Yeah... the speed could be higher. And the ulti could also target heroes, but not kill- ur right- I hadnt thought about that. Maybe it would insta-kill creeps, but only remove a portion of hero's HP?
I suggested a headbutt because the animation comes with the unit- however, grabbing the enemy hero would be cool too- either would work just fine for the same purpose. Maybe if he grabbed the hero, held him, and then threw to the ground for extra damage and stun afterwards?
Edit: I made a typo for movement speed. I meant 10%/30%/50%/70%. Sorry.
I love the work on this, haven't read through the previous comments, but it seems pretty fun.
I usually play as the reaper. I feel that the turret ability feels pretty cheap, I just spam it as I'm going up and it seems to work well.
As a random suggestion to the thread, I feel that the turret may do better with a high cool down (10 seconds?), higher damage, and a higher cost, balancing it out a bit.
I just played it, and it was sooooooooooooooooooooooooooooooooooo amazing (even on my s* computer :P). I thought it had good gameplay and was a really good example of how the editor can be used. When I played tho I was the DT at the bottom (cant remember his name) and once I got Level 4 for his first ability it started completely destroying the spawn groups, i was getting all of the Zerglings in one blow so I'm just saying that it could do with a little balancing. Also (this might just be because my hero had really low HP) it seemed like the turrets (static defense) completely demolished my hero (in the beginning at least).
SCII DotA: Storm of the Imperial Sanctum Hero Development Page
Disclaimer: All mechanics and gameplay are presented on an as-is basis, and are therefore subject to change.
Currently we have completed the game system, and are working on refining heroes and item/mercenary effects. Balancing begins on release date. We are also currently testing several changes in the game mechanic with the addition of a mercenary bay, different spawn numbers from each side, and an attribute system based on SC2 parameters. All these changes are executed in an effort to develop a revision of DotA that is derivative of StarCraft game mechanics.
We are in short supply of heroes so this could be your chance to get yours out there with a simple "how about a hero that shoots kamikaze battlecruisers?". Our hero criteria as follows:
- Heroes should take advantage of new mechanics like the mercenary bay. AoE buffs, disruption, and information acquisition abilities are in the zone.
- Heroes are no longer based on str/agi/int, but rather on armor class. Armor classes affect how you take damage and logistically, how you deal damage. Classes include Biological, Psionic, and Armored. Armor Classes:
The new armor class system may seem immediately imbalanced or foreign to most, but it simply affects the method in which the hero is developed over time. An immediate misconception is that Biological=Zerg, Psionic=Protoss, and Armored=Terran. This is not the case. For example, Lord.Zyrkhan (a zealot) is considered armored since he is designed as a close-quarters melee hero.
- Biological: Low armor, high vital stat gain. Deals below average weapon damage. Bonus damage against Psionics.
- Psionic: Moderate armor, moderate stat gain. Deals above average weapon damage. Bonus damage against Armored.
- Armored: Heavy armor, moderate stat gain. Deals average weapon damage. Bonus damage against Biologicals. Mercenaries:
Mercenaries are hired via the shop and provide support on the battlefield in the form of information acquisition, healing, chasing, or simply destroying towers/creeps. Like items in DotA, they are combined in later stages to call forth stronger mercenaries, but are subject to destsruction on the field. To offset this downside, players recieve a partial reimbursement when a mercenary dies.
While we should have 8 heroes by release date, we would sincerely appreciate additional help in developing more. If you are interested in working directly with us on refinement, send ekcolnovkol a message on irc or via the forum.
While I am glad that someone is remaking DotA for SC2, I do not agree with the mercenaries. They fit into the StarCraft lore, I guess, but in DotA they do not belong. It wouldn't be the same game as in WC3 and you would lose a lot of potential players this way. I'm not saying this DotA should be an exact clone of WC3 DotA, but the only things that should differ is probably the heroes and maybe the terrain (if you can balance it out). DotA is a fast paced game. You pick a hero, your allies and your enemies all pick heroes. You build on this hero by collecting gold from killing 'creeps', neutral camps, roshan, or heroes. You use the gold on items that improve your hero to gain an advantage over the enemy team, eventually ending in one side winning by killing their opposing team's throne.
