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
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.
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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
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.