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Io-, An AoS by Kaias and Lethal_Illusion

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Creator: Kaias
Time: Apr 1 2010, 4:01 pm

Post #1     Kaias Apr 1 2010, 4:01 pm

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By Kaias and Lethal_Illusion

Preface:
We began this map a while ago with the goal of making a simple AoS with outrageously small dimensions. Originally
it was intended to be merely a weekend project, but like anything that involves two experienced triggerers, plans
escalated and the project is no longer just a three day stint. The filesize of this map is going to be HUGE, and as
such will not be Battle.Net transferable.

Specs / Features / Systems:
6 player AoS (2 teams of 3)
64x12 Jungle terrain
200k triggers
8x8 pixel location grid
Mouse detection EUDs
Key detection EUDs

Battle System
Incorporates a vHP system that allows both normal unit attacking mechanics and spells that directly damage the appropriate units.
Unfortunately, because this battle system involves EUDs this map is not Mac compatible. Does not use DDS.


Stat Display
Because we want units to have dynamic maximum healths and normal unit health denominators are not adjustable, the percentage
of health a unit has will be shown on a unit and the health of the selected unit will be displayed in your Protoss Supply Counter.
Attack damage and Armor of the selected unit will be displayed in the Zerg Supply Counter (with current supply used being damage and
maximum underling control representing the armor). Leaderboard can be (individually) selected to show various virtual statistics.


Skills & Spells
In a mix between Defense of the Ancients and Mass Effect 2, each selectable hero will have 3 abilities and one ultimate: each ability
upgradeable 4 times and the ultimate 3 times. On the last upgrade for each ability (including ultimate) the player will be able to specialize
the ability between two options (IE making your fireball do more damage or making it explode on impact). Abilities cost 1 spell point to
upgrade the first and second times, 2 spell points for the third level, and 3 for the fourth level of spell (specialization). Ultimates will cost
2 spell points for the first level, 3 for second, and 4 for the final specialization. Each level gained will yield the Hero with 2 spell points.


Custom Voices
We plan to make a rudimentary voice over system so that each hero has a voice other than their default. It is very imperfect in its current
state. We'll mostly use Warcraft III voices, however, if you're feeling bold enough to record yourself and send me the audio files, I'll at least
consider adding them, if they are done well and fit a Hero.


AoS Mechanics
The 'structures' to protect will be Trees. Creeps will be Infested Kerrigans and Durans.

Items:
Each hero will be able to buy and hold up to 6 different items. This includes consumables (IE Life Salves). Items will potentially modify
health, mana, armor, damage, regens, and give special abilities.

List of Items To Be Slowly Built and Announced

Hero Roster:

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Heligaia


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Necromancer


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Cerulean Mage


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Obeah Pest



List of Heroes To Be Slowly Built and Announced


Screenshots:
(user posted image)
(user posted image)

Progress

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A special thanks to Samsizzle, SuicidalInsanity, Yoonkwun, Morphling, qPirateKing, Rockz, Wormer, and Howler.

-Kaias & Lethal_Illusion
This post was edited 10 times, last edit by Kaias: Apr 20 2010, 3:58 pm.

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Post #2     CecilSunkure Apr 1 2010, 4:24 pm

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Hold on, vHP all the while incorporating normal unit attacks? How?

200k triggers? Erm I hope they weren't all created with the trigger wizard, what were they made with?

Also: I love the idea of using Howler trees as the things to protect.
This post was edited 2 times, last edit by CecilSunkure: Apr 1 2010, 4:55 pm.

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Post #3     Excalibur Apr 1 2010, 4:27 pm

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On your six boss!
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April fools to you too.

Is it in you now?
To watch the things you gave your life to broken
And stoop and build them up with worn out tools
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Post #4     Devourer Apr 1 2010, 4:28 pm

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It's a joke because "special thanks to.... and kidblaze" <-- come on. Wtf.

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Post #5     fat_flying_pigs Apr 1 2010, 4:40 pm

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LOL! I was just wondering how 200k triggers would run. Trigger lag galore.