Mercenaries don't fit because they take away too much from one of the biggest concepts of dota/warcraft 3 in general, hero building. Players will end up either not buying them or if they do they will pay the price when their poor hero cannot pull his weight. DotA has a horrible community full of hardcore elitist gamers/players who hate noobs, and I'm assuming this remake will attract players of the same variety. If someone is not pulling their weight expect them to be hated on by their teammates, and it will happen trust me.
You say you want more ideas? Here is another. I will try to post frequently in the upcoming period.
Whisper.Voidcrawler
Stalker(larger & darker than the creeps)
Type: Psionic(Note: has average stats all-round, and medium ranged attack)
Role:Chaser/Ganker
An ancient and famed hero of the Dark Templar fell in battle, and was brought to a shrine of honor, wounded, to be placed in a stalker. He was worthy of the finest of all such machines, the Voidcrawler, and became known only as the Whisper, a vengeful warrior encased in a steel suit, forever wandering the galaxy, serving his people in whatever ways he finds best.
Skills:
Shadow Mirror
Whisper tunnels into the creases of the void, bending the light around him to create fake copies of himself. These images last 15 seconds. 35 second cooldown.
Level 1: 1 image, costs 90 energy
Level 2: 2 images, costs 105 energy
Level 3: 3 images, costs 120 energy
Level 4: 4 images, costs 135 energy
Blink
Whisper opens up a tiny wormhole through the void, instantly teleporting to a nearby location. Medium-long range, costs 55 energy.
Level 1: 12 second cooldown
Level 2: 9 second cooldown
Level 3: 7 second cooldown
Level 4: 5 second cooldown
Rift Disruption(passive)
Whenever Whisper fires his disruptor cannons, he channels obstructive energy through it, creating a rift in spacetime that obstructs its target. Whisper's attacks slow their targets' movement. Magnitude of effect does not stack per attack, but duration does. Does not stack with items that have a slow effect. Effect lasts 1 second.
Level 1: 8% movement slow
Level 2: 16% movement slow
Level 3: 24% movement slow
Level 4: 32% movement slow
Voidcrawl(ultimate)
Summoning a tremendous amount of void energy, Whisper tears into the fabric of the universe, phasing himself and his allies out of existence. Cloaks his entire team and their mercenaries for a short amount of time, and slightly increases their movement speed. Any individual that attacks or uses an ability uncloaks. 120 second cooldown. Costs 375 energy.
Level 1: Cloak lasts 3 seconds, 10% movement speed increase.
Level 2: Cloak lasts 5 seconds, 10% movement speed increase.
Level 3: Cloak lasts 7 seconds, 10% movement speed increase.
Still lots of problems, but a good map, i commented on the blog area http://www.sc2mapster.com/maps/storm-imperial-sanctum/, many problems, but it's overall fun, but broken due to people abusing problems and not caring about exploring. Then again it's probably the same people who use the invulnerability cheat in most campaigns and win without a challenge.
Also there is a problem with the mule hero, it seems to "stunlock" many other heroes, stop them from moving and attacking, which is a bit overpowered to begin with.
I love the map. I would really love to see a Viking hero that could transform and has better attack against biologicals in one (walking ) and armored in another (flying)
Of course it probably has to path just like other heroes, even in flying mode, but a transformer would be a really interesting gameplay mechanic, and it would look super cool (original DOTA can't compete with that)
I would like to see a transforming hero. So the transform would be a skill? What would putting more points in do? Buff it? Reduce transform cooldown? The idea has loads of potential.
I just commented on this map on the blog as well, and I hope it comes off as the constructive criticism I was aiming for it to be. Also, in addition to what I posted there, I think there's a problem with the MULE hero. Right now, the MULE hero is very strong because of how the SCVs mess with players. When you try to fight a MULE head on, and the SCVs bombard you, it is very difficult to move at all, let alone attack. Is this intentional? It really feels like a bug to me.
At the same time, the MULE is very weak. Certain attacks force their way through the SCV-inhibited movement, such as Geminus.Boros's Spellstorm. Once that's done, the MULE literally can't do anything but die. In fact, the MULE really can't do anything to the person trapped either. The missile spell does very little damage.
I think this hero needs re-work. It's extremely frustrating to play as or against.
