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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.

MicroHive
01-31-2011, 06:26 PM
Taking into account that we're making a medieval map we could have quite a lot of unique mechanics. Let's start with my first proposal, an image.

http://www.udmod.com/attachment.php?attachmentid=840&d=1296502185

What this image shows are various points in which you can construct camps. What I had in mind was to allow bases to expand every couple of minutes, or when a point is available for claiming. What is entails is for the bases to send out a couple of workers and get them to construct a camp at these points, that is, if they aren’t killed during the process.
Each of these points, once captured, will provide various benefits such as extra defends, support and resource gathering.
The early game will focus a bit on harassment of the workers and their safety.

Also, in order to compensate, the other team will be rewarded for destroying camps.

Anyone else with fancy ideas?

idodik
02-01-2011, 08:25 AM
I suggest the theme of the map will be BelShir, it fits best into the medieval idea in my opinion since its bright, green and with lots of foliage.

Torrim
02-01-2011, 08:53 AM
Taking into account that we're making a medieval map we could have quite a lot of unique mechanics. Let's start with my first proposal, an image.

http://www.udmod.com/attachment.php?attachmentid=840&d=1296502185

What this image shows are various points in which you can construct camps. What I had in mind was to allow bases to expand every couple of minutes, or when a point is available for claiming. What is entails is for the bases to send out a couple of workers and get them to construct a camp at these points, that is, if they aren’t killed during the process.
Each of these points, once captured, will provide various benefits such as extra defends, support and resource gathering.
The early game will focus a bit on harassment of the workers and their safety.

Also, in order to compensate, the other team will be rewarded for destroying camps.

Anyone else with fancy ideas?

The idea is nice.Another thing we could do is to create neutral spawns where you can find materials for the camp that boost the quickness of the workers or that are mandatory to build structure in it.
IE:we create a low lvl spawn that allows workers to build the camp 5% faster and another one harder that is mandatory to build towers/barracks.We should create 1 of them for each team and 1 big "special"neutral spawn that would be unique with a big bad MFing monster that gives a slightly stronger boost like +10% life to all computer controlled units of the faction that kill the monster

2-P
02-08-2011, 10:00 PM
Hm, is the AoS going to be "item-based" (e.g DotA) or "hero/skill-based" (e.g ToB, AotZ)?



Another thing we could do is to create neutral spawns where you can find materials for the camp that boost the quickness of the workers or that are mandatory to build structure in it.

Be careful with *anything* you put besides the actual lanes, if you encourage the players to leave the lanes you're increasing the "area of interest". The larger the playing field, the less often players will clash, which means less action.
That's the main problem of those AoS/RPG hybrids in which you can go questing and all that stuff, they're just awfully boring.



What this image shows are various points in which you can construct camps. What I had in mind was to allow bases to expand every couple of minutes, or when a point is available for claiming. What is entails is for the bases to send out a couple of workers and get them to construct a camp at these points, that is, if they arenít killed during the process.
Each of these points, once captured, will provide various benefits such as extra defends, support and resource gathering.
The early game will focus a bit on harassment of the workers and their safety.

I like that concept, it's just difficult to pull off in an AoS.
If a team can rebuild the bases/outposts the game length can increase significantly, a stalemate over a longer period of time is never fun.
Balancing the whole thing is also pretty tricky.


Also, in order to compensate, the other team will be rewarded for destroying camps.
Destroying a camp should be enough of a reward. :P

CloudWolf
02-08-2011, 11:13 PM
Hm, is the AoS going to be "item-based" (e.g DotA) or "hero/skill-based" (e.g ToB, AotZ)?




Be careful with *anything* you put besides the actual lanes, if you encourage the players to leave the lanes you're increasing the "area of interest". The larger the playing field, the less often players will clash, which means less action.
That's the main problem of those AoS/RPG hybrids in which you can go questing and all that stuff, they're just awfully boring.




I like that concept, it's just difficult to pull off in an AoS.
If a team can rebuild the bases/outposts the game length can increase significantly, a stalemate over a longer period of time is never fun.
Balancing the whole thing is also pretty tricky.


