Hi, I started a sc2 mod and progress will depend on interest from the community and my own schedule :P
The Mod
This mod, currently named Raidcraft (might very likely change), will be a platform on which one can create instance and raid encounters, it will have a threat system, several heroes of different roles (Tank, dps and support) and a system that makes designing bosses easy.
Why?
A mod gives the community a way of creating their own content and allows for more people to, easily, be creative and create their own content.
Also, programming and modding is fun :)
Concept
You get to choose a Hero when the game loads choosing a Hero that you play for the remainder of the game.
Your hero levels up as your team progresses through the instance, gaining new abilities and picking up items.
Items can be gained by killing bosses and from the shop where you pay with the money you get from killing mobs.
Heroes in general
Every hero should have it's strength and weakness, some DPS might have a high burst damage but are weak in longer fights where mana conservation is crucial. Every Hero should still be valid - a small pool with balanced heroes is a better pool than a big one where some heroes aren't viable.
Tank
A tank is a Hero role that keeps the NPCs at bay, making them attack and cast spells on them instead of the rest of the players. Players playing a tank hero need to have good map awareness as well as good reactions in order to gain aggro on NPCs that comes out of nowhere. aggro should not just be kept by simply smashing the ability buttons.
DPS
The most intuitive role, the job is to deal as much damage as possible but not gain the aggro.
Dealing damage should be somewhat easy, but synergy between spells and boss mechanics should make it hard to stay alive even with good support.
Support
The job of the support is to keep every ones HP up as well as crowd controlling NPCs with slows, spell interrupts etc. The biggest problem should be mana management, heals should not fly out left and right but a bit of thinking should be involved.
Items
Most items will be basic +stat items, some will add mechanics like life steal, mana burn, cooldown reduction etc.
Two item slots on every hero will be saved for trinkets - items that has a nice ability with a longer cooldown.
Stats
Stats will be easy, most likely:
Stamina - increases hp and hp regen
Damage - Increases damage dealt, healing and threat for tanks.
Intellect - increases mana and mana regeneration.
Progress
So far I have only, barely, finished the threat system and now I am working on the first Hero which will probably be Pudge/Devourer
General
I just wanted to post this and see if there are interest in this mod, all comments are appreciated :)
TL;DR:
A mod that is a mix between a AoS/Moba and a WoW instance.
I've had such an idea once, and I like it. I just never went through with it cause it's a lot of work...
The idea of making it a mod so that people can create their own "Instances" is a great idea I think.
One question: Will hero stats, items, etc. be saved in banks? Im sure that would make the maps far more succesful :p
And one suggestion: While I don't think going Tank, DPS and healer is bad, I think changing healer to "Support" might be an interesting idea. What I mean is make a hero that doesn't actually heal, but has other mechanics to keep the team alive (Force fields that can stop projectiles as well, damage reduction spells, temporary shields and/or invincibility, summoned structures/units that temporarily aggro everything, etc.) I think that would be a very interesting alternative to the standard healer.
Also, welcome to sc2mapster!
I hereby present you with the welcome gift of the permission to buy us all a round of drinks!
I worked on a map similar to X Hero Siege from TFT so I know my way around heroes and custom abilities, it's "Gates of Darkness" and can be found on EU if you feel like trying it out. While post count on mapster doesn't really mean much, I'm still going with the assumption that you aren't an expert on the data editor. If you need help, feel free to PM me. I wouldn't mind sharing my map files with you, if you're the kind of person that learns by looking at pre-made stuff.
There's a "Mapster Mentoring" sticky in the tutorials section I believe, you'll find a long list of people who will be happy to help you, and it also says what areas of the editor they specialise in.
@TheAlmaity: Go
Boy, your post brought a smile to my face and all drinks are on me! :D
I started programming TFT about 8 - 9 years ago and only recently started with the sc2 engine but I study computer science at the uni.
I like your ideas, I should have put support - my first idea would be that only support has crowd control abilities which will be crucial in some encounters.
The whole plan is to keep spells and Heroes intuitive but with synergy that brings depth.
Regarding stats saving I, personally, don't want it - I want a game where you can instantly play with friends that has never been playing before and still be able to play "on the same level" - this is, and was, WoW's biggest draw back imo.
The idea of bringing challenge to good players are achievements. I, myself, do not know how they work (yet) but I would like to see something like achievements for finishing an instance, finishing an instance in a certain time and downing a boss after he Enrages etc.
Well, it would be possible to scale all mobs depending on a sort of "Average" level/rating of all players (So if for example you had 4 level 10 heroes, and 1 level 1 new guy, you'd end up with a dungeon level of 8.2, which while unfair for the new guy wouldn't impair the other 4 players that much, and you could make the calculation a bit more complex to be more fair. And if the level difference between players is too high, you can buff the weaker heroes for that one instance)
I wouldn't really consider Crowd Control support. It is sort of supportive, but I meant heroes that sort of fill the same role as the healer without actually focusing on restoring health, which could be achieved through a combination of crowd control, (de)buffing and other things. But I think you understood that :)
There is an achievements library somewhere here on mapster. I heard it was a bit buggy, but it's not hard to fix I think, and if you do have problems with it, PM ZeldaRules28, he got it to work for our map "RuneCraft" and could probably send you our fixed/modified version.
