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#1 | ||
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Procrastination Incarnate
Development Director
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Introduction
This project is an offshot of the Community map project thread. The goal was to come up with a map design that makes it easy for community members to contribute to. The goal of the project is to have fun working on a map together as a community. When discussing this we agreed that the map should be scalable. A good way to encourage contributions is to give potential contributors a sense that their work won't be wasted on a never completed project. With a scalable design, there is no set goal on the content that needs to be made for the map to be "finished". Instead, we have a playable map at every point regardless of whether and when people will have time to continue working on it. Another way of encouraging people to contribute to the map is to make possible contributions small enough that they are very easy to make. For example, rather than expecting contributors to design whole heroes, we could let them make just single spells. To allow this, we employed a random spell system where each new spell that gets made gets added to a common pool from which spells are randomly assigned to heroes at the start of the game. This led to some of the other design decisions. A map with randomly assigned spells probably can't have a very fine-tuned balance so making it a competitive or difficult map is probably not a good idea, so instead I opted for an easy-going cooperative game. General Map Design The project is a hero defence/siege type of map. It should be playable with different numbers of players, ideally this should include solo play. At the start of the game each player picks a hero which then gets assigned hero skills at random. The heroes are then faced by a constant stream of units spawned by a boss further up a corridor. The players have to fight their way against the stream of units and defeat the boss, at which point a new boss further up the path starts spawning stronger enemies. Each hero gets four basic skills and one ultimate. Each basic skill has three levels with a level skip requirement of 3 while the ultimate can first be learned at level 6 or 8 and has a second level that can be learned slightly before the hero reaches maximum level. Levels can scale with the number of heroes in the game. The easiest way to do this is to simply have multiple bosses, one for each hero, each spawning its own stream of units, but there are other possible variations. There could be a single boss growing stronger with more players instead, and/or the spawned units getting upgraded instead of becoming more numerous. There may be barriers in place that only allow players to continue further up the path once a boss has been defeated, as well as enable shortcuts back to the starting shops. Possible Contributions There is room for a varied number of contributions: the main focus are custom spells but there is also terrain, heroes and levels. Both custom code and custom art are welcome; if a contribution has both that'd be excellent but just one of those is quite sufficient as well. The contributions need not be made specifically for this map, if you have some old stuff lying around that you feel would fit, feel free to add it; in fact, I started the map by importing two spells from my earlier spellpacks into it. When working on a map together, even with a design as loose as this, there are some limitations on how and what contributions are made. They are discussed in more detail below.
Map File Whenever a new version of the map is posted by a contributor, I will attach it here. However, before you take the map to make your own contributions, check the last couple of posts in the thread to see if a newer version has already been posted that I have not yet had the time to attach here. Last edited by Anitarf : 04-01-2013 at 07:39 PM. |
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#2 |
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Sounds interesting.
I think I could help with the terraining, I used to make lots of "creative mode" terrain maps were I'd try to fit as many themes/biomes as possible. I could also try to help with the rest. |
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#3 |
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User
Join Date: Mar 2013
Posts: 49
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Quick question, how will attacks be detected? I have a few ideas for passive procs (i.e. imagine Critical Strike based on stats) but I'm not sure how to approach this best...
On a side note, you should include Glacial Wall as a spell, too. :) Last edited by HerrStanev : 03-18-2013 at 04:54 PM. |
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#4 | |||||||||||||||||
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Procrastination Incarnate
Development Director
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The terrains depend a bit on the levels since ideally the two should match thematically. It would be nice if the levels themselves had a sensible order, such that stronger-looking spawnies appear in later, stronger levels. If the order of the levels is fixed like that, this also fixes the order of terrains. You can still probably start working on something if you'd like, it's not impossible to copy&paste a segment of terrain to a different position at a later time. In terms of levels, I've had a few ideas. Here they are in what I think is an appropriate order: Table:
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#5 |
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Well, I made a "Spider Forest" (never made one before) for the first course, would something like this work?
It's a WIP, as you can see the top half is pretty much empty, and I was trying all the places were the cobwebs could be placed. I need honest opinions on this. Last edited by Balnnazar : 03-19-2013 at 09:52 AM. |
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#6 |
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Procrastination Incarnate
Development Director
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The main issue I have with that terrain is that you have already used up 7 tiles and both cliffs. There isn't really much left for other terrains. A forest terrain shouldn't use cliffs at all since you can use trees to confine the path. In terms of tiles, see if you can bring them down to 4 or even just 3.
