3090 Posts in 570 Topics - by 2216 Members - Latest Member: Readvictor

Warcraft III: MapsModelsSkinsIconsSpellsToolsTutorials
WC3 JASS: Code SnippetsJASS and vJASS Spells and SystemsJass Tutorials
Chat @Discord

Author Topic: [RPG/Arcade] Mercenaries, the Show-Off  (Read 68258 times)

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #25 on: February 24, 2013, 12:07:03 AM »
Screenshot 1 - The road is too straight, making it look unnatural. Trees look bad, so try to stay away from Blizzard Trees.
Screenshot 2 - Looks nice, but the path seems too narrow. Plus the trees again.
Screenshot 3 - That ramp could use some work. Try varying your tiles, and the shore could use some sand.
Screenshot 4 - Smooth up those cliffs. Seems too narrow.
Screenshot 5 - Looks fine, but you should mix up those tiles. I never liked those houses, so check the houses at the UTM.

Overall, looks alright. Snow terrains are among the hardest ones to make due to the lack of tiles, so good luck there. I highly suggest that you use forest ones first.
Try adding more space for more mobility and check other terrains from sites like Hive and try to at least get their style. If not, I suggest that you look at Blizzards melee maps. They are quite nice.


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #26 on: February 26, 2013, 06:09:15 AM »
Shall do! (:
I am going to download the UTM-map as soon as the hives database-backingup is complete ^^'

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #27 on: March 14, 2013, 10:28:07 AM »
Have been terraining a bit more; Here is some pictures of the waterfall again;

  • Site Owner
  • Administrator
  • Starter - level 4
  • *
  • Posts: 959
  • WC3 Models: 59
  • WC3 Tutorials: 13
  • WC3 Tools: 12
  • WC3 Maps: 12
  • WC3 Skins: 6
  • WC3 Icons: 2
  • WC3 Spells: 15
  • Reputation: 1153
  • Site Admin - I love fix things
    • View Profile
    • Blizzard Modding Information Center
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #28 on: March 14, 2013, 11:18:47 AM »
Hmmm... I like in general, using terrain deformations are the way to go :)

About the second picture, if you can avoid bridges, the better. I've seen examples doing this "bridge" with just an elevation and 2 ramps smoothed with deformation tool. The hole below the bridge can be don with crater doodads.

In the third picture try to add more random to the terrain, dark leaves near the trees and cover the tree bases with bush and flowers. 

We can give you full hosting for your projects, a complete page!!

A custom altered melee map where you can play Naga and Demons. Check it out!!
Use Dropbox...

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #29 on: March 14, 2013, 02:18:17 PM »
Hmmm... I like in general, using terrain deformations are the way to go :)

About the second picture, if you can avoid bridges, the better. I've seen examples doing this "bridge" with just an elevation and 2 ramps smoothed with deformation tool. The hole below the bridge can be don with crater doodads.

In the third picture try to add more random to the terrain, dark leaves near the trees and cover the tree bases with bush and flowers. 
I'm on it! (: Thanks for all the feedback!

Here is a pic of another place. (Stonebridges with snow can be seen in the background, but due to their height, I am not sure of how I could create a terrain-version-bridge.. )
The elevator-platforms are supposed to look like some magical floating-stone-things to jump across.

PS: I wonder if I should let the Fireball from the Arcane Schoolar explode on first impact or when target destination is hit instead of just the target destination?
That would make the fireball-projectile make more sense.
« Last Edit: March 15, 2013, 10:11:43 AM by rvonsonsnadtz »

  • Site Owner
  • Administrator
  • Starter - level 4
  • *
  • Posts: 959
  • WC3 Models: 59
  • WC3 Tutorials: 13
  • WC3 Tools: 12
  • WC3 Maps: 12
  • WC3 Skins: 6
  • WC3 Icons: 2
  • WC3 Spells: 15
  • Reputation: 1153
  • Site Admin - I love fix things
    • View Profile
    • Blizzard Modding Information Center
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #30 on: April 14, 2013, 07:26:53 AM »
Any updates about this project??

