Staredit Network > Forums > SC1 Map Production > Topic: Fury of Immortal Heroes (AoS)
Fury of Immortal Heroes (AoS)
Jul 25 2011, 10:34 am
By: MetalGear  

Jul 25 2011, 10:34 am MetalGear Post #1



it's time for

ultimate aos!


GENERAL

Another AoS map. Why, you ask? Because my previous maps had good potential but lacked some vital elements. This map will be my ultimate achievement. My main focus is re-playability, which means total customized control over hero development. Read on.


HERO DESIGN & CUSTOMIZATION

Heroes can learn up to 6 spells, and each serves a unique purpose. They also have unique attribute points (see list of attributes below) that can be infinitely upgraded to suit your style of play. Also, like my previous maps, weapons/armor can be upgraded by intervals of +10%. In this map though, you can also upgrade spell magic damage.

Hero attributes:
Energy: Increases mana by +50 and mana regeneration by +25%.
Knowledge: Increases gold by +2 ((for each kill) and xp by +5%.
Intelligence: Improves duration of spells by +6%.
Strength: Fortifies magical defenses by +10% (reduces duration of stuns/other effects and lowers impact of enemy magical damage).

You can upgrade attributes each time your hero levels. As you can see, you have complete customized control over hero development.


Suggested styles of game-play:
Spammer: Choose a magical-attack hero. Upgrade energy and magical damage, whilst spamming magical attacks on rival heroes (forcing them to retreat to heal at base) .
Xp Builder: Choose a hero with good physical damage. Upgrade weapons and knowledge and out-level your opponents.
Tower Killer: Choose any hero. Upgrade armor and attack computer units from their spawn area, allowing allied computer units to destroy towers.
Stun & Damage Combo: Between you and your ally, choose a physical damage hero and a stun hero. The stun hero upgrades intelligence (makes stuns last longer) whilst the player with good physical damage upgrades weapons. Attack a rival hero together to kill.


HEROES

Note:
The following spell descriptions are not the actual ones used in the game. They are just brief explanations for clarity’s sake.

[collapse Phantom Warrior]


Active spells:
(1) Mirror Images: Creates 3 dark templars and briefly improves passive ability. Dt’s deal 25% of hero’s damage.
(2) Reform: Switches position with a dt so you can evade attacks and confuse your enemy.
(3) Ghost Walk: Goes invisible.
(4) Phantasm: Creates images of allied/enemy heroes. Images deal 100% damage. Has good range.

Passive spells:
(1) Image Mastery: Gives a 5% chance to create an image every half a second.
(2) Illusory Shield: Gives a 30% chance to evade magical attacks.
[/collapse]
[collapse Hell Demon]


Active spells:
(1) Mighty Blade: Teleports to a nearby rival hero and stuns for 1 second.
(2) Satanic Offering: Restores shield points and gains +50% magical resistance.
(3) Hellish Blast: Deals 300 instant damage to an enemy hero and temporarily lowers their spell defenses.
(4) Metamorphosis: Morphs into a zergling.

Passive spells:
(1) Devil’s Pact: Restores 666 shield points every time you kill a unit.
(2) Enchanted Blade: Gives a 65% chance to instantly destroy a spawn unit each time you kill something (gives you +XP and +gold) .
[/collapse]
[collapse Soul Hunter]


Active spells:
(1) Soul Rip: Deals damage based on the amount of units you’ve killed.
(2) Holy Bond: Teleports enemy heroes 5 seconds back in time and drains 100 mana.
(3) Ethereal Link: Gains +20 mana and +0.5 strength from each nearby spawn unit.
(4) Soul Steal: Gives all surrounding spawn units to you.

Passive spells:
(1) Spirit Heal: Heals you every 10 kills.
(2) Soul Extension: Gives you +2 knowledge each time you kill a hero .
[/collapse]
[collapse Voodoo Witch]


Active spells:
(1) Impalement: Summons a lurker every 1.5 seconds from your position.
(2) Fatal Unity: Creates a critter near an enemy hero. Damage received by the critter is then transferred to its target.
(3) Hex: Makes enemy heroes go berserk and also disables spell-casting abilities for a brief duration.
(4) Dark Ritual: Completely restores hit points of all nearby allied units and heroes.

