Hi folks, my first post and it will be a big one. I took some time to work out some ideas I had for a new WC3 Map. First of all to say it clear: I'm a total mapper noob and all these ideas could be total crap cause of the impossibility to realise them. So I will go straight forward and post everything about the design the runs through my head. I will start with the core of the map, the mechanic. The idea was born through one of the best WC3 custom map that was ever created Dota. Yeah the big shadow for all out there who what to make something similar and I'm standing in this shadow... perhaps. The mechanic should be the same: heros vs heros, creepwaves, items for everyone so whats new? Here my suggestions:
+ The Lord
Through the normal team size for a Dota match is 5vs5, I want to make it 6vs6, but not another player on the field. The Lord should be like a commander, he sets the tactics, gives help and advice to players.
-The Lord sends the creep waves to different fix key points on map
-The Lord gets non-combat Skills to help his team like a regeneration Aura or to give view to a area on map for his team
-There should be different spec a Lord can chose to give more tactic possibilities. Defender(upgradable buildings), Wizard(active Combat skills), General(can give control of creeps to a player) for example.
+ The Bases
In Dota are two completely build bases. I think about 2 main bases and several smaller bases on the field of battle. At the start each team has a main base with it's barracks as know in Dota, but no defence towers, they have to be build by the Lords witch give more tactical deep to it. A aggressive Lord will not build any towers, he use his founds to upgrade and push creepwaves on enemy territory to support his heros in battle. A defensively Lord will take his gold to put up defense and upgrade his base. The buildings should only be build on pre set points so no block by mass towers for example could be done. But don't be afraid, I think there should be creepwave who spawn automatic so the enemy has the possibility to get some gold. Beside the big main bases will be smaller bases more near to field of battle. The Teams have to conquer these bases to take control, the should give a economical and battle advantage to the team who has control of it (a weak regeneration aura, possibility to build towers, a shop with simple Items).
These are my first ideas for a new mechanic and more epic battle. But there are also problems I already think about:
- Who to keep the game fast to finish by not overpower? A normal Dota game takes about 30-45min, this map should not take longer to bring it to an end than dota, because I think it's hard to motivate players for a map with a playtime about two hours.
- What about the leaver? It's always the same, you play five minutes and there is the first leaver. In dota this means in most public games the end of a match, due unbalance or follow up leaves doesn't matter. Ok and thats the problem with a Hero leave, but what about the Lord? What happens if a Lord-player leaves a match? That gives me real headache.
- What size? Put it into epic scale would be nice, perhaps to fasten up the game by portal in the bases or special bases with portals or a one portal can be build by team at a time at any base. Or put it into medium size and let the hero take longer ways.
Ok now give me youre suggestions. Is this crap, or is there a ray of hope this could become a nice project?|||Quote:
- What about the leaver? It's always the same, you play five minutes and there is the first leaver. In dota this means in most public games the end of a match, due unbalance or follow up leaves doesn't matter. Ok and thats the problem with a Hero leave, but what about the Lord? What happens if a Lord-player leaves a match? That gives me real headache.
I have noticed that the vast majority of maps have very poor rebalancing triggers, if any. DotA is no exception. For dealing with the hero of an unused player, I think the best solution would be to take the amount of experience accumulated by that hero, and redistribute it across the rest of the remaining heros. Set a variable to equal the total amount of gold that the hero's items were originally worth, plus the amount of unused gold that the player had, and distribute that across the remaining players as well.
Little things like that can make a big difference.
Quote:
- What size? Put it into epic scale would be nice, perhaps to fasten up the game by portal in the bases or special bases with portals or a one portal can be build by team at a time at any base. Or put it into medium size and let the hero take longer ways.
I have always preferred smaller maps, mainly because I can see greater detail in the mini map of a small map. On a larger map, you have to really squint your eyes to see any minimap detail.|||Thanks for the input and good idea I get this leaver split on my list.
About the size. What actual size would you say is the maximum so you can still have some details on the mini map? Compared to Dota I think it have to grow, so the bases can fit on it. After I'm shure about the size I will start to design some alpha maps as a sketch so you can have a better impression about it.|||Quote:
What actual size would you say is the maximum so you can still have some details on the mini map?
I wouldn't say that I have any preference as to a set maximum. It just sucks when the minimap dots get so small that you have to spend extra time staring at the minimap to map sure that you didn't miss anything.
The map should be as big as it needs to be to achieve the desired affect on gameplay.
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