General_____________________________________
Map by: MadZombie/Terrain: by xYoshixI'm not sure what to name this Arena map so for know its being dubbed "HURR Arena" .Gameplay 2 teams battle for supremacy in the arena. Each team sends one of their heroes to combat in the arena and may tag out to switch spots with another hero. Heroes waiting to be tagged in stay on the side having their wounds healed waiting to be tagged in. First team to eliminate all of the opposites teams heroes wins the game.
Not entirely sure on the amount of spells per hero so I used a starport and a Gate way (total of 9 spells). Right now I'm thinking about having 6 Spells per hero but if things go well I might add more. I'd like everyones opinion on the amount of spells I should use, Maybe helping thinking of or bettering my own spell ideas, and telling me if some spell ideas don't really seem 'right' or are overpowered. Comon SEN, LEND ME YOUR POWER.
About the mapSee I'm trying to get my mapping skills up so I thought if I made a map from and easy category it would help out alot. So here it is, my Tag Arena map and all its lameness. I don't really have that high of an expection for this map since it's going to be my first and your not going to make the best map ever on your first try. Sadly my skills are so shot that I was wondering if someone would volunteer to be my 'go to' guy if i ever run into a triggering problem or need some help testing small parts. For the most part every idea I've thought of I also thought of how its going to be done trigger wise so thats okay I'm just saying incase a problem shows up here and their. I could use some help and I have a feeling they are going to come up alot.
ALSO the map isn't going to be called "HURR ARENA" (although everyone i've shown what i have so far thinks i should name it that). If theirs one thing i need your help on it's this. My mind draws a blank when it came to naming the map. Help. TERRAIN What does everyone think about the terrain? Should i make the arena larger or smaller? wider? Should I erase the extended terrain and just make it completely flat? I kinda like it the way it is (idk about the size though) because that way heros that are more in the middle of the arena have the higher ground and dont get the disadvantage of missing shots. yes/no?
SPELL IDEAS/HERO IDEAS_____________________________________
Sniper
Sniper - Terran ghost
Slow, powerful, status effects/vitals?
Unit stats: (Low health?) 5300hp High base attack (80-100?).
Possible spells:
1. Rend leg : Deals small amount of damage (mutalisk?) and can slows movement for short amount of time *or can be considered another spell if it completely stops movement.
2. Aim: legs: See *
3. Aim: arms: Deals small/decent damage (muta?) and makes it so the opponent allies with you for a set amount of time to imitate not being to be able to use arms? possible cancels ability to use weak(starport) abilities only.
4.Ghillie suit/Comouflage: Lets ghost cloak? invinciblity?
5. Aim: Torso: (700-1300 atk?) One hit. Most likely from a Stukov, it being a ground unit it has possiblity to suffer a disadvantage from low ground. Trying to get this to be on the medium to lower end of Snipers spell set
6. Aim: Vitals: (900- 1600) A more powerful variation of 'Aim: Torso'. Damage would be delt from a Battlecruiser. Will not suffer from terrain disadvantages. More on the higher end of Snipers spell set.
7. Rend: Essence: Deals a small amount of damage(muta?) and causes opponent to lose (Thinking about half of whatever the cost of this spell) mana. Around the middle of Snipers spellset. Good for stopping instant 1k's from opponents who were just tagged in or just preventing higher end spells for just a bit longer.
8. Rend: Stance: Deals (decent? 200-600) amount of damage from a (I guess) Hero muta or other short range air unit (it will spawn on opponent like most Rend and Aim moves). Causes opponent to (hypers) be given to Comp player With junkyard then given back to give the effect of being "blown" in a direction. If not the junkyard than it might make it so it that the opponent is tagged out and another opponent is tagged in. Semi decent avoidance spell.
9. Spotters Assistance/ Needs a name...: Summons a unit (preferable with no attack, Civilian? Critter?) that is the Snipers 'spotter'. As long as the Spotter is still alive, ALL Sniper spells will effect the opponent no matter where they are IN the arena.
