinity - ultimate AoS
Feb 22 2010, 5:29 am
By: MetalGear
Pages: 1 2 34 >
 

Feb 22 2010, 5:29 am MetalGear Post #1



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Magical Divinity
Special thanks to xnikozx and other SEN members
Specifications

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Size: 256x256
Tileset: Jungle
Type: AoS
Players: 6
Cool Stuff

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- Direct damage system.
- 8 unique heroes + 57 spells: includes passive abilities.
- Excellent sound and visual FX.
- Hero attributes system.
Intuition: Increases mana capacity and mana regeneration rate by +1%.
Estates: Adds 1 gold to earnings through kills.
Strength: Improves defenses against incoming spells by +1%.
Aptitude: Upgrades prowess of your spells by +1%.
- Infinate upgrades.
Hero list

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Mind Breaker


Soul Hunter


Time Sorcerer


Explosives Specialist


Reality Hacker


Illusionist


Berserker


Hell Warrior


Post has been edited 58 time(s), last time on Jun 18 2010, 3:00 pm by MetalGear.



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Feb 22 2010, 5:59 am stickynote Post #2



I think you have your spell shield and energy burn descriptions swapped. Anti mage, bit dotaish? I like your proposed attribute system and your willingness to allow the community to help you. If you are willing to take criticism/suggestions, here's one. Let the community create the heroes for you using your proposed stat distribution limit. From your previous work, I know that you are not very creative, especially when it comes to naming. Let the community create the heroes and you have the final say as to what goes in the map and what doesn't.



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Feb 22 2010, 6:10 am MetalGear Post #3



oh thanku i didnt notice! yeh the idea is to let SEN members basicaly design the map and i will just fine-tune the characters and make suggestions. i used Anti-Mage as just a quick example and there 2 more spells for you guys to think of for him. so... start posting :D



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Feb 22 2010, 6:56 am DevliN Post #4

OVERWATCH STATUS GO

You need to add screenshots or this will be closed.



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

Feb 22 2010, 6:42 pm MetalGear Post #5



okay guys so the topic at the moment is focusing on getting the heroes built. feel free to suggest adding bits in or taking things out. need a total of 12 heroes :) be fun and creative!



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Feb 22 2010, 6:57 pm Norm Post #6



You want to do something unique?

Have a game with a minimal selection of base heroes (like 3-4).

Each Hero is semi-generic, and multiple players can pick the same hero.

Before the fighting starts, plop the players in a shop type thing and give them a set amount of starting cash. Then, have an epic selection of items, spells, stats, specials, upgrades, equipment, etc that REALLY makes any character unique despite picking the same base hero.


Another advantage of this is that you can shape the arena to be more interesting for 3-4 heroes than you can for 12+.



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Feb 22 2010, 7:02 pm samsizzle Post #7



I have yet to see a selection detection based shop/hero choosing thing in a public map.



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Feb 22 2010, 7:05 pm ClansAreForGays Post #8



I just want to say that unit death animation looks really frikkin cool. Scorpion thing?

If you don't scrap the DDS this time, you'll have something every AOS map wishes it had.




Feb 22 2010, 11:18 pm MetalGear Post #9



Quote
You want to do something unique?

Have a game with a minimal selection of base heroes (like 3-4).

Each Hero is semi-generic, and multiple players can pick the same hero.

Before the fighting starts, plop the players in a shop type thing and give them a set amount of starting cash. Then, have an epic selection of items, spells, stats, specials, upgrades, equipment, etc that REALLY makes any character unique despite picking the same base hero.
i thought about doing something like this. id probably make it more of a hero arena type map if i decided to do it. however for the moment im doing this :)
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I just want to say that unit death animation looks really frikkin cool. Scorpion thing?

If you don't scrap the DDS this time, you'll have something every AOS map wishes it had.
yes its the scantid. all the magic spells will use unique graphic FX like this. oh and im definately keeping the DDS. its an absoluate deal breaker lol and im listening alot more to SEN people now. ive learnt that you guys actually know what youre talking about.



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Feb 22 2010, 11:57 pm UnholyUrine Post #10



Here're some theoretical problems that I can see

1. Time Sorcerer's "Backtrack" is meh. It'd screw up the players who wants to attack with the sorcerer. I recommend NOT moving the time sorcerer back in time, but maybe move the attacking enemy heroes back in time, or simply make the time sorcerer invincible for a second or so. Personally, I'd prefer the latter, because if I suddenly just get moved while attacking.. is really freaking annoying.

2. Distortion Aura... lol have fun triggering that... Why don't you make it so that it just slows the cooldown for enemies and speed up the cooldown for allies

3. With the Time Sorcerer's Distortion aura and Borrowed time, I assume that spell cooldown plays a MAJOR factor in your game. Remember that this is a dynamic type of game, and I hope you have realized your previous mistakes of making everything too discrete. Instead of working against the fluidity of AoS's, you should use it to your advantage. Basically, if you want the two spells i listed above to be any good, you'll have to give many heroes significant spell cooldown, which will in turn affect your game's gameplay styles and mechanics. So, you've been warned! THINK ABOUT THIS CAREFULLY! ! !

