- Joined
- Apr 24, 2012
- Messages
- 9,801
First of all, I would like to thank:
- Brother Bear chobibo for the endless support.
- moose morbent for the map preview and his awesome stuffz
- Rheiko for allowing me to post a discussion(though it's a different topic I asked for)
- WEHZ group for help in JASS
- UgoUgo for making the amazing Ascension model
- Brother Bear chobibo for the endless support.
- moose morbent for the map preview and his awesome stuffz
- Rheiko for allowing me to post a discussion(though it's a different topic I asked for)
- WEHZ group for help in JASS
- UgoUgo for making the amazing Ascension model
I've started a project, called 'Ascension'. Heroes have five abilities, the first three having four levels, a fourth one called the ultimate with three levels, and an innate ability which is all about the hero.
Game type is AoS-Arena. A small map with AoS and hero arena features.
The map promotes shorter-than-ever gameplay, normal 5v5 matches last around 10 minutes. Stalemates and lack of exploitation of course makes the game longer.
The map has a jungle, containing four camps, two of which hold buffs. There are two elite monsters deep in the jungle, and upon defeating them the boss is summoned. These elites can level up upon killing players, so beware starting a fight you can't finish as each of them gains high bonuses from levelups.
There are only three ways out of the jungle, the first two being the team entrances. The third is in form of a waterfall, and upon traversing it you get slowed by 50%. Ganking here is almost always a bad idea, therefore promoting a high risk high reward scenario by taking the enemy team entrance or offering a defensive gameplay - and don't gank at all.
Siege Weapons spawn every three minutes and at the same time upgrade itself. A weapon will only spawn and upgrade if your siege stock is greater than one. Siege stocks can be gained through building Siege Weapons at the War Shack shop. You can also upgrade them directly there, instead of having to wait for the automatic upgrade.
Upon reaching level 5 upgrade, Siege Weapons either turn from Ballistae or Catapults into either Glaive Throwers or Demolishers. Glaive Thrower attacks can bounce to a nearby enemy unit, while Demolishers deal a small AoE damage against tower huggers.
Upon spawning, they proceed to the enemy defense lane.
A defense lane is parallel to the other team's, while being adjacent to an enemy offense lane. Offense lanes have one tower while defense lanes have two. This promotes faster gameplay and a defensive or offensive goal.
The game has three main attributes - namely Attack Damage, Agility, and Ability Power. I copied LoL?
a. Attack Power or Ability Damage seems weird.
b. Items have a description length limit. If I use Attack Power, how will I abbreviate Ability Power?
c. Use other names? Suggest then. And help me rename everything containing both.
Okay, let's stop the negative possibilities and carry on. Each point of AP gains a neglible mana regeneration amount. That helps sharp casters out in the long run.
Most abilities scale with the hero's main attributes, and exceptions are for balancing reasons.
Each jungle contains four camps, namely:
Small
- Jungle Creeper Camp
- Alpha Wolf Camp
Medium
- Wraith Camp
- Gnoll Camp
Medium camps have six monsters; one level 7, two level 5s, and three level 3s.
The Wraith Camp gives a Utility buff(mass mana regen) to the killer, while the Gnoll Camp gives an Attribute buff(+10% AD and AP), each lasting for 40 seconds. Respawn time is 50 seconds.
Small Camps have four monsters; one level 7, one level 5, and two level 3s. They respawn 15 seconds faster than the Medium camps.
=====
Boss
=====
The two elite monsters, Belfarim and Safiria, are present from the beginning. Upon killing both, the Sorrow Embodiment Boss comes forth near the entrance. If you succeed in killing them all, Belfarim and Safiria respawn after 180 seconds.
If you kill either of the three, you are ascended and gain 20% bonus stats(non-stacking, stealable on-death).
The map promotes shorter-than-ever gameplay, normal 5v5 matches last around 10 minutes. Stalemates and lack of exploitation of course makes the game longer.
The map has a jungle, containing four camps, two of which hold buffs. There are two elite monsters deep in the jungle, and upon defeating them the boss is summoned. These elites can level up upon killing players, so beware starting a fight you can't finish as each of them gains high bonuses from levelups.
