Gates of Darkness
If you played the map, please visit bit.ly/god-feedback and fill out the feedback form, it helps me a lot!
Hero information might be out of date as I am curently remaking a lot of them
Updates
What am I working on?
Currently remaking all the old heroes and making improvements to everything already implemented.
Changelog
Won't be keeping a complete changelog with every detail until i hit v1.0, but below is what i'm working on and what's done
Done (last changelog wipe: 17th April)
- Wiped changelog
- New Hero: Darth Sentry
- Fixed XP share finally
- New Hero: Maiev Shadowsong
- Talent System (Only 14 talents though, spread across 2 rows)
- Added a side-objective
- Added hireable mercenaries
- There is a chance (depending on difficulty) for 1-3 (Depending on difficulty) Warp Prisms to spawn each wave, which will continuously warp in units until destroyed
- Randomized the points of the Massive Warp in locations, and changed the unit count depending on difficulty
- Implemented High Templar that will warp in and open the two last lanes. After they are done, they are controllable by all players.
- Remade the Destroyer (Everything apart from Delayed Death has been completely remade)
- Modifed the Engineer (removed HSM and Armageddon, replaced with new abilities)
- Modified the Thor
- Mrrrglbrrg's (Murloc Marine) storm grenades now actually launch grenades which erupt into a storm upon impact, instead of just creating a storm at the target instantly
- Implemented the Darth Destroyer skin.
Working on it/Planned
- Short ending cinematics before losing or winning
- Also going to add the real ending... There's a not too obvious storyline in the map...
- Also going to add the real ending... There's a not too obvious storyline in the map...
- Completely gonna remake the boss fight
- Fixing some balance issues
- Make a video
- Exterminate bugs
- 5th abilities for heroes
- Achievements
- Moar heroes (After ive got talents, so probably after release)
- Sylvanas Windrunner
- The Brutalisk
- Sylvanas Windrunner
- More side objectives/events
- Items
General Info
About the map
Gates of Darkness is a hero siege map very similar to X-Hero Siege in WC3 TFT (Mostly accidental, i made similar terrain and did everything else, and only about half a year later i remembered exactly what X-Hero Siege was like, and it turns out my map is similar in a lot of aspects)
It's published on EU, and once i think it's ready i'll get it on NA as well. You can find it as "Gates of Darkness", Hero Siege category.
It's 8 players, featuring 11 heroes, an easily toggleable spawn system, a talent system, and a boss at the end. Lots of work still needed and nowhere near done.
Other, partially useless, info
I'd like to thank SweetZombieJesus for his hero selecton library - And i have finally re-implemented it!
TheWatcher.477 is my battle.net ID, EU servers.
Please do not publish this map on any battle.net server without my permission! You can publish privately and take it off later if you want to play with your friends, but don't publish anything publicly! PM me if you want to publish it on your server
Thx, comment plz :)
Heroes
General Info
Heroes use a wc3 style ability and level system, currently at 3-10 levels per ability and most are capped at level 30 (which is hardly reachable, and prevents all abilities from being capped). They have 4 attributes which are increased by levelling and by spending minerals on them.
Attributes:
Strength
Strength increases damage dealt, and also gives a minor bonus to health and health regeneration.
Agility
Agility increases attack and move speed and gives a minor boost to damage dealt.
Intelligence
Intelligence gives a big boost to spell damage (+3 damage per point), increases energy, energy regen, shields and shields regen slightly as well.
Stamina
Stamina gives a good bonus to health, health regeneration, health armor, shields and shield regeneration.
Current Heroes:
- Phase Assasin - Speed hero with a quick damage ability, slow-mo ability, AoE DoT, and an ability that attacks 70 times almost instantly
- The Destroyer - AoE hero. has a large AoE ability, an ability to restore shields by damaging units, an ability with a delayed AoE effect, and an ability to increase his own power shortly to deal terrible, terrible damage
- Thor - our favorite bigass robot. Can use strike cannons for massive AoE damage, Molotovs for a good DoT, can switch to Javelins for high single target DPS, and use an ability to increase damage and attack speed massively
- The Summoner - Hero that relies on summoned units. Can summons Ultralisk, Roaches, huge amounts of banelings at a target, or a short zerg invasion consisting of ultras, banelings, zerglings and roaches.
