I made a small promotion video for Project Factions.
You can choose between several heroes which are different in many ways. Some heroes have unique mechanisms and other have a unique play style, but all have a talent tree where you can choose you active skills and modify these through passive skills.
Project Factions contains several game modes, which can change after fulfill some goals. The main focus will lay on PvE (Players versus Enviroment), where you have to defend yourself against incoming zerg waves. With the "Factions"-system you can forge alliances in the game with other players. When your command centre, which represent your city, get destroyed you can still respawn in friendly cities.
When all nydus worms on the map get destroyed the harder PvE mode will start which will contains several bosses, but that is still under development.
At every time you can choose to fight against other cities nearby. Your city will automatically produce marines and they will attack other cities. This system is also under development, but ready for testing.
We have three ressources which accomplish different usages. The minerals will get mined through your SCVs and is needed for items in your Fusion Core.
Each level you gain vespine gas, which is needed for your city defense and your marines.
Deepseaoil (NYI) is scattered over the map and you have to leave your city to acquire this rar ressource. It is needed for high-tier-upgrades.
Current features:
3 full functional heroes
individuality through complex talent trees
maximum level at 30 (50 will be the maximum in the end)
rare mob spawns (they will get abilities and loot soon)
Faction-system which allow you to change alliances at any time you want
Soon features:
Boss mobs in hard PvE mode
additional heroes
a possiblity to spawn as a zerg-friended player, when you have no city and no allies
And I shouldn't forget the best thing. Everyone is called to send me hero concepts based on their own intents, the only requirement is to allow to use their SC2Mapster name, or a modified form of that, as the hero's name.
You can also choose how much to want to work:
Either you send me a full concept with detailed skills or just a permission to use your name as a way I want to. You also can choose about your model, which could be a SC2 Model or a WoW Model.
Edit: Okay, I've tried it but it wan't something I've had in imagine. The damage of the zombies was ridiculous high so it force me to play with other players.
Though of something with more foes but less damage in the first minutes.
Yeah, this system can support up to approx. 14 heroes with WoW models, but you can also choose SC2 models too, so the system can carry more and that is the way I want to go. ;P
Actually it doesn't really matter. The name giver has the whole role of design as far as he wants to do. You can give me a concept and I will create a hero on my own after your wishes or you give me a already completed hero. The only thing I will do is balancing.
Do what you want to do and I will take the rest.
Well, what I'm thinking of for "Atik the Spellweaver"
One of the flying drake models, the armored blue one. He is sort of a range/support hero. He can get around the field fast and maybe even drop some sort of portal from one location to another. He attacks by shooting magical-looking attacks with what would be the "spellcast" animations in model viewer. (I can get the model if need be. Just so the animations are how I want.) He also has low damage-taking capabilities, causing him to sort of rely on other characters for some help. But, in return, he can give them temporary buffs like shields, extra armor, ect.
I can add you to the team if you want to. The forums have extra threads for hero ideas. If you would come up with anything additional that would be the perfect place.
Could you put give some more information on the heroes themselves? I actually have no idea what other people have chipped in.
Also, is the map only on EU or is it coming the NAas well?
Looks awesome so far.
gl hf...
And, I couldn't help but the notice the terrain is rather bland. I mean, the layout Is nice judging by the minimap but the textures and doodads might need some more work.
To forestall some things: there is a plan to change the whole concept to more PvP in the early stage and laterly to PvE, because with the current content there is a lack of variability.
I think it would be a good idea to make two different modes: the old one and the new concept, which will become the default.
If anybody want to volunteer to host it on NA I will appreciate it gladly.
The terrain is looking really bland and I agree to it fairly well. The background concept is hard to integrate in Starcraft, but there will coming some improvements soon, too.
Have you considered using the melee AI for the cities?
The cities work via triggers. There were some comments that the players want to control the marines, but they should have a functionality like a tower. Maybe they get replaced by a bunker.
In the PvP content there're attacking marines which simply gain an attack-order to the targeted city like in Dota.
Hey, I am working on a map where units can't be controlled, so I'd share an idea for a hero if you want to use it. Its a Leader type of hero, kind of a support hero, but he focuses on giving orders to groups of units. Not that I want my hero to do that, because Soul Filcher is a voodoo hero that uses hypnosis, mind control, and crippling curses that leech the life essence from his targets ;-)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey folks,
I made a small promotion video for Project Factions.
You can choose between several heroes which are different in many ways. Some heroes have unique mechanisms and other have a unique play style, but all have a talent tree where you can choose you active skills and modify these through passive skills.
