• 0

    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum
    Quote from tacticmove: Go

    @SouLCarveRR: Go

    Read title again son, dota is just a genre.

    Then again, the correct genre would be either "AOS", which was the forefather of DotA, or "MOBA", which is being used commonly by games such as HoN and LoL to refer to themselves. Stating "DotA" in the genre is like stating "Diamond TD" there, it is a specific map and not a genre in and on itself.

    Posted in: Project Workplace
  • 0

    posted a message on Units as structure addons

    I believe this is because the unit being built has no build animation, hence it has no form in which it is not functional, and this forces the game to create a functional unit instead. When the unit is complete, I.E: Functional, the producing building notices this and deems itself ready.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum
    Quote from SouLCarveRR: Go

    3. Has a talent system so you can customize your heros

    Which is, of course, a bad thing. It adds an element of randomness to the game because you cannot see enemy heroes before you choose your masteries. Runes further endorse this, unless you have each and every rune page setup available. Summoner spells don't help this, either, and if anything some of them limit the skill cap severely. Clairvoyance, for experience, is basically a skill-free scouting method with no risk attached.

    Quote from SouLCarveRR: Go

    4. The entire game engine is designed for AOS/MOBA game play.

    And fails miserably. Controlling your non-hero units is hard, glitchy and in some cases (Malzahar), impossible. Further, even their platform does not support a lot of things SC2 editor does (Physics, anyone?). Further, they have decided to stray away from complicated abilities in order to attract more starting players, which is a good thing for the starters but not cool at all for the experienced crowd that wants skill-demanding complicated champions.

    Quote from SouLCarveRR: Go

    5. Its created by the original creator of DOTA and even has some old Blizz staff on thier dev team.

    Guinsoo, not Euls. Not the original creator. Not that I have anything against Guinsoo, he's a cool fellow. Still, having good makers doesn't automatically a good game. Having Guinsoo and his crazy ideas (tm) does help, though.

    Quote from SouLCarveRR: Go

    6. They add new content to the game almost on a weekly basis.

    Without testing it thoroughly beforehand, which leads to balance problems. Some of that content is also subpar in quality. Luckily they seem to revise their content nowadays. I am referring to the Firefighter Tristana and Alien Heimer skins.

    Quote from SouLCarveRR: Go

    7. They track hella player statistics.

    So does dotaleague.com, it is evidently possible to setup such a system for SC2, as well.

    --

    Not that I have anything against LoL. I play it too, with nickname Amadi on the U.S servers. 500-something games played. I just feel that when it comes to competitive gaming, rather than a casual pasttime, it really doesn't pull its' weight. It's primarily a beer & pretzels game to play casually with a dozen friends, and succeeds in this genre. What it is not is a good e-sport, like DotA, Halo or Half-Life.

    --

    Now for the actual map, which I have played a few times. It is really succesful in my opinion, and definitely an enjoyable experience. The tempo of the game seems to be very, very high, especially since it is almost always hosted only as "faster" in battle.net. This is not necessarily only a good thing, as it seems to lead to balance issues with simple champions, like the stalker one with multishot. These champions can simply click to attack and be done with it, whereas more complicated champions actually have to time their abilities correctly. The pace of the game makes one of these harder while not really affecting the other one. Just something to keep in mind.

    --

    I am just suggesting a champion here. Keep in mind I haven't seen all of them in-game, so if one of my suggestions is redundant please just ignore it.

    Concept: A siege tank-modeled mechanical hero that, despite not being very fast, attempts to utilize range to his advantage.

    Ultimate: Drill Laser: After a second of channeling time, fires continuous beam of laser towards the unit's facing point. The line of laser stops at the first unit it collides with, damaging it. Channeling unit can turn slowly to aim while using this ability, but cannot move. Costs some mana per second and can be channeled for as long as you have mana available. Maximum range should be long but not infinite for obvious reasons, and probably should not hit towers. A second of channeling time before this can end. Uses Siege-mode graphics while used.

    Fire and Advance: For the next seconds, Siegetankything can fire while moving and moves slightly faster. In addition, his attacks gain additional splash area for the duration.

    Flak Bomb: The siegetank shoots a grapeshot in a cone towards targeted direction, dealing low damage and knocking all opponents to the edge of the cone. Low cooldown and manacost.

    Psi-Steel Plating: (Passive) For each ten points of damage taken, the siege tank restores 2/3/4/5 points of shield.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.