We can give you full hosting for your projects, a complete page!!

A custom altered melee map where you can play Naga and Demons. Check it out!!
Use Dropbox...

  • Site Owner
  • Administrator
  • Starter - level 4
  • *
  • Posts: 959
  • WC3 Models: 59
  • WC3 Tutorials: 13
  • WC3 Tools: 12
  • WC3 Maps: 12
  • WC3 Skins: 6
  • WC3 Icons: 2
  • WC3 Spells: 15
  • Reputation: 1153
  • Site Admin - I love fix things
    • View Profile
    • Blizzard Modding Information Center
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #31 on: April 14, 2013, 07:34:00 AM »
EDIT: Could you please add an screenshot about this project in the first post??

We can give you full hosting for your projects, a complete page!!

A custom altered melee map where you can play Naga and Demons. Check it out!!
Use Dropbox...

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #32 on: April 14, 2013, 06:38:49 PM »
Hmmm... well... I have a minor problem; all my coding is going very well (the inventory/heroview GUI is taking shape, and should be up and running in some Days), but; when I made the terrain, I just imported everything from the UTM3.0, which really had a vast amount of what I would call garbage, not because of low quality, but rather it didn't fit the map, so I decided to clear it from doodads once again and start over with models that I want, to minimize the mapsize (all stuff from UTM increased the mapsize by 4mb, and what I know, that is half the max-limit of a wc3 map..)

 But I will try upload stuff as quickly as possible ^^'

One small question (not used to posting much on forums) but if I want something minimizable (seen it often says "spoiler" next to it), what would be the code? (Thought that I could add finished heroes to the first post?^^ )

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #33 on: April 14, 2013, 10:41:02 PM »
You should have just exported the stuff you needed from the UTM, then imported it to your map.

I think the
Code: [Select]
[spoiler=Text]Text inside the spoiler[/spoiler] would work.


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #34 on: April 15, 2013, 03:56:00 PM »
Updated the first post a little. However, no screeny yet.. :(
Might work with the terrain tomorrow ^^'

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #35 on: April 15, 2013, 09:42:24 PM »
Since its a Mercenary-type game, maybe a round where Team A protects a random member of theirs and Team B tries to kill it; if that member survives, he and his team gets points, but he gets the highest among them; if the member dies, the enemy team gets these points, but the killer gets the most. You could add some gold rewards while you're at it.

Other modes could include gaining the most gold at a certain period of time, etc.

I would suggest that there would be classes as well as paths/specialties. Paths/Specialties are a just special abilities which allow the player to do something better, usually non-combat related. Paths could include things like a Settler (makes bases for your mercenaries), Explorers (Scavange stuff and discover new areas), Brutes (Start battles, get new weapons, and special combat skills), and the Scholar (Study plants/organisms, unlock new abilities/skills for you and your allies, etc.). This allows you to compliment each players playstyle more specifically.


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #36 on: April 16, 2013, 07:45:31 AM »
I like your modes-ideas, I will try to implement them in the game, once everything is up and running. (:
 I just wonder one thing about the paths/specialites; as a player, you will choose; Hero, 6different enchants (kinda like the inventory-system, but I thought that each hero already has their set of gear, so a enchantment on each piece made more sense), the normal inventory (consumables and simpler "charms"), 10different runes (2stamina, 2profi, 2energy, 2focus, 1overall and 1platima), a "special unit" (or familiar that I will call it in-game) and units; isn't there a risk of making the map to complicated for the players? ^^'
 I mean, I like the idea, but I think some people would already find this map complex. I will consider this, perhaps release a alfa/beta version without and see if I could add this too or if the choosables actually are enough. But please come with more ideas! =D

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #37 on: April 17, 2013, 09:29:05 AM »
Yeah. Lets just wait for a sort of working version of the map and maybe you could check if those ideas fit. Just see if you could squeeze it in.