- Mrrrrglbrrrg - Murloc Marine, speed hero. His abilities have shorter cooldowns and energy costs, but also lower damage. Has concussive multi-shot, psi-storm grenade, can regenerate health very quickly over a period of time, and can massively increase attack and movement speed shortly
- The Engineer - Basically the Summoner with a different style. Can place turrets, PDDs, launch seeker missiles and call down an armageddon of missiles
- Octahedron of Doom - All it's abilities will launch a random ability from the other heroes on the same button location
- Tempest - Hero that uses a large amount of force effects. Has two main abilities on a short cooldown, melee, not dependant on an attribute but highly favours intelligence due to very short spell cooldowns
- Lich - Hero that is currently awaiting a redesign. Has powerful AoE capabilities and is able to slow/immobilize units.
- Darth Sentry - Support oriented hero, armed with a good AoE spell, a damage inrease debuff AoE, force fields and the ability to create hallucinations of himself which can attack and cast spells
- Maiev Shadowsong - A speed oriented hero. Survival capabilities are pretty bad, but she has a long range blink by default, fast attacks and fast spells to deal large amounts of damage to compensate for that. Her spells are similar to those from wc3 - Blink, Fan of Knives, Shadowstrike (now a boomerang AoE), Vengeance and a passive crit chance on all abilities and attacks.
Hero ideas:
- "The Medic"
Intelligence based hero, support mainly.
Will be able to heal and buff friendly units, while having some sort of damage/slow abilities as well
- "The Lurker"
I believe this is what nothu means in the comment, not Stalker :p Will be based of Nothu's comment, without the burrow as burrowing a unit will cause it to be "cloaked", meaning enemy units will just run by it and attack the nexus, which totally ruins everything. Either that, or i'll make the burrow have some kind of buff to it's damage/attack speed but still allow it to be visible to enemy units.
- "Spectre"
Hero based off the campaign Spectre unit, will have the stun ability, psionic lash for single target damage. Will have to think about other abilities, though.
- "Firebat"
Abilities have yet to be decided, have made 2 that i cant get to work. Will be based around a lot of AoE and fire
- Sylvanas
Ranged speed/control oriented hero
- Brutalisk
Tank hero
Want to help?
If you know your way through the data or trigger editor, and want to help me, you are free to do so. You will recieve credit for your work on the credits section of my map, here on mapster, the loading screen of the version you helped make, and possibly permanently on the loading screen (don't know how much space i'll have on it)
PM me with your idea and anything you need to know - like names i use for variables, or some average numbers i use for my abilities in the data editor, etc.
I don't think i need a new terrain, but if a terrainer feels up to it, he can give it a go on the latest version uploaded on mapster. If you do this, please don't spend too much time on it, just make it a rough outline, since the latest uploaded version is as good as always outdated, and you would have to redo everything on the version on my computer.
Things you can help me with (just comment random ideas):
- - Items (Anything. Seriously. Just give me a random idea and if it's usable, i'll do it. Kamikaze-zealot launcher? Why not.)
- - Heroes
- - Abilities
- - Anything you think would be even halfway useful for my map
- - Check at the bottom if you are skilled with any area of the editor
- - Talent ideas
Any feedback is apreciated! Play a hero and tell me what abilities you like or don't like, and any ideas for abilities for that hero you might have!
Hello :) Thanks for the comment. Seeing as its been ages since I did something on the map, and even longer on the project page, this was quite a surprise, lol.
About the stats... I've already implemented them fully and don't see a need to change them.
Strength gives +2 damage and I think a half or a third of the life (total, armor and regen) values of Stamina.
