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Old 08-08-2009, 05:15 PM   #1
Nudl9
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Default Hero Domination


Map in short:
Hero Domination, formerly called Defeat by Dawn (changed because Hero Domination is far more descriptive as far as game goes), is a hero arena type of map. Where you capture control points, kill enemy heroes and creep camps and defeat creep bosses.

How to play?: Both teams start with a number of points each (check multiboard) and to win you have to make the enemy team lose all the points by killing heroes. Each kill subtracts 1 point + the number of capture points your team owns. If a team gains control the 4 capture points, powerstrangle will start, which will make the enemy team lose points by the end of the countdown. Cancel it by neutralizing a capture point.


Old screenies:
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Old 08-08-2009, 05:35 PM   #2
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looks pretty nice dude!
especially the heroes (like that rosemaiden, which i told you sounded like gay stuff and it still does)

maybe you can tell a bit more about the game mecanics... hero spells are just usual i guess?
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Old 08-08-2009, 05:48 PM   #3
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Quote:
maybe you can tell a bit more about the game mecanics... hero spells are just usual i guess?
The hero spells are pretty mixxed with both Jass, GUI and Blizzard (usually modified for a different effect) spells.
I've tried to mix the spells as best as i can, so not all of the spells are about damage or effects (just like it is with the blizzard heroes).
There are less synergies then you would expect because the less synergies the more you'll be forced to find combos with teamates.
Some spells can also affect allies for the better or the worse, for example recall which teleports friendly units/heroes to you or explode summon which explodes a target friendly summon.

Both the spell and the items also hang around alot of negative effects.
This can make it easier for the other team to turn the tables of the game, so you'll have to find counters for items, spells or heroes at all.
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Old 08-08-2009, 07:52 PM   #4
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Looks really nice, Nudl. If the heroes and the items are nice, I'll definitely test it. I like how you implemented the Battlefield system
Could you give more information about the heroes?

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Old 08-13-2009, 03:46 PM   #5
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Quote:
Could you give more information about the heroes?
Sure

This is the template for heroes i usually use when inventing new heroes.
You might wonder why it isnt more specific like attack projectiles, icons and stuff like that, but i dislike planning too far, it takes away the joy of making the hero.

Hero Class: Hero Name
Model: Model Name
Spell 1: Spellname (Effect)
Spell 2: Spellname (Effect)
Spell 3: Spellname (Effect)
Spell Ulti: Spellname (Effect)


So here's some, i have 3 altars which any team can pick heroes from...

Altar of Kings (Light Altar), heroes:

Dunewalker: Targar Dustseeker
Model: Naga Royal Guard (/w ripped DoE Kassar skin)
1: Crush (Dmg + knockback)
2: Shockwave (Big aoe dmg)
3: Quicksand Aura (Slow enemy aura)
Ult: Retalitation (When activated the next attack will deal damage equal to damage taken while having buff(does have a max dmg))

Forest Ranger: Jade Nightshade
Model: Sylvanas
1: Poison Arrow (Fires a projectile which poisons on impact)
2: Summon Wolves (Summons 2 wolves with bash/crit (not sure wether effect i like best yet))
3: Crit. Strike
Ult: Long Shot (Launches a projectile which can be fired from a far range, deals aoe dmg)

Rosemaiden: Anthea
Model: Naga Siren (/w Rosemaiden skin by NiRVaNa_87)
1: Roots (Randomly creates roots in aoe which deals dmg to nearby units and can block path)
2: Nature's Growth (Throws a seed which spawns a giant root tentacle)
3: Thorns Aura
Ult: Tranquility

Storm Rider: Sylvia Vulgora
Model: Warden (/w Valkyrie skin by Tiki)
1: Thunderball (Fires a homing projectile which purges unit on impact)
2: Wind Charge (Blink, which deals linedmg)
3: Chain Lightning (22% chance on attack to create chain lightning)
Ult: ??? (Not sure yet)


Altar of Darkness (Dark Altar), Heroes:

Voodoo Troll: Rak Headshrinker
Model: Shadow Hunter
1: Shrink (Target unit becomes smaller, maim and slow)
2: Serpents March (Creates many serpents in a line(good path blocking spell))
3: Explode Summon (Explodes target friendly summon unit, dealing dmg to nearby enemy units).
Ult: Voodoo Doll Ward (Creates a ward which transfers all the ward's dmg to the target unit)

Death Knight: Melkor Netherstorm
Model: Normal Death Knight
1: The Weakest Link (Chain lightning which increases dmg by the number of hit units(weak dmg to first target)).
2: Unholy Frenzy (Increases attack damage, but drains life)
3: ??? (Ideas welcome)
Ult: Dark Summoning (Teleports max 12 friendly units to you)

Altar of the Depths (Neutral Altar), heroes:

Goblin Technician: Contra Ricoche (Yet to be made)
Model: Tinker
1: Homing Missile (Fires a missile which homes after target (can be dodged by moving away from it, alltho hard to dodge multiple missiles ;P))
2: Matrix Shield (Some kinda shield...)
3: Shock Mines (Once in range of a shock mine the mine will bind itself to the target and home after the target, and once in range it stuns)
Ult: Remote Control Missile (Makes the technician unable to move, but you can control a missile (kinda like in ice sliding maps ))

Note: I left some heroes out because i dont want to spoil some of them, and most of them are like half-done.

Im open for any ideas, just keep in mind i prefer having very variated spells, not all spells on a hero should dmg and do effects like slowing a unit. The heroes should preferably not have any synergies, but its possible for some heroes ofc.
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Old 08-13-2009, 05:39 PM   #6
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For Death Knight, you could do Aura of Blight: Heals friendly undead units, and damages enemy non-undead units in a radius (passive).
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Old 08-13-2009, 09:56 PM   #7
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Quote:
For Death Knight, you could do Aura of Blight: Heals friendly undead units, and damages enemy non-undead units in a radius (passive).
Auras dont really fit for dealing damage considering they have an interval for coming/going, also it'd be a pretty boring aura imo.
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Old 08-30-2009, 03:27 PM   #8
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Heres a slight update of whats going on, it seems like im never gonna finish my first 6 heroes since im always such a perfectionist always gotta remake them, but dont worry they'll turn out nice in the end. ^^

Also im remaking the terrain too, but not too much. What im doing is making the top left part to the top right cliffs 1 cliff lower which is a considerable amount of work, but its going to give me a bit more space to work on the terrain there which will be nice.
I've also done alot of changes to improve the gameplay when it comes to the terrain which includes vision blocking, adding several more paths, less straight parts and small trench pass areas are gone.
I'll put up a new screenie when im done.

Note that when i finish 18 heroes i will release the beta

edit: screenie!
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Old 08-30-2009, 04:04 PM   #9
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totally loving the terrain.
now that i have free time i'd love to help with anything. even just simple testing.
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Old 08-30-2009, 04:28 PM   #10
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Quote:
Originally Posted by KamiFlashedDODO View Post
totally loving the terrain.
now that i have free time i'd love to help with anything. even just simple testing.
i only observed the map at the "cbs clan evening" but i agree with Kami
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