Also, could you tell me a bit more on the enchants? I'm afraid i'm having a hard time understanding it.

On the question of complexity, just remember that complexity is just the mental burden the player gives per meaningful choice in a rule set. Just keep in mind what genre the game is and basing from that, how much mental calculations are you asking from them per choice. Just teach your player everything they need to know before the game starts. Playing the game yourself helps here.
Remember, in games - "play, don't show".


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #38 on: April 17, 2013, 12:23:58 PM »
Ok, this is how the enchantments works;
There are six categories for the enchants: Weapon, Feet, Arm, Head, Legs and Chest, meaning you could have one enchantment per category (I could add more categories if I want to, but these are enough for the moment I think).
These are not like items bought in a shop, but unlocked and upgraded inside the HeroView-GUI.
All "types" of enchants are equally good inside their category and level, so it's just up to the player to choose whatever combination of enchants he wants to use.
Most enchants have 3 levels, but I am planning on adding some with more "unique" effects that only has one level (with the same "power" as a level 3 of another item inside the same category)
For the moment are all categories equally strong except for the chest-pieces, which are more powerfull and costs more to buy and upgrade.

It is a bit hard to explain, but I think the maps HeroView-GUI will make it quite easy to understand.
How it will look in the GUI; You have a list with all enchantments in a fixed order, all locked to begin with. When you click on one of them, their border will start to glow, and 1 button will be available; "Unlock" + the amount of gold needed(this same button will be used for the upgrade-function, but be called "Upgrade" instead). When pressed, the icon of the enchant will be lighted up (just like the difference between a DISBTN and a normal BTN) and another button will be available; "Activate". When pressed, the former active enchantment (if anyone) in the category will be disabled, and the new chosen one will activate.

Examples of Enchantments;
Weapon1 (Currently named "Sharpness"): Level1: 16attackdmg, Level2: 32attackdmg, Level3: 48attackdmg and 5%attackdamagemodifier.
Weapon2 (Currently named "Mystic"): Level1: 16magicdmg, Level2: 32magicdmg, Level3: 48magicdmg and 5% spelldamagemodifier.
Feet1 (Currently named "Energy"): Level1: +2Energy, Level2: +4energy, Level3: +7energy.
 + some more, currently about 6-8 different enchantments for every category.

Hopefully, that explains it for now. Should update the first post to inform more about it. ^^
« Last Edit: April 17, 2013, 02:14:51 PM by rvonsonsnadtz »

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #39 on: April 17, 2013, 10:26:38 PM »
I think I get it so far. Just watch out for Power Creeps in your enchantments (when old content becomes obsolete after newer content).


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #40 on: April 18, 2013, 08:43:32 AM »
Well, I kinda use a specific formula for the enchants (only visible for me, the programer); enchants inside a category have a certain amount of "points" per level, and each different attribute or stat costs a certain amount of points. This gives me a very easy way to balance it, since all I need to do is to balance these stats costs.  ^^ (or atleast, that is how I figure..)

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #41 on: April 18, 2013, 08:50:29 AM »
Nice. I'm waiting for at least a playable demo now, so maybe I can tell you about more ideas/tips. Have a expected date, or is it soonish?


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #42 on: April 18, 2013, 05:23:37 PM »
It's not soonish ^^'''
I have studies in chemistry at an *almost* impossible rate, but I will try do atleast something on it each day ^^'
A could say atleast one hero seems to be completely finished (and the first one takes the longest time, since it is by then I need to have a complete idea of how every thing will work, adding more heroes after is quick as long as I have the idea finished, which I would really be thankfull for if you had any ^^), and the base-structure of the GUI is also taking shape.
 But a playable demo, hmmm.. I *think* i will have more time after May, so perhaps a playable ("Pre-alfa") demo could be released sometime around august, but I can't guarantee anything..

