Hero Sanctuary v1.10, Punching balance in the FACE!!
Post #1
Norm
Sep 26 2009, 8:33 pm
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Objective
To Create a SC AoS map that can reach a level of balance that no other AoS for SC has ever reached before. Using many features that are commonplace among the current popular AoS's of today, and adding many new features to expand gameplay, I wish to create an AoS that is on a higher level than any other seen in the SC territories of Battle.net. Introduction Normally, when somebody dies, that's it. End of life. End of everything. Eventually, they are forgotten. On the other hand, a Hero never dies. Once you are a hero, your life is eternal. This shouldn't be confused with living. This is NOT living by any means. This life is pain. This life is eternal suffering. No one ever knows what the price is to be remembered in the sands of history until it is too late. It's too late for us. After so many years of the same process, I still jump when the mist around me condenses. Each time is something different, nothing is ever the same. There was once a civilization in a place called Egypt on the planet Terra. You might call this planet Gaia, or you may call it Earth. It depends on where you come from. Where I'm from, we call it Terra. Anyway, this civilization practiced ancient magics of conjuring. Humans are so foolish. They didn't even understand the powers they were tampering with, and in the middle of a magical conjuring, their little ritual actually worked and they released the demi-god Horus from his prison. Horus was a hero too. Everyone here is a hero. Anyway, Horus struggles out of his astral prison and attaches his spirit to the mist inside the cave where the ritual was taking place. He was reborn. The reason I know this is because it is written in the sands of History. He went on to slay his conjurer - some Pharaoh I don't know his name, but he died that day. This little antic of his landed him a place in the sands of History. He was a hero because that Pharaoh would have went on to destroy the human race had he not been killed. (Sometimes I wonder if things would be better if the human race were destroyed so long ago.) Oh yeah, there are four of them in this place Humans. I always use to laugh when thinking of these creatures. It was commonly known that humans are a very weak race where I came from. I never knew their potential until a human killed me several years ago. I have died far too many times to remember them all, but I do remember that very first time a human killed me. He is called "Psychopath" - created an underground organization used to bring down a corrupt political power that ruled over a large amount of the human population. His skin is burned, but it's not from magic: it's from explosives. Gunpowder, Napalm, you get the idea. With a dramatic display of martydom he liberated several millions of people who were oppressed by this corrupt political power. Secretly, he did it because he was scared, but his followers thought he was a hero. Taking his own life just to take down the lives of his enemies, but his followers thought he was a hero. That's all that matters, because once you die - your life is preserved through others. That's why we're all here. We are not heroes to ourselves, or to eachother. We are heroes to the people we knew. They put us here to suffer. Myself included, there are twelve of us here. We are being controlled. It starts, and we play a twisted game. We are given no choice. My allies change daily, and I can't remember the last few days of this living. I can only remember the constant pain. Kill or be Killed. Those are the words that seep through my mind. Brainwashed. Lost heroes from different points of time and space... Lost heroes from the Astral, Arcane, and Dark planes... This battlefield is our Sanctuary. This is our fate. Characters *If anyone is looking to contribute background stories for their favorite Hero, I'll accept any that I like the most and give credit to you* NOTE: Some people are getting upset because of lacking UNIT information about the characters. You can consult Meet the Line-up. that topic if you wish. The information there MAY NOT BE 100% accurate to the current information, but it will give you some additional details if you are wondering more about how the heroes will be game-play wise. Samurai Human. Origin: Earth. Spells: Defensive Stance: Evasive Technique that allows for access of other techniques. Offensive Stance: Paralysing Technique that allows for access of other techniques. Green Aura: Aura that increases MP gain for self/allies. Gold Aura: Defensive Aura that also makes allies prosperous. Wind Slash: High-accuracy, powerful sword technique. Crying Heavens: Powerful Lightning Magic. Tiamet Wing: Curse that cripples enemies and makes them indistinguishable to allies. Black Dragon: Curse that blinds and Damages Enemies. Other: - Two Stances, Offensive and Defensive. - Can collect materials and craft new armor. - Can enhance allies with his