Well, I got through writing this once already, but managed to close out of the window xD
I've been using the WC3 + SC2 editor for a combined 6-8 years, and I think that it's finally time for me to release a map to the public
The name is going to change, but it's suitable as of right now.
1. Introduction
A- Purpose:
Help players improve their Micro/Macro abilities without having to worry about timings, builds, etc
Provide players with an average learning curve while delivering a high-level of mastery
B- Concept:
Capture any combination of the 17 points across the map to spawn different types of units.
Kill creatures in the forest to gain single-unit buffs to increase overall combat effectiveness
C- Win Parameter:
Kill the opposing 3 Guild Lords
D- Setup
Each player (1-4) is given a color.
Player 1 is Green (G)
Player 2 is Red (R)
Player 3 is Brown (Br)
Player 4 is Blue (Bl)
2. Upgrades
A- Pictures
1. The first picture is just a generic overview of the map. Open a New Tab to see it without leaving the page
2. The picture towards the bottom of (2) is of the Conquest Menu: The central hub for Blessings, Augments, Upgrades, and Units. My crappy mouse-writing serves as somewhat of a guide. The Left-side of the screen is reserved for the real-time minimap. If a point is under green control, the point location on the map will appear as green. If it's contested, it will appear as white.
The Right-side of the menu shows the 16 different buffs that you can buy. The top row are Units, second Augments, third Blessings, with the last Upgrades.
The middle of the screen (is missing an image on the bottom) tracks how much of the map is under control.
Open a New Tab to view the image without leaving the page. If you want to leave, then go ahead: The walls of text don't stop.
3. All of the Upgrades/Buffs (Interchangeable with this map, seeing as I already DO have buffs, and upgrades, no single word is right. Perhaps.. Positive Stuff) Are based off of a proxy variable amount that will change variant on if you buy it, pick a belief system (will discuss further)
Considering this is in the picture section, Go ahead and Open a New Tab so you don't leave the page. But you already knew that, didn't you? Oh, and yeah. The texture is kinda funny in that one :D
B- Implementation
1. There are 5 different level of the Upgrades, whereas the Augments are all 1-stage. Blessings are a mix between 1 and 4 tiers, leaving the Units to be 1-stage
2. Units allow the player to spawn additional units. Right now, the different units are Medics, Hybrid Reavers, and Observers.
3. Augments allow the player to grant ALL CURRENT UNITS bonuses that alone are small, but spammable. Meaning... One instance of it would give +1 Regen, but if you were to buy 10 instances of it for 10x more, you'd give all current units +10 Regen.
4. Blessings improve the Environment, Point Capture-Rate, Units Spawned per Interval, and Income
5. Point upgrades allow for the player to grant themselves a unit upgrade. For instance, for every siege point you control, you will spawn 1 Goliath per interval. IF YOU UPGRADE, you'll spawn a Siege Tank instead at every interval. There are currently 5 tiers of units, thus 20 total units possible for all players, though improbable at once.
3. Buffs
A- Buff Overview
1. I've accepted that I'm pretty good at Triggering, though my skills in the Data Editor are god-awful. This was the breaking point where I finally found out how to make almost any type of buff, and through Trial and Error, I ended up with about 10-20 unique buffs.
2. Environmental Buffs- Every area on the map that is Green (Foliage), Red, Brown, and Blue is affected by their player's environmental buff. The first rank of the Environment Buff (under Blessings category) grants all units in their environment Life Regeneration. The second rank provides Life Degeneration to ALL enemy units who step into it. The third rank grants Armor and Movement Speed to friendly units. The last rank provides (something... actually forgot. Oh well. Let's call it no dessert) No dessert to all enemies, leaving them to be very sad.
