Concept Hero Defense is loosely based on war3's Enfo's Hero Defense. However, the only thing that's being taken from EHD is the map design and creep spawn, but even that has been altered.
Concept Hero Defense is a 5v5 hero defense map. Players will have to choose a hero to defend their lane, while suffering harassment from the other team and vice versa. Players will have to work together in order to bring out the best of their heroes. Teamwork is highly prized and highlighted throughout the game in the form of skills. Players will need to pick different heroes in order to help their teammates to use specific skills. This will be explained below.
This map is completed and released in Bnet SEA, with patches and additional stuff planned
Design Philosophy
Gameplay
The objective is simple, both teams has 100 lives. For every unit that reaches to the player's home base, they lose 1 life. For every hero killed, the team loses 3 lives.
Heroes
Currently there are 7 unique heroes avaliable. Heroes don't level up by experience. Rather, each creep killed will give the player minerals and vespene for the players to upgrade their hero through a hero upgrade center.
Skills
Probably the most important part of the game. Skills are are classified into a few different types. With the exception of Character skills, some heroes will share skills from the other types
Character - These skills are unique to the hero itself
Passive - Passive skills
Damage - Skills that mainly focuses on damage
Augment - Skills that buff the team or friendly spawns from the other lane
Parallel - Skills that can be used to debuff and buff at the same time
Whammy - Skills that are meant to harass the other team
Misc - Skills with 1 or more of these types grouped together
Omni - Ultimate skills.
Out of all these different types of skills, they are also divided into 2 different sub types. MAP skills, which has a range of 500 and normal skills, which has a range of 9 to 12. MAP skills are mainly used for harassing the other team and they cost vespene in addition to energy. Normal skills are used at the player's lane and during PvP.
Since there is no leveling up in the game, heroes learn skills by the skill window using minerals which is found at the hero's screen. The skill for heroes are made in a way that there are more then 1 way to play a hero. It all depends on what the team needs. Players are given free choice of whichever skills they want to learn, however they need to bear in mind the cost of the skill, which is Energy and Vespene for some.
Some skills also require "Branding", which only certain heroes has. This requires teamwork from the players to coordinate the skills that they want to take.
Upgrades
Simple and straightforward. Players buy upgrades from Hero upgrade center which will increase the damage/life of their hero. The upgrades include
Focus Hero - Increases life, energy, life regen and energy regen
Focus Offence - Increases damage, attack speed and a small portion of life and energy
Focus Defence - Increases armor, movement speed and a small portion of life and energy
Focus Ability Damage - Increases damage from skills
Focus Ability Cooldown and Duration - Increases duration of skills (if they have duration) and decreases cooldown of skills
Spawn Stages
There are 30 stages altogether. To spice things up a little, there are some special rounds so that there are always things to do while waiting for creeps to spawn. The special rounds do combine together.
Invert Damage Round - Every 3 rounds, damage is swapped. Spawns deal more damage to heavy and armored and less to light and unarmored type
Resource Round - Every 4 rounds, resources will spawn at predefined points in the map
Shield Round - Every 5 rounds, units will spawn with shields. Shields regenerate instantly after a set period of time if the unit is not damaged
Haste Round - Every 6 rounds units will move faster
Tower Round - Every 7 rounds, towers will spawn at predefined points. Towers give good bounty for its difficulty. Each tower round spawns different towers
Intermission - Every 10 rounds, after fighting the boss round, it will be Intermission round. The barricades in the middle will open and players can directly PvP each other instead of relying on MAP skills. Players that move over to the other side of the map will earn minerals periodically as long as they stay there.
Resources
Resources are earned by 3 ways.
1. Killing spawns
2. When the round ends
3. Picking them up.
At the end of every round, players will get resources inversely proportional to their performance. There will be a resource pool, the better the player does, the lesser he will get and the difference will be given to the player with lesser kills. This is to not let one player be insanely powerful and the others are just fodder. Remember that each death will cost the team 3 lives.
Map
This map is already released at BNET SEA, and NA(not latest yet) so please try if you are interested.
Here's a frap of a replay that I took. I am not sure why the music is missing at the start and I apologize in advance for the lag and lousy graphic settings, my laptop cannot handle anything higher. The video depicts 1 team play, so there is no harassment from the other team, as its hard to get more people when the popularity isn't high.