__________________It would also seem appropriate if some trees were in the path, so you get clearings as well as more narrow paths between the trees. The cobwebs seem a bit large, the texture is just not detailed enough for that size so they feel out of place. I also forgot to mention (or maybe I did say something in the old thread, but not here), a level is expected to be only one section long, the reason I made spiders travel two sections in the first map was because I was testing the waypoint system. The first section is not that diverse so we could just scrap that and keep the second section. The starting point can always be moved. Last edited by Anitarf : 03-19-2013 at 10:39 AM. |
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#7 | |
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Alright, I separated both areas (made some temp triggers to move around), and decided to turn the second section into a cave (still wip, I pretty much just cheated the cliffs and removed the trees) and removed some unused stuff. Also, I was thinking of this for the level transitions: From forest (you could add a new wave for it, trolls or gnolls) to the caves (an ex-goblin mine, the broodmother appeared and the blew up the hole to their base)[spiders], to a riverside/seaside goblin camp/outpost (the cave would have a hole or something that lead near/straight into it)[goblins], to the river/coast (the goblins would have throw toxic wastes to the waters, enraging the murlocs and/or the goblins blew up the exit door before dying, forcing the player to go down that road?)[murlocs], to a graveyard (at the end of the river/coast there is a crumbled wall leading to this area?)[undead] and then the Mage's Citadel/Tower/Base. (the graveyard was inside/beside it)[mages] This would let us reuse most of the tiles and would give a more or less logical explaination of Why the player is going thru all this. Just throwing ideas. Last edited by Balnnazar : 03-19-2013 at 01:31 PM. |
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#8 | |
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~There we go~
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Last edited by Kyrbi0 : 03-19-2013 at 01:21 PM. |
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#9 |
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User
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I made a crude wip of the 3 area.
The idea would be, you get to the east end and either, the bridge blows up when you get there, or it blows up after you kill the enginners. Either way, part of the wall (The ugly actual wall is a placeholder) will blow up and the player will walk alongside the coast, to enter the next area. I added some power circles so that it's easier to see where is the entrance/exit of each area. |
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#10 |
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User
Join Date: Mar 2013
Posts: 49
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This really starts to look like a dungeon, though. But I like the idea. With some polishing and models it might actually look pretty.
Can't seem to understand the logic behind the levels. Does it move from top to bottom or the other way around? |
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#11 | |
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It's (mostly) linear: You start at the top, and have to go to the end of the corridor to continue to the next section. I had to change the Third section's entrance (made it face the coast instead of being on the side, like the other entrances.) because otherwise it'd make no sense (a cave/mine parallel to the coast < a cave/mine coming from a cliff facing the coast). But that's more visual/cosmetic that anything else. Last edited by Balnnazar : 03-19-2013 at 04:52 PM. |
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#12 | ||
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Procrastination Incarnate
Development Director
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I can't really think of a level to fit before the spiders though, trolls/gnolls are visually way stronger. I think the spiders will have to be the first level. Quote:
For example, if the first level is the spiders and the second level is the goblins, once the goblin bosses are defeated you could get access to a goblin item shop and, because the end of the second level is right below the start of the first level, a shortcut could open to the starting tavern as well so you have the shop and the fountain conveniently close. A further shortcut could open to this area from the side once the path finds its way there. Last edited by Anitarf : 03-19-2013 at 05:24 PM. |
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#13 | |
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User
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Oh, now I see. Well, I'll have to change the forest back to a spider den and I guess I could redesing the cave into a mining facility, then I can simply turn the coast area into the murloc's zone, (though, I'll have to move the third row's entrance to the Right so that this section can be connected to future ones.). If I'm not wrong, you want each corner of the map to have 3 sections, right? |
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#14 | |
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Procrastination Incarnate
Development Director
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Quote:
I've drawn a quick image of what the map's layout could be like; obviously, there's some space left over, so the levels need not be so cramped on the grid as they are in that image. For example, if the fourth and fifth segments were a single longer level, that'd give the players a new shop and a shortcut to previous buildings at the start of the 3rd, 6th and 9th levels, which seems like a nice, even distribution (that is the reason why I rotated the segments in the third quadrant, otherwise the third shortcut would come too soon). |
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#15 |
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My vision is augmented
MDL & Resource Moderator
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Hmm, and with a layout like that there is good space to cater for diverse terrains -- coastal areas at the bottom, a mountain peak to climb to a snowy/fiery volcano finale...
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