Agility gives +1 damage and movement and attack speed increases (Attacks are twice as fast at 255 agility)
Intelligence gives shields, energy cap and regen, and +3 spell damage (or 1 DPS for damage over time)
Stamina gives a big boost to all shield and life stats.
So yeah, I like how my attributes are currently set up. I don't want to split up ranged and melee damage between agility and strength because most heroes are ranged, and the ones I actually gave high base agility are melee. The Thor is ranged and should be strength/stamina based imo, and so on. Forcing ranged heroes and melee heroes to pick a specific stat for damage is not something I'd like to do, because then if I wanted a hero to have a certain stat high by default, I would also then have to make him either melee or ranged because of that, which might not fit the hero.
Also, I'm not adding a fifth attribute, mostly because the SC2 UI only support 4 visible attributes, so the fifth one would end up hidden.
About a trap based hero... I like the idea, the main problem I see with that though is that Gates of Darkness is very fast paced and doesn't really leave you with enough time to set up a minefield - the hero would probably be forced to throw all his traps directly underneath enemy feet. Also, the hero would probably have some similarities with the Engineer, who can set up Auto Turrets and Point Defense drones to hold an area (And his third spell either speeds up the auto turret or makes the point defense drone emit a guardian shield (If used on a hero, it restores shields and energy))4
Unfortunately, I'm currently working on my other map - RuneCraft.
While no one ever told me that this map was bad or that they disliked it, everyone is a lot more enthusiastic about RuneCraft, so I will continue my work there. If I do continue Gates of Darkness someday, I will probably focus on putting more side missions into it, and reworking all the old heroes to incorporate some things I learned in hero design since i first made them.
Sounds kool.
Small suggestion for attributes, if energy exists and weapons are separated into classes. one has either minor (1-49%) or major (50%+) effect for such.
*Strength:
melee (major),
ranged (minor),
HP+regen (minor),
(carry amount..?)
*Agility:
melee (major),
ranged (major),
speed (major),
(evade..?)
*Intelligence:
ranged (minor),
spells (major),
energy (major),
shields+armor (minor)
*Stamina:
melee (minor),
spells (minor),
energy (minor),
life+armor (minor)
Pst, how about endurance? + character class that can set up traps :D
Things to fix:
Since you asked for hero ideas, here's mine:
Hero: Mechanic
Role: Support
Abilitys:
- Turrets:
Flamethrower Turret (smale range, cone damage), Gattling Turret (less damage but AoE, range 6), Machine Gun Turret (higher damage than gattling, single target, range 6 maybe 7), Missile Turret (slow attack speed, high AoE damage, huge range 10-13 or so) all turrets have a limited duration, higher levels increase damage done
- Becons:
Healing Station (heals nearby allys (channeled, duration 100s), Recharge Station (restores nearby allys energy (channeled, duration 100s) higher levels increase healed/restored value
- Cover:
smale builiding (sandbags?) that grants cover, increases the armor of nearby allys (has high attack priority) higher levels increase granted armor as well as hitpoints
- Tactical Nuke(ultimate):
The mechanic can build one (1) missile silo, allowing him to build and launch one nuke every x seconds. higher levels increase damage done as well as AoE range
Darth Sentry bugs:
other things:
Thx for the feedback Helral!
About the tooltips: totally forgot to edit those. The Summoner way way OP before and I had to nerf the unit numbers... Forgot to edit tooltips... Thx for saying :)
Hero picking... No idea what went wrong there :/ Can you try it again one or two times? Maybe there was some lag involved or something... Not sure what else it could be, since it never happened before
Going to remove the healing shops... They used to be item shops but I scrapped that, and the heal doesnt work :(
Will check about the ability learning and see what I can do. With visible, do you mean greyed out or different?
some bugs that I found:
other things I bumped into:
since the last comment is from over half a year ago, I'd just like to say that this project is still active!