EDIT: I can't give a real date where I could release the demo, but don't expect it before June atleast (:
 But its a nice push that you seems to be curious about this project and wants to test it, so I will make an extra effort just thanks to that! (:

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #43 on: April 18, 2013, 10:02:22 PM »
Glad to hear a sort of realistic date of release :D
And I see you're studying Chemistry, curse that subject. Damn hard one.
By the hero, do you mean the Arcane Scholar? Also, I have an idea for fields of magic in your game:

Click
  • Inborn - These people are born with magic in their hearts, drawing from an innate pool of magic to cast their spells and constantly expanding the boundaries of their power. An Inborn's path is also very dangerous, if they overextend their usage of magic, they use their life force instead. This usually results to the treatment of Inborns as outcasts in society, but revered in many places of magic and prophecy. These people are not to be ignored from society, for it is these people that might actually save it.
  • Mage - The Mage is the most common calling in the world, as anyone can pick it up and start learning. The Mages use Words of Power, spoken only by the ancients and the Spell Tomes containing various Words of Power, which are forged by the Grand Magus to be used by the lower Mages. The Words and Spell Tomes are connected with the magic of the world, and speaking in these Words of Power unleashes its power, shaped by the base word and the will of its caster. The more fluent one is in a Word of Power, the stronger it becomes and the greater its toll on the will of the caster. A Grand Magus can do much more with one word than a novice with ten. Each word does not drain the world of its magic, but it lowers the will to fight of a Mage, tiring the caster himself. Overcasting a spell gives the risk of a Mage passing out.
  • Necromancer - The Necromancer is perhaps the most feared of all disciplines, drawing power from the dead and acting on their behalf. They protect the dead from the abuse of their powers, and finish their business in this world once and for all. The Necromancer acts as a bridge between the living and the dead, and the dead bestow their skills upon a Necromancer. Fallen necromancers can also bestow their gifts to a living one, as well as those of another discipline. Being a Necromancer is a calling, but more of a path one takes. The Necromancers magic is fueled by the spirits he/she makes a contract with and determines how much a spirit can give. If a Necromancer insults a spirit or forgets his duties, he may find himself powerless or even dragged to the realm of the undead.
  • The Decisive - The Decisive is the most respected of all disciplines. A Decisive relies on using his will and might as a source of power, thus many Decisive going into a state of meditation and recollection in their lives. A Decisive tries to create a thin boundary between the living world and the realms of might and power and use that power at the cost of a Decisive's own willpower. A Decisive practices the art for decades and only perfect the art at a state of Determination. Unlike the Mage, a Decisive can summon as much magic as their will can handle, and extend those boundaries even further; this makes the Decisive regarded as the most noble and respected path of all.
  • Advocate - The Advocate is the wildest of all paths. The Advocate receives his magic from a contract between beasts spirits and elemental spirits. An Advocate is either approached by or approaches a spirit in order to create a contract between them. When forged, the Advocate and the spirit become a new being, thus the Advocate exists no more. A Master Advocate has a wide array of spirits and knows how to blend their powers, whereas a novice usually just has one. An Advocate is only limited by the limits of the spirit they have contracted with. If an Advocate violates the contract between them and the spirit, the spirit may freely break from the Advocate.
  • Possessed - Feared and misunderstood even more than the Inborn is the Possessed. Often, a Possessed has no path chosen. A Possessed is a being that has merged with a spirit, but remains two whole souls instead of a new one. The half provides raw magic to the Possessed and uses it to his own will to cast spells and such. Sometimes it is of an equal partnership, but usually the very spirit that provides them magic is the dominant one. Like the Advocate, a Possessed can have as much spirits which his will can handle. Often having two or more spirits causes internal conflict between and hurts the Possessed himself. Under the Possessed also lies the dangerous fields of magic such as Lycanthropy, Shape-shifting and Vampirism.
  • Void - The Void are the rarest Path and is not made by will, but it is innate in the person, much like the Inborn. The Void is the most unexplained path and perhaps the most feared of them all, even more than a Possessed or a Necromancer. Their source of magic comes from an unknown force and the outcome is particularly devastating. Once with the Void, one cannot come back into reality and slowly loses their will and sanity. This makes the Void highly misunderstood and despised by all other Paths.