Passive spells:
(1) Obsidian Magic: Converts spent mana to gold.
(2) Witch’s Essence: Reduces re-spawn time.
[/collapse]
[collapse Glacius]


Active spells:
(1) Frost Shield: Gives +50 armor.
(2) Glacial Blast: Assaults surrounding units with an explosion of ice (scarabs).
(3) Icy Ground: Drains mana from moving enemy heroes and also slows their movement speed.
(4) Freezing Field: Creates a huge formation of glaciers around you. Heroes caught inside the field have their strength reduced by 100%. Also, any unit that collides with a glacier gets frozen and is dealt damage.

Passive spells:
(1) Chilling Presence: Raises mana regeneration for allied heroes by +150%.
(2) Cold Touch: Increases enemy cooldowns by +3 seconds.
[/collapse]
[collapse Anodic Assassin]


Active spells:
(1) Relocate: Teleports to an allied building.
(2) Electro-storm: Creates a series of explosions that automatically follow enemy units.
(3) Gateway: Teleports to an enemy hero anywhere on the map, and then teleports back to original position after a short duration.
(4) Static Charge: Kills all surrounding spawn units and stuns rival heroes.

Passive spells:
(1) Impulsive Current: Gains mana from slain units, based on your energy.
(2) Diffusion: Blocks 50% of magical damage.
[/collapse]
[collapse Engineer]


Active spells:
(1) Auto-cannons: Creates 2 goliaths.
(2) Interconnection: Gives you control of nearby cannons.
(3) Torturous Rocket: Launches a rocket towards a rival hero. Damage increases every 5 seconds.
(4) Demolition Gun: Creates a siege tank with incredible damage.

Passive spells:
(1) True Prosperity: Gives you extra gold each time you slay a unit.
(2) Engineer’s Manual: Decreases cooldowns by 5 seconds .
[/collapse]
[collapse Thor]


Active spells:
(1) Voltaic Shield: Makes you invincible for a short duration.
(2) Bombardment: Creates a series of explosions around you.
(3) Feedback: Prohibits rival heroes from casting spells.
(4) Force Field: Forces enemies towards you. Has huge range.

Passive spells:
(1) Electromagnetic Link: Hastily regenerates mana near allied buildings.
(2) Jarring Frequency: Disables enemy passive spells whenever they are near you.
[/collapse]


DOWNLOAD AVAILABLE

Fury-of-Heroes(v1.9).scx

Post has been edited 21 time(s), last time on Aug 17 2011, 6:50 pm by MetalGear.



None.

Jul 25 2011, 3:25 pm FoxWolf1 Post #2



Oh neat, a new AoS! I'm a little worried about the "XP Builder" strategy's balance, since it was a very powerful strategy in your previous map, but then, balance is something that usually takes many versions and a lot of time to get just right, anyway, so if things need to be tweaked a bit, it's not a big deal. I won't say much about the spells, since I believe that it's only possible to really know how such things will play by actually playing the game, but one quick question: when Hell Demon's second passive destroys a spawn, will you receive XP for that spawn? If not, it seems like buying that ability would mainly serve to reduce your growth rate by destroying your food.

Also, do you have any screenshots of the terrain yet? I find that good terrain is important to an AoS: it needs to be narrow enough that maneuvering is necessary to avoid spawn-trapping (and get the other guy trapped), while also wide enough that you don't have to get stuck. If things are too open, it becomes too easy to just start walking away when your HP becomes dangerously low, and battles wind up not requiring much micro, since one spot on a wide-open lane is as good as any other so long as the range to your target is right; on the other hand, if they're too narrow, the trapping gets really annoying, maneuvering is eliminated (once again ruining the micro), and a large element of luck is added, where you can get screwed over by spawns coming at a bad time and not being able to do anything about it. Also, crossing-over points between lanes are important, since they play a large role in killing heroes.

What do you have planned in terms of vision? Will the map always be revealed (which makes it trivial for a hero to run away from a stronger one)? Always dark (which means that players get no respite from the possibility of ambush)? It sounds like a little thing, but it does change the actual gameplay quite a bit.

Anyway, I'll look forward to trying this out!


Post has been edited 1 time(s), last time on Jul 25 2011, 3:33 pm by FoxWolf1.



None.

Jul 25 2011, 3:35 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I FIND EVERYTHING WRITTEN WITH CAPSLOCK A LITTLE BIT HARD TO READ BECAUSE EVERYTHING LOOKS CLUSTERED AND I CAN BARELY SEE THE END OF A SENTENCE WHICH ISN'T OPTIMAL IF YOU WANT TO READ THE SENTENCES. SO BETTER WRITE THE NORMAL WAY EXCEPT YOU WANT TO EMPHASIZE SOMETHING. BUT YOU COULD USE COLOUR FOR THAT.