Just finished a new hero: "Darth Sentry"
Thanks Frozen :) unfortunately i dont get notifications for comments, so i didnt notice untill today >.<
Phase Massacre has been fixed. For some reason the "search" effect on level 2 only searched for 1 unit to apply the damage. fixed this to unlimited, so its AoE works now.
Phase strike is based on melee bonus damage. I'll make it deal 50% of its original damage. Autocast for now is based on triggers since when i made this ability i didnt know how to implement autocast with a minimum range :/ I'll play around with it and fix it.
Phase Distort - Yea, i played recently with my friend, and it seems OP so it'll be reduced. i can't add an AoE range indicator, since it's radius changes per level, and the indicators dont scale themselved >.<
Time Distort... Im not too sure about this ability, but it's duration will definitely be decreased. It might even be removed and i would add a different ability in it's place (i learned to use force effects, he he), and put this one on another hero.
I'm not doing anything on items yet - i just wanna have a version that can be played with 8 players and is as bugless as it can be. One hero is already done, altough might need fixing, other hero will be started soon, boss is done (needs testing), all heroes need some balancing (Phase Assasin and Destroyer are primary targets for the nerfhammer, while murloc and some others will be made a bit stronger)
I'm not changing wave spawns and dont plan to. What i will change though is that bigger units like archons, collosi and tanks actually have more health and damage than other units, and smaller units like marines and zerglings will have a lot less health and damage, but larger numbers. You probably noticed that all units die at the same rate :(
The reason i'm not changing the waves is because my triggers are ridiculously messy. They work well, and aren't exactly badly made, but hard to modify since i don't use arrays. If i want to modify something, i have to change the value for each lane in 2 triggers :/ im planning on changing all the triggers to use variable arrays and be much shorter to allow simpler editing.
And the thing about the cloak effect on phase assasin... believe it or not, that was my first idea of how he should look. Only problem is i don't know how to apply the cloak texture to a not cloaked unit >.< He will also get the afterimages like the HT has in melee, and i just got an idea how to change the phase assasin's look. If it works, he'll be light blue and transparent.
I'll take all your item suggestions in consideration, but i have to find out whether adding effects to weapons is possible through items, because creating a copy of each weapon with the additional effects is just too much to do...
Also, thanks for the link :) I'll see if i can use those.
Any new comments welcome.
p.s. theres a new version of the map up. it's not a complete update, but i wanted to test it out with my friend and my map is at the bottom of popularity anyway
Will update the description of the map here on mapster right away as well.
Played a few rounds using Phase Assassin, pretty fun hero but, overpowered ...
Phase Assassin
Phase Strike
Phase Distort
Time Distort
Phase Massacre
Others
Items
Wave Spawns
Final Bosses ... ?
Item Suggestions
Psi Reave (Weapon Slot)
Accel Reactor (Weapon Slot)
Rigid Cell (Chest Slot)
Hero Suggestions
"The Abandoned Warrior"
Skills
1. Intimidating Rush (Zealot Charge Animation) - 7 seconds CD
2. Cold Frustration - 20 seconds CD
3. Existence Withering - 30 seconds CD
4. Oblivious Repulsion - 85 seconds CD [ULTI]
Try looking at the map in this link as well. Not mine, but could help. http://www.sc2mapster.com/maps/specters-hero-pack/
These are just merely opinions of mine, just hope they're useful.
A suggestion for "The Lurker" could be to have it's burrow be a timed ability so that you can't stay burrowed all the time... :D
Thanks Nothu and Alexon for the comments.
@Alexon
Making 204 different units, and especially getting the models for them, takes time. At the moment its aproximately 20 different types of enemies... SC2 just doesn't include as many models as WC3 did unfortunately, and units are a lot harder to make here...
Plus, imagine the trigger work i'd have to go through to spawn them all... My triggers already make the game lag enough, we dont need more.
@Nothu
Newest patch screwed up my triggers it seems, summoners units dont get buffed when they spawn O.o and i think that no-ability points is a blizzard bug... Ive found many of such bugs that just happen without me doing anything. I'll be revising the triggers and everything tommorow, and update the map again.