Destroying a camp should be enough of a reward. :P

Thats something we've been discussing over the last few days in the chat :) It's still not finalised, but its looking highly likely that the game will be item-based.

It was suggested that all spells would automatically level up with the hero, but may have different effects depending on the items equipped. It's still a rough concept, but we're refining it :) Feel free to join in the discussion in the chat, or post your ideas in the spell thread :D

Regarding the lanes, it is currently set to 2 lanes. The middle regions right now are simply a means to travel between the two lanes. We're still looking for ideas on what to do with the rest of the middle area :)

CloudWolf
02-10-2011, 08:49 PM
By the way guys, you can now link to this section of the site by going to http://fog.udmod.com :)

Raven0
03-09-2011, 04:03 AM
I love AoS maps ^-^

Looking forward to seeing what you guys do with this.

Yan
04-18-2011, 09:02 AM
The idea is nice.Another thing we could do is to create neutral spawns where you can find materials for the camp that boost the quickness of the workers or that are mandatory to build structure in it.
IE:we create a low lvl spawn that allows workers to build the camp 5% faster and another one harder that is mandatory to build towers/barracks.We should create 1 of them for each team and 1 big "special"neutral spawn that would be unique with a big bad MFing monster that gives a slightly stronger boost like +10% life to all computer controlled units of the faction that kill the monster

about the idea of neutral camp, they can be initially hostile for computers but they can become an ally and send wave of units if you offer to them resources, protection or if you complete a quest for them.

ELFoglalt
04-19-2011, 04:02 PM
What this image shows are various points in which you can construct camps.
[...]
The early game will focus a bit on harassment of the workers and their safety.

Good idea, adds a lot of variety. (I was working on an AoS map with similar mechanics for War3 and it really spices things up. You should definitely go for it in my opinion.)

I wonder if you are planning on implementing advanced teamwork mechanics like the ability to mark areas, targets with text messages (like in World in Conflict if you are familiar with it). Think of something along the lines of a pop-up window which allows you to put markers. It might seem kinda silly as you can just ping the minimap but based on my experiences it can improve teamwork drastically. (Tho I know it's a lot of work and probably not worth the time invested in it as the mod is in a pretty early stage of development AFAIK.)

CloudMax
04-19-2011, 05:40 PM
People should keep in mind that almost everything mentioned in this topic has changed.
All the up-to-date information is located all over the forum in small pieces that you'd have to puzzle togheter to get a picture of how we are making this map at the moment.
We will probably update the thread when we have all the core mechanics done. It would be useless to update it if we still are discussing what to do :)

Whisper
07-01-2011, 01:35 PM
Have you decided about main sides of conflict?
One team will probably be some middleage knights etc. (terrain trailer :p) what about the second one?

CloudWolf
07-06-2011, 12:41 AM
Hey Whisper!

To begin with, we'll probably just have both sides mirrored so we can get something out faster :) At present, its looking as though both teams will be human knights.

That said, each side's units will be skinned differently so that they may be easily told apart :)

Thats not to say we wont implement a second race later on ;)

comando123
07-24-2011, 04:45 PM
As far as the middle goes i had an idea on a way to make it a bit more dynamic.. the idea sorta came from the destructable rocks concept in sc2 basically have some kind of fortified entrance to an alternate route that would be a bit difficult to break. but if broken would allow the team the option to choose a fork in the road on the path they would rather take. at the bases possibly they may have a "command post" that would allow the team members to choose the direction the troops push through that would only be available of course after the fortification was broken. below is a modified version of the concept image wher the brown rectangles would represent the fortification

http://i137.photobucket.com/albums/q230/Swiftedge123/FoGConcept.jpg

there could be possible things needed in order to break the fortificatinos such as a side quest of sorts to collect dynamite or use some kind of siege engine or someting of that nature to break the fortification down. so that players will not just constantly zerg the fortification or knock it out so quick that it would be the preferred option at all times.