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- Mar 23, 2008
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Hello everyone.
I have got an idea on my mind. (probably the first project i've had the idea of almost the whole map as it should be when it's completed).
The Basics is like a normal hero defense/enfo map.
The stuff i intend to implement to make it original and interesting is:
Commanders
Commanders is extra strong creeps that you are able to send on each other (like a tower wars, but commanders instead of creeps). The commanders has different abilities/auras that aids the creeps that spawns on the opponents side.
Big arsenal of different abilities and functions
You will have loads of different abilities or events, that aids your team, or makes life miserable for the other team.
Visit the other side
(Paint picture attachement describing where the "forest" is)
In the middle of each side, there will be a "forest" with very strong monsters in. Kill all of the monsters in order to get to a portal at the end, enter the portal and you will be teleported to the other side, a timer on 3 minutes will start, and during those 3 minutes, you can fight at the oppponents side and ruin for them. After the 3 minutes all heroes that aren't on their side will be teleported back to the right one.
Don't do this without thinking though! even though it is fun to crush your enemies. But the creeps will continue to spawn on your side, and there is no way to get back to your side until the 3 minutes have passed. And when the last creep in the forest has been killed, the portal unlocks (as said earlier) but you will only have 5 seconds to enter the portal, if anyone is still in the forest after 5 seconds, all heroes in it will be killed and the monsters will respawn. (the monsters will respawn even though no heroes are there as well)
Lots of different items
In a normal hero defense/enfo's there is hardly any interesting items at all. +armor, +damage, +mana regen and at maximum five different recipes. I intend to add lots of different recipes and highly interesting items, unlocking different playstyles for each hero and making the game more fun.
Events
I intend to add different events that occur at random times during a game. Examples is all heroes loose 20 % of their max mana, all heroes loose 30 % of ther max hp, all heroes get hexed for 3 seconds, all current creeps on the lanes gets buffed by bloodlust until they die. Etc. Etc.
Spellpower
Haven't decided about this idea being implemented or not yet. But on enfo's team survival maps, the intelligence and nuke heroes have a bad habit of being totally worthless at the end levels, I intend to add spellpower on different items, giving more nuke and damage on their spells, giving them the ability of actually being of use at the last levels.
Creep buffs
If anyone has played Rabbits vs. sheeps you know what i am talking about here. One building containing different buffs for the enemy creeps for some time, pay some gold and buff up the creeps at the enemies lane with a vampiric aura or extra damage for during some period of time.
Offensive abilities in a new way
On a normal enfo map you have a building with some abilities in that you are able to use, i will have it in my map as well, but with a different system on how to use them.
For each 50/100/150/(?) ( or something like that) you will gain 1 wood (and for each hero kill as well). The abilities will cost wood to use, more wood, better abilities, This will probably end up with your teammates last hitting every creep and hero they can, so i am not sure about how this will be implemented or not.
This is some of the ideas i've thought about, will probably come up with more different ideas to make a extraordinary hero defense map and will update this thread with them. Feel free to post any comments, suggestions, thoughts, hero/item ideas or feedback.
This project has not yet did much progress, i intend to find more ideas of making the map interesting before begin work seriously on this, i have made the beginning lanes, one hero to test with, some basic triggering and some of the spawns, we could say the map is about 3 % done. Any ideas and suggestions are highly welcomed.
(And sorry for my bad grammar and crappy english)
Thanks for your time.
~Elainiel
Update: Have done the first hero, mainly to have a hero to test the map with. Information Below, and i thought one hero template would be good if anyone has an hero idea for me.
I have got an idea on my mind. (probably the first project i've had the idea of almost the whole map as it should be when it's completed).
The Basics is like a normal hero defense/enfo map.
The stuff i intend to implement to make it original and interesting is:
Commanders
Commanders is extra strong creeps that you are able to send on each other (like a tower wars, but commanders instead of creeps). The commanders has different abilities/auras that aids the creeps that spawns on the opponents side.
Big arsenal of different abilities and functions
You will have loads of different abilities or events, that aids your team, or makes life miserable for the other team.
Visit the other side
(Paint picture attachement describing where the "forest" is)
In the middle of each side, there will be a "forest" with very strong monsters in. Kill all of the monsters in order to get to a portal at the end, enter the portal and you will be teleported to the other side, a timer on 3 minutes will start, and during those 3 minutes, you can fight at the oppponents side and ruin for them. After the 3 minutes all heroes that aren't on their side will be teleported back to the right one.