3. Creep Buffs- If you kill a creep in the middle of the Labyrinth, you gain a very powerful single-unit buff. There are a total of 4 different types of creeps in the Red, Green, Blue, and Brown labyrinth sides, excluding the 1 "elite" creep. The elite creep, when killed, grants a powerful buff to every unit on the field relating to the killing unit's Player. (Wow, sure worded that weird)
a. The creep buffs last for 120-seconds each and last on only 1 unit, excluding the elite buff that lasts for 30 seconds on every unit on the field
4. Belief Systems
A- Tactician
1. The tactician provides a certain number of bonuses
-50% point capture time
50% cost reduction to all Blessings
Rory Swann can have a Flaming Orgy with his Flaming Bettys, now that he can create up to 5 at once
B- Rampager
1. The Rampager specializes in amassing a strong army to literally thrust himself through his enemies
+1 unit spawned to every point at every interval
50% cost reduction to Augments
The hero is Karass, who has a powerful Psi-Storm ability
C- Gladiator
1. The Gladiator is a master of seclusion and survival, beating even the greatest of all gladiators: Russel Crowe. Because he's silent, he trains himself all day and night in the Forest (Kind of like the old Warwick from LoL, this dude's the Jungler)
50% cost reduction for all Units trained
Hero is Zeratul
Permanent Cloak on hero
Gladiator seriously doesn't need any additional buffs aside from that.. at least from what I'm expecting. (Which means it's totally wrong)
D- Warmaster
1. The Warmaster weighs the Pros and Cons of every battle he enters, and knows exactly what he will need to be victorious at every encounter. He specializes in training top-quality units, whilst providing his allies with strong morale.
50% reduced price of Point Upgrades
Scanner Sweep
Tychus Findlay is the hero, so you know the Warmaster is bad-ass.
E-General
Each belief system excels at doing a job. If you're a player who likes to charge in blindly and try to win, go with the Rampager. If you like to play cautiously, go with a Tactician. If you prefer to stick in a Forest and kill creatures, go with Gladiator. If you like to be Tychus Findlay, go with Warmaster.
Once you choose your path, you cannot change it.
5. Cool Features I want to Implement
Teleportation: Teleport from different tactically-placed portals around the map
Mouse-rotation camera: Gives you more than just the typical overhead RTS camera (Can cause lag which is why it's not fully implemented yet. Please provide with a way to make it work if possible)
God Mode- Unit mode: Press a button, gain FULL CONTROL over the selected unit. That unit gains 300% damage
6. Conclusion
Thank you for your interest in The <x> Labyrinth. I look forward to any feedback that you guys have for me
As a side-note, if anyone wants to play my map to get a feel for it, don't be afraid to ask for a copy. I tend not to lock my maps because A: I'd lock myself out of it, and B: I'm not against helping anyone if I have something cool that they wanna implement. Besides, if they can read my "organized" mess then they deserve to use it.
PS Income is money acquired every 20 seconds PER POINT CONTROLLED
I do want to get a Beta for this going in about a week or so to check the functionality with 3 others. Please PST me if you're interested.
Well, I got through writing this once already, but managed to close out of the window xD
I've been using the WC3 + SC2 editor for a combined 6-8 years, and I think that it's finally time for me to release a map to the public
The name is going to change, but it's suitable as of right now.
1. Introduction
A- Purpose:
B- Concept:
C- Win Parameter:
D- Setup
2. Upgrades
A- Pictures
1. The first picture is just a generic overview of the map. Open a New Tab to see it without leaving the page
2. The picture towards the bottom of (2) is of the Conquest Menu: The central hub for Blessings, Augments, Upgrades, and Units. My crappy mouse-writing serves as somewhat of a guide. The Left-side of the screen is reserved for the real-time minimap. If a point is under green control, the point location on the map will appear as green. If it's contested, it will appear as white.
The Right-side of the menu shows the 16 different buffs that you can buy. The top row are Units, second Augments, third Blessings, with the last Upgrades.
The middle of the screen (is missing an image on the bottom) tracks how much of the map is under control.
Open a New Tab to view the image without leaving the page. If you want to leave, then go ahead: The walls of text don't stop.