Also, All spawned units ARE allies with the beacons, so i have no idea why they attack them (i saw the bug first hand, very annoying)
Unfortunately, i CANT do that skill scaling with levels... I would love to, but i cant :( I know how i'd do it in wc3, but here it's either impossible or very hard and beyond my knowledge
Some spells do get bonuses from the attributes though, i'll try and make intelligence have a bigger impact on abilities
Stuff i hope to do tommorow:
-Go back to old hero selection system, this one doesn't seem efficient (got a lot of comments about it)
-Make spawns a tiny bit weaker
-Buff up thor (not exactly sure how)
-Add more ability levels to murloc
-fix anything else that pops up, and try to fix random bugs that just happened without me doing anything.
Kay here some feedback from the new version:
Summoner:
Gets no Skillpoints after lvl up and is too weak - after wave 12 or so he just gets pwned over and over (maybe because of the missing skills but I dunno because I couldnt test it ;) )
Enemies:
They attack the circles for the lines (set them friendly to All Players and Stuff ) Enemy Waves attack each other, when wave "1" is stopped but not killed and the wave "2" meets with the wave "1" they'll attack each other When the waves only come from west they stop on the left side of the center and do not attack the other Obelisks
EDIT:
Also in the Hero Selection Screen: Move the Crystals away from the Engineer and the Thor because you cant see them because the crystals are right in front of them
EDIT2:
The Murlocs Skills (except for the heal and the berserk) are after wave 20-25 allmost usless
EDIT3:
You could try to do the skills scaling in % to something so that they make sense against stronger enemies ;) Or DMG + Stat or something like that ;)
An important fact - that I see in many maps - is that you spawn the same monster-models again and again having only better stats but no better optical look. It is nice for the player when he can evaluate the strength of the enemy, just noticing "oh, a new monster - that must be stronger". I see this problem in sc2 maps very often, never in wc3 maps - stronger monsters must have another look obviously.
I like to play this maps with 1-3 friends btw.
greetz
Thanks for telling me.
The thing with no hero... I think that's a bnet lag problem. If a player clicks twice too quickly the server will run the trigger the second time before the first trigger is able to send the message back to your computer (find out what youre latency is - if you click faster than that, your computer wont know that you have already picked a hero)
I know there was a topic about somthing like this, i'll have to search for it to see whether it was resolved
I'm working on the lag, my triggers were pretty huge and i fixed a lot of them already, but im still not done.
The map wasnt supposed to become popular yet - i didnt expect it to become popular ever actually. Only reason it was public was so that other people could test it without me making a lobby for them...
Its far from done, i have to remake all the spawning triggers and the triggers for the beacons (i know how, it just takes ages to make them...)
Gonna be uploading a fixed version in a few minutes. Only lags that should occur due to triggers now should be exactly when the units spawn, cause the trigger is very long (again, i'll be fixing that soon...)
playexd a couple of games now. EVEN THOUGH THere are only 100 UNITS on the map, IT REALY LAGS!!! so fix your code or what ever.. you have programmed it realy bad obviously. or disable replay function so the game doesnt begin to lag.. whatever, not fun.
