Monday, April 16, 2012

Imbacraft! I need some crew!

Hello everyone. This is my first time at these forums. I have an idea for a map, as the title says, it is called "Imbacraft" (a little lame name, but I haven't come up with anything better). And because I consider myself a relatively helpless mapper, I came here in search of help! Would people here would be interested in joining this project of mine, either by doing the mapping completely (I'd be the idealist/tester), or by helping me learn mapping, or by working on the map in addition to helping me? Some serious mapping skills would be appreciated, like being able to do stuff that the mappers of dota are able to.

About the map: The idea is quite simple, take a melee map and buff pretty muchly everything and buff it HARD! So that everything would be "crazily imba" (though of course the balance is relative to other races). Here are some examples, I don't remember all the sweet ideas I had on mind right now, but I'd come up with the rest quite fast as I'd get to think of them a little bit (don't wanna think the rest of the evening right now!)! Btw the units that receive a buff here may receive other buffs as well!:

Acolyte - Acolytes are now able to unsummon enemy buildings.

Troll Batrider - Batriders are now able to explode on ground units and buildings as well.

Improved masonry upgrading time halved + the amount of masonry upgrades increased from 3 to 100.

Players are now able to powertech upgrades and powerbuild units using peasants(in the same way peasants can powerbuild buildings). (Maybe remove regular powerbuilding and reduce building time drastically so that it would be almost like the offline customgame cheat warpten, or buff powerbuilding.)

Spiked barricades - Damage incrased to 50, up from 4 or smth.

Speed scroll (increases unit speed to the max temporarily) - Max unit speed increased

ed to 2000, up from 400 (not sure if wc3 engine allows this).

Pillage - The units with pillage (maybe all orc units should have it??) now get back 750% of the resources spent in the building if they destroy it from full health (each hit gives a little bit, just like in the regular wc3).

Kodo Beast - Kodos now can devour heroes and webbed air units.

Troll regeneration - 67 hp/sec up from 6hp/sec

Troll Witch Doctor - Stasis trap now deals 100 damage and do not destroy nearby stasis traps when they trigger (enabling spam).

Troll Witch Doctor - Sentry wards have now unlimited range of sight ( blocked by trees and other objects though)

Wyvern - Envenomed spears now lasts 90 seconds, up from 25. Damage buffed to 17 hp/s up from 4hp/s (maybe similar buffs to dryads / abom disease cloud)

Illusion (+mirror images) - Illusions now deal 3x the damage of the unit.

Wisp - Wisps detonate now does damage to heros and regular units as well.

Moon Well - Moon Well mana capacity increased 5x and regeneration 10x.

Rifleman - Long rifles upgrade now improves the range from 450 to 2500, up from 450 to 600 (maybe a similar upgrade for archer)

Paladin - Divine shield cooldown reduced to 15, down from 60 (if I remember correctly). (Duration 15/30/45).

Paladin - Resurrection now works on enemy units as well.

Death knight - Animate dead now turns living enemy units instantly to animated units.

Meatwagon - Meatwagon can now generate any kind of corpses whenever they want. Also "corpses of air units" (or corpses that morph from units to air units when they are animated)

Orb of corruption, faerie fire and acid bomb receive a sweet buff. Don't know as of yet that how sweet, since the effect grows exponentially as the armor goes negative.

Footman - The defend ability now reduces 90% of all damage to dealt to it from all damage types, reflect probability is 40% and reflects projectiles from all ranged attacks regardless damage type.

Spell breaker - Control Magic (name change?) in addition to permanently gaining control of summoned units, now can gain control of enemy units (and buildings?) for a duration of 6 seconds.

Sorceress - Polymorph now works on heroes and units with resistant skin.

Mountain (no, not giant, just a mountain!) - Taunt aoe 800 in radius. Hardened skin now reduces 24 damage instead of 12, mountain giant hp up from 1600 to 2200 and (probably) model increased in size. Name renamed to Mountain.

Night elves trees of life (+ages/eternity naturally) - Entangle goldmine now works on thin air - creating a goldmine out of nowhere!

Burrowed fiends can move/ attack underground.

Dark Ranger - Charm now works on heroes. (Don't know if banshees' possession should do this as well or not! Maybe they should give temporary control only)

Heroes can be crept to lvl 6 and higher.

Goldmines are now not invurnerable, and have a hp of 5250, 7 armor, maybe the same for neutral buildings (but hp like 50000).

Sappers can be turned invisible and loaded to zeppelins and now leave corpses + damage buffed from 250 to 1250 ( same damage reduction ratios apply as before)

Necromancer - Unholy frenzy now increases attack speed by 750% and deals 60 damage per sec to the target.

Necromancer - Raise dead improved so that necros can kinda upgrade skeletons (maybe not so good idea but I had to come up with more undead stuff before I'm done with this post) by clicking the raise dead button near skeletons (not corpses)

On the earlier examples, I hadn't included much stuff about heroes. But there will be alot neat stuff for them! On top of buffing their basic stats ( hp speed armor mana or just the attributes ), if that's a good idea, they'd have damage buffs (typically would be probably like 2-5x the original) and reductions to cooldown and aoe buffs. On top of that they'd get neat tweaks to their skills, like mass teleport working on anywhere, unscouted areas with no units on the area with infinite cooldown. Mountain King would have a summon goldmine ability on top of avatar as ultimate and he would be able to bolt buildings and trees! Beastmaster would have no cooldown at all for his abilities. And summon units count per spell might increase, or they might just have a buff to their attributes, depending on the case. Starfall might have limitless range or something near it, and PotM would be able to fly (This idea is from the RoC beta, like the summon goldmine idea was. Or maybe just the heroes with wings (dreadlord pitlord and cryptlord) should be able to fly). Trees caught to Blood Mage's flamestrike would spread the fire and possibly take down entire forests. Kotg could resurrect dead treestumps and the force of nature could have a spreading effect like flamestrike. Panda and warden be given their rightful imba (before nerf;) back and more. Lava spawns would copy themselves every 3 attacks.

Now shortly about the random factor. I'd like not to see it, you'd be able to decide which items you get from creeps, skills with a certain percentage of triggering should be changed like this: if a skill did a critical strike 50% of the attack, it would now do the critical strike every second attack, without the random factor. The units would not have a damage of 20-40, but instead the damage would be turned into the average, 30.

Now I realize that this all needs a lot of tweaking, I don't want the matchups to be unfair even though there's this "imba", if these examples I've given here were used on the map, It would be most likely very unfair for certain races. (I haven't even included ideas evenly for every one of the races)

It has turned out that I've wasted most of the evening after all. Sorry for making the post long and a bit badly organized(?). Hope you like the idea and are interested in helping me out! B-)

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