10. idklol
Current Spellset:
Still not chosen
General
The "strategy" behind the Sniper hero is mixing powerful hit and runs with basic micro. Sniper comes into the arena, lets off his load (lul) by using spells that damage the opponent and prevent him from getting to the the Sniper AND then tagging out (I always prefered quickly cycling through heros in tag battles). Although sniper can't really prevent getting hit from ranged attacks he can make it harder for opponents to chase him around the arena. Spell range for some will be 9x7(tiles)
Alchemist
Alchemist - Unclean one
Very powerful spells with demanding conditions. Slow.
Unit stats: 7200hp, No attack. Swarm cost is undecided, maybe 100-130. Plauge being useable undecided.
Possible spells:
1. Azoth/Silver: Creates a total of 5 wraiths which are created over the summoner one at a time for one shot each.
2. Aqua Regia/Mercury: Creates a powerful shot from a guardian OR Multiple shots from multiple guardians. Either way they end up to do the same amount of damage but just do it differently. Thinking about doing multiple Guardians.
3. Midas/Gold: Creates an Arbitar that is used to cast stasis. Stasis'd units are not invincible.
4. Panacea/lead: Sets Defilers eneargy to 250.
5. Ferrum/Iron: Creates 1 (one) Iron vassal (Zealot) as a summon.
6. Henna/Copper: Creates a scourge on the Alchemist that travels towards the opponents location when the spell was cast. When the scourge reaches its destination it creates 9 Alan Schezars for one shot each.
7. Inquiry/Requires no materials: Sets defilers eneargy to 250
8.
Alchemist Materials:
Gold
Silver
Copper
Iron
Mercury
Lead
Current Spellset:
Still not chosen
General
All of the alchemists moves depend on the him casting his swarm to get random materials. Each object/material has health and can be destroyed by an opponent but aslong as they are out, the Alchemist can transmute some of that item (transmuting will not sacrifice the object) to cast a Powerful spell for its cost. The alchemist will have one of the strongest and highest damage to spell price ratio.
Arsenal
Arsenal - Jim Raynor
Quick, Spells have pretty good duration.
Unit stats: 6600 hp, 32 (Might be changed to less)attack with stim.
Possible spells:
1. Equip: Pistol: Creates a stacked ghost (100 atk?) that for aslong is in effect is centered on Arsenal for around 6(+-) seconds.
2. Equip: Flamethrower: Creates a stacked firebat(250-400) that is centered on Arsenal for 6(+-) seconds
3. Equip: Shotgun: Creates a stacked Sarah Kerrigan (200-300) that is centered on Arsenal for 6(+-) seconds
4. Equip: Assualt/Gauss(lols?) rifle: Creates a stacked Marine (100-200) that is centered on Arsenal for 6(+-) seconds
5. Equip: Gatling gun: Creates 2-4 stackeed marines (100-200) that are centered on Arsenal for 6(+-) seconds
6. Grenade/ Rocket launcher/ RPG: Will create either a Reaver OR a pre sieged siege tank (not sure which yet) for one shot. (800-1200?)
7. Teh Hamma (idk): Creates one (hero?) battlercruiser ontop of Arsenal to deal (900-1600) damage
Current spellset:
not yet chosen D:
General
All "equip" spells have a stacked unit ontop of the Arsenal which (should) fire as he moves so you can literally stim and run circles around your enemy while the spells shoot at him/her. I was thinking of having it so the Equip spells have low-decent attack power and have them last a while out in the field, Around 6 seconds? Maybe more or less for some spells. Also, because of all the equip spell another idea i was having was to have Arsenals atttack very low or even 0 and have him as a spell based attacker. Yes/no?