Auras. Serpent Flightless Dragon. Origin: Dark Plane. Spells: Infrared: Cure's Blindness and grants Night vision for short time. Venom: Slow enemy movement and jams MP channeling of target. Dragon Crest: Ancient Curse that renders foes harmless. Spirit Crusher: Destroys magical energies for foes. Ethereal Flame: Offensive Fire Magic. Ancient Enchantment: Restores magical energy to self. Dragon Breath: Extremely Powerful Fire Magic. Constrict: Paralyzes target, can kill lesser creatures. Other: - Can change spellset by burrowing. - Aim "Dark Swarm" to cast constrict. - No physical attack - Can learn plague. Mind & Machinery / Custom Tank Cyborg. Origin: Unknown. Spells: Anti-Air Feild: Negates Air units, and does minimal ground damage. Trample: Cripple enemies with weight of Tank. Gatling Gun: Strong Gatling Gun attack. Satelite Laser: Long range Gatling Gun attack. Perfect Defense: Sacrifice speed to become impervious to attacks. Handgun: Gun attack that can be used on the run. Construction: Create a Custom-Made Tank. Flash Grenades: Grenades that stun and blind enemies. Resourcefulness: Convert MP into $$ Other: - Character can travel in or out of Tank. - Tank can be mobile or sieged. - Gain $$ from natural resources. - Can construct buildings as well. Artificial Intelligence Machine. Origin: Earth. Spells: Extract Fuel: Use this spell when near resources to gain fuel. Transform: Change Shape. Small Fire damage to nearby foes. Dual Laser: Powerful laser attack. Artillery Matrix: Defensive, long-ranged blast attack. Offensive Drones: Create vehicles to fight or scan the area. Detonation: Vehicles detonate to paralyze enemies in their vicinity. Air Strike: Call in Air Support, Massive Fire damage. Self-Destruct: Last-Resort Powerful Fire attack. Other: - Must have fuel to function. - Explosion when destroyed. - Transformer. Necromancer Mystic. Origin: Arcane Plane. Spells: Night of Unborn: Summon 1 skeleton, and 1 Building Maker. Dark Reunion: Teleports all skeletons to the Necromancer and heals them. Kali's Curse: Inflicts enemies w/ slow, disable, and blind. Also summon skeletons. Gravedancer: Summons 3 Gravedancers to fight with you. Lich Candle: Gravedancers sacrifice themselves to Lich to destroy enemy's Magic energy. Other: - Use buildings to increase skeleton mastery. - Use buildings to gain passive magics. "Bone Armor", "Fade" - Brings fallen enemies back to life as skeletons. - Can construct defenses. - Split upgrades. The Illusionist Mystic. Origin: Astral Plane Spells: Manipulate: Manipulates enemy's movement and attacks. Power Manifest: In suspended animation, embody a large Beast. Astroprojection: Conjur many clones of yourself to distract or block enemies. Static Field: Sacrifice Astroprojections to stun enemies and drain MP. Uroboric Form: Extremely Powerful Lightning Magic Recollection: Returns to place of conjuring, can stun enemies nearby. Perspective: Return to your body, and gain Night-Vision for a short time. Other: - Two forms. - Split upgrades. - Can use Psy Storm and Hallucinate. Please See Next Post for More Information... This post was edited 34 times, last edit by Norm: Jul 16 2010, 1:25 am. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2
Norm
Sep 26 2009, 8:35 pm
Post #3
CecilSunkure
Sep 26 2009, 8:47 pm
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You have an Alchemist! Yes!! I tried to get Unholy to make an Alchemist for TS, never happened -Woot!
Man, that must have taken forever to type out, and you seemed to have gotten a lot of progress done with the map in a relatively short amount of time! Ooo necromancer looks really fun.. I hope I'll be allowed in the testing phase for this! And this qualifies as an RPG? You have a rather detailed prephase storyline, so there will be a storyline throughout the gameplay as well? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #4
Norm
Sep 26 2009, 8:59 pm
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I like Alchemy, so yes I'm going to have the alchemist =) You can write a backstory for him if you'd like lol. This took me about 3 hours to type this all out, yeah haha. I do tend to work on my maps fast, but I am actually further behind than I would like to be right now just because I have a full-time job and I'm a full-time student. So, I don't get too much free time. Thanks for your input and of course you can test =). As for the storyline... There isn't much in-game about it. It's mostly back story. Thanks again. I'll try to get some screenshots up today if possible. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
Taylor Swift
Sep 26 2009, 9:40 pm
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Looks pretty nifty, how are you going to keep spawning mineral chunks though? Some of the heroes also look neat, kinda complicated, but awesome nonetheless. I also like the Sandbox mode, the reason I don't like TS as much is I can't practice by myself, or learn any of the heroes. =P Also, I do like the outpost system, I was thinking of using something similar to that.
