Vexal Team Survival
Contact Info
www.facebook.com/vexal (Matt Swarthout)
Youtube
Map Overview
Genre
Hero Survival
Players
Two teams of five
Description
Each player commands a Hero. Waves of enemies spawn at the top, and players must hold them off using their heroes. Players lose when their Pylon is destroyed.
Combat
Fast-paced, based on skill.
Spell Casting
Most spells can be dodged. The cast system is set up similar to Diablo. Players may bind a spell to automatically cast anywhere the mouse is left-clicked. Players may repeatedly cast by holding down the left mouse. Players may switch between bound spells using the number keys corresponding to the spell (in the order they were learned), or by clicking its icon on the spell bar. Players may also use traditional commands and hotkeys if they wish.
Heroes
Skill Trees
Each Hero has three spell trees, and occasionally a misc tree. Each spell has ten levels. The second spell in each tree requires the Hero to be at least level 7, as well as have at least five skill points in the first spell of that tree. The third spell in each tree requires the Hero to be at least level 14, and have at least five skill points in the second spell of that tree. It is intended that by the end of an average game, the Hero should have one third tier spell, and possibly another tier two spell from a different tree. Or three second tier spells and no third tier spells. This balance is to be determined.
Hero Stats
Players start with 30 stats, and gain 10 each level. Stats are allocated via a dialog. Players start with 1 health, no shields, and weak attack. Allocation of stats prior to combat is necessary.
Role: DPS
Mage
Main page: http://www.sc2mapster.com/maps/vts/pages/hero-1-mage/
- Spells and attacks receive damage bonuses from Intelligence.
The Mage is very similar to the Sorceress in Diablo 2.
- Spells:
- Ice tree: Ice Bolt, Blizzard, Frozen Orb
- Lightning Tree: Charged Bolt, Thunderstorm, [undetermined]
- Fire Tree: Fireball, Firewall, Meteor
- Misc: Blink
Engineer
- Spells, attacks, and structures receive high damage bonuses from Strength, medium bonuses from Agility, and petty bonuses from Intelligence
- Spells
- Pheromone Bomb
- Air Strike
- [remaining Spells undetermined]
- Structures
- Turret, Lightning Turret, Concussive Turret
- [remaining structures undetermined]
Role: Heal
Doctor
- Spells and attacks receive damage bonuses from Intelligence.
- Spells
- Heal Tree: Judgement, [undetermined], [undetermined]
- DPS Tree: [undetermined], [undetermined], [undetermined]
- Raise Dead Tree: Raise Skeleton, Raise Skeletal Mage, Animate Dead
- Misc: Fear
Role: Tank
Ravager
Spells and attacks gain additional damage from Strength.
The Ravager has a maximum fixed Energy of 100. The Ravager regenerates Energy via dealing damage and taking damage, similar to the Warrior in WoW. The Ravager's Energy drains when the Ravager becomes idle.
- Spells
- Spawn Tree: Lay Egg, Lay Rancid Egg, [undetermined]
- Passive Tree: Devour, [undetermined], [undetermined]
- DPS Tree: War Stomp, Adrenaline Rush, [undetermined]
- Misc: [Undetermined]
Remaining Heroes: [undetermined]
Items
General
Heroes have a WoW-style inventory. Items must be equipped in their respective slot to have an effect.
Item Types
Generic
Generic items increase stats and damage and other generic effects. Customary across most games with items.
Relics
- Relics persist on your account (or should it be your Hero? - undecided) permanently once acquired. Relics are extremely expensive. On average, it is likely a player can only afford at most one relic per game, assuming they make it to the end.
- The purpose of Relics is to gear up players to succeed in higher difficulty levels. These higher levels of difficulty will be nearly impossible unless all players have accumulated multiple Relics.
- Players have access to all Relics they have purchased at the start of the game. I have not decided if they should be specific to the Hero which purchases them, or shared on the account.
- Relics provide unique, powerful bonuses. For example, a particular Relic might increase the cast range of all spells, or allow the Hero to teleport back to their main base, or lower all cooldowns.
Other Features
Teams
The game will be divided into two teams of five. Each team has their own side of the map with their own waves. Whichever team survives the longest wins the game. The surviving team will receive bonus money which can greatly increase the chance that players can afford a particular relic. Teams will have the ability to purchase offensive actions against the other team.
Levels
There will be 43 levels, including bosses. Levels have unique abilities. There is almost zero break between levels. It is intended that players will need to maintain control of the map. The further they get pushed back toward their spawn, the worse off they are doing. Poorly performing teams will eventually be pushed back all the way to their spawn location, and their base will be overrun and destroyed. Well-performing teams will consistently destroy mobs near the top of the map, before they have the chance to reach their base.
This looks like an extremely fun map with great potential and I would be honored if you would consider me to test your maps. I'm on the North America server and my account name/character code is Lemninas.945. Keep up the good work man!
I'd like to test as well. Add me if you need another tester Hellaciouss - 771
I would suggest looking at two similar wc3 maps, Enfos team survival, and Abyss gates. Abyss Gates had unique (afaik) mechanics for the heroes, where they each had 5 tiers of 3 abilities each, of which you could only chose one each, allowing for a massive number of builds. Also, it solved the spawn camping problem games like that have by making units near the spawn more powerful and gaining life-steal. I hope this game will be as fun as Abyss gates was in wc3.
1. I'd go with being able to be independant and do damage, but fulfill functions. E.g. in my latest map I have a medic hero who's the only healer, but I understand people may be playing solo so he has a fist weapon and some offensive abilities so he can be somewhat self-sufficient.
2. This sounds good and is how plants vs zombies works. You get like 30+ towers by end-of-game but can only take 8-9 into battle.
3. Agreed, except what's good is if the solo person can handle the first wave and then will have way more money to make himself as good as a 5 man team. As good as the WoW dungeon system is, we need to remember popularity and people trying your map alone want to play it and not just quit cause too hard.
4. Give it a go.
5. Sounds perfect, intensity is good. It can make the quiet moments have more intensity because you know the impending doom.
6. I'd say look at enfo's mechanics from war3. Was great.
beta tester signing up. ingamename: flummox
If you need a beta tester, pm Glasse#392
I'm always up for it.
Aspiring designer with similar interests and quirks interested in testing, offering suggestions and feedback and being otherwise helpful reporting. I can be quite blunt. :P
My SC account is on NA servers, BaCON is the char name and my char code is 779. I will also be trying to get in touch in-game.
Hey man, I'm willing to test maps for you. Been playing your Tower Defence game alot and I really like it.
Matthew 728 if u wanna add me ingame