Project Factions contains several game modes, which can change after fulfill some goals. The main focus will lay on PvE (Players versus Enviroment), where you have to defend yourself against incoming zerg waves. With the "Factions"-system you can forge alliances in the game with other players. When your command centre, which represent your city, get destroyed you can still respawn in friendly cities.
When all nydus worms on the map get destroyed the harder PvE mode will start which will contains several bosses, but that is still under development.
At every time you can choose to fight against other cities nearby. Your city will automatically produce marines and they will attack other cities. This system is also under development, but ready for testing.
We have three ressources which accomplish different usages. The minerals will get mined through your SCVs and is needed for items in your Fusion Core.
Each level you gain vespine gas, which is needed for your city defense and your marines.
Deepseaoil (NYI) is scattered over the map and you have to leave your city to acquire this rar ressource. It is needed for high-tier-upgrades.
Current features:
Soon features:
And I shouldn't forget the best thing. Everyone is called to send me hero concepts based on their own intents, the only requirement is to allow to use their SC2Mapster name, or a modified form of that, as the hero's name.
You can also choose how much to want to work:
Either you send me a full concept with detailed skills or just a permission to use your name as a way I want to. You also can choose about your model, which could be a SC2 Model or a WoW Model.
I hope I could awake the interest of someone.
Zanryu
Ever played Swat Aftermath for WC3?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Never heard but I'll look into it.
Edit: Okay, I've tried it but it wan't something I've had in imagine. The damage of the zombies was ridiculous high so it force me to play with other players.
Though of something with more foes but less damage in the first minutes.
Okay. Because of the lack of interests I've started the project.
If anybody wants to join as a designer,hero or whatelse, he can PM me.
Also if anybody wants to add a hero (preferred that the hero is based on himself) he can also PM me.
Edit: I also added a picture how the first hero will look like.
A small bump after playing it @ EU Map Night.
Your using WoW models for the heroes? That sounds awesome...
Yeah, this system can support up to approx. 14 heroes with WoW models, but you can also choose SC2 models too, so the system can carry more and that is the way I want to go. ;P
What are you looking for as far as Hero roles and such?
I wouldn't mind being a ranged hero...
Actually it doesn't really matter. The name giver has the whole role of design as far as he wants to do. You can give me a concept and I will create a hero on my own after your wishes or you give me a already completed hero. The only thing I will do is balancing.
Do what you want to do and I will take the rest.
Well, what I'm thinking of for "Atik the Spellweaver"
One of the flying drake models, the armored blue one. He is sort of a range/support hero. He can get around the field fast and maybe even drop some sort of portal from one location to another. He attacks by shooting magical-looking attacks with what would be the "spellcast" animations in model viewer. (I can get the model if need be. Just so the animations are how I want.) He also has low damage-taking capabilities, causing him to sort of rely on other characters for some help. But, in return, he can give them temporary buffs like shields, extra armor, ect.
I can add you to the team if you want to. The forums have extra threads for hero ideas. If you would come up with anything additional that would be the perfect place.
Now I added a little promotion video in the first post and changed everything to the current status of the map.
Looks kinda fun.. :-)
Have you considered using the melee AI for the cities?
Could you put give some more information on the heroes themselves? I actually have no idea what other people have chipped in.
Also, is the map only on EU or is it coming the NAas well?
Looks awesome so far.
gl hf...
And, I couldn't help but the notice the terrain is rather bland. I mean, the layout Is nice judging by the minimap but the textures and doodads might need some more work.
I'm looking forward to this. A lot.
Wish I had an EU account so I could try. My hero looks cool.
Well, thanks for the positive comments at all.
To forestall some things: there is a plan to change the whole concept to more PvP in the early stage and laterly to PvE, because with the current content there is a lack of variability.
I think it would be a good idea to make two different modes: the old one and the new concept, which will become the default.
If anybody want to volunteer to host it on NA I will appreciate it gladly.
The terrain is looking really bland and I agree to it fairly well. The background concept is hard to integrate in Starcraft, but there will coming some improvements soon, too.
The cities work via triggers. There were some comments that the players want to control the marines, but they should have a functionality like a tower. Maybe they get replaced by a bunker.
In the PvP content there're attacking marines which simply gain an attack-order to the targeted city like in Dota.
I can publish the basic concepts of the finished heroes if you want to.
Explaining it in detail would be a bit too much work. ;P
Are you still working on this project?
Partly yes, but now as an ORPG which is still in beta, but playable on EU.
Hey, I am working on a map where units can't be controlled, so I'd share an idea for a hero if you want to use it. Its a Leader type of hero, kind of a support hero, but he focuses on giving orders to groups of units. Not that I want my hero to do that, because Soul Filcher is a voodoo hero that uses hypnosis, mind control, and crippling curses that leech the life essence from his targets ;-)