The main idea there is that everyone can learn all the same set of spells, but it depends on their path how much and which kinds of spells they are most fitted to learn, except for the Void. You can use these paths to build your sort of magic system, maybe adding resources such as Will instead of Mana, Void Power instead of Mana, etc.
« Last Edit: May 02, 2013, 09:35:42 AM by s[ub]lime »


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #44 on: April 19, 2013, 06:48:12 AM »
HMMMMM... That was a interesting turn of events. I have just added the spells to the heroes directly, but this.. isn't such a bad idea. Perhaps I should lesser the amount of spells given to the heroes directly, and let them get some spells from the path.. (I mean, a few spells are a bit "class-bound". In Arcane Scholar, the Empower Spell is a spell that I have been thinking would be a specific "class spell".
 And by the way; I REALLY need a new name for that class.. ^^''' )

Now you have there a list of different "wizard"-paths, but their will be fighters and priests to. Got a few "paths" for fighters and priests then that I just came up with spontaneously;

Paths
(Priest/Wizard) the Heretic: Often missunderstood as directly evil, these deals with demons and have gained similar powers either by bargain or as a direct bi-produkt from being alot inside the demons presence. A few also exists that is a born half-demon, but very few of these childs survive, either stillborn or killed by crusaders. They doesn't draw their power from themselves, but rather the stored power that they steal from their enemies and then releases as a pure force of destruction.

(Priest) the Doomguide: One of the most underestimated paths a priest could take, the doomguide have the powers to turn the tide of war. They aren't the typical healer, but they can bestow divine protection and strengths while raining destructive force upon the enemy.

(Priest) Asgaarde Belivers (perhaps I should find a new name): Most common in barbaric villages in the north, the Asgaarde preacher is a diverse caster and fighter, who could summon the thunder from Thor, the favor from Odin and the healing touch of Freya. They get their powers from the gods, who gives more the more battles the Preacher has prevailed in.

(Fighter/Priest) Divine Crusader: A fighter with a strong faith or a priest with a strong fightingwill. Divine Crusaders are fighters who fight for their gods, no matter what. They have the abilities to heal themselves and their comrades, and infusing their own blade with a Holy Might. A Divine Crusader is very loved and respected in one church and equally hated in others with different belives. They draw their powers both from their will and their gods.

(Fighter) Barbarian: A barbarian cares little to non about technique and focuses almost solely on pure strength and stamina. These fierce fighters can enter a state of body and mind, where the will no longers limits the barbarian, giving him extreme fightingcapabilities and a undepletable source of energy, but drains his health during the activation and gets him winded afterwards, which severly reduces his speed and ability to dodge and hit.

(Fighter/Mage) SpellSword: These are often wizards who have been training some kind of martial arts or a fighter who knows his way around magic. These have often, as a oppose of other fighters, a high magic-protection at the cost of physical protection, and instead of relying on weapon proficiency and strength, they also enhance their fighting prowess with magics, drawn from their will.

The "multiclassed"-paths have I thought won't be open to every hero that could be categoriesed as one of the classes, but they are more there cause some classes could probably be played as something between 2classes. (a arcane scholar would for example probably make a poor spellsword, and since the whole idea of the hero is that he takes alot of his time to study his path of power, he haven't had much time to train in martial arts, but he can be a heretic. )

What do you think? ^^
« Last Edit: April 19, 2013, 07:45:43 AM by rvonsonsnadtz »

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #45 on: April 19, 2013, 09:28:25 AM »
Boredom is a strong one with me :D
For the Arcane Scholar I would suggest maybe just making it into a more general term. Maybe Scholar or Arcanist? Also, the ones I posted are not just limited to the Mages. You can even make a Decisive Fighter, or a Necromancer Priest.

So is the Fighter-Mage-Priest your holy trinity?