I am usually online BNET SEA from 7pm onwards and even sometimes in the afternoon
Concept Hero Defense is loosely based on war3's Enfo's Hero Defense. However, the only thing that's being taken from EHD is the map design and creep spawn, but even that has been altered.
Concept Hero Defense is a 5v5 hero defense map. Players will have to choose a hero to defend their lane, while suffering harassment from the other team and vice versa. Players will have to work together in order to bring out the best of their heroes. Teamwork is highly prized and highlighted throughout the game in the form of skills. Players will need to pick different heroes in order to help their teammates to use specific skills. This will be explained below.
This map is completed and released in Bnet SEA, with patches and additional stuff planned
Design Philosophy
Gameplay
The objective is simple, both teams has 100 lives. For every unit that reaches to the player's home base, they lose 1 life. For every hero killed, the team loses 3 lives.
Heroes
Currently there are 7 unique heroes avaliable. Heroes don't level up by experience. Rather, each creep killed will give the player minerals and vespene for the players to upgrade their hero through a hero upgrade center.
Skills
Probably the most important part of the game. Skills are are classified into a few different types. With the exception of Character skills, some heroes will share skills from the other types Character - These skills are unique to the hero itself
Passive - Passive skills
Damage - Skills that mainly focuses on damage
Augment - Skills that buff the team or friendly spawns from the other lane
Parallel - Skills that can be used to debuff and buff at the same time
Whammy - Skills that are meant to harass the other team
Misc - Skills with 1 or more of these types grouped together
Omni - Ultimate skills.
Out of all these different types of skills, they are also divided into 2 different sub types. MAP skills, which has a range of 500 and normal skills, which has a range of 9 to 12. MAP skills are mainly used for harassing the other team and they cost vespene in addition to energy. Normal skills are used at the player's lane and during PvP.
Since there is no leveling up in the game, heroes learn skills by the skill window using minerals which is found at the hero's screen. The skill for heroes are made in a way that there are more then 1 way to play a hero. It all depends on what the team needs. Players are given free choice of whichever skills they want to learn, however they need to bear in mind the cost of the skill, which is Energy and Vespene for some.
Some skills also require "Branding", which only certain heroes has. This requires teamwork from the players to coordinate the skills that they want to take.
Upgrades
Simple and straightforward. Players buy upgrades from Hero upgrade center which will increase the damage/life of their hero. The upgrades include
Focus Hero - Increases life, energy, life regen and energy regen
Focus Offence - Increases damage, attack speed and a small portion of life and energy
Focus Defence - Increases armor, movement speed and a small portion of life and energy
Focus Ability Damage - Increases damage from skills
Focus Ability Cooldown and Duration - Increases duration of skills (if they have duration) and decreases cooldown of skills
Spawn Stages
There are 30 stages altogether. To spice things up a little, there are some special rounds so that there are always things to do while waiting for creeps to spawn. The special rounds do combine together.
Invert Damage Round - Every 3 rounds, damage is swapped. Spawns deal more damage to heavy and armored and less to light and unarmored type
Resource Round - Every 4 rounds, resources will spawn at predefined points in the map
Shield Round - Every 5 rounds, units will spawn with shields. Shields regenerate instantly after a set period of time if the unit is not damaged
Haste Round - Every 6 rounds units will move faster
Tower Round - Every 7 rounds, towers will spawn at predefined points. Towers give good bounty for its difficulty. Each tower round spawns different towers
Intermission - Every 10 rounds, after fighting the boss round, it will be Intermission round. The barricades in the middle will open and players can directly PvP each other instead of relying on MAP skills. Players that move over to the other side of the map will earn minerals periodically as long as they stay there.
Resources
Resources are earned by 3 ways. 1. Killing spawns
2. When the round ends
3. Picking them up.
At the end of every round, players will get resources inversely proportional to their performance. There will be a resource pool, the better the player does, the lesser he will get and the difference will be given to the player with lesser kills. This is to not let one player be insanely powerful and the others are just fodder. Remember that each death will cost the team 3 lives.
Map
This map is already released at BNET SEA, and NA(not latest yet) so please try if you are interested.
Here's a frap of a replay that I took. I am not sure why the music is missing at the start and I apologize in advance for the lag and lousy graphic settings, my laptop cannot handle anything higher. The video depicts 1 team play, so there is no harassment from the other team, as its hard to get more people when the popularity isn't high.
I am usually online BNET SEA from 7pm onwards and even sometimes in the afternoon