I have tested a bit more, and there seems to still be a problem with the ghost. His sharpshoot might be a bit undercosted for its strength, and it can be used while he is cloaked. Also, no one seems to use radar. It seems, nevertheless, that all-ghost teams are incredibly strong. Maybe if you took away the other team knowing radar is being used, and increase sharpshoot's mana cost/not make it castable while cloaked? Just a thought.
@hellcatsdf
a transforming hero would be great! Imagine in the heat of battle when fighting all the biological creeps suddenly a buff mechanical hero shows up, and you spend those precious seconds transforming in order to fight back...
@Archiphres
I think cooldown is what gets upgraded (and maybe lower energy cost for transform). Eventually the transform could be as fast as in the transformers series or even the robotech series... where users can just click transform on a whim, maybe pay some energy cost, but that way fire both of their weapons at max utilization.
@ragoulette: Go
Yeah... the speed could be higher. And the ulti could also target heroes, but not kill- ur right- I hadnt thought about that. Maybe it would insta-kill creeps, but only remove a portion of hero's HP?
I suggested a headbutt because the animation comes with the unit- however, grabbing the enemy hero would be cool too- either would work just fine for the same purpose. Maybe if he grabbed the hero, held him, and then threw to the ground for extra damage and stun afterwards?
Edit: I made a typo for movement speed. I meant 10%/30%/50%/70%. Sorry.
I love the work on this, haven't read through the previous comments, but it seems pretty fun.
I usually play as the reaper. I feel that the turret ability feels pretty cheap, I just spam it as I'm going up and it seems to work well.
As a random suggestion to the thread, I feel that the turret may do better with a high cool down (10 seconds?), higher damage, and a higher cost, balancing it out a bit.
I just played it, and it was sooooooooooooooooooooooooooooooooooo amazing (even on my s* computer :P). I thought it had good gameplay and was a really good example of how the editor can be used. When I played tho I was the DT at the bottom (cant remember his name) and once I got Level 4 for his first ability it started completely destroying the spawn groups, i was getting all of the Zerglings in one blow so I'm just saying that it could do with a little balancing. Also (this might just be because my hero had really low HP) it seemed like the turrets (static defense) completely demolished my hero (in the beginning at least).
Looks very cool, can't wait to check it out.
While I am glad that someone is remaking DotA for SC2, I do not agree with the mercenaries. They fit into the StarCraft lore, I guess, but in DotA they do not belong. It wouldn't be the same game as in WC3 and you would lose a lot of potential players this way. I'm not saying this DotA should be an exact clone of WC3 DotA, but the only things that should differ is probably the heroes and maybe the terrain (if you can balance it out). DotA is a fast paced game. You pick a hero, your allies and your enemies all pick heroes. You build on this hero by collecting gold from killing 'creeps', neutral camps, roshan, or heroes. You use the gold on items that improve your hero to gain an advantage over the enemy team, eventually ending in one side winning by killing their opposing team's throne.
Mercenaries don't fit because they take away too much from one of the biggest concepts of dota/warcraft 3 in general, hero building. Players will end up either not buying them or if they do they will pay the price when their poor hero cannot pull his weight. DotA has a horrible community full of hardcore elitist gamers/players who hate noobs, and I'm assuming this remake will attract players of the same variety. If someone is not pulling their weight expect them to be hated on by their teammates, and it will happen trust me.
I say cut it now :/
Tried the game earlier with bots. It lags terribly.. Fix it.
How can i become a beta tester of your map?
And I guess that mercenaries are realy great idea! Go on!
If the mapper who is making this decides to include mercenaries, they better as hell be an optional side mode. Because otherwise it's a waste of time.
I can play SC2 just fine but this map, after a while...Lags alot and makes my monitor refresh more and more often...
@Archiphres: Go
Hell yeah, keep working on other heros, i love to read those ideas :P
You say you want more ideas? Here is another. I will try to post frequently in the upcoming period.
Whisper.Voidcrawler
Stalker(larger & darker than the creeps)
Type: Psionic(Note: has average stats all-round, and medium ranged attack)
Role:Chaser/Ganker
An ancient and famed hero of the Dark Templar fell in battle, and was brought to a shrine of honor, wounded, to be placed in a stalker. He was worthy of the finest of all such machines, the Voidcrawler, and became known only as the Whisper, a vengeful warrior encased in a steel suit, forever wandering the galaxy, serving his people in whatever ways he finds best.