For the Heretic - I suggest you stay away from the term demon, and maybe change it into something more unknown, unexplained. Maybe they share ancestry with an age old legend, they control an unknown force of power, etc. That way you can squeeze a lot of forms of magic in one class, such as divine, unholy, time, space, etc.
For the Doomguide - Doomguide sounds bad for me. I like sticking to more general terms, so its matter of taste :P A Doomguide doesn't sound good for one with divine powers, so maybe make him bestow protection without the aid of divines, maybe arcane, will, etc. You could explore more sources of magic here. Maybe something like a Banner-bearer could be, making him have a look of a Fighter, but the skill set of a Priest. His resource could be Morale.
For the Asgaarde Believers - Too long, make it just Believer, Augur or Zealot. You might want to stray away from the Norse Pantheon, and maybe use a more generic term such as the divines. So their source of magic is based of faith? That seems nice. Faith could become their principle resource, and overusing it maybe changes their beliefs? I don't know.
For the Divine Crusader - Crusader only? I like the concept that he relies on faith and will. Maybe you could give this hero a Faith as his Mana and a bonus stat called Will, which the higher it is the faster his Faith regenerates and the stronger he becomes. Will increases per successful attack.
For the Barbarian - I like the name. You could make this guy run on Health and Rage. He uses Health to cast his spells and Rage to increase his attacks and add spell bonuses. The lower the health, the higher the rage. To make it quite more balanced you should make his spells harder to land.
For the Spellsword - Spellsword is good. He should use mana as a principle resource and maybe make it a variable which affects his attack damage or armor.

Overall I like the other paths, and I think you should use a 3 set class system for easy management. You would have a total of 9 Classes, having a Fighter, Fighter-Mage, Fighter-Priest; Mage, Mage-Fighter, Mage-Priest; Priest, Priest-Mage and Priest-Fighter. You could maybe add a sort of duality, so you could have like a sort of an inverse of a class, having a sum total of 18 classes.



gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #46 on: April 19, 2013, 10:24:34 AM »
Boredom is a strong one with me :D
For the Arcane Scholar I would suggest maybe just making it into a more general term. Maybe Scholar or Arcanist? Also, the ones I posted are not just limited to the Mages. You can even make a Decisive Fighter, or a Necromancer Priest.

Boredom is a strong one with me? Meaning you need diversity with the map? xD (I hope you don't mean my ideas was boring :P )
Just Scholar will be nice (:
About the thing that all heroes should be able to pick all classes; I personally think that it would be a bit hard to balance that, although the freedome and diversity of the game would be very nice if I would succede. Otherwise, I thought more that a hero has different classes to choose from depending on the nature of the hero.
Do you mean that a Decesive Fighter and a Decesive Mage should have the same abilities, or should they get abilities more fitting for the hero?

Quote
So is the Fighter-Mage-Priest your holy trinity?
I kinda think it covers all the types of heroes in the map, however, if I would add a tinker-like unit, I am not completely sure where he would be added. But my thoughts is;
 Fighter: ALL types of physical damage, where the use of the weapon is kinda like the base of combat. Main attribute: Stamina or Proficiency. Archers, Warriors and also Rogues would fit in this category.
 Mage: Pure spellcasting, spell-effect is based upon their own power in one way or the other. Main Attribute: Focus. Wizards, Evokers and Summoners would fit in this category.
 Priest: Spellcasting and fighting, but they use more percentuell stuff and healing than mages, so I wouldn't call them a mix-class between those 2. Druids, Clerics and Shamans would fit in this category.

Quote
Overall I like the other paths, and I think you should use a 3 set class system for easy management. You would have a total of 9 Classes, having a Fighter, Fighter-Mage, Fighter-Priest; Mage, Mage-Fighter, Mage-Priest; Priest, Priest-Mage and Priest-Fighter. You could maybe add a sort of duality, so you could have like a sort of an inverse of a class, having a sum total of 18 classes.