There are only three ways out of the jungle, the first two being the team entrances. The third is in form of a waterfall, and upon traversing it you get slowed by 50%. Ganking here is almost always a bad idea, therefore promoting a high risk high reward scenario by taking the enemy team entrance or offering a defensive gameplay - and don't gank at all.
Siege Weapons spawn every three minutes and at the same time upgrade itself. A weapon will only spawn and upgrade if your siege stock is greater than one. Siege stocks can be gained through building Siege Weapons at the War Shack shop. You can also upgrade them directly there, instead of having to wait for the automatic upgrade.
Upon reaching level 5 upgrade, Siege Weapons either turn from Ballistae or Catapults into either Glaive Throwers or Demolishers. Glaive Thrower attacks can bounce to a nearby enemy unit, while Demolishers deal a small AoE damage against tower huggers.
Upon spawning, they proceed to the enemy defense lane.
A defense lane is parallel to the other team's, while being adjacent to an enemy offense lane. Offense lanes have one tower while defense lanes have two. This promotes faster gameplay and a defensive or offensive goal.
The game has three main attributes - namely Attack Damage, Agility, and Ability Power. I copied LoL?
a. Attack Power or Ability Damage seems weird.
b. Items have a description length limit. If I use Attack Power, how will I abbreviate Ability Power?
c. Use other names? Suggest then. And help me rename everything containing both.
Okay, let's stop the negative possibilities and carry on. Each point of AP gains a neglible mana regeneration amount. That helps sharp casters out in the long run.
Most abilities scale with the hero's main attributes, and exceptions are for balancing reasons.
Each jungle contains four camps, namely:
Small
- Jungle Creeper Camp
- Alpha Wolf Camp
Medium
- Wraith Camp
- Gnoll Camp
Medium camps have six monsters; one level 7, two level 5s, and three level 3s.
The Wraith Camp gives a Utility buff(mass mana regen) to the killer, while the Gnoll Camp gives an Attribute buff(+10% AD and AP), each lasting for 40 seconds. Respawn time is 50 seconds.
Small Camps have four monsters; one level 7, one level 5, and two level 3s. They respawn 15 seconds faster than the Medium camps.
=====
Boss
=====
The two elite monsters, Belfarim and Safiria, are present from the beginning. Upon killing both, the Sorrow Embodiment Boss comes forth near the entrance. If you succeed in killing them all, Belfarim and Safiria respawn after 180 seconds.
If you kill either of the three, you are ascended and gain 20% bonus stats(non-stacking, stealable on-death).
I wanted to create something unique. In a sense, heroes would 'Ascend' into a greater or higher rank and gain vast power. Please give suggestions on how this can be achieved.
(Note; Poll opened for that)


Please observe no spamming(direct off topic to the OT thread) to keep it clean.
Nothing is finished yet and everything is bound to change.
Almost all heroes posted are finished. Forty unmentioned ones only have 1-3(out of 5) skills and have a vague concept.
12/8/13 : Update first and second posts in twelve hours since I still do sleep. For the meantime please tell me what you want; Speed MOBA with rather unusually short lanes or default AoS?
12/11/13: New poll out.
12/12-20/13: Please help on libraries and some hero models.
12/21/13 - 1/11/14: After an eternity(LoL came), I decided to resume. Please review hero/es you haven't reviewed yet, thank you.
1/12/-24/14: Please help on the systems such as the line damage.
1/24-2/01/14: More info added on the gameplay - and jungle.
------------------------
Temporary Ascension - Wings would appear at the caster's back until something happens, and aid him upon completing a certain challenge. Stealable.
Complete - Wings would appear as some sort of levelup boost, then in place of it the caster has a bonus aura that increases stats perpetually until something happens.
Temp - 2
Full - 0
------------------------
- Malhorne for helping me all throughout
- WaterKnight for helping with an early version
- Ralle, Orcnet, Rheiko, and Grandmasters The Prodigy and GreeN!X for anything else
Okay, not that long but just consider anyone I know as a person who I give credit to.