Skills:
Shadow Mirror
Whisper tunnels into the creases of the void, bending the light around him to create fake copies of himself. These images last 15 seconds. 35 second cooldown.
Level 1: 1 image, costs 90 energy
Level 2: 2 images, costs 105 energy
Level 3: 3 images, costs 120 energy
Level 4: 4 images, costs 135 energy
Blink
Whisper opens up a tiny wormhole through the void, instantly teleporting to a nearby location. Medium-long range, costs 55 energy.
Level 1: 12 second cooldown
Level 2: 9 second cooldown
Level 3: 7 second cooldown
Level 4: 5 second cooldown
Rift Disruption(passive)
Whenever Whisper fires his disruptor cannons, he channels obstructive energy through it, creating a rift in spacetime that obstructs its target. Whisper's attacks slow their targets' movement. Magnitude of effect does not stack per attack, but duration does. Does not stack with items that have a slow effect. Effect lasts 1 second.
Level 1: 8% movement slow
Level 2: 16% movement slow
Level 3: 24% movement slow
Level 4: 32% movement slow
Voidcrawl(ultimate)
Summoning a tremendous amount of void energy, Whisper tears into the fabric of the universe, phasing himself and his allies out of existence. Cloaks his entire team and their mercenaries for a short amount of time, and slightly increases their movement speed. Any individual that attacks or uses an ability uncloaks. 120 second cooldown. Costs 375 energy.
Level 1: Cloak lasts 3 seconds, 10% movement speed increase.
Level 2: Cloak lasts 5 seconds, 10% movement speed increase.
Level 3: Cloak lasts 7 seconds, 10% movement speed increase.
Map lag has been fixed (patch 17), new hero has been added.
Hey, it's me ComPactEnder. You should try adding the utility bot model to the head of the MULE hero, it looks really cool.
Still lots of problems, but a good map, i commented on the blog area http://www.sc2mapster.com/maps/storm-imperial-sanctum/, many problems, but it's overall fun, but broken due to people abusing problems and not caring about exploring. Then again it's probably the same people who use the invulnerability cheat in most campaigns and win without a challenge.
Also there is a problem with the mule hero, it seems to "stunlock" many other heroes, stop them from moving and attacking, which is a bit overpowered to begin with.
I love the map. I would really love to see a Viking hero that could transform and has better attack against biologicals in one (walking ) and armored in another (flying)
Of course it probably has to path just like other heroes, even in flying mode, but a transformer would be a really interesting gameplay mechanic, and it would look super cool (original DOTA can't compete with that)
@hellcatsdf: Go
I would like to see a transforming hero. So the transform would be a skill? What would putting more points in do? Buff it? Reduce transform cooldown? The idea has loads of potential.
Any updates on EU testing, when/if the map publishing comes online?
I just commented on this map on the blog as well, and I hope it comes off as the constructive criticism I was aiming for it to be. Also, in addition to what I posted there, I think there's a problem with the MULE hero. Right now, the MULE hero is very strong because of how the SCVs mess with players. When you try to fight a MULE head on, and the SCVs bombard you, it is very difficult to move at all, let alone attack. Is this intentional? It really feels like a bug to me.
At the same time, the MULE is very weak. Certain attacks force their way through the SCV-inhibited movement, such as Geminus.Boros's Spellstorm. Once that's done, the MULE literally can't do anything but die. In fact, the MULE really can't do anything to the person trapped either. The missile spell does very little damage.
I think this hero needs re-work. It's extremely frustrating to play as or against.
I have tested a bit more, and there seems to still be a problem with the ghost. His sharpshoot might be a bit undercosted for its strength, and it can be used while he is cloaked. Also, no one seems to use radar. It seems, nevertheless, that all-ghost teams are incredibly strong. Maybe if you took away the other team knowing radar is being used, and increase sharpshoot's mana cost/not make it castable while cloaked? Just a thought.
@hellcatsdf a transforming hero would be great! Imagine in the heat of battle when fighting all the biological creeps suddenly a buff mechanical hero shows up, and you spend those precious seconds transforming in order to fight back...
@Archiphres I think cooldown is what gets upgraded (and maybe lower energy cost for transform). Eventually the transform could be as fast as in the transformers series or even the robotech series... where users can just click transform on a whim, maybe pay some energy cost, but that way fire both of their weapons at max utilization.