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Post #6
Norm
Sep 26 2009, 9:44 pm
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=) I'm not spawning them, I'm just moving them and re-using them. Most of the heroes are not as complicated as they sound. If you have AoS experience at all, you should be able to handle the game quite well after 1 or 2 plays. The game is specifically designed off of other popular games from similar genres, so a lot of UMS players will be familiar with how a lot of the functions work. Glad to hear you agree with some of my ideas though =). Yeah, Sandbox mode will be useful for teaching your friends how to play, or just learning for yourself. Thanks for the support! ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
Norm
Sep 26 2009, 10:02 pm
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Capturing is on a spectrum. The spectrum is broken up into 3 parts. 1. Almost South Team Captured. North 1 players = +2 Capture Rate 2 players = +4 Capture Rate 3 players = +6 Capture Rate South 1 players = -1 Capture Rate 2 players = -2 Capture Rate 3 players = -3 Capture Rate 2. Neither Team is Almost Captured. North 1 players = +1 Capture Rate 2 players = +2 Capture Rate 3 players = +3 Capture Rate South 1 players = -1 Capture Rate 2 players = -2 Capture Rate 3 players = -3 Capture Rate 3. Almost North Team Captured. North 1 players = +1 Capture Rate 2 players = +2 Capture Rate 3 players = +3 Capture Rate South 1 players = -2 Capture Rate 2 players = -4 Capture Rate 3 players = -6 Capture Rate When the spectrum reaches maximum amount, North captures the base. When the spectrum reaches minimum amount, South captures the base. You can follow that little table to see the exact capture rate with whatever combination of players are on the beacon. In your examples: "3 players on a beacon" - They will capture at a rate of 3 if the outpost is not almost captured by the enemy team. If the other team has nearly captured the outpost, they will capture at a rate of 6. "2 enemies on beacon, and you are fighting them" - In a normal situation, the outcome will be a capture rate of 1 for the other team. However, if that team is close to capturing that outpost, neither team will have any capture rate because you have 2 and they together have 2. They would need a third guy on the beacon to capture it as you stood there. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #11
CecilSunkure
Sep 26 2009, 11:41 pm
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I'd say the terrain is a bit too empty, you should add walkable doodads with the tileset index, like little bushes, all over the place. That way you can give the terrain a more complicated look to it, which will accent the custom ramps much better. Also, if you can, avoid straight lines in the terrain. As in, avoid straight stretches of cliff to dirt, and cliff to water. Keep the isom transitions more round or jagged. Also, you should create complicated entanglements of grass, rock, and mud inside of areas like 4th screenshot, so that you don't see too much dirt or grass all at once.
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Post #12
Craftstar2
Sep 26 2009, 11:46 pm
Post #13
Norm
Sep 27 2009, 12:05 am
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Yeah, I can definitely agree with this. My terrain is an estimated 90% done, but it's still something I'm not good at creating. I still got a little bit of modification to do with it (hopefully not too much). Maybe I'll get lucky and a fan of the map will revamp my terrain for me . Your advice is appreciated as always.Haha, thanks. There actually at first wasn't going to be a switch for those displays, but now that you mention it- that's a very good idea. It shouldn't be too hard, I'll just have to modify ~30 triggers and create 30 additional ones similar to the first. Actually.... As a compromise, how would you like it if it still showed EXP for hero kills and base captures no matter what, but you can toggle whether or not buildings/spawn show the EXP notification? That will save a lot of work for me, and it will cut down on a lot of the annoyance you're anticipating. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #14
Craftstar2
Sep 27 2009, 12:20 am
Post #16
ClansAreForGays
Sep 27 2009, 6:54 pm
Post #18
Norm
Sep 27 2009, 7:51 pm
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What heroes are you interested in particular? I can tell you more details. Important techs are included in discription. Map is 192x192. Interesting point... Alright, the exclusion in the map name, or file name, or both of "RPG" is something I'll definitely do. Thank you for the suggestions. EDIT: Currently reworking the player's interface with upgrading and the likes. Condensing the areas for spending cash and using the tutorial. Bottom of the map is looking a bit sexier now, and I made room for a switch to toggle whether it displays the EXP on the right hand side or not. Triggering this now. EDIT2: Finished toggled display of EXP gain. Thanks again craftstar for pointing this improvement out. This post was edited 2 times, last edit by Norm: Sep 27 2009, 9:17 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19
ClansAreForGays
Sep 28 2009, 4:53 am
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) Randomizer















I can't wait to see this done.
. Your advice is appreciated as always.![[close]](/images/up.gif)