Don't do this without thinking though! even though it is fun to crush your enemies. But the creeps will continue to spawn on your side, and there is no way to get back to your side until the 3 minutes have passed. And when the last creep in the forest has been killed, the portal unlocks (as said earlier) but you will only have 5 seconds to enter the portal, if anyone is still in the forest after 5 seconds, all heroes in it will be killed and the monsters will respawn. (the monsters will respawn even though no heroes are there as well)
Lots of different items
In a normal hero defense/enfo's there is hardly any interesting items at all. +armor, +damage, +mana regen and at maximum five different recipes. I intend to add lots of different recipes and highly interesting items, unlocking different playstyles for each hero and making the game more fun.
Events
I intend to add different events that occur at random times during a game. Examples is all heroes loose 20 % of their max mana, all heroes loose 30 % of ther max hp, all heroes get hexed for 3 seconds, all current creeps on the lanes gets buffed by bloodlust until they die. Etc. Etc.
Spellpower
Haven't decided about this idea being implemented or not yet. But on enfo's team survival maps, the intelligence and nuke heroes have a bad habit of being totally worthless at the end levels, I intend to add spellpower on different items, giving more nuke and damage on their spells, giving them the ability of actually being of use at the last levels.
Creep buffs
If anyone has played Rabbits vs. sheeps you know what i am talking about here. One building containing different buffs for the enemy creeps for some time, pay some gold and buff up the creeps at the enemies lane with a vampiric aura or extra damage for during some period of time.
Offensive abilities in a new way
On a normal enfo map you have a building with some abilities in that you are able to use, i will have it in my map as well, but with a different system on how to use them.
For each 50/100/150/(?) ( or something like that) you will gain 1 wood (and for each hero kill as well). The abilities will cost wood to use, more wood, better abilities, This will probably end up with your teammates last hitting every creep and hero they can, so i am not sure about how this will be implemented or not.
This is some of the ideas i've thought about, will probably come up with more different ideas to make a extraordinary hero defense map and will update this thread with them. Feel free to post any comments, suggestions, thoughts, hero/item ideas or feedback.
This project has not yet did much progress, i intend to find more ideas of making the map interesting before begin work seriously on this, i have made the beginning lanes, one hero to test with, some basic triggering and some of the spawns, we could say the map is about 3 % done. Any ideas and suggestions are highly welcomed.
(And sorry for my bad grammar and crappy english)
Thanks for your time.
~Elainiel
Update: Have done the first hero, mainly to have a hero to test the map with. Information Below, and i thought one hero template would be good if anyone has an hero idea for me.
FACELESS BEING - DOOMBRINGER VELXAZ
Strength: 14 (+1.6)
Agility: 16 (+1.8)
Intelligence: 10 (+1.6)
Skill 1: Psiburst-
The Faceless Being bursts forward, moving to the target point and dealing pure damage around him.|n|n50 damage upon impact at level 1.|n500 damage upon impact at level 10.
Skill 2: Overdrive-
The Faceless Being bursts out a wave of energy in an area, destroying mana and exploding corpses, dealing damage to all enemies inside the target area.|n|n5 % current mana destroyed and 20 damage per corpse at level 1.|n50 % current mana destroyed and 200 damage per corpse at level 10.
Skill 3: Psychic Flow-
The faceless being's mind is so powerful, that it bursts out psychic energy every few seconds.Damage increases and cooldown decreases each level.|n35 Damage, 3.0 sec cooldown at level 1.|n80 Damage, 1.2 sec cooldown at level 10.
Ultimate Skill: Doom-
The doombringer calls upon doom itself, burning the ground around him, dealing damage every second, as well spawning doomlings, that attacks enemies and explodes.|n|n30 damage per second and doomlings explode for 100 damage at level 1.|n300 damage per second and doomlings explode for 1000 damage at level 10.
Haven't come up with an idea for the passive start ability that he should have yet.
Strength: 14 (+1.6)
Agility: 16 (+1.8)
Intelligence: 10 (+1.6)

Skill 1: Psiburst-

The Faceless Being bursts forward, moving to the target point and dealing pure damage around him.|n|n50 damage upon impact at level 1.|n500 damage upon impact at level 10.
Skill 2: Overdrive-

The Faceless Being bursts out a wave of energy in an area, destroying mana and exploding corpses, dealing damage to all enemies inside the target area.|n|n5 % current mana destroyed and 20 damage per corpse at level 1.|n50 % current mana destroyed and 200 damage per corpse at level 10.
Skill 3: Psychic Flow-

The faceless being's mind is so powerful, that it bursts out psychic energy every few seconds.Damage increases and cooldown decreases each level.|n35 Damage, 3.0 sec cooldown at level 1.|n80 Damage, 1.2 sec cooldown at level 10.
Ultimate Skill: Doom-

The doombringer calls upon doom itself, burning the ground around him, dealing damage every second, as well spawning doomlings, that attacks enemies and explodes.|n|n30 damage per second and doomlings explode for 100 damage at level 1.|n300 damage per second and doomlings explode for 1000 damage at level 10.
Haven't come up with an idea for the passive start ability that he should have yet.
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