3. All of the Upgrades/Buffs (Interchangeable with this map, seeing as I already DO have buffs, and upgrades, no single word is right. Perhaps.. Positive Stuff) Are based off of a proxy variable amount that will change variant on if you buy it, pick a belief system (will discuss further)
Considering this is in the picture section, Go ahead and Open a New Tab so you don't leave the page. But you already knew that, didn't you? Oh, and yeah. The texture is kinda funny in that one :D
B- Implementation
1. There are 5 different level of the Upgrades, whereas the Augments are all 1-stage. Blessings are a mix between 1 and 4 tiers, leaving the Units to be 1-stage
2. Units allow the player to spawn additional units. Right now, the different units are Medics, Hybrid Reavers, and Observers.
3. Augments allow the player to grant ALL CURRENT UNITS bonuses that alone are small, but spammable. Meaning... One instance of it would give +1 Regen, but if you were to buy 10 instances of it for 10x more, you'd give all current units +10 Regen.
4. Blessings improve the Environment, Point Capture-Rate, Units Spawned per Interval, and Income
5. Point upgrades allow for the player to grant themselves a unit upgrade. For instance, for every siege point you control, you will spawn 1 Goliath per interval. IF YOU UPGRADE, you'll spawn a Siege Tank instead at every interval. There are currently 5 tiers of units, thus 20 total units possible for all players, though improbable at once.
3. Buffs
A- Buff Overview
1. I've accepted that I'm pretty good at Triggering, though my skills in the Data Editor are god-awful. This was the breaking point where I finally found out how to make almost any type of buff, and through Trial and Error, I ended up with about 10-20 unique buffs.
2. Environmental Buffs- Every area on the map that is Green (Foliage), Red, Brown, and Blue is affected by their player's environmental buff. The first rank of the Environment Buff (under Blessings category) grants all units in their environment Life Regeneration. The second rank provides Life Degeneration to ALL enemy units who step into it. The third rank grants Armor and Movement Speed to friendly units. The last rank provides (something... actually forgot. Oh well. Let's call it no dessert) No dessert to all enemies, leaving them to be very sad.
3. Creep Buffs- If you kill a creep in the middle of the Labyrinth, you gain a very powerful single-unit buff. There are a total of 4 different types of creeps in the Red, Green, Blue, and Brown labyrinth sides, excluding the 1 "elite" creep. The elite creep, when killed, grants a powerful buff to every unit on the field relating to the killing unit's Player. (Wow, sure worded that weird)
a. The creep buffs last for 120-seconds each and last on only 1 unit, excluding the elite buff that lasts for 30 seconds on every unit on the field
4. Belief Systems
A- Tactician
1. The tactician provides a certain number of bonuses
B- Rampager
1. The Rampager specializes in amassing a strong army to literally thrust himself through his enemies
C- Gladiator
1. The Gladiator is a master of seclusion and survival, beating even the greatest of all gladiators: Russel Crowe. Because he's silent, he trains himself all day and night in the Forest (Kind of like the old Warwick from LoL, this dude's the Jungler)
D- Warmaster
1. The Warmaster weighs the Pros and Cons of every battle he enters, and knows exactly what he will need to be victorious at every encounter. He specializes in training top-quality units, whilst providing his allies with strong morale.
E-General
5. Cool Features I want to Implement
6. Conclusion
Thank you for your interest in The <x> Labyrinth. I look forward to any feedback that you guys have for me
As a side-note, if anyone wants to play my map to get a feel for it, don't be afraid to ask for a copy. I tend not to lock my maps because A: I'd lock myself out of it, and B: I'm not against helping anyone if I have something cool that they wanna implement. Besides, if they can read my "organized" mess then they deserve to use it.
PS Income is money acquired every 20 seconds PER POINT CONTROLLED
I do want to get a Beta for this going in about a week or so to check the functionality with 3 others. Please PST me if you're interested.
Status:
Triggering: 100%
Terrain: 90%
Music: 10%
Data: 95% (Just need to adjust tooltips)
<Reserved for Screen Shots>