4. Anti-mage = rip off of dota = FLAME!!! :D :D -- try to make another character with the same niche D:

5. Last but not least, your previous games has shown us what you're good at, and also what you're really bad with... It's hard to get anyone to work with you, but I highly recommend you to get someone else to brainstorm spells, and accept their opinions. You're good with discrete, mathematical things, but you are not creative at all, and you (so far) lack the ability to work with really dynamic systems. So, if u can team up with sm1 who can, then it'd be a double-win :D.

I'm not trying to be offensive, I just want to point these things out before you spend so much time again on another AoS that no one will play. I don't want you to make the same mistakes... trust me man, you've got skills, but they aren't the best for this genre of games.

-- remember to make more spell effects :)
~Unholy

EDIT:
@Passive abilities - Due to SC's limitations and our previous experiences with your earlier maps.. i suggest you stick to one passive ability, and 4-5 spells, with the SAME # of spells per hero. A Passive ability is already interesting and different enough.
Also, how are the passive abilities researched??



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Feb 23 2010, 12:21 am Biophysicist Post #11



What happened to our hacking a computer AoS?



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Feb 23 2010, 2:18 am MetalGear Post #12



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1. Time Sorcerer's "Backtrack" is meh. It'd screw up the players who wants to attack with the sorcerer. I recommend NOT moving the time sorcerer back in time, but maybe move the attacking enemy heroes back in time, or simply make the time sorcerer invincible for a second or so. Personally, I'd prefer the latter, because if I suddenly just get moved while attacking.. is really freaking annoying.
it doesnt literaly move you back in time. it just evades the spell damage. you just read the description too literally :)
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2. Distortion Aura... lol have fun triggering that... Why don't you make it so that it just slows the cooldown for enemies and speed up the cooldown for allies
the triggering gets alot more painful than this lol trust me... this will be part of the attribute system which all the spells run off.
Quote
3. With the Time Sorcerer's Distortion aura and Borrowed time, I assume that spell cooldown plays a MAJOR factor in your game. Remember that this is a dynamic type of game, and I hope you have realized your previous mistakes of making everything too discrete. Instead of working against the fluidity of AoS's, you should use it to your advantage. Basically, if you want the two spells i listed above to be any good, you'll have to give many heroes significant spell cooldown, which will in turn affect your game's gameplay styles and mechanics. So, you've been warned!
yep im going to have to do alot of production testing to get things right. i usually devote alot of time to looking at this kind of stuff anyway so it should be fine as long as i take everything into account. some spells may seem overpowered but im hoping the heroes will balance out by controlling other factors.
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4. Anti-mage = rip off of dota = FLAME!!!
lol yeah i guess so... classic character type though. anyway the heroes are up to you guys, not me. im just trying to give some examples and get things started by developing those few characters in the topic.
Quote
5. Last but not least, your previous games has shown us what you're good at, and also what you're really bad with... It's hard to get anyone to work with you, but I highly recommend you to get someone else to brainstorm spells, and accept their opinions. You're good with discrete, mathematical things, but you are not creative at all, and you (so far) lack the ability to work with really dynamic systems. So, if u can team up with sm1 who can, then it'd be a double-win
yes i taken on board everything you said from previous maps and now i have found a creative partner. also im letting everyone contribute to the ideas and creative elements of the map as i have accepted my weaknesses :)
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-- remember to make more spell effects
there will be plentiful. im going to make sure nearly every spell has some sort of different visual effect.
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how are the passive abilities researched??
im still developing my ideas in how spells/passives will be gained. at the moment it may work like my last map where you get stat points for leveling up. this time i will use civilians though instead of medics. however i may change this system if i think of a better one.



None.

Feb 23 2010, 4:03 am fat_flying_pigs Post #13



- The Farmer (Normal High Templar - yes, I know it's not zerg)
- This guy is essentially just a spawn farmer + spell whore for most of the game. He can do massive damage late game. His build pays no mind to defense, but rather all intuition. After enough intuition is acquired, the play should get some aptitude to help his spells. He is a summoner, and "farms" his units. This hero will have to be tweaked if more than 1 player can have the same hero.
- Intuition points: 11
- Estates points: 11
- Strength points: 0
- Aptitude points: 0

- Spells:
Fertilize - Creates a "tree" (hatchery) at an area, then removes, simply to place creep. At X intuition (25 total?), it places a creep colony after, to maintain the creep/make a sunk/spore.
Plant - Creates 1 larva. At X intuition (30 total?) it makes 2 larva.
Water - Changes all larva to a different "level". (change between players: current player = L0, P9 = L1, P10 = L2, P11 = L3.) This spells requires [15,20,25,35] intuition respectively.
Harvest - Changes all larva to a unit based on levels. Maybe [ling, hydra, ultra, muta/defiler+queen/guard+dvr/infest+scourge]
Feast - Kills near by harvest (must use within X (5?) seconds of harvest) and heals your hero and/or gives your hero gas (and near by team mates...?)
Sacrifice - Kills near by harvest (must use within X (5?) seconds of harvest) and deals direct damage to near by enemy hero equivalent to "(unit level)*75 dmg" for each near by summoned unit. So a single level 3 summon would do 300 damage. Keep in mind, that the player need to have 35 intuition to get a L3 unit. (and the requirement to research/buy this spell?)

