First of all, download the map:
Secondly, here is the list of the abilities I tried to design. I stroke the ones I succeeded at designing:
- Deviate: Prevents a unit from getting hit by redirecting the damage on the caster. Lasts a certain amount of time and cannot be cancelled. (Very useful to save a player from death, though could be lethal against yourself too since you cannot cancel the spell)
- Mind Control: Temporary mind control, works on allies too. Drains energy over time, player can decide to cancel. Once the the spell has ended, enemies gain vision over caster's position. Caster cannot move when using this. (Allowing it to be casted on allies too gives me some great puzzle/boss/situation ideas)
- Magnetic Field: Creates a very intense field of magnetism which would attract any metal source. (Could be used to crush a guard with a metal box if the guard is between the box and the spell. Take care when using near your allies, some of them contain metal )
- Cloak: Cloaks the caster. Drains energy very fast. When stealthed, the caster cannot see anything and cannot move.
- Push: Pushes all units away from the target point, including allies. Doesn't deal any damage. No cooldown. Doesn't consume a lot of energy.
- True Blood: Takes away life from the caster to give it to the target.
- Twin: Creates an allied replicate of the target unit owned by the caster. This 'clone' cannot deal any damage.
- Speed Boost: See this.
- Blink: Stalker's Blink ability.
- Pierce: Shoots a quick bullet to the target unit/point. Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
- Maelstrom: Stuns biological units in a small AoE for a short time. Can stuns allies too.
- Communicate (Guard): Enemy spell. Only certain guards must be able to use it. Activated only when the Guard sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Communicate (Buzzer): Enemy spell. All Buzzers have this ability. Activated as soon as the unit sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Mind Control: Temporary mind control, works on allies too. Drains energy over time, player can decide to cancel. Once the the spell has ended, enemies gain vision over caster's position. Caster cannot move when using this. (Allowing it to be casted on allies too gives me some great puzzle/boss/situation ideas)
- Magnetic Field: Creates a very intense field of magnetism which would attract any metal source. (Could be used to crush a guard with a metal box if the guard is between the box and the spell. Take care when using near your allies, some of them contain metal )
- Cloak: Cloaks the caster. Drains energy very fast. When stealthed, the caster cannot see anything and cannot move.
- Push: Pushes all units away from the target point, including allies. Doesn't deal any damage. No cooldown. Doesn't consume a lot of energy.
- True Blood: Takes away life from the caster to give it to the target.
- Twin: Creates an allied replicate of the target unit owned by the caster. This 'clone' cannot deal any damage.
- Blink: Stalker's Blink ability.
- Pierce: Shoots a quick bullet to the target unit/point. Bullets deal damage to anything it encounters, including allies. Deals great amount of damage.
- Maelstrom: Stuns biological units in a small AoE for a short time. Can stuns allies too.
- Communicate (Guard): Enemy spell. Only certain guards must be able to use it. Activated only when the Guard sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
- Communicate (Buzzer): Enemy spell. All Buzzers have this ability. Activated as soon as the unit sees a player. Triggers a visual effect on the unit that is casting it. It should take about 6 seconds for a guard to be able to communicate to the HQ the players' position.
Thirdly, here is a list of the heroes and their respective spells:
- [Probe] Hares (semi-ranged, healer, drifts, quick life regeneration): Cloak, Deviate, True Blood, Twin.
- [Dark Templar] Pralid (melee, high attack, low HP, splash damage, gains life when dealing splash damage): Cloak, Push, Magnetic Field, Blink.
- [Zealot] Xoffa (ranged, high attack rate): Cloak, Speed Boost, Pierce, Maelstrom.
- [Immortal] Krusii (ranged, custom hardened shield, weaponry knowledge): Cloak, Deviate, Mind Control, Blink.
- [Dark Templar] Pralid (melee, high attack, low HP, splash damage, gains life when dealing splash damage): Cloak, Push, Magnetic Field, Blink.
- [Zealot] Xoffa (ranged, high attack rate): Cloak, Speed Boost, Pierce, Maelstrom.
- [Immortal] Krusii (ranged, custom hardened shield, weaponry knowledge): Cloak, Deviate, Mind Control, Blink.
I literally failed at doing 95% of this. I feel pretty gay to ask people to help me on this, but I already know this is the kind of stuff I will not figure out on my own. Moreover, I know my project has -a lot- of potential so I really want it to succeed.
Of course, I'd love to get explanation of what you've done to create the abilities.
Some more general questions that goes along with this:
- Where do we set the buttons for a custom ability, and how do we set its hotkey and description (tooltip) ?
- How do we make a unit gain life based on the splash damage dealt (taking in count ally splash damage too) ?
- How can we set Passive button that explains the characteristics (such as "Gains life when dealing splash damage") of a unit ?
- Thank you so much in advance! -
Post has been edited 1 time(s), last time on Aug 24 2010, 9:29 pm by payne.
None.