(>^^)>
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Post #6     CecilSunkure Apr 1 2010, 4:41 pm

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Well wouldn't they only lag if massive amounts were firing per cycle?

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Post #7     ImagoDeo Apr 1 2010, 4:48 pm

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Back! Maybe.
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My sound file exceeds my global storage capacity - where do I send it, seeing as I can't attach it to a PM?

"We live, as we dream - alone..."
-Marlow, Heart of Darkness
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Post #8     Excalibur Apr 1 2010, 4:48 pm

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On your six boss!
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Howler, RISKED911 and Kidblaze.

I mean come on people. :P

Is it in you now?
To watch the things you gave your life to broken
And stoop and build them up with worn out tools
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Post #9     Kaias Apr 1 2010, 4:52 pm

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Quote from fat_flying_pigs
LOL! I was just wondering how 200k triggers would run. Trigger lag galore.
You'd be surprised how many triggers Starcraft can handle. It helps that the map is very small (64x12) and there aren't a lot of units (the most unit intensive system is the supply display). It's ~200,000 because we're using destination detection for 6 players, and the X and Y coordinates are combined. Some sectioning off and good use of switches also helps alleviate any burden the destination detection might incur.

EDIT: I should also mention it employs an 8x8 pixel pure location grid.

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Post #10     [Riney]:] Apr 1 2010, 5:12 pm

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NO
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That would be a pretty hot map though...

Maybe one day...

For those with too much time on their hands: [Le Click]
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Post #11     CecilSunkure Apr 1 2010, 5:13 pm

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Quote from [Dark_Marine]:]
That would be a pretty hot map though...

Maybe one day...
Yeah, any idea when the release will be?

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Post #12     Kaias Apr 1 2010, 5:15 pm

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Quote from CecilSunkure?
Quote from [Dark_Marine]:]
That would be a pretty hot map though...

Maybe one day...
Yeah, any idea when the release will be?
No idea.

New Hero Details Added: (also in OP)

+
Heligaia


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Post #13     samsizzle! Apr 1 2010, 5:30 pm

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How come you stretched the banner image? And I suppose you guys will be finishing Crescent Dyne after this?

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Post #14     Devourer Apr 1 2010, 5:46 pm

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Quote from Excalibur
Quote
Howler, RISKED911 and Kidblaze.

I mean come on people. :P
It's fun how you are trying to say that Howler could never be part of such a project. His terrain skills actually could be shown in this map.

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Post #15     CecilSunkure Apr 1 2010, 5:47 pm

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Well yeah, the Howler trees. He needs credit for those.

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Post #16     Ahli Apr 1 2010, 6:22 pm

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Nothing yet! Almost done. Very powerful, very strong.
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So this is why you were asking me several times about scmdraft's trigger compiling limits... ^^
I completly have no idea how much of this is an april's joke :)

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Post #17     Vrael Apr 1 2010, 7:00 pm

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How much damage does the Pumpkin Knife do?

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Post #18     Kaias Apr 1 2010, 7:09 pm

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Quote from Vrael
How much damage does the Pumpkin Knife do?
11 Damage, 10% Evasion, +2 Mana regen

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Post #19     Lethal_Illusion Apr 1 2010, 8:52 pm

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Quote from CecilSunkure?
Hold on, vHP all the while incorporating normal unit attacks? How?
A combination of 'unit attack cooldown' and 'current unit target' EUDs can detect any physical attack (except projectiles such as the dragoon's attack). All stats, including health, are recorded as deathcounters, so all of them can be altered at any time.

Quote from CecilSunkure?
200k triggers? Erm I hope they weren't all created with the trigger wizard, what were they made with?
Kaias made them with MacroTriggers.

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Post #20     Positively Apr 1 2010, 9:18 pm

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Hm, do I believe you and fall for it again like last year when you said you were remaking Cresent Dyne..? :0. Hmmss.
This one has more detail than your other joke topic ;) .

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