Épée
Épée - Dark templer
Quick, melee hero
Unit stats: 7600hp, 92 base attack
Possible spells:
1. Lounge: If the opponent is in a certain amount of (small)distance from Epee, Epee is moved onto the opponents location. This move will probably be the basis of the Epee since it can be combined with his other spells. Will be on the lower end of his spellbook
2. Hilt smack: creates 2 more Epees for one hit
3. Rapier barrage: creates 12 Hero Dark templers for 2-4 seconds around Epee. Each doing (20-60). Think TS Warriors level 2.
4. Colichemarde: Creates 3 (weak,short range)air units each appearing one by one for (200-350)
5. Saber barrage: Creates 12 Epees for 2-4 seconds around the original Epee.
6. Estoc: Creates 1 Scout over Epee that deals 900-1600
7. Parry: Instant tag out? or random teleport somewhere around the arena.
Current spellset:
no D:
General
Epee is a melee hero with close range spells. His high health and and high attack make up for having to put himself at a slight disadvantage to ranged units and just putting himself at dangerously close distance from opponents. Not much too him except for his rush in and gank tactic. Pretty good to have on your team when you other partners are low healthed heros. He makes for a good tank/staller.
Illusionist
Illusionist - High templar
Slow, evasive hero
Unit stats: 5600 hp. Uses storm as base attack that deals 300(need to test for balance).
Possible spells:
1. Transposition: Illusionist and opponent are switched in location. Good for preventing an opponent that is trying to tag out or if an opponent is camping your beacon, perhaps also useful for combo? sup?
2. Mindcuffs: Opponent stops moving and is allied for 5 seconds
3. Mirrors: Removes The illusionist from the arena and in its place creates 3 Mirrors (Tassadars) with 180 hp and 35 attack. When they all die the illusionist is returned.
4. Smoke: Creates an arbitar over the Illusionist. Arbitar hits for 400-900.
5. Sleight of hand: Creates 9 invincible Tassadars for 2-3 hits around around the illusionist. Should it be Light mage level one and add inviciblity? This idea was to be combined with transposition for a decent combo. sup?
6. Prestige: Creates a carrier, it's interceptors die when they are sent out and are replaced with arbitars. Close range spell. Might be a bit much for no reason though. halp. (He brought it up to me but didn't ask for it but I'd like to say that I got this idea from Yami.)
Current Spellset:
:C
General
Alot of cloaking and avoiding damage going on. Makes up for his lame speed and HP. Pretty straight forward game strategy and he might be a decent hero to stall with. Maybe.
Automaton
Automaton - Goliath
"All around" hero/Generic hero.
Unit stats: 7100hp. 55 base damage
Possible spells:
1. Shatter bomb: Creates an Infested terran with 150-300hp with 0 damage next to the Automaton, when the Infested terran dies 5 vultures(150) spawn for one hit.
2. Overclock: Creates 1 tank for one hit(200) 6 times
3. Sentry: Creates one probe as a summon with 100 shield 400 hp and 30 atk.
4. Ordnance: Creates 1 battlecruiser for one hit(400-800) 3 times. After the spell is resolved the Automaton is allied and cannot move for 4 seconds.
5. Radiation: Creates (not sure how many) scarabs that shoot out from the Automaton. Cant figure out scarab damage untill i think of the amount of scarabs that are going to be actually used. While this spell is being use I might make it so the Automaton cant move untill the spell is done.
6. Alkaline shot: Creates 4 hydralisks that shoot 4 times. Each hydralisk hits for 90.
Current spellset:
wut, no.
General
Ranged hero with his ranged spells. Not too much to say about him. Has great hp and spells, the kind of hero you get when your partners are low hp spell relying heros.
Looking to get AT LEAST 8 heroes with 12 being max. I think I might do 10 though, not sure.
Spell cost1st: 150
2nd: 250
3rd: 400
4th: 600
5th: 800
6th: 1000
SCREEN SHOTSHero select
Arena terrain. Sup.
Post has been edited 8 time(s), last time on Aug 30 2009, 7:03 pm by MadZombie.
None.