- Passives:
- Depending on time of day, or position on map, or X intuition and/or aptitude: give the player a pool, hydra den, ultra cavern, spire, and/or defiler mound, so they may build them with their larva (costs minerals rather than gas).
- If some requirement is met, the player may build a nydus. Allows teleporting of the summoned units, but not the hero.




Quote
Quote
how are the passive abilities researched??
im still developing my ideas in how spells/passives will be gained. at the moment it may work like my last map where you get stat points for leveling up. this time i will use civilians though instead of medics. however i may change this system if i think of a better one.

Use a worker and some minerals (& gas), like athlit did. It completely stops the walling/clogging problem. Another thought is to level each hero based on some variable. For the above hero, it could use intuition. For others, an different attribute, or an amount of Exp, or an amount of kills (or hero kills). It would be cool to see the heroes get spells differently than the "here's a skill point, now choose either get new spell, blah, blah, or blah."

Post has been edited 1 time(s), last time on Feb 23 2010, 4:09 am by fat_flying_pigs.



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Feb 23 2010, 10:39 pm MetalGear Post #14



hmm.. i like your ideas. especially how the spells relate to the intuition attribute and also how minerals are used to create units. also the nydus canal idea is really nice. im not 100% sure about the hero in general though. maybe if i could get some other ideas on him i would need to finetune him.
Quote
Another thought is to level each hero based on some variable. For the above hero, it could use intuition. For others, an different attribute, or an amount of Exp, or an amount of kills (or hero kills). It would be cool to see the heroes get spells differently than the "here's a skill point, now choose either get new spell etc
good idea... but im sticking to the usual leveling system. if everyone uses the same leveling system it saves people from getting too confused. it needs to be user-friendly and easy to learn.



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Feb 23 2010, 11:12 pm Norm Post #15



If you want to prevent "stat point" things from getting built up or clogging, just have each player with 1, and do a system where they exchanged EXP points (shown by custom score or something) for whatever the stat would be spent on. An advantage of this is that you can have different things cost different amounts to different people (or become dynamic)



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Feb 24 2010, 4:44 am LoTu)S Post #16



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The Farmer
i lol'd, the concept is good but the name is somewhat...unfitting?...misleading?...



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Feb 24 2010, 4:50 am UnholyUrine Post #17



Boring's more like it..

tho the idea behind it isn't bad.



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Feb 24 2010, 4:52 am stickynote Post #18



Rename it The Harvester of Souls and he will be a beast with a beast name and not a beast named Lily.

EDIT: Rename antimage to "Devourer" or "gg i pwn n00bs"



None.

Feb 24 2010, 4:53 am fat_flying_pigs Post #19



Quote from Norm
If you want to prevent "stat point" things from getting built up or clogging, just have each player with 1, and do a system where they exchanged EXP points (shown by custom score or something) for whatever the stat would be spent on. An advantage of this is that you can have different things cost different amounts to different people (or become dynamic)
But its annoying to have to wait to see how many civs you have, rather than your exp. And it's more annoying to have a switch toggle between them.

Quote from LoTu)S
Quote
The Farmer
i lol'd, the concept is good but the name is somewhat...unfitting?...misleading?...
Quote from UnholyUrine
Boring's more like it..

tho the idea behind it isn't bad.
Yeah, I didn't really know what to name it... I just had the idea of farming larvae... so... If they do use the idea, I hope they rename it something better.



None.

Feb 24 2010, 4:55 am LoTu)S Post #20



Harvester of Souls sound good, but the *cough*1 worded spells*cough*

Quote
- Spells:
Fertilize - Creates a "tree" (hatchery) at an area, then removes, simply to place creep. At X intuition (25 total?), it places a creep colony after, to maintain the creep/make a sunk/spore.
Plant - Creates 1 larva. At X intuition (30 total?) it makes 2 larva.
Water - Changes all larva to a different "level". (change between players: current player = L0, P9 = L1, P10 = L2, P11 = L3.) This spells requires [15,20,25,35] intuition respectively.
Harvest - Changes all larva to a unit based on levels. Maybe [ling, hydra, ultra, muta/defiler+queen/guard+dvr/infest+scourge]
Feast - Kills near by harvest (must use within X (5?) seconds of harvest) and heals your hero and/or gives your hero gas (and near by team mates...?)
Sacrifice - Kills near by harvest (must use within X (5?) seconds of harvest) and deals direct damage to near by enemy hero equivalent to "(unit level)*75 dmg" for each near by summoned unit. So a single level 3 summon would do 300 damage. Keep in mind, that the player need to have 35 intuition to get a L3 unit. (and the requirement to research/buy this spell?)

need a bit more fitting name.



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