-How do you do the rocket with increasing damage? EUD actions?
-How do you implement the 5 seconds back in time thing? Do you keep track of the hero's location every second and save the 5 seconds with 5 location's per hero?




Jul 26 2011, 2:13 am MetalGear Post #4



Quote
I'm a little worried about the "XP Builder" strategy's balance, since it was a very powerful strategy in your previous map
Believe it or not, it wasn't that effective in my previous maps. Most players upgraded the intelligence attribute instead to improve spells. So I added +5% XP gain and double gold to knowledge. It will balance out, because a player who spends level points on +gold and +XP will lack magical prowess and spell defenses. On a further note, I made the strength attribute particularly effective so that players can focus on other attributes instead of pure defense. Lots of strength points do help though block magical damage. And like you said, I can balance during BETA testing basically.

Quote
when Hell Demon's second passive destroys a spawn, will you receive XP for that spawn?
Yes, you get +XP and +gold for the extra unit killed. The reason I gave him this ability is because he's a melee unit and also lacks summoning spells and has no area damage.

Quote
Also, do you have any screenshots of the terrain yet?
Soon. I'm still working on the terrain. However, don't expect anything amazing, terrain is my weakness. I will try my best!

Quote
it needs to be narrow enough that maneuvering is necessary to avoid spawn-trapping
Most of the heroes have some sort of chasing spells. To be honest, unit blockage I find hell-annoying, especially with bigger units. The terrain is fairly spacious as of present. That could change though.

Quote
What do you have planned in terms of vision?
The entire arena will be revealed all the time, for a few reasons.
(1) The heroes magical range is further than their sight.
(2) Fog can be quite annoying.
(3) Seeing your opponents allows you to reconsider lane choice without wasting time travelling between lanes.


Quote
How do you do the rocket with increasing damage? EUD actions?
The rocket uses magic damage (scarabs) to deal damage. No EUDs.

Quote
How do you implement the 5 seconds back in time thing? Do you keep track of the hero's location every second and save the 5 seconds with 5 location's per hero?
Exactly!



None.

Jul 26 2011, 2:34 am ClansAreForGays Post #5



I'm starting to think you're a really good mapper. Finish something %100 and be added to the Hall of Fame!




Jul 26 2011, 4:44 am Sacrieur Post #6

Still Napping

Quote from ClansAreForGays
I'm starting to think you're a really good mapper. Finish something %100 and be added to the Hall of Fame!

Pretty sure just finishing a map earns you a spot.

Tuxlar was the only one who really finished anything around here.



None.

Jul 26 2011, 6:52 am Wormer Post #7



Quote from MetalGear
Quote
it needs to be narrow enough that maneuvering is necessary to avoid spawn-trapping
Most of the heroes have some sort of chasing spells. To be honest, unit blockage I find hell-annoying, especially with bigger units. The terrain is fairly spacious as of present. That could change though.
A random thought: you may add a "jump" ability to avoid blockage by making a powerup under hero which will cause cluttering.



Some.

Jul 26 2011, 12:44 pm MetalGear Post #8



I'm definately going to finish this one. It may take a while to balance though. And I may add extra characters and a shop system later, we'll see how BETA turns out I guess. Should be done in a couple of weeks. Maybe three.



None.

Jul 28 2011, 8:01 pm samsizzle Post #9



I like the way you do your text aesthetics. Everything looks generally neat and tidy, which was a problem for me in other AoS maps. What about the terrain?



None.

Jul 31 2011, 12:04 am MetalGear Post #10



Thanks. I've spent long hours doing those text effects! You can browse through all your spells as well, which includes information on spell cooldowns, mana cost, and some nice storylines for added effect.

The terrain is looking pretty average at the moment. I'm going to focus on that last, once I get the gameplay up to scratch and the bugs out the way.

By the way, I'm making fast progress. 6 heroes complete. I just have to show off the Goliath's
Electro-storm spell. The picture below shows how it works. Basically, you just cast the spell, and explosions automatically track and chase down enemy units. My best spell yet! The explosions keep going after the targeted unit. You get a maximum of 14 explosions that covers a long distance (about 21 tiles). The spell has a 4 second cooldown so you can rip the battlefield apart. It's also good for hunting down fleeing enemy heroes.





None.

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