CloudWolf
01-31-2011, 05:06 PM
Concept
Initially, the map will be a 6v6 AoS map in a medieval style using textures and models created by our fellow UDModders. The idea is that there will be two teams which shall be dubbed "Red Team" and "Blue Team" for development purposes. The names of these teams will of course change to something for fitting once the map develops.
Each team will be given a stronghold, one in the top left, the other in the bottom right. There will be two main lanes connecting these two strongholds. At regular intervals, each base will automatically spawn a matching set of units that will evenly distribute between the two lanes. These units will be computer controlled, and will attack towards the enemies stronghold in an attempt to destroy the opposing teams throne (or some form of central building). For the first release, both teams will be mirrored and will spawn the same set of units.
At the half-way point, each lane will open up into a form of battleground. As both teams spawn units at the same time, these "Battlegrounds" will indicate the area of the initial clash between the Red and Blue teams.
http://www.udmod.com/attachment.php?attachmentid=839&d=1296497107
Each player will control a hero unit that will fight along-side its allied units to achieve victory.
At the begining of the game, each player will select their hero from a custom menu. For the initial version, there will be a selection of two hero classes:
Melee Hero - Specialises in close-combat damage-dealing abilities.
Ranged Magic Hero - Specialises in ranged attacks with status-changing side-effects.
Topics to Discuss
Hero Design
Ideally, we should be as unique as possible with the design of these heroes in both name and skills. For example, lets try not to stick to the generic "Warrior" and "Mage" classes that have been used countless times in the past. We need to decide:
What should the names of the first two classes be?
What kind of abilities would they each have?
Once these two hero designs have been chosen, myself and our other UDModders gifted in the ways of artwork will get together to create a custom skin (and model if possible) for each of them.
The discussion on hero design can be found at:
http://www.udmod.com/showthread.php?1265-Hero-Design&p=13124
Spell System
While the concept for this map is similar to games such as DotA, the execution needs to be as unique as possible. For this reason, we should try to stay away from the traditional "Warcraft 3" approach to levelling up and using abilities.
One possible answer to this is Redmarine's idea of incorporating a spell system that allows players to cast spells depending on the combination of runes selected as shown in the video below:
http://www.youtube.com/watch?v=g_XP9OBWGKo
Essentially, a player would need to press a combination of hotkeys in order to cast an ability. This would also allow the option for two or more players to cast certain abilities together for stronger attacks.
Keep in mind that nothing is set in stone as of yet, so we are of course still open to other sugestions for spell casting.
Once a system has been decided, we will need a member of UDMod to design a set of spells for the two hero classes.
The discussion on spell systems can be found at:
http://www.udmod.com/showthread.php?1266-Spell-System&p=13125#post13125
Terrain
In the near future, I'll release a rough-template of the terrain for our trigger'ers to work with. At a later date, one of our members can work-over the template and create us something with more detail.
Project Name
"Project UD" is the code-name for the project. However, we will need to come up with a few ideas on what the actually call the map that we develop. Keep in mind that this will be a Medieval AoS map. Submit all your ideas to the following thread:
http://www.udmod.com/showthread.php?1267-Project-Name-Ideas&p=13126#post13126
Future Updates
http://www.udmod.com/chat/img/emoticons/warning.png Please Note that this document is simply outlining a feasible starting point that we can initially work towards. It aims to be as simple as possible for the time being. Once a stable version has been created, we can begin to add additional features, heroes, units, systems, artwork, game-play etc.
Initially, the map will be a 6v6 AoS map in a medieval style using textures and models created by our fellow UDModders. The idea is that there will be two teams which shall be dubbed "Red Team" and "Blue Team" for development purposes. The names of these teams will of course change to something for fitting once the map develops.
Each team will be given a stronghold, one in the top left, the other in the bottom right. There will be two main lanes connecting these two strongholds. At regular intervals, each base will automatically spawn a matching set of units that will evenly distribute between the two lanes. These units will be computer controlled, and will attack towards the enemies stronghold in an attempt to destroy the opposing teams throne (or some form of central building). For the first release, both teams will be mirrored and will spawn the same set of units.
At the half-way point, each lane will open up into a form of battleground. As both teams spawn units at the same time, these "Battlegrounds" will indicate the area of the initial clash between the Red and Blue teams.
http://www.udmod.com/attachment.php?attachmentid=839&d=1296497107
Each player will control a hero unit that will fight along-side its allied units to achieve victory.
At the begining of the game, each player will select their hero from a custom menu. For the initial version, there will be a selection of two hero classes:
Melee Hero - Specialises in close-combat damage-dealing abilities.
Ranged Magic Hero - Specialises in ranged attacks with status-changing side-effects.
Topics to Discuss
Hero Design
Ideally, we should be as unique as possible with the design of these heroes in both name and skills. For example, lets try not to stick to the generic "Warrior" and "Mage" classes that have been used countless times in the past. We need to decide:
What should the names of the first two classes be?
What kind of abilities would they each have?
Once these two hero designs have been chosen, myself and our other UDModders gifted in the ways of artwork will get together to create a custom skin (and model if possible) for each of them.
The discussion on hero design can be found at:
http://www.udmod.com/showthread.php?1265-Hero-Design&p=13124
Spell System
While the concept for this map is similar to games such as DotA, the execution needs to be as unique as possible. For this reason, we should try to stay away from the traditional "Warcraft 3" approach to levelling up and using abilities.
One possible answer to this is Redmarine's idea of incorporating a spell system that allows players to cast spells depending on the combination of runes selected as shown in the video below:
http://www.youtube.com/watch?v=g_XP9OBWGKo
Essentially, a player would need to press a combination of hotkeys in order to cast an ability. This would also allow the option for two or more players to cast certain abilities together for stronger attacks.
Keep in mind that nothing is set in stone as of yet, so we are of course still open to other sugestions for spell casting.
Once a system has been decided, we will need a member of UDMod to design a set of spells for the two hero classes.
The discussion on spell systems can be found at:
http://www.udmod.com/showthread.php?1266-Spell-System&p=13125#post13125
Terrain
In the near future, I'll release a rough-template of the terrain for our trigger'ers to work with. At a later date, one of our members can work-over the template and create us something with more detail.
Project Name
"Project UD" is the code-name for the project. However, we will need to come up with a few ideas on what the actually call the map that we develop. Keep in mind that this will be a Medieval AoS map. Submit all your ideas to the following thread:
http://www.udmod.com/showthread.php?1267-Project-Name-Ideas&p=13126#post13126
Future Updates
http://www.udmod.com/chat/img/emoticons/warning.png Please Note that this document is simply outlining a feasible starting point that we can initially work towards. It aims to be as simple as possible for the time being. Once a stable version has been created, we can begin to add additional features, heroes, units, systems, artwork, game-play etc.