Vampirism
Vampirism from Warcraft 3 remade for SC2
Features in this remake which will differ from the warcraft 3 version:
- Vampire will be chosen/randomed ingame. You can opt to be human or vampire. Number of vampires is (currently) tied to the number of players (humans) in the game.
- Vampire spells will work a bit different.
- Slayer resurrection because doing it like it was in warcraft 3 looks terribly complicated to me atm. I will probably change it to an autoressurect after x seconds (maybe with a penalty for losing him).
- Vampires cannot upgrade their stats/attributes (research). That is because the editor doesn't allow it (yet). Is replaced by other things.
I added some images to show some progress. check by clicking on images or this link
Alpha planning & goals:
Goals:
- Playable early game (15min)
- Find big bugs
- Get basic balancing
I primarily want to test alpha version with other mappers/experienced tester that know how a bad trigger can be exploited etc. (as possible ;) )
Planning:
Done:
- Trees like in Warcraft 3 (Harvestable, blocking LOS etc)
- Terrain
- Triggers complete - setting teams, vamp income, vamp choice ingame with dialogs, little tutorial to vampirism, turning humans etc
- Vampire hero (basic for alpha)
- Vampire hero custom spells
- Slayer (basic for alpha)
- Slayer pool
- Slayer custom spells
- Slayer revive trigger/mechanic
- Item/Shop/Inventory system
- Item combine system
- Human walls for early game
Now being developed:
Halted for the moment. :(
I will continue to add content to the map occasionally. But as vampire mechanics revolve around RPG elements ,which aren't supported very well, I will wait for the updates that come along with Blizzards custom maps (announced @ blizzcon).
Yes that may be lazy, but in the end, it will make it easier for me and better for you :)
To be done:
- Vampire items (for first 15min, 9 of x done)
- Vampire upgrades (halfway done)
- Human towers
- Human research & economy buildings
- Human units: different harvesters (3 to 5)
- Human upgrades (early game)
- Mercenaries
- Turned humans (lesser vampires/vampire minons whatever their name will be) -> unit
- Evaluate balanced values for all units hp/kill gold reward/kill xp reward/attrubute scaling/spell scaling/harvest speed ... (duh)
Beta planning & goals:
Anyone is welcome to help test, balance, hunt bugs and enjoy the map. It will not be released to the public yet however.
Goals:
- Fully playable, all content is implemented.
- Eradicate all bugs (as possible)
- Focus on balance. Huge balance changes should not be needed after this.
- Optimize triggers etc
Planning:
- bug hunting!
- balance early/midgame
- bug hunting!
- Add lategame buildings/items (Slayer items + higher tier vamp items)
- bug hunting!
- make terrain look better
I will need testers (EU) for when I reach alpha/beta stages. I will not publish alpha/beta versions for public as that will make people only think of this map as buggy/uncomplete (stupid popularity system :/ )
Release goals and planning
Goals:
- Fully playable
- No huge balance flaws or bugs (many players are likely to find bugs that come out of nowhere)
- Public release!
- Make the map fun and popular!
Planning:
- Solve all issues that were brought up by testers
- Publish -> public :)
- See how players do and adjust balance
- Find trustworthy and competent uploaders for NA and SEA region
- Create new content to add twists and new stuff for veterans
Thanks to the people that made Vampirism (all versions) for Warcraft 3!
This page is currently a help for me and you can check out how the map is progressing ;)
Wow, I didn't even know someone was trying a direct import like this till today XD
Since this project seems to be on hiatus for a while, anyone interested please check out:
http://www.sc2mapster.com/maps/soul-repo/
@Bro123:
There will be enough similarities as I pretty much just port most of it. A couple things are different due to either limits/not supported in starcraft 2 editor or I was lazy (I can change that tho if it feels too awkward)
I absolutely loved these maps on war3 and can't wait for this one. Im pretty sure that if it has enough similarities to any of the popular warcraft 3 maps it won't have any problems becoming popular in starcraft 2
Ran into several strange problems... may need to take a backup file :/
I think I will reinstall first to rule that out :>
@Prplcheez:
I have seen a few cat & mouse style maps, but none that was awesome or popular :/
Maybe/hopefully I will do better ;)
I would love to be a tester for this, but unfortunately I'm in the U.S. I'll be keeping up with the progress on this, as I've been waiting SO long for a Vampirism map on SC2.
"Oh cool, the editor has this new feature, awesome! This will speed up things!"
1 hour later
"Wtf, It doesn't support this? FUUUUUUUUUUUUUUUUUUUU"
(I ran into some problems, but there should be an alpha version soon™)
I have worked out how all features will work for the alpha.
Now it's basically just about filling the map with content instead problem solving/figuring stuff out etc. ;)
Edit: What this means: Progress of this map is currently only blocked if I am lazy :D
Well, quoting myself
"You can opt to be human or vampire."
If you won't to play human, you won't be forced to play vampire, unless of course no one wants to be the vampire, then a (or two, depending on player count) player will be randomed to play vampire.
But I don't think that that will happen often, as in these "cat & mouse" games, there is always someone who wants to be the "cat" ;)
Also, very important: I will reach alpha soon™, and then I may change that. Or in beta. Just depends on the feedback I get. Before no one has played it with this mechanic, I won't change that mechanic :D
Would it be better if the host was allowed to choose whether the game mode is randomization or vampire locked?
As i know some people want to be vampires really badly, yet randomization might just kill the fun.
And sometimes a vampire would just leave the game if they want to play human, spoiling the entire game.
With the lobby method, when someone wants to be the vampire really hard, they will just join a game until they are host or in the right spot.
Every system has flaws. I rather want the randomness to decide than people argue in the lobby .
Also, as much as most people like to turtle in melee, they will like to be humans instead vampire as humans basically do that almost for the entire game ;D
I would strongly advise against a vampire randomization. In Warcraft 3 it was hard enough to get able vampires in the lobby, and games were ruined instantly if someone else would be a vampire.
Lobby option is best I'd say.
Sent you a PM Kalmatos
If you don't mind, i would love to publish for you!
Of course, we will talk more, as you might not trust me. But i'm so desperate for Vampirism now :P
And my WC III is gone/ :(
I am on EU.
Don't want to give you a bummer, but I think it will take a while until the map is on SEA or NA (release version, read updated above).
If I had to give a date now (release version), I'd say 3 weeks, but really, I can't guarantee anything.
I will be following your project also.
I wonder which server this is, as i am from SEA, and i think people there would LOVE to see this map out.
So, yeah :P
Cheers!
already a comment :D
Thanks Siaon.
Some things are really tricky, concerning conversion from warcraft 3 to starcraft 2.
I think (hope) I will have an alpha (playable) version within a week :)
I'll be following your project :)
Have been wondering about vampirism and tree tag myself. Both of which require trees for their original flavor.