One suggestion: Try and have the abilities of heroes interact with each other in some way, it makes heroes a lot more fun to play and adds a higher skill cap imo. Something as simple as having debuff from spell A increase damage of spell B n those targets is good enough already :P
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Intro
Hi, I started a sc2 mod and progress will depend on interest from the community and my own schedule :P
The Mod
This mod, currently named Raidcraft (might very likely change), will be a platform on which one can create instance and raid encounters, it will have a threat system, several heroes of different roles (Tank, dps and support) and a system that makes designing bosses easy.
Why?
A mod gives the community a way of creating their own content and allows for more people to, easily, be creative and create their own content. Also, programming and modding is fun :)
Concept
You get to choose a Hero when the game loads choosing a Hero that you play for the remainder of the game. Your hero levels up as your team progresses through the instance, gaining new abilities and picking up items. Items can be gained by killing bosses and from the shop where you pay with the money you get from killing mobs.
Heroes in general
Every hero should have it's strength and weakness, some DPS might have a high burst damage but are weak in longer fights where mana conservation is crucial. Every Hero should still be valid - a small pool with balanced heroes is a better pool than a big one where some heroes aren't viable.
Tank
A tank is a Hero role that keeps the NPCs at bay, making them attack and cast spells on them instead of the rest of the players. Players playing a tank hero need to have good map awareness as well as good reactions in order to gain aggro on NPCs that comes out of nowhere. aggro should not just be kept by simply smashing the ability buttons.
DPS
The most intuitive role, the job is to deal as much damage as possible but not gain the aggro. Dealing damage should be somewhat easy, but synergy between spells and boss mechanics should make it hard to stay alive even with good support.
Support
The job of the support is to keep every ones HP up as well as crowd controlling NPCs with slows, spell interrupts etc. The biggest problem should be mana management, heals should not fly out left and right but a bit of thinking should be involved.
Items
Most items will be basic +stat items, some will add mechanics like life steal, mana burn, cooldown reduction etc. Two item slots on every hero will be saved for trinkets - items that has a nice ability with a longer cooldown.
Stats
Stats will be easy, most likely: Stamina - increases hp and hp regen Damage - Increases damage dealt, healing and threat for tanks. Intellect - increases mana and mana regeneration.
Progress
So far I have only, barely, finished the threat system and now I am working on the first Hero which will probably be Pudge/Devourer
General
I just wanted to post this and see if there are interest in this mod, all comments are appreciated :)
TL;DR:
A mod that is a mix between a AoS/Moba and a WoW instance.
I've had such an idea once, and I like it. I just never went through with it cause it's a lot of work...
The idea of making it a mod so that people can create their own "Instances" is a great idea I think.
One question: Will hero stats, items, etc. be saved in banks? Im sure that would make the maps far more succesful :p
And one suggestion: While I don't think going Tank, DPS and healer is bad, I think changing healer to "Support" might be an interesting idea. What I mean is make a hero that doesn't actually heal, but has other mechanics to keep the team alive (Force fields that can stop projectiles as well, damage reduction spells, temporary shields and/or invincibility, summoned structures/units that temporarily aggro everything, etc.) I think that would be a very interesting alternative to the standard healer.
Also, welcome to sc2mapster!
I hereby present you with the welcome gift of the permission to buy us all a round of drinks!
I worked on a map similar to X Hero Siege from TFT so I know my way around heroes and custom abilities, it's "Gates of Darkness" and can be found on EU if you feel like trying it out. While post count on mapster doesn't really mean much, I'm still going with the assumption that you aren't an expert on the data editor. If you need help, feel free to PM me. I wouldn't mind sharing my map files with you, if you're the kind of person that learns by looking at pre-made stuff.
There's a "Mapster Mentoring" sticky in the tutorials section I believe, you'll find a long list of people who will be happy to help you, and it also says what areas of the editor they specialise in.
@TheAlmaity: Go Boy, your post brought a smile to my face and all drinks are on me! :D I started programming TFT about 8 - 9 years ago and only recently started with the sc2 engine but I study computer science at the uni.
I like your ideas, I should have put support - my first idea would be that only support has crowd control abilities which will be crucial in some encounters. The whole plan is to keep spells and Heroes intuitive but with synergy that brings depth.
Regarding stats saving I, personally, don't want it - I want a game where you can instantly play with friends that has never been playing before and still be able to play "on the same level" - this is, and was, WoW's biggest draw back imo.
The idea of bringing challenge to good players are achievements. I, myself, do not know how they work (yet) but I would like to see something like achievements for finishing an instance, finishing an instance in a certain time and downing a boss after he Enrages etc.
Updating the original post :)
And thanks a bunch ^^
Well, it would be possible to scale all mobs depending on a sort of "Average" level/rating of all players (So if for example you had 4 level 10 heroes, and 1 level 1 new guy, you'd end up with a dungeon level of 8.2, which while unfair for the new guy wouldn't impair the other 4 players that much, and you could make the calculation a bit more complex to be more fair. And if the level difference between players is too high, you can buff the weaker heroes for that one instance)
I wouldn't really consider Crowd Control support. It is sort of supportive, but I meant heroes that sort of fill the same role as the healer without actually focusing on restoring health, which could be achieved through a combination of crowd control, (de)buffing and other things. But I think you understood that :)
There is an achievements library somewhere here on mapster. I heard it was a bit buggy, but it's not hard to fix I think, and if you do have problems with it, PM ZeldaRules28, he got it to work for our map "RuneCraft" and could probably send you our fixed/modified version.
One suggestion: Try and have the abilities of heroes interact with each other in some way, it makes heroes a lot more fun to play and adds a higher skill cap imo. Something as simple as having debuff from spell A increase damage of spell B n those targets is good enough already :P