Hi, sometimes I don't get a hero (or an ally). This happens when you see NAME A has selected. NAME A has selected. So you see ONE name selecting 2 times. i guess he is taking a pos from another player? although everyone is getting ONE hero max. or just zero heroO
So this time I dont go just after heroes but also after which Model would fit a "hero" (or some jerk-of-heroes ;( xD):
First: I just want to say its just my own way of taste which really influences this list :)
Second: In my opinion a unit model which could be used as a "hero" is mostly a single unit + a unit which gives this feeling of "special" or "powerful". So in that case the most "special unit models" stand out for me. But I also like normal models for heroes not that I'm opsessed with the unique ones ;). The most intresting way for ME would be to "build" the heroes myself with the model-merging-tool because it would give a "unique"-type of thing + it would be selfmade and could be arranged as I would want it to look like ;)
Intresting/Good Models:
Kerrigan / Queen of Blades
Tychus Findley
Nova
Zerathul
Infestor (allready used)
Thor (downsized / allready in use)
Viking
Hydralisk
Roach
Ghost / Phantom
Zelot
High Templar (Allready in use)
Dark Templar (Allready in use)
Queen
Lurker(yay)
Tauren Marine
Murloc Marine (I think that his a bit to small for a hero and upscaled he doesnt look that well (for my taste))
Marauder / Firebat
Merged Medic (====== I dont know if you understand the model merging-tool but yea with this tool you could crate your "own" heroes which could look more fitting to their skills and also you could make them more intresting than basic units ;) ====== yes, I repeat myself =D )
Immortal
Predator
So now to some Hero Ideas for Terra:
Viking
Hero Type: (Mid-)Ranged DPS, Normal Attack: Double MGs(just the normal ground attack ;) )
The Viking has not too much and not to less HP.
His range is around 5-7.
Attack Rate is High but Dmg rather low.
Skill 1: Scattershot: The Viking uses a special bullet which scatters on impact. The DMG on a single target is low but when shot right into a group it deals a lot of DMG.
Skill 2: Savage: The Viking uses his Guns as Fists(or has normal fists ;) ) and punches the Targeted Unit. Deals high dmg, has a chance of stunning the unit which was hit.
Skill 3: Warrior of the North: With every point invested in this skill the Viking deals higher dmg with his normal attacks and gets a little bonus on armor
Skill 4: Scavenger: For every killed Unit the Viking gets + Minerals/ + Health/ something xD
Firebat
Hero-Type: (Low)Ranged Tank, Normal Attack: Double Flamethrower
The Firebat has a high amount of health + some armor.
the Firebat's range is between 2-4
The Attack Rate is low but the dmg output is high and has a little AE.
Skill 1: Burn Baby Burn : The Firebat can increase the amount of gas for a short time which results in an immense burst of flames. This skill does dmg in a cone-shaped (or straight-lined) ae which does a fair amount of dmg and sets the enemy units on fire.
Skill 2: Got a Drink : Units which are set on fire / burning can be targeted by this skill. The Firebat throws a Whiskey at the burning enemy which goes "boom". This skills does a great amount of dmg on the target and also has a weak AE around the targeted unit. (siege tank *cough*)
Skill 3: Hot Like Fire : The Firebat sets himself on Fire which does little dmg to his health, but creates a "flameshield" for x sec. enemy units around the firebat get dmg/sec + units which attack the firebat get a low amount of dmg and the burning effect.
Skill 4: Armaggedon : The Firebat throw Molotov Cocktails around like a crazed paperboy his newspapers. The Molotovs get thrown around random in a x radius around the firebat. on hiting the ground the molotov(the firebat throw multiple molotovs) bursts open for little dmg and creates a field of fire which does dmg/sec and give the enemy unit the burning effect.
Phew needed some time for this but I think this time I did a little better job - hope it gives ya some ideas + gn8 ;)
Guys, for those of you whom i told that i can test the map at 4 pm today... Wont work, completely forgot i had to go somewhere >.<
Tommorow maybe.
And thx for the ideas, nothu! Cant wait to see more of them. If i get all these done... The map will be ready for a proper beta release pretty soon!
Edit:
i just looked at todays front page... the first two tutorials made me drool... Actionbar was one of the things i had planned incase i made a custom UI for this map!
" "The Lurker" I believe this is what nothu means in the comment, not Stalker :p Will be based of Nothu's comment, without the burrow as burrowing a unit will cause it to be "cloaked", meaning enemy units will just run by it and attack the nexus, which totally ruins everything. Either that, or i'll make the burrow have some kind of buff to it's damage/attack speed but still allow it to be visible to enemy units. "
did I say "i love you" or so? xD
btw more hero ideas incoming ;)