Please explain what you mean with the last inverse/duality thing. I am not sure if I understand ^^'

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #47 on: April 19, 2013, 10:29:35 PM »
Boredom is a strong one with me? Meaning you need diversity with the map? xD (I hope you don't mean my ideas was boring :P )
Just Scholar will be nice (:
I meant that boredom is strong with me, as in me :P

Quote
About the thing that all heroes should be able to pick all classes; I personally think that it would be a bit hard to balance that, although the freedome and diversity of the game would be very nice if I would succede. Otherwise, I thought more that a hero has different classes to choose from depending on the nature of the hero.
Do you mean that a Decesive Fighter and a Decesive Mage should have the same abilities, or should they get abilities more fitting for the hero?

If you feel its right, then sure. I was saying that you could have an Inborn, Mage, Necromancer, Decisive, Advocate, Summoner, Possessed and the Void can be a FIghter, Mage or a Priest.

Quote
I kinda think it covers all the types of heroes in the map, however, if I would add a tinker-like unit, I am not completely sure where he would be added. But my thoughts is;
 Fighter: ALL types of physical damage, where the use of the weapon is kinda like the base of combat. Main attribute: Stamina or Proficiency. Archers, Warriors and also Rogues would fit in this category.
 Mage: Pure spellcasting, spell-effect is based upon their own power in one way or the other. Main Attribute: Focus. Wizards, Evokers and Summoners would fit in this category.
 Priest: Spellcasting and fighting, but they use more percentuell stuff and healing than mages, so I wouldn't call them a mix-class between those 2. Druids, Clerics and Shamans would fit in this category.
Yeah, you could add a Tinker/Crafting unit. It could be 4 base classes - Fighter, Crafter, Mage and Priest. Then you can mix and match them to form hybrid classes.

Quote
Please explain what you mean with the last inverse/duality thing. I am not sure if I understand ^^'
I was saying that there are 9 classes right? Then you could add an opposite of Fighter, opposite of Mage and opposite of Priest class, then you cna mix and match them to have a sum total of 18 classes.


gucci mane

  • Rookie - level 3
  • ***
  • Posts: 128
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 11
  • User
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #48 on: April 20, 2013, 06:34:26 AM »
I think I have an idea of what I could do;
You start with picking your hero (and in the description you could see what types of classes he could be, like the Scholar could be Mage or Priest/Mage. The hero has the stat-bonus and a few special abilities, like the Scholar has Empower Spell. )
 And then you pick the class and lastly the path.

 Btw, I'm gonna change the name of "Heretic" to "Consumer" as he deals with souls. His primary way to gain his source of power is by dealing attack-damage (Slow normal regeneration). (And I should call his source of power "SoulForce" or something like that) (:

  • aka Drunken_Jackal
  • Recognized User
  • Rookie - level 4
  • *****
  • Posts: 179
  • WC3 Spells: 0
  • WC3 Models: 0
  • WC3 Tutorials: 0
  • WC3 Tools: 0
  • WC3 Maps: 0
  • WC3 Skins: 0
  • WC3 Icons: 0
  • Reputation: 558
    • View Profile
[RPG/Arcade] Mercenaries, the Show-Off
« Reply #49 on: April 20, 2013, 09:23:52 PM »
That sounds nice - but you could just remove the path all in all. It would be a lot harder for you to balance it. I suggest you just make the classes have some of the features of the paths, so you could add something like the 4 paths in WildStar Online. Their system was Race -> Class -> Path.

Well if someone gets more power by dealing damage I would call them a Sadist :P


gucci mane

 

Blizzard Modding Information Center Wacraft III Modding Information Center WC3JASS.com - The JASS Vault Chronicles of Darkness - A Warcraft III mod Jetcraft - A Starcraft II mod Troll Smash - A Warcraft III Arena Starcraft II Modding Information Center
  Mod DB - Change the Game Power of Corruption - A Warcraft III altered melee map Chaos Realm - The world of Game modders and